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LibreOffice
core
Commits
ddeea304
Kaydet (Commit)
ddeea304
authored
May 28, 2014
tarafından
weigao
Kaydeden (comit)
Markus Mohrhard
May 28, 2014
Dosyalara gözat
Seçenekler
Dosyalara Gözat
İndir
Eposta Yamaları
Sade Fark
add batch render shader
Change-Id: I44cd54b35f872365268db3b4455beeac01ba3197
üst
103f60e5
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3 changed files
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+144
-0
Package_opengl.mk
chart2/Package_opengl.mk
+2
-0
shape3DFragmentShaderBatch.glsl
chart2/opengl/shape3DFragmentShaderBatch.glsl
+108
-0
shape3DVertexShaderBatch.glsl
chart2/opengl/shape3DVertexShaderBatch.glsl
+34
-0
No files found.
chart2/Package_opengl.mk
Dosyayı görüntüle @
ddeea304
...
...
@@ -28,6 +28,8 @@ $(eval $(call gb_Package_add_files,chart2_opengl_shader,$(LIBO_BIN_FOLDER)/openg
shape3DVertexShader.glsl \
renderTextureVertexShader.glsl \
renderTextureFragmentShader.glsl \
shape3DFragmentShaderBatch.glsl \
shape3DVertexShaderBatch.glsl \
))
# vim: set noet sw=4 ts=4:
chart2/opengl/shape3DFragmentShaderBatch.glsl
0 → 100644
Dosyayı görüntüle @
ddeea304
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#version 330 core
#define MAX_LIGHT_NUM 8
in
vec3
positionWorldspace
;
in
vec3
normalCameraspace
;
in
vec4
fragBarColor
;
uniform
mat4
V
;
out
vec4
actualColor
;
struct
MaterialParameters
{
vec4
ambient
;
vec4
diffuse
;
vec4
specular
;
vec4
materialColor
;
int
twoSidesLighting
;
float
shininess
;
float
pad
;
float
pad1
;
};
layout
(
std140
)
uniform
GlobalMaterialParameters
{
MaterialParameters
matralParameter
;
}
Material
;
struct
LightSource
{
vec4
lightColor
;
vec4
positionWorldspace
;
float
lightPower
;
float
pad1
;
float
pad2
;
float
pad3
;
};
layout
(
std140
)
uniform
GlobalLights
{
int
lightNum
;
vec4
ambient
;
LightSource
light
[
MAX_LIGHT_NUM
];
}
Lights
;
void
main
()
{
vec3
colorTotal
=
vec3
(
0
.
0
f
,
0
.
0
f
,
0
.
0
f
);
vec3
vertexPositionCameraspace
=
(
V
*
vec4
(
positionWorldspace
,
1
)).
xyz
;
vec3
MaterialDiffuseColor
=
fragBarColor
.
rgb
;
vec3
normalDirectionCameraspace
=
normalCameraspace
;
vec3
eyeDirectionCameraspace
=
normalize
(
vec3
(
0
,
0
,
0
)
-
vertexPositionCameraspace
);
float
attenuation
=
1
.
0
;
int
i
=
0
;
vec3
lightDirectionCameraspace
;
vec3
vertexToLightSource
;
vec3
lightAmbient
=
Lights
.
ambient
.
rgb
*
MaterialDiffuseColor
*
Material
.
matralParameter
.
ambient
.
rgb
*
5
.
0
;
for
(
i
=
0
;
i
<
Lights
.
lightNum
;
i
++
)
{
float
LightPower
=
Lights
.
light
[
i
].
lightPower
;
lightDirectionCameraspace
=
normalize
((
V
*
Lights
.
light
[
i
].
positionWorldspace
).
xyz
);
float
cosTheta
=
clamp
(
dot
(
normalDirectionCameraspace
,
lightDirectionCameraspace
),
0
,
1
);
vec3
lightDiffuse
=
LightPower
*
attenuation
*
Lights
.
light
[
i
].
lightColor
.
rgb
*
MaterialDiffuseColor
*
Material
.
matralParameter
.
diffuse
.
rgb
*
cosTheta
;
vec3
specularReflection
;
if
(
dot
(
normalDirectionCameraspace
,
lightDirectionCameraspace
)
<
0
)
{
specularReflection
=
vec3
(
0
.
0
,
0
.
0
,
0
.
0
);
}
else
{
vec3
R
=
reflect
(
-
lightDirectionCameraspace
,
normalDirectionCameraspace
);
float
cosAlpha
=
clamp
(
dot
(
eyeDirectionCameraspace
,
R
),
0
,
1
);
specularReflection
=
attenuation
*
LightPower
*
Lights
.
light
[
i
].
lightColor
.
rgb
*
Material
.
matralParameter
.
specular
.
rgb
*
MaterialDiffuseColor
*
pow
(
max
(
0
.
0
,
cosAlpha
),
Material
.
matralParameter
.
shininess
);
}
colorTotal
+=
lightDiffuse
+
specularReflection
;
}
colorTotal
+=
lightAmbient
;
actualColor
=
vec4
(
colorTotal
,
1
.
0
);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
chart2/opengl/shape3DVertexShaderBatch.glsl
0 → 100644
Dosyayı görüntüle @
ddeea304
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*/
#version 330 core
in
vec3
vertexPositionModelspace
;
in
vec3
vertexNormalModelspace
;
in
mat4
M
;
in
mat3
normalMatrix
;
in
vec4
barColor
;
out
vec3
positionWorldspace
;
out
vec3
normalCameraspace
;
out
vec4
fragBarColor
;
uniform
mat4
P
;
uniform
mat4
V
;
void
main
()
{
gl_Position
=
P
*
V
*
M
*
vec4
(
vertexPositionModelspace
,
1
);
positionWorldspace
=
(
M
*
vec4
(
vertexPositionModelspace
,
1
)).
xyz
;
normalCameraspace
=
normalize
(
mat3
(
V
)
*
normalMatrix
*
vertexNormalModelspace
);
fragBarColor
=
barColor
;
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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