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2014-11-10move README.deprecated from chart2 to vclMarkus Mohrhard1-23/+0
Change-Id: I077209d52805e1b8850a6702b9d88fe63acf8a0b
2014-09-23add translucent balck background for history renderingxukai1-3/+3
Change-Id: I9da69bdb29bb780776355e79fab61d5d9bb844a4 Reviewed-on: https://gerrit.libreoffice.org/11583 Reviewed-by: Kohei Yoshida <libreoffice@kohei.us> Tested-by: Kohei Yoshida <libreoffice@kohei.us>
2014-09-02add more notes about deprecated OpenGL featuresMarkus Mohrhard1-0/+8
Change-Id: Ic83ec7e99c8b666b755b93f315019754f9d9757f
2014-09-02add a note about deprecated functionalityMarkus Mohrhard1-0/+15
Change-Id: Ic980e633f7c9cdcbb3a1b512d66bfd8279d16339
2014-09-02fix my last core shader errorMarkus Mohrhard1-1/+2
Now all shaders compile cleanly against a core context without deprecated functions. Change-Id: I53c1fe04e07247f94ad5e3a17819cebea0a9f535
2014-09-02texture*D in GLSL is deprecated and not available in core contextsMarkus Mohrhard4-6/+12
Change-Id: Ia5da0899d73aea22fe7bae735e57e30dcd37b254
2014-09-02replace all attribute and varying in chart shadersMarkus Mohrhard18-37/+38
Next step to a pure OpenGL 3.2 core context. Change-Id: Ifcfccd9ffc8adcc3b7338e10cb25aeb8496909a3
2014-09-02we need to switch to OpenGL 3.2 core for OSXMarkus Mohrhard18-18/+18
A 3.2 core context only supports GLSL 150 core and above. This at least removes all vompile errors related to missing or wrong version requirements. In a next step we need to make use of modern GLSL features now. Change-Id: I59f1bc84ab4f64cc6520309b7da25adc3e116997
2014-09-02make sure that all shaders contain a version stringMarkus Mohrhard26-2/+48
This is necessary for OSX where we are using a core context that does not implement any legacy features anymore. Change-Id: I59536e99761691d910fef62cf82ceb03e57725ae
2014-08-13modify screen text color to blueweigao1-1/+2
Change-Id: I80435a980550a2b74657442ef1b44ca8e3825a97
2014-08-06make GL 3.0 support bars scrollweigao2-2/+10
Change-Id: I71d8d94f410e6c67d0e188ea2e0f79eb151758e0
2014-08-06make pick shader work when bars scrollweigao2-2/+10
Change-Id: I9a3e0e36b212ff49ad22ac0ff267d04476b4c307
2014-08-06add bars scroll shadersweigao3-2/+152
Change-Id: I006062986534950485ffa9e280caad3e37c2f35f
2014-08-06fix the light power in 3.0 versionweigao1-2/+1
Change-Id: I0a8e86f513386b7ce0eebb38d3257c275e86085c
2014-07-23modify the light to make the sence looks betterweigao1-2/+1
Change-Id: If6badae178ffc9be2192fcfdf41fc7d062dc32c4
2014-06-21small whitespace changesMarkus Mohrhard2-1/+5
Change-Id: I10aa08268bf148eb792440f13bcf044b350d6937
2014-06-21add batch render texture shadersweigao2-0/+42
Change-Id: I922d24bc63ed7c1f16318c25da0b6b3401d24b6f
2014-06-21use shader to calculate alpha channelweigao2-2/+4
Conflicts: chart2/source/view/main/GL3DRenderer.cxx Change-Id: I3cf9636b36ffd47589dd3ab61278802ca73644ce
2014-06-17add shaders for 3.0 glsl versionweigao2-0/+116
Change-Id: I52dd49132a9b625e8be51b4d5feb7e567ffa0a6e
2014-05-28remove tab in shaderMarkus Mohrhard1-1/+1
Change-Id: I8641b8c0b478dd23d312fb4e8eed8aa98eb7035e
2014-05-28add batch render shaderweigao2-0/+142
Change-Id: I44cd54b35f872365268db3b4455beeac01ba3197
2014-05-26initial work on screen textMarkus Mohrhard2-0/+36
Screen text is positioned in screen coordinates and therefore in 2D. This means it will not move with the camera. Change-Id: I3cf2e8859871ebc8034396b4c2d6f1ff9fe5d9f6
2014-05-15implement new struct and shaders for pickingMarkus Mohrhard2-0/+38
Change-Id: Ib3e08d69c031aa3130b10c0745119cf5935d86db
2014-05-08add reverse image shaderweigao2-0/+37
Change-Id: Ibd3aff8aeb71626dada762b53cde8f50f7fbf812
2014-05-05fix whitespace issuesMarkus Mohrhard2-29/+31
Change-Id: I7a3680aa324c4242572b71c91ec5bc4f85eff9e9
2014-05-05add vertex shader and fragment shader for 3D renderingxukai2-0/+139
Change-Id: I7b1ca054006500d468da73d2d85eafaad85dda67
2014-03-17Revert "Move OpenGLRender to vcl"Markus Mohrhard10-0/+273
This reverts commit 04b70c682e2cdc52b144961a83d05fd203de6884. The OpenGLRender is not abstract enough for vcl. Leave it in chart2. Conflicts: chart2/source/view/inc/DummyXShape.hxx chart2/source/view/main/OpenGLRender.hxx vcl/Library_vclopengl.mk Change-Id: I5392c8ee34462ff49059126ca2284d8ebe1eb379
2014-03-14Move OpenGLRender to vclZolnai Tamás10-273/+0
Change-Id: I6383ae3f94fc18aec92596b9d857d3fde5869dd6
2014-02-15remove unused shaderMarkus Mohrhard2-38/+0
Change-Id: Ib30ff20e099f4b3403a3ca7689f7d8d75d888763
2014-02-03add the remaining symbolsMarkus Mohrhard1-6/+31
Change-Id: I81b63d9e0e164e07cee3e10072a565e669b98196
2014-02-03working symbol rendering based on point spritesMarkus Mohrhard2-6/+58
This approach ahs several advantages compared to the old approach. There is no UNO involved anymore and we have a perfect shape defined by a mathematical formula. No need for anti-aliasing or complex calculations on the CPU. Change-Id: I5018eae516de3368037c4c293d937de66f38568d
2014-01-31add license headers to glsl filesMarkus Mohrhard12-0/+130
Change-Id: Ib473d7bbb39f50f5fea549e69dcac0e938a1700a
2014-01-31apparently the OpenGL doc is wrong, we need GLSL 1.20Markus Mohrhard2-2/+2
Change-Id: I00a98b8a564c7d36f30672ba91593096e460ef8c
2014-01-29gl_PointCoord is already in GLSL 110Markus Mohrhard2-2/+2
Change-Id: I35de1aad6f7e8dbdcefc1107c843b7b95357c4c6
2014-01-29add Symbol2D renderingPeilin12-0/+104
Change-Id: Ic294ffc4bc675495fe83ac182dbebbba7245c7b9