summaryrefslogtreecommitdiff
path: root/chart2/source/view/main/3DChartObjects.cxx
blob: 538308bfd5395e1fcd8b2673a3c82cc2f248841e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
/* -*- 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/.
 */

#include <3DChartObjects.hxx>
#include <vcl/virdev.hxx>
#include <vcl/svapp.hxx>
#include <sal/log.hxx>

#include <vcl/opengl/GLMHelper.hxx>
#include <vcl/opengl/OpenGLHelper.hxx>
#include <vcl/bitmapaccess.hxx>

namespace chart {

namespace opengl3D {

Renderable3DObject::Renderable3DObject(OpenGL3DRenderer* pRenderer, sal_uInt32 nId):
    mpRenderer(pRenderer),
    mnUniqueId(nId)
{
}

void Renderable3DObject::render()
{
    (void) mnUniqueId;
}

Bar::Bar(OpenGL3DRenderer* pRenderer, const glm::mat4& rPosition, Color aColor, sal_uInt32 nId)
    : Renderable3DObject(pRenderer, nId)
    , maPos(rPosition)
    , maColor(aColor)
{
    SAL_INFO("chart2.3dopengl", rPosition);
}

void Bar::render()
{
    mpRenderer->AddShape3DExtrudeObject(true/*RoundedCorners*/, maColor, 0xFFFFFF, maPos, mnUniqueId);
    mpRenderer->EndAddShape3DExtrudeObject();
}

Line::Line(OpenGL3DRenderer* pRenderer, sal_uInt32 nId):
    Renderable3DObject(pRenderer, nId)
{
}

void Line::render()
{
    mpRenderer->AddShapePolygon3DObject(Color(0), true, maLineColor, 0, 0, mnUniqueId);
    mpRenderer->AddPolygon3DObjectPoint(maPosBegin.x, maPosBegin.y, maPosBegin.z);
    mpRenderer->AddPolygon3DObjectPoint(maPosEnd.x, maPosEnd.y, maPosEnd.z);
    mpRenderer->EndAddPolygon3DObjectPoint();
    mpRenderer->EndAddShapePolygon3DObject();
}

void Line::setPosition(const glm::vec3& rBegin, const glm::vec3& rEnd)
{
    maPosBegin = rBegin;
    maPosEnd = rEnd;
}

void Line::setLineColor(const Color& rColor)
{
    maLineColor = rColor;
}

const TextCacheItem& TextCache::getText(OUString const & rText, bool bIs3dText)
{
    TextCacheType::const_iterator const itr = m_TextCache.find(rText);
    if (itr != m_TextCache.end())
        return itr->second;

    ScopedVclPtrInstance< VirtualDevice > pDevice(*Application::GetDefaultDevice(),
                                                  DeviceFormat::DEFAULT, DeviceFormat::DEFAULT);
    vcl::Font aFont;
    if(bIs3dText)
        aFont = vcl::Font("Brillante St",Size(0,0));
    else
        aFont = pDevice->GetFont();
    aFont.SetFontSize(Size(0, 96));
    aFont.SetColor(COL_GREEN);
    pDevice->SetFont(aFont);
    pDevice->Erase();

    pDevice->SetOutputSize(Size(pDevice->GetTextWidth(rText), pDevice->GetTextHeight()));
    pDevice->SetBackground(Wallpaper(COL_TRANSPARENT));
    pDevice->DrawText(Point(0,0), rText);

    BitmapEx aText(pDevice->GetBitmapEx(Point(0,0), pDevice->GetOutputSize()));
    Bitmap aBitmap (aText.GetBitmap());
    BitmapReadAccess *pAcc = aBitmap.AcquireReadAccess();
    sal_uInt8 *buf = reinterpret_cast<sal_uInt8 *>(pAcc->GetBuffer());
    long nBmpWidth = aText.GetSizePixel().Width();
    long nBmpHeight = aText.GetSizePixel().Height();
    sal_uInt8* pBitmapBuf(new sal_uInt8[3* nBmpWidth * nBmpHeight]);
    memcpy(pBitmapBuf, buf, 3* nBmpWidth * nBmpHeight);
    m_TextCache.insert(std::make_pair(rText, TextCacheItem(pBitmapBuf, aText.GetSizePixel())));
    Bitmap::ReleaseAccess(pAcc);
    return m_TextCache.find(rText)->second;
}

Text::Text(OpenGL3DRenderer* pRenderer, TextCache& rTextCache, const OUString& rStr, sal_uInt32 nId):
    Renderable3DObject(pRenderer, nId),
    maText(rTextCache.getText(rStr))
{
}

void Text::render()
{
    glm::vec3 dir2 = maTopRight - maTopLeft;
    glm::vec3 bottomLeft = maBottomRight - dir2;
    mpRenderer->CreateTextTexture(maText.maPixels, maText.maSize,
                                  maTopLeft, maTopRight, maBottomRight, bottomLeft,
                                  mnUniqueId);
}

void Text::setPosition(const glm::vec3& rTopLeft, const glm::vec3& rTopRight, const glm::vec3& rBottomRight)
{
    maTopLeft = rTopLeft;
    maTopRight = rTopRight;
    maBottomRight = rBottomRight;
}

ScreenText::ScreenText(OpenGL3DRenderer* pRenderer, TextCache& rTextCache,
        const OUString& rStr, const glm::vec4& rColor, sal_uInt32 nId, bool bIs3dText):
    Renderable3DObject(pRenderer, nId),
    maText(rTextCache.getText(rStr,bIs3dText)),
    maColor(rColor)
{
}

void ScreenText::setPosition(const glm::vec2& rTopLeft, const glm::vec2& rBottomRight,
        const glm::vec3& r3DPos)
{
    maTopLeft = rTopLeft;
    maBottomRight = rBottomRight;
    ma3DPos = r3DPos;
}

void ScreenText::render()
{
    mpRenderer->CreateScreenTextTexture(maText.maPixels, maText.maSize,
                                        maTopLeft, maBottomRight, ma3DPos, maColor,
                                        mnUniqueId);
}

Rectangle::Rectangle(OpenGL3DRenderer* pRenderer, sal_uInt32 nId):
    Renderable3DObject(pRenderer, nId)
{
}

void Rectangle::render()
{
    glm::vec3 dir1 = maBottomRight - maTopLeft;
    glm::vec3 dir2 = maTopRight - maTopLeft;
    glm::vec3 normal = glm::normalize(glm::cross(dir1, dir2));
    mpRenderer->AddShapePolygon3DObject(maColor, false, Color(0), 1, 0xFFFFFF, mnUniqueId);
    glm::vec3 bottomLeft = maBottomRight - dir2;
    //set polygon points and normals
    mpRenderer->AddPolygon3DObjectPoint(maBottomRight.x, maBottomRight.y, maBottomRight.z);
    mpRenderer->AddPolygon3DObjectNormalPoint(normal.x, normal.y, normal.z);
    mpRenderer->AddPolygon3DObjectPoint(maTopRight.x, maTopRight.y, maTopRight.z);
    mpRenderer->AddPolygon3DObjectNormalPoint(normal.x, normal.y, normal.z);
    mpRenderer->AddPolygon3DObjectPoint(maTopLeft.x, maTopLeft.y, maTopLeft.z);
    mpRenderer->AddPolygon3DObjectNormalPoint(normal.x, normal.y, normal.z);
    mpRenderer->AddPolygon3DObjectPoint(bottomLeft.x, bottomLeft.y, bottomLeft.z);
    mpRenderer->AddPolygon3DObjectNormalPoint(normal.x, normal.y, normal.z);
    mpRenderer->EndAddPolygon3DObjectPoint();
    mpRenderer->EndAddPolygon3DObjectNormalPoint();
    mpRenderer->EndAddShapePolygon3DObject();
    //we should render the edge if the edge color is different from the fill color
    if (maColor != maLineColor)
    {
        mpRenderer->AddShapePolygon3DObject(Color(0), true, maLineColor, 0, 0xFFFFFF, mnUniqueId);
        mpRenderer->AddPolygon3DObjectPoint(maBottomRight.x, maBottomRight.y, maBottomRight.z);
        mpRenderer->AddPolygon3DObjectPoint(maTopRight.x, maTopRight.y, maTopRight.z);
        mpRenderer->AddPolygon3DObjectPoint(maTopLeft.x, maTopLeft.y, maTopLeft.z);
        mpRenderer->AddPolygon3DObjectPoint(bottomLeft.x, bottomLeft.y, bottomLeft.z);
        mpRenderer->EndAddPolygon3DObjectPoint();
        mpRenderer->EndAddShapePolygon3DObject();
    }
}

void Rectangle::setPosition(const glm::vec3& rTopLeft, const glm::vec3& rTopRight, const glm::vec3& rBottomRight)
{
    maTopLeft = rTopLeft;
    maTopRight = rTopRight;
    maBottomRight = rBottomRight;
}

void Rectangle::setFillColor(const Color& rColor)
{
    maColor = rColor;
}

void Rectangle::setLineColor(const Color& rColor)
{
    maLineColor = rColor;
}

Camera::Camera(OpenGL3DRenderer* pRenderer):
    Renderable3DObject(pRenderer, 0),
    maPos(10,-50,20),
    maUp(0, 0, 1),
    maDirection(glm::vec3(0,0,0))
{
}

void Camera::render()
{
    mpRenderer->SetCameraInfo(maPos, maDirection, maUp);
}

void Camera::setPosition(const glm::vec3& rPos)
{
    maPos = rPos;
}

void Camera::setDirection(const glm::vec3& rDir)
{
    maDirection = rDir;
}

}

}

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