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path: root/chart2/source/view/inc/GL3DRenderer.hxx
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/* -*- 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/.
 */

#ifndef CHART2_GL3DRENDERER_HXX
#define CHART2_GL3DRENDERER_HXX

#include "glm/glm.hpp"
#include "glm/gtx/transform.hpp"
#include "glm/gtx/euler_angles.hpp"
#include "glm/gtx/quaternion.hpp"

#include <com/sun/star/awt/Point.hpp>
#include <tools/gen.hxx>

#include <vcl/bitmapex.hxx>
#include <vcl/opengl/IOpenGLRenderer.hxx>

#include <vector>
#include <list>
#include <map>

#define MAX_LIGHT_NUM 8

namespace chart {

namespace opengl3D {

struct PosVecf3
{
    float x;
    float y;
    float z;
};

typedef std::vector <glm::vec3> Vertices3D;
typedef std::vector <glm::vec2> UVs3D;
typedef std::vector <glm::vec3> Normals3D;

struct MaterialParameters
{
    glm::vec4 ambient;
    glm::vec4 diffuse;
    glm::vec4 specular;
    glm::vec4 materialColor;

    bool twoSidesLighting;
    float shininess;
    float pad;
    float pad1;
};

struct LightSource
{
    glm::vec4   lightColor;
    glm::vec4   positionWorldspace;
    float  lightPower;
    float  pad1;
    float  pad2;
    float  pad3;
};

struct GlobalLights
{
    int lightNum;
    glm::vec4 ambient;
    LightSource light[MAX_LIGHT_NUM];
};

struct Polygon3DInfo
{
    bool lineOnly;
    float lineWidth;
    bool twoSidesLighting;
    long fillStyle;
    glm::vec4 polygonColor;
    Vertices3D *vertices;
    UVs3D *uvs;
    Normals3D *normals;
    std::list <Vertices3D *> verticesList;
    std::list <UVs3D *> uvsList;
    std::list <Normals3D *> normalsList;
    MaterialParameters material;
};

struct Extrude3DInfo
{
    bool rounded;
    bool twoSidesLighting;
    glm::vec4 extrudeColor;
    float xScale;
    float yScale;
    float zScale;
    float xTransform;
    float yTransform;
    float zTransform;
    glm::mat4 rotation;
    MaterialParameters material;
    int startIndex[5];
    int size[5];
    int reverse;
};


struct CameraInfo
{
    glm::vec3 cameraPos;
    glm::vec3 cameraOrg;
    glm::vec3 cameraUp;

    CameraInfo():
        cameraUp(glm::vec3(0, 0, 1)) {}
};

struct RoundBarMesh
{
    float topThreshold;
    float bottomThreshold;
    int iMeshStartIndices;
    int iMeshSizes;
    int iElementStartIndices[5];
    int iElementSizes[5];
};

struct PackedVertex{
    glm::vec3 position;
    glm::vec3 normal;
    bool operator<(const PackedVertex& that) const{
        return memcmp((void*)this, (void*)&that, sizeof(PackedVertex))>0;
    };
};

struct TextInfo
{
    GLuint texture;
    float vertex[12];
};

typedef struct SceneBox{
    float maxXCoord;
    float minXCoord;
    float maxYCoord;
    float minYCoord;
    float maxZCoord;
    float minZCoord;
}SceneBox;


class OpenGL3DRenderer
{
public:
    OpenGL3DRenderer();
    ~OpenGL3DRenderer();

    void init();
    void Set3DSenceInfo(sal_uInt32 color = 255, bool twoSidesLighting = true);
    void SetLightInfo(bool lightOn, sal_uInt32 color, const glm::vec4& direction);
    void AddShapePolygon3DObject(sal_uInt32 color, bool lineOnly, sal_uInt32 lineColor,
            long fillStyle, sal_uInt32 specular);
    void EndAddShapePolygon3DObject();
    void AddPolygon3DObjectNormalPoint(float x, float y, float z);
    void EndAddPolygon3DObjectNormalPoint();
    void AddPolygon3DObjectPoint(float x, float y, float z);
    void EndAddPolygon3DObjectPoint();
    void AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 color, sal_uInt32 specular, glm::mat4 modelMatrix);
    void EndAddShape3DExtrudeObject();
    double GetTime();
    void SetFPS(float fps);
    void RenderClickPos(Point aMPos);
    void SetSize(const Size& rSize);
    void SetCameraInfo(glm::vec3 pos, glm::vec3 direction, glm::vec3 up);
    void CreateTextTexture(const BitmapEx& rBitmapEx, glm::vec3 vTopLeft,glm::vec3 vTopRight, glm::vec3 vBottomRight, glm::vec3 vBottomLeft);
    void ProcessUnrenderedShape();

    void SetPickingMode(bool bPickingMode);
private:
    void MoveModelf(PosVecf3& trans,PosVecf3& angle,PosVecf3& scale);

    void GetFreq();
    void RenderPolygon3DObject();
    void RenderLine3D(Polygon3DInfo &polygon);
    void RenderPolygon3D(Polygon3DInfo &polygon);
    void Init3DUniformBlock();
    void Update3DUniformBlock();
    void RenderExtrude3DObject();
    void RenderFPS(float fps);
    //add for text
    void RenderTextShape();
    void RenderText(const ::rtl::OUString& string, com::sun::star::awt::Point aPos);
    void RenderExtrudeSurface(const Extrude3DInfo& extrude3D);
    void RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D);
    void RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D);
    void RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D);
    void RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, int surIndex);
    void AddVertexData(GLuint vertexBuf);
    void AddNormalData(GLuint normalBuf);
    void AddIndexData(GLuint indexBuf);
    void RenderNonRoundedBar(const Extrude3DInfo& extrude3D);
    bool GetSimilarVertexIndex(PackedVertex & packed,
        std::map<PackedVertex,unsigned short> & VertexToOutIndex,
        unsigned short & result
        );
    void SetVertex(PackedVertex &packed,
        std::map<PackedVertex,unsigned short> &VertexToOutIndex,
        std::vector<glm::vec3> &vertex,
        std::vector<glm::vec3> &normal,
        std::vector<unsigned short> &indeices);
    void CreateActualRoundedCube(float fRadius, int iSubDivY, int iSubDivZ, float width, float height, float depth);
    int GenerateRoundCornerBar(std::vector<glm::vec3> &vertices, std::vector<glm::vec3> &normals, float fRadius, int iSubDivY,
                               int iSubDivZ, float width, float height, float depth);
    void CreateSceneBoxView();
    void RenderTexture(GLuint TexID);
private:

    struct ShaderResources
    {
        // 3DProID
        GLint m_3DProID;
        GLint m_3DProjectionID;
        GLint m_3DViewID;
        GLint m_3DModelID;
        GLint m_3DNormalMatrixID;
        GLint m_3DVertexID;
        GLint m_3DNormalID;

        // TextProID
        GLint m_TextProID;
        GLint m_TextMatrixID;
        GLint m_TextVertexID;
        GLint m_TextTexCoordID;
        GLint m_TextTexID;

        // CommonProID
        GLint m_CommonProID;
        GLint m_2DVertexID;
        GLint m_2DColorID;
        GLint m_MatrixID;

        // RenderProID
        GLint m_RenderProID;
        GLint m_RenderTexID;
        GLint m_RenderVertexID;
        GLint m_RenderTexCoordID;

        ShaderResources():
            m_3DProID(0),
            m_TextProID(0),
            m_CommonProID(0),
            m_RenderProID(0) {}

        ~ShaderResources()
        {
            glDeleteProgram(m_CommonProID);
            glDeleteProgram(m_RenderProID);
            glDeleteProgram(m_TextProID);
            glDeleteProgram(m_3DProID);
        }

        void LoadShaders();
    };

    struct PickingShaderResources
    {
        // CommonProID
        GLint m_CommonProID;
        GLint m_2DVertexID;
        GLint m_2DColorID;
        GLint m_MatrixID;

        PickingShaderResources():
            m_CommonProID(0) {}

        ~PickingShaderResources()
        {
            glDeleteProgram(m_CommonProID);
        }

        void LoadShaders();
    };

    ShaderResources maResources;
    PickingShaderResources maPickingResources;

    // Projection matrix : default 45 degree Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
    glm::mat4 m_Projection;
    // Camera matrix
    glm::mat4 m_View;
    // Model matrix : an identity matrix (model will be at the origin
    glm::mat4 m_Model;

    sal_Int32 m_iWidth;

    sal_Int32 m_iHeight;

    GlobalLights m_LightsInfo;

    CameraInfo m_CameraInfo;

    Polygon3DInfo m_Polygon3DInfo;

    std::list <Polygon3DInfo> m_Polygon3DInfoList;

    glm::mat4 m_D3DTrasform;

    glm::mat4 m_3DProjection;

    glm::mat4 m_3DView;

    glm::mat4 m_3DMVP;

    GLuint m_3DUBOBuffer;
#if 0
    GLint m_3DLightBlockIndex;

    GLint m_3DMaterialBlockIndex;
#endif
    GLint m_3DActualSizeLight;

    GLuint m_NormalBuffer;

    GLuint m_VertexBuffer;

    Extrude3DInfo m_Extrude3DInfo;

    std::vector <Extrude3DInfo> m_Extrude3DList;

    GLuint m_CubeVertexBuf;

    GLuint m_CubeElementBuf;

    GLuint m_CubeNormalBuf;

    GLuint m_BoundBox;
    GLuint m_BoundBoxNormal;
     // add for text
    std::list <TextInfo> m_TextInfoList;
    GLuint m_TextTexCoordBuf;

    int m_uiSelectFrameCounter;

    std::vector<glm::vec3> m_Vertices;

    std::vector<glm::vec3> m_Normals;

    std::vector<unsigned short> m_Indeices;

    RoundBarMesh m_RoundBarMesh;

    GLuint m_RenderVertexBuf;

    GLuint m_RenderTexCoordBuf;

    float m_fViewAngle;

    float m_fHeightWeight;

    bool mbPickingMode;
    SceneBox m_SenceBox;
};

}

}

#endif

/* vim:set shiftwidth=4 softtabstop=4 expandtab: */