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authorxukai <xukai@multicorewareinc.com>2014-05-04 17:05:05 +0800
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-05-05 17:57:18 +0200
commit8af5e1a9fbd48d173bd1cd98f153428234638707 (patch)
tree1bb9d5bf6e45f464b120395cc830e2bab27a5745 /chart2
parentfc4000a9be34304790219f08adfa924801f736e1 (diff)
add vertex shader and fragment shader for 3D rendering
Change-Id: I7b1ca054006500d468da73d2d85eafaad85dda67
Diffstat (limited to 'chart2')
-rw-r--r--chart2/Package_opengl.mk2
-rw-r--r--chart2/opengl/shape3DFragmentShader.glsl110
-rw-r--r--chart2/opengl/shape3DVertexShader.glsl29
-rw-r--r--chart2/source/view/main/GL3DRenderer.cxx1
4 files changed, 142 insertions, 0 deletions
diff --git a/chart2/Package_opengl.mk b/chart2/Package_opengl.mk
index ef33ebbbff44..626a50f5cccb 100644
--- a/chart2/Package_opengl.mk
+++ b/chart2/Package_opengl.mk
@@ -20,6 +20,8 @@ $(eval $(call gb_Package_add_files,chart2_opengl_shader,$(LIBO_BIN_FOLDER)/openg
symbolVertexShader.glsl \
textFragmentShader.glsl \
textVertexShader.glsl \
+ shape3DFragmentShader.glsl \
+ shape3DVertexShader.glsl \
))
# vim: set noet sw=4 ts=4:
diff --git a/chart2/opengl/shape3DFragmentShader.glsl b/chart2/opengl/shape3DFragmentShader.glsl
new file mode 100644
index 000000000000..f527dd1da689
--- /dev/null
+++ b/chart2/opengl/shape3DFragmentShader.glsl
@@ -0,0 +1,110 @@
+/* -*- 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;
+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(0.0f, 0.0f, 0.0f);
+
+ vec3 vertexPositionCameraspace = (V * vec4(positionWorldspace,1)).xyz;
+
+ vec3 MaterialDiffuseColor = Material.matralParameter.materialColor.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;
+
+ if ((Material.matralParameter.twoSidesLighting == 1) && (!gl_FrontFacing))
+ {
+ normalDirectionCameraspace = -normalDirectionCameraspace;
+ }
+ 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: */ \ No newline at end of file
diff --git a/chart2/opengl/shape3DVertexShader.glsl b/chart2/opengl/shape3DVertexShader.glsl
new file mode 100644
index 000000000000..4587feb780da
--- /dev/null
+++ b/chart2/opengl/shape3DVertexShader.glsl
@@ -0,0 +1,29 @@
+/* -*- 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;
+
+out vec3 positionWorldspace;
+out vec3 normalCameraspace;
+
+uniform mat4 P;
+uniform mat4 M;
+uniform mat4 V;
+uniform mat3 normalMatrix;
+
+void main()
+{
+ gl_Position = P * V * M * vec4(vertexPositionModelspace,1);
+
+ positionWorldspace = (M * vec4(vertexPositionModelspace,1)).xyz;
+
+ normalCameraspace = normalize(mat3(V) * normalMatrix * vertexNormalModelspace);
+}
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ \ No newline at end of file
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index b9776545ef65..0b210cbb320f 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -140,6 +140,7 @@ void OpenGL3DRenderer::init()
m_3DProjection = glm::perspective(30.0f, (float)m_iWidth / (float)m_iHeight, 0.01f, 2000.0f);
+ LoadShaders();
}
void OpenGL3DRenderer::AddVertexData(GLuint vertexBuf)