chart2/source/view/charttypes/GL3DBarChart.cxx | 4 ++-- chart2/source/view/main/GL3DRenderer.cxx | 14 +++++++------- 2 files changed, 9 insertions(+), 9 deletions(-)
New commits: commit bd5ebeb67a7f672bb88c5bee0ad983546401e49b Author: Tomáš Chvátal <tchva...@suse.cz> Date: Tue Jun 17 11:25:17 2014 +0200 Allow building with more recent glm versions Use glm::scale(glm::vec3(x, y, z)) instead of glm::scale(x, y, z) Cherry-pick of: 7da3ce7cdb05bcced9ba61724e33d7a395e44e10 Change-Id: Ib9ad6b57cb6b74c8c43c9f6b48f312bfc499ffbe Reviewed-on: https://gerrit.libreoffice.org/9808 Reviewed-by: Fridrich Strba <fridr...@documentfoundation.org> Tested-by: Fridrich Strba <fridr...@documentfoundation.org> diff --git a/chart2/source/view/charttypes/GL3DBarChart.cxx b/chart2/source/view/charttypes/GL3DBarChart.cxx index 036939e..6b7054e 100644 --- a/chart2/source/view/charttypes/GL3DBarChart.cxx +++ b/chart2/source/view/charttypes/GL3DBarChart.cxx @@ -121,8 +121,8 @@ void GL3DBarChart::create3DShapes(const boost::ptr_vector<VDataSeries>& rDataSer float nXPos = nIndex * (nBarSizeX + nBarDistanceX); - glm::mat4 aScaleMatrix = glm::scale(nBarSizeX, nBarSizeY, nVal); - glm::mat4 aTranslationMatrix = glm::translate(nXPos, nYPos, 0.0f); + glm::mat4 aScaleMatrix = glm::scale(glm::vec3(nBarSizeX, nBarSizeY, nVal)); + glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(nXPos, nYPos, 0.0f)); glm::mat4 aBarPosition = aTranslationMatrix * aScaleMatrix; maShapes.push_back(new opengl3D::Bar(mpRenderer.get(), aBarPosition, nColor, nId++)); diff --git a/chart2/source/view/main/GL3DRenderer.cxx b/chart2/source/view/main/GL3DRenderer.cxx index 8c0b449..91c2298 100644 --- a/chart2/source/view/main/GL3DRenderer.cxx +++ b/chart2/source/view/main/GL3DRenderer.cxx @@ -1003,7 +1003,7 @@ void OpenGL3DRenderer::AddShape3DExtrudeObject(bool roundedCorner, sal_uInt32 nC m_Extrude3DInfo.yScale = glm::length(DirY); m_Extrude3DInfo.zScale = glm::length(DirZ); glm::mat4 transformMatrixInverse = glm::inverse(glm::translate(glm::vec3(tranform))); - glm::mat4 scaleMatrixInverse = glm::inverse(glm::scale(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, m_Extrude3DInfo.zScale * crossZ)); + glm::mat4 scaleMatrixInverse = glm::inverse(glm::scale(glm::vec3(m_Extrude3DInfo.xScale, m_Extrude3DInfo.yScale, m_Extrude3DInfo.zScale * crossZ))); m_Extrude3DInfo.rotation = transformMatrixInverse * modelMatrix * scaleMatrixInverse; //color m_Extrude3DInfo.extrudeColor = getColorAsVector(nColor); @@ -1109,7 +1109,7 @@ void OpenGL3DRenderer::RenderExtrudeFlatSurface(const Extrude3DInfo& extrude3D, extrude3D.yTransform, extrude3D.zTransform}; glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z)); - glm::mat4 flatScale = glm::scale(xyScale, xyScale, xyScale); + glm::mat4 flatScale = glm::scale(glm::vec3(xyScale, xyScale, xyScale)); m_Model = aTranslationMatrix * extrude3D.rotation * flatScale; if(!mbPickingMode) { @@ -1150,7 +1150,7 @@ void OpenGL3DRenderer::RenderExtrudeBottomSurface(const Extrude3DInfo& extrude3D else { glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, -actualZTrans)); - glm::mat4 topScale = glm::scale(xyScale, xyScale, xyScale); + glm::mat4 topScale = glm::scale(glm::vec3(xyScale, xyScale, xyScale)); glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z)); m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale; } @@ -1189,7 +1189,7 @@ void OpenGL3DRenderer::RenderExtrudeMiddleSurface(const Extrude3DInfo& extrude3D } else { - glm::mat4 scale = glm::scale(xyScale, xyScale,actualZScale); + glm::mat4 scale = glm::scale(glm::vec3(xyScale, xyScale,actualZScale)); glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z)); m_Model = aTranslationMatrix * extrude3D.rotation * scale; } @@ -1231,7 +1231,7 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D) //yScale /= (float)(1 + BOTTOM_THRESHOLD); zScale /= (float)(m_RoundBarMesh.bottomThreshold); glm::mat4 orgTrans = glm::translate(glm::vec3(0.0, 0.0, -1.0)); - glm::mat4 scale = glm::scale(xyScale, xyScale, zScale); + glm::mat4 scale = glm::scale(glm::vec3(xyScale, xyScale, zScale)); //MoveModelf(trans, angle, scale); glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z)); m_Model = aTranslationMatrix * extrude3D.rotation * scale * orgTrans; @@ -1241,7 +1241,7 @@ void OpenGL3DRenderer::RenderExtrudeTopSurface(const Extrude3DInfo& extrude3D) // use different matrices for different parts glm::mat4 orgTrans = glm::translate(glm::vec3(0.0, 0.0, -1.0)); glm::mat4 topTrans = glm::translate(glm::vec3(0.0, 0.0, actualZTrans)); - glm::mat4 topScale = glm::scale(xyScale, xyScale, xyScale); + glm::mat4 topScale = glm::scale(glm::vec3(xyScale, xyScale, xyScale)); glm::mat4 aTranslationMatrix = glm::translate(glm::vec3(trans.x, trans.y, trans.z)); m_Model = aTranslationMatrix * extrude3D.rotation * topTrans * topScale * orgTrans; } @@ -1269,7 +1269,7 @@ void OpenGL3DRenderer::RenderNonRoundedBar(const Extrude3DInfo& extrude3D) float yScale = extrude3D.yScale; float zScale = extrude3D.zScale; glm::mat4 transformMatrix = glm::translate(glm::vec3(extrude3D.xTransform, extrude3D.yTransform, extrude3D.zTransform)); - glm::mat4 scaleMatrix = glm::scale(xScale, yScale, zScale); + glm::mat4 scaleMatrix = glm::scale(glm::vec3(xScale, yScale, zScale)); m_Model = transformMatrix * extrude3D.rotation * scaleMatrix; if (extrude3D.reverse) {
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