[Libreoffice-commits] core.git: 3 commits - chart2/opengl chart2/Package_opengl.mk chart2/source
weigao
weigao at multicorewareinc.com
Mon Jun 16 23:33:25 PDT 2014
chart2/Package_opengl.mk | 2
chart2/opengl/shape3DFragmentShaderV300.glsl | 87 ++++++++++
chart2/opengl/shape3DVertexShaderV300.glsl | 29 +++
chart2/source/view/inc/GL3DRenderer.hxx | 20 ++
chart2/source/view/main/GL3DRenderer.cxx | 228 +++++++++++++++++++++------
5 files changed, 321 insertions(+), 45 deletions(-)
New commits:
commit 7c5580874ccb403baec7a067a6fb55182a2bd354
Author: weigao <weigao at multicorewareinc.com>
Date: Sat Jun 14 08:59:07 2014 -0700
add codes for calling the 3.0 shaders
Change-Id: I0e95879c04047ccb836543d801bda6a01ae469ef
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index 3566fb3..4178467 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -195,6 +195,7 @@ void OpenGL3DRenderer::CheckGLSLVersion()
if (iVersion > 3)
{
maResources.m_b330Support = true;
+ maResources.m_b330Support = false;
return;
}
p++;
@@ -834,11 +835,6 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon)
{
return ;
}
- //update ubo
- Update3DUniformBlock();
- glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
- glBufferSubData(GL_UNIFORM_BUFFER, m_3DActualSizeLight, sizeof(MaterialParameters), &polygon.material);
- CHECK_GL_ERROR();
glBindBuffer(GL_UNIFORM_BUFFER, 0);
if(mbPickingMode)
{
@@ -849,6 +845,31 @@ void OpenGL3DRenderer::RenderPolygon3D(const Polygon3DInfo& polygon)
glUseProgram(maResources.m_3DProID);
glUniformMatrix4fv(maResources.m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
glUniformMatrix4fv(maResources.m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
+ if (maResources.m_b330Support)
+ {
+ //update ubo
+ Update3DUniformBlock();
+ glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
+ glBufferSubData(GL_UNIFORM_BUFFER, m_3DActualSizeLight, sizeof(MaterialParameters), &polygon.material);
+ CHECK_GL_ERROR();
+ }
+ else
+ {
+ //update light information
+ glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, (GLfloat*)m_LightColor);
+ glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, (GLfloat*)m_PositionWorldspace);
+ glUniform1fv(maResources.m_3DLightPowerID, m_iLightNum, m_fLightPower);
+ glUniform1i(maResources.m_3DLightNumID, m_iLightNum);
+ glUniform4fv(maResources.m_3DLightAmbientID, 1, &m_Ambient[0]);
+ //update meterial information
+ glUniform4fv(maResources.m_3DMaterialAmbientID, 1, &polygon.material.ambient[0]);
+ glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, &polygon.material.diffuse[0]);
+ glUniform4fv(maResources.m_3DMaterialSpecularID, 1, &polygon.material.specular[0]);
+ glUniform4fv(maResources.m_3DMaterialColorID, 1, &polygon.material.materialColor[0]);
+ glUniform1i(maResources.m_3DMaterialTwoSidesID, polygon.material.twoSidesLighting);
+ glUniform1f(maResources.m_3DMaterialShininessID, polygon.material.shininess);
+ CHECK_GL_ERROR();
+ }
}
for (size_t i = 0; i < verticesNum; i++)
{
@@ -968,26 +989,45 @@ void OpenGL3DRenderer::RenderPolygon3DObject()
void OpenGL3DRenderer::Set3DSenceInfo(sal_uInt32 nColor, bool twoSidesLighting)
{
m_Polygon3DInfo.material.twoSidesLighting = twoSidesLighting;
-
- m_LightsInfo.ambient = getColorAsVector(nColor);
-
- m_LightsInfo.lightNum = 0;
+ if (maResources.m_b330Support)
+ {
+ m_LightsInfo.ambient = getColorAsVector(nColor);
+ m_LightsInfo.lightNum = 0;
+ }
+ else
+ {
+ m_iLightNum = 0;
+ m_Ambient = getColorAsVector(nColor);;
+ }
SetLightInfo(true, 0xFFFFFF, glm::vec4(1.0, 1.0, 1.0, 0.0));
}
void OpenGL3DRenderer::SetLightInfo(bool lightOn, sal_uInt32 nColor, const glm::vec4& direction)
{
- if (m_LightsInfo.lightNum >= MAX_LIGHT_NUM)
- {
- return;
- }
-
if (lightOn)
{
- m_LightsInfo.light[m_LightsInfo.lightNum].lightColor = getColorAsVector(nColor);
- m_LightsInfo.light[m_LightsInfo.lightNum].positionWorldspace = direction;
- m_LightsInfo.light[m_LightsInfo.lightNum].lightPower = 1.0;
- m_LightsInfo.lightNum++;
+ if (maResources.m_b330Support)
+ {
+ if (m_LightsInfo.lightNum >= MAX_LIGHT_NUM)
+ {
+ return;
+ }
+ m_LightsInfo.light[m_LightsInfo.lightNum].lightColor = getColorAsVector(nColor);
+ m_LightsInfo.light[m_LightsInfo.lightNum].positionWorldspace = direction;
+ m_LightsInfo.light[m_LightsInfo.lightNum].lightPower = 1.0;
+ m_LightsInfo.lightNum++;
+ }
+ else
+ {
+ if (m_iLightNum >= MAX_LIGHT_NUM)
+ {
+ return;
+ }
+ m_LightColor[m_iLightNum] = getColorAsVector(nColor);
+ m_PositionWorldspace[m_iLightNum] = direction;
+ m_fLightPower[m_iLightNum] = 1.0;
+ m_iLightNum++;
+ }
}
}
@@ -1389,7 +1429,6 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D)
glUniform4fv(maResources.m_2DColorID, 1, &extrude3D.id[0]);
}
glDrawElements(GL_TRIANGLES, extrude3D.size[TOP_SURFACE], GL_UNSIGNED_SHORT, reinterpret_cast<GLvoid*>(extrude3D.startIndex[TOP_SURFACE]));
- RenderExtrudeFlatSurface(extrude3D, FLAT_BOTTOM_SURFACE);
}
void OpenGL3DRenderer::RenderNonRoundedBar(const Extrude3DInfo& extrude3D)
@@ -1453,12 +1492,26 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
}
else
{
- Update3DUniformBlock();
glUseProgram(maResources.m_3DProID);
glUniformMatrix4fv(maResources.m_3DViewID, 1, GL_FALSE, &m_3DView[0][0]);
glUniformMatrix4fv(maResources.m_3DProjectionID, 1, GL_FALSE, &m_3DProjection[0][0]);
+ if (maResources.m_b330Support)
+ {
+ //update ubo
+ Update3DUniformBlock();
+ CHECK_GL_ERROR();
+ }
+ else
+ {
+ //update light information
+ glUniform4fv(maResources.m_3DLightColorID, m_iLightNum, (GLfloat*)m_LightColor);
+ glUniform4fv(maResources.m_3DLightPosID, m_iLightNum, (GLfloat*)m_PositionWorldspace);
+ glUniform1fv(maResources.m_3DLightPowerID, m_iLightNum, m_fLightPower);
+ glUniform1i(maResources.m_3DLightNumID, m_iLightNum);
+ glUniform4fv(maResources.m_3DLightAmbientID, 1, &m_Ambient[0]);
+ CHECK_GL_ERROR();
+ }
}
- CHECK_GL_ERROR();
size_t extrude3DNum = m_Extrude3DList.size();
for (size_t i = 0; i < extrude3DNum; i++)
{
@@ -1498,10 +1551,23 @@ void OpenGL3DRenderer::RenderExtrude3DObject()
extrude3DInfo.zScale *= m_fHeightWeight;
if(!mbPickingMode)
{
- glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
- glBufferSubData(GL_UNIFORM_BUFFER, m_3DActualSizeLight, sizeof(MaterialParameters), &extrude3DInfo.material);
- CHECK_GL_ERROR();
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ if (maResources.m_b330Support)
+ {
+ glBindBuffer(GL_UNIFORM_BUFFER, m_3DUBOBuffer);
+ glBufferSubData(GL_UNIFORM_BUFFER, m_3DActualSizeLight, sizeof(MaterialParameters), &extrude3DInfo.material);
+ CHECK_GL_ERROR();
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ }
+ else
+ {
+ //update meterial information
+ glUniform4fv(maResources.m_3DMaterialAmbientID, 1, &extrude3DInfo.material.ambient[0]);
+ glUniform4fv(maResources.m_3DMaterialDiffuseID, 1, &extrude3DInfo.material.diffuse[0]);
+ glUniform4fv(maResources.m_3DMaterialSpecularID, 1, &extrude3DInfo.material.specular[0]);
+ glUniform4fv(maResources.m_3DMaterialColorID, 1, &extrude3DInfo.material.materialColor[0]);
+ glUniform1i(maResources.m_3DMaterialTwoSidesID, extrude3DInfo.material.twoSidesLighting);
+ glUniform1f(maResources.m_3DMaterialShininessID, extrude3DInfo.material.shininess);
+ }
}
extrude3DInfo.reverse = 0;
if (extrude3DInfo.rounded)
@@ -1796,7 +1862,16 @@ void OpenGL3DRenderer::ProcessUnrenderedShape(bool bNewScene)
if(mbPickingMode)
RenderExtrude3DObject();
else
- RenderBatchBars(bNewScene);
+ {
+ if (maResources.m_b330Support)
+ {
+ RenderBatchBars(bNewScene);
+ }
+ else
+ {
+ RenderExtrude3DObject();
+ }
+ }
//render text
RenderTextShape();
// render screen text
commit 1e3a1a050916bf530f900e4ef0241e8e9adc7158
Author: weigao <weigao at multicorewareinc.com>
Date: Sat Jun 14 08:51:43 2014 -0700
add codes for compile the 3.0 shaders
Conflicts:
chart2/source/view/inc/GL3DRenderer.hxx
Change-Id: Idc58635cc1604208317319bfa399a1574979a909
diff --git a/chart2/source/view/inc/GL3DRenderer.hxx b/chart2/source/view/inc/GL3DRenderer.hxx
index ad013e9..6218fbc 100644
--- a/chart2/source/view/inc/GL3DRenderer.hxx
+++ b/chart2/source/view/inc/GL3DRenderer.hxx
@@ -230,10 +230,12 @@ private:
void InitBatch3DUniformBlock();
void UpdateBatch3DUniformBlock();
void RenderBatchBars(bool bNewScene);
+ void CheckGLSLVersion();
private:
struct ShaderResources
{
+ bool m_b330Support;
// 3DProID
GLint m_3DProID;
GLint m_3DProjectionID;
@@ -242,6 +244,18 @@ private:
GLint m_3DNormalMatrixID;
GLint m_3DVertexID;
GLint m_3DNormalID;
+ //300 verson;
+ GLint m_3DMaterialAmbientID;
+ GLint m_3DMaterialDiffuseID;
+ GLint m_3DMaterialSpecularID;
+ GLint m_3DMaterialColorID;
+ GLint m_3DMaterialTwoSidesID;
+ GLint m_3DMaterialShininessID;
+ GLint m_3DLightColorID;
+ GLint m_3DLightPosID;
+ GLint m_3DLightPowerID;
+ GLint m_3DLightNumID;
+ GLint m_3DLightAmbientID;
// TextProID
GLint m_TextProID;
@@ -376,6 +390,12 @@ private:
GLint m_Batch3DActualSizeLight;
glm::mat4 m_GlobalScaleMatrix;
+ //for 3.0 version
+ int m_iLightNum;
+ glm::vec4 m_Ambient;
+ glm::vec4 m_LightColor[MAX_LIGHT_NUM];
+ glm::vec4 m_PositionWorldspace[MAX_LIGHT_NUM];
+ float m_fLightPower[MAX_LIGHT_NUM];
};
}
diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx
index 52199c5..3566fb3 100644
--- a/chart2/source/view/main/GL3DRenderer.cxx
+++ b/chart2/source/view/main/GL3DRenderer.cxx
@@ -134,7 +134,8 @@ OpenGL3DRenderer::~OpenGL3DRenderer()
}
OpenGL3DRenderer::ShaderResources::ShaderResources()
- : m_3DProID(0)
+ : m_b330Support(false)
+ , m_3DProID(0)
, m_3DProjectionID(0)
, m_3DViewID(0)
, m_3DModelID(0)
@@ -174,16 +175,82 @@ OpenGL3DRenderer::ShaderResources::~ShaderResources()
glDeleteProgram(m_3DBatchProID);
}
+void OpenGL3DRenderer::CheckGLSLVersion()
+{
+ char version[256] = {0};
+ strcpy(version, (char *)glGetString(GL_SHADING_LANGUAGE_VERSION));
+ char *p = version;
+ int iVersion = 0;
+ //get the first point
+ while ((*p != '\0') && (*p != '.'))
+ {
+ iVersion = iVersion * 10 + ((*p) - 0x30);
+ p++;
+ }
+ if (iVersion < 3)
+ {
+ maResources.m_b330Support = false;
+ return;
+ }
+ if (iVersion > 3)
+ {
+ maResources.m_b330Support = true;
+ return;
+ }
+ p++;
+ iVersion = *p - 0x30;
+ if (iVersion >= 3)
+ {
+ maResources.m_b330Support = true;
+ return;
+ }
+ maResources.m_b330Support = false;
+}
+
void OpenGL3DRenderer::ShaderResources::LoadShaders()
{
- m_3DProID = OpenGLHelper::LoadShaders("shape3DVertexShader", "shape3DFragmentShader");
- m_3DProjectionID = glGetUniformLocation(m_3DProID, "P");
- m_3DViewID = glGetUniformLocation(m_3DProID, "V");
- m_3DModelID = glGetUniformLocation(m_3DProID, "M");
- m_3DNormalMatrixID = glGetUniformLocation(m_3DProID, "normalMatrix");
- m_3DVertexID = glGetAttribLocation(m_3DProID, "vertexPositionModelspace");
- m_3DNormalID = glGetAttribLocation(m_3DProID, "vertexNormalModelspace");
+ if (m_b330Support)
+ {
+ m_3DProID = OpenGLHelper::LoadShaders("shape3DVertexShader", "shape3DFragmentShader");
+ m_3DProjectionID = glGetUniformLocation(m_3DProID, "P");
+ m_3DViewID = glGetUniformLocation(m_3DProID, "V");
+ m_3DModelID = glGetUniformLocation(m_3DProID, "M");
+ m_3DNormalMatrixID = glGetUniformLocation(m_3DProID, "normalMatrix");
+ m_3DVertexID = glGetAttribLocation(m_3DProID, "vertexPositionModelspace");
+ m_3DNormalID = glGetAttribLocation(m_3DProID, "vertexNormalModelspace");
+
+ m_3DBatchProID = OpenGLHelper::LoadShaders("shape3DVertexShaderBatch", "shape3DFragmentShaderBatch");
+ m_3DBatchProjectionID = glGetUniformLocation(m_3DBatchProID, "P");
+ m_3DBatchViewID = glGetUniformLocation(m_3DBatchProID, "V");
+ m_3DBatchModelID = glGetAttribLocation(m_3DBatchProID, "M");
+ m_3DBatchNormalMatrixID = glGetAttribLocation(m_3DBatchProID, "normalMatrix");
+ m_3DBatchVertexID = glGetAttribLocation(m_3DBatchProID, "vertexPositionModelspace");
+ m_3DBatchNormalID = glGetAttribLocation(m_3DBatchProID, "vertexNormalModelspace");
+ m_3DBatchColorID = glGetAttribLocation(m_3DBatchProID, "barColor");
+ }
+ else
+ {
+ //use 300
+ m_3DProID = OpenGLHelper::LoadShaders("shape3DVertexShaderV300", "shape3DFragmentShaderV300");
+ m_3DProjectionID = glGetUniformLocation(m_3DProID, "P");
+ m_3DViewID = glGetUniformLocation(m_3DProID, "V");
+ m_3DModelID = glGetUniformLocation(m_3DProID, "M");
+ m_3DNormalMatrixID = glGetUniformLocation(m_3DProID, "normalMatrix");
+ m_3DMaterialAmbientID = glGetUniformLocation(m_3DProID, "materialAmbient");
+ m_3DMaterialDiffuseID = glGetUniformLocation(m_3DProID, "materialDiffuse");
+ m_3DMaterialSpecularID = glGetUniformLocation(m_3DProID, "materialSpecular");
+ m_3DMaterialColorID = glGetUniformLocation(m_3DProID, "materialColor");
+ m_3DMaterialTwoSidesID = glGetUniformLocation(m_3DProID, "twoSidesLighting");
+ m_3DMaterialShininessID = glGetUniformLocation(m_3DProID, "materialShininess");
+ m_3DLightColorID = glGetUniformLocation(m_3DProID, "lightColor");
+ m_3DLightPosID = glGetUniformLocation(m_3DProID, "lightPosWorldspace");
+ m_3DLightPowerID = glGetUniformLocation(m_3DProID, "lightPower");
+ m_3DLightNumID = glGetUniformLocation(m_3DProID, "lightNum");
+ m_3DLightAmbientID = glGetUniformLocation(m_3DProID, "lightAmbient");
+ m_3DVertexID = glGetAttribLocation(m_3DProID, "vertexPositionModelspace");
+ m_3DNormalID = glGetAttribLocation(m_3DProID, "vertexNormalModelspace");
+ }
m_TextProID = OpenGLHelper::LoadShaders("textVertexShader", "textFragmentShader");
m_TextMatrixID = glGetUniformLocation(m_TextProID, "MVP");
m_TextVertexID = glGetAttribLocation(m_TextProID, "vPosition");
@@ -200,14 +267,6 @@ void OpenGL3DRenderer::ShaderResources::LoadShaders()
m_2DVertexID = glGetAttribLocation(m_CommonProID, "vPosition");
m_2DColorID = glGetUniformLocation(m_CommonProID, "vColor");
- m_3DBatchProID = OpenGLHelper::LoadShaders("shape3DVertexShaderBatch", "shape3DFragmentShaderBatch");
- m_3DBatchProjectionID = glGetUniformLocation(m_3DBatchProID, "P");
- m_3DBatchViewID = glGetUniformLocation(m_3DBatchProID, "V");
- m_3DBatchModelID = glGetAttribLocation(m_3DBatchProID, "M");
- m_3DBatchNormalMatrixID = glGetAttribLocation(m_3DBatchProID, "normalMatrix");
- m_3DBatchVertexID = glGetAttribLocation(m_3DBatchProID, "vertexPositionModelspace");
- m_3DBatchNormalID = glGetAttribLocation(m_3DBatchProID, "vertexNormalModelspace");
- m_3DBatchColorID = glGetAttribLocation(m_3DBatchProID, "barColor");
CHECK_GL_ERROR();
}
@@ -281,6 +340,7 @@ void OpenGL3DRenderer::init()
m_fViewAngle = 30.0f;
m_3DProjection = glm::perspective(m_fViewAngle, (float)m_iWidth / (float)m_iHeight, 0.01f, 6000.0f);
+ CheckGLSLVersion();
maResources.LoadShaders();
maPickingResources.LoadShaders();
@@ -303,9 +363,12 @@ void OpenGL3DRenderer::init()
m_Extrude3DInfo.rounded = false;
CHECK_GL_ERROR();
- Init3DUniformBlock();
- InitBatch3DUniformBlock();
-
+ if (maResources.m_b330Support)
+ {
+ Init3DUniformBlock();
+ InitBatch3DUniformBlock();
+ }
+ CHECK_GL_ERROR();
glViewport(0, 0, m_iWidth, m_iHeight);
Set3DSenceInfo(0xFFFFFF, true);
m_GlobalScaleMatrix = glm::scale(0.01f, 0.01f, 0.01f);
commit 33a40a317ade7dd3fc1b2d3dd6662820e104e67c
Author: weigao <weigao at multicorewareinc.com>
Date: Sat Jun 14 08:00:02 2014 -0700
add shaders for 3.0 glsl version
Change-Id: I52dd49132a9b625e8be51b4d5feb7e567ffa0a6e
diff --git a/chart2/Package_opengl.mk b/chart2/Package_opengl.mk
index d8f9fa7..3d68a93 100644
--- a/chart2/Package_opengl.mk
+++ b/chart2/Package_opengl.mk
@@ -30,6 +30,8 @@ $(eval $(call gb_Package_add_files,chart2_opengl_shader,$(LIBO_BIN_FOLDER)/openg
renderTextureFragmentShader.glsl \
shape3DFragmentShaderBatch.glsl \
shape3DVertexShaderBatch.glsl \
+ shape3DFragmentShaderV300.glsl \
+ shape3DVertexShaderV300.glsl \
))
# vim: set noet sw=4 ts=4:
diff --git a/chart2/opengl/shape3DFragmentShaderV300.glsl b/chart2/opengl/shape3DFragmentShaderV300.glsl
new file mode 100644
index 0000000..31a32e0
--- /dev/null
+++ b/chart2/opengl/shape3DFragmentShaderV300.glsl
@@ -0,0 +1,87 @@
+/* -*- 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/.
+ */
+#define MAX_LIGHT_NUM 8
+
+varying vec3 positionWorldspace;
+varying vec3 normalCameraspace;
+
+uniform mat4 V;
+uniform vec4 materialAmbient;
+uniform vec4 materialDiffuse;
+uniform vec4 materialSpecular;
+uniform vec4 materialColor;
+uniform int twoSidesLighting;
+uniform float materialShininess;
+uniform vec4 lightColor[MAX_LIGHT_NUM];
+uniform vec4 lightPosWorldspace[MAX_LIGHT_NUM];
+uniform float lightPower[MAX_LIGHT_NUM];
+uniform int lightNum;
+uniform vec4 lightAmbient;
+
+void main()
+{
+ vec3 colorTotal = vec3(0.0f, 0.0f, 0.0f);
+
+ vec3 vertexPositionCameraspace = (V * vec4(positionWorldspace,1)).xyz;
+
+ vec3 MaterialDiffuseColor = 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 totalAmbient = lightAmbient.rgb *
+ MaterialDiffuseColor *
+ materialAmbient.rgb
+ * 5.0;
+
+ if ((twoSidesLighting == 1) && (!gl_FrontFacing))
+ {
+ normalDirectionCameraspace = -normalDirectionCameraspace;
+ }
+ for (i = 0; i < lightNum; i++)
+ {
+ float LightPower = lightPower[i];
+ lightDirectionCameraspace = normalize((V * lightPosWorldspace[i]).xyz);
+
+ float cosTheta = clamp(dot(normalDirectionCameraspace,lightDirectionCameraspace), 0,1);
+ vec3 lightDiffuse = LightPower *
+ attenuation *
+ lightColor[i].rgb *
+ MaterialDiffuseColor *
+ materialDiffuse.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 *
+ lightColor[i].rgb *
+ materialSpecular.rgb *
+ MaterialDiffuseColor *
+ pow(max(0.0, cosAlpha), materialShininess);
+ }
+ colorTotal += lightDiffuse + specularReflection;
+
+ }
+ colorTotal += totalAmbient;
+ gl_FragColor = vec4(colorTotal, 1.0);
+}
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
diff --git a/chart2/opengl/shape3DVertexShaderV300.glsl b/chart2/opengl/shape3DVertexShaderV300.glsl
new file mode 100644
index 0000000..6737004
--- /dev/null
+++ b/chart2/opengl/shape3DVertexShaderV300.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/.
+ */
+attribute vec3 vertexPositionModelspace;
+attribute vec3 vertexNormalModelspace;
+
+varying vec3 positionWorldspace;
+varying 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: */
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