diff options
Diffstat (limited to 'drawinglayer/source/primitive2d/sceneprimitive2d.cxx')
-rw-r--r-- | drawinglayer/source/primitive2d/sceneprimitive2d.cxx | 697 |
1 files changed, 697 insertions, 0 deletions
diff --git a/drawinglayer/source/primitive2d/sceneprimitive2d.cxx b/drawinglayer/source/primitive2d/sceneprimitive2d.cxx new file mode 100644 index 000000000..e58c05e40 --- /dev/null +++ b/drawinglayer/source/primitive2d/sceneprimitive2d.cxx @@ -0,0 +1,697 @@ +/* -*- 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/. + * + * This file incorporates work covered by the following license notice: + * + * Licensed to the Apache Software Foundation (ASF) under one or more + * contributor license agreements. See the NOTICE file distributed + * with this work for additional information regarding copyright + * ownership. The ASF licenses this file to you under the Apache + * License, Version 2.0 (the "License"); you may not use this file + * except in compliance with the License. You may obtain a copy of + * the License at http://www.apache.org/licenses/LICENSE-2.0 . + */ + +#include <drawinglayer/primitive2d/sceneprimitive2d.hxx> +#include <basegfx/polygon/b2dpolygontools.hxx> +#include <basegfx/polygon/b2dpolygon.hxx> +#include <basegfx/matrix/b2dhommatrix.hxx> +#include <drawinglayer/attribute/sdrlightattribute3d.hxx> +#include <drawinglayer/primitive2d/bitmapprimitive2d.hxx> +#include <processor3d/zbufferprocessor3d.hxx> +#include <processor3d/shadow3dextractor.hxx> +#include <drawinglayer/geometry/viewinformation2d.hxx> +#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx> +#include <svtools/optionsdrawinglayer.hxx> +#include <processor3d/geometry2dextractor.hxx> +#include <drawinglayer/primitive2d/polygonprimitive2d.hxx> +#include <basegfx/raster/bzpixelraster.hxx> +#include <vcl/BitmapTools.hxx> +#include <comphelper/threadpool.hxx> +#include <toolkit/helper/vclunohelper.hxx> + +using namespace com::sun::star; + +namespace +{ + BitmapEx BPixelRasterToBitmapEx(const basegfx::BZPixelRaster& rRaster, sal_uInt16 mnAntiAlialize) + { + BitmapEx aRetval; + const sal_uInt32 nWidth(mnAntiAlialize ? rRaster.getWidth()/mnAntiAlialize : rRaster.getWidth()); + const sal_uInt32 nHeight(mnAntiAlialize ? rRaster.getHeight()/mnAntiAlialize : rRaster.getHeight()); + + if(nWidth && nHeight) + { + const Size aDestSize(nWidth, nHeight); + vcl::bitmap::RawBitmap aContent(aDestSize, 32); + + if(mnAntiAlialize) + { + const sal_uInt16 nDivisor(mnAntiAlialize * mnAntiAlialize); + + for(sal_uInt32 y(0); y < nHeight; y++) + { + for(sal_uInt32 x(0); x < nWidth; x++) + { + sal_uInt16 nRed(0); + sal_uInt16 nGreen(0); + sal_uInt16 nBlue(0); + sal_uInt16 nOpacity(0); + sal_uInt32 nIndex(rRaster.getIndexFromXY(x * mnAntiAlialize, y * mnAntiAlialize)); + + for(sal_uInt32 c(0); c < mnAntiAlialize; c++) + { + for(sal_uInt32 d(0); d < mnAntiAlialize; d++) + { + const basegfx::BPixel& rPixel(rRaster.getBPixel(nIndex++)); + nRed = nRed + rPixel.getRed(); + nGreen = nGreen + rPixel.getGreen(); + nBlue = nBlue + rPixel.getBlue(); + nOpacity = nOpacity + rPixel.getOpacity(); + } + + nIndex += rRaster.getWidth() - mnAntiAlialize; + } + + nOpacity = nOpacity / nDivisor; + + if(nOpacity) + { + aContent.SetPixel(y, x, Color( + 255 - static_cast<sal_uInt8>(nOpacity), + static_cast<sal_uInt8>(nRed / nDivisor), + static_cast<sal_uInt8>(nGreen / nDivisor), + static_cast<sal_uInt8>(nBlue / nDivisor) )); + } + else + aContent.SetPixel(y, x, Color(255, 0, 0, 0)); + } + } + } + else + { + sal_uInt32 nIndex(0); + + for(sal_uInt32 y(0); y < nHeight; y++) + { + for(sal_uInt32 x(0); x < nWidth; x++) + { + const basegfx::BPixel& rPixel(rRaster.getBPixel(nIndex++)); + + if(rPixel.getOpacity()) + { + aContent.SetPixel(y, x, Color(255 - rPixel.getOpacity(), rPixel.getRed(), rPixel.getGreen(), rPixel.getBlue())); + } + else + aContent.SetPixel(y, x, Color(255, 0, 0, 0)); + } + } + } + + aRetval = vcl::bitmap::CreateFromData(std::move(aContent)); + + // #i101811# set PrefMapMode and PrefSize at newly created Bitmap + aRetval.SetPrefMapMode(MapMode(MapUnit::MapPixel)); + aRetval.SetPrefSize(Size(nWidth, nHeight)); + } + + return aRetval; + } +} // end of anonymous namespace + +namespace drawinglayer::primitive2d +{ + bool ScenePrimitive2D::impGetShadow3D() const + { + ::osl::MutexGuard aGuard( m_aMutex ); + + // create on demand + if(!mbShadow3DChecked && !getChildren3D().empty()) + { + basegfx::B3DVector aLightNormal; + const double fShadowSlant(getSdrSceneAttribute().getShadowSlant()); + const basegfx::B3DRange aScene3DRange(getChildren3D().getB3DRange(getViewInformation3D())); + + if(!maSdrLightingAttribute.getLightVector().empty()) + { + // get light normal from first light and normalize + aLightNormal = maSdrLightingAttribute.getLightVector()[0].getDirection(); + aLightNormal.normalize(); + } + + // create shadow extraction processor + processor3d::Shadow3DExtractingProcessor aShadowProcessor( + getViewInformation3D(), + getObjectTransformation(), + aLightNormal, + fShadowSlant, + aScene3DRange); + + // process local primitives + aShadowProcessor.process(getChildren3D()); + + // fetch result and set checked flag + const_cast< ScenePrimitive2D* >(this)->maShadowPrimitives = aShadowProcessor.getPrimitive2DSequence(); + const_cast< ScenePrimitive2D* >(this)->mbShadow3DChecked = true; + } + + // return if there are shadow primitives + return !maShadowPrimitives.empty(); + } + + void ScenePrimitive2D::calculateDiscreteSizes( + const geometry::ViewInformation2D& rViewInformation, + basegfx::B2DRange& rDiscreteRange, + basegfx::B2DRange& rVisibleDiscreteRange, + basegfx::B2DRange& rUnitVisibleRange) const + { + // use unit range and transform to discrete coordinates + rDiscreteRange = basegfx::B2DRange(0.0, 0.0, 1.0, 1.0); + rDiscreteRange.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation()); + + // clip it against discrete Viewport (if set) + rVisibleDiscreteRange = rDiscreteRange; + + if(!rViewInformation.getViewport().isEmpty()) + { + rVisibleDiscreteRange.intersect(rViewInformation.getDiscreteViewport()); + } + + if(rVisibleDiscreteRange.isEmpty()) + { + rUnitVisibleRange = rVisibleDiscreteRange; + } + else + { + // create UnitVisibleRange containing unit range values [0.0 .. 1.0] describing + // the relative position of rVisibleDiscreteRange inside rDiscreteRange + const double fDiscreteScaleFactorX(basegfx::fTools::equalZero(rDiscreteRange.getWidth()) ? 1.0 : 1.0 / rDiscreteRange.getWidth()); + const double fDiscreteScaleFactorY(basegfx::fTools::equalZero(rDiscreteRange.getHeight()) ? 1.0 : 1.0 / rDiscreteRange.getHeight()); + + const double fMinX(basegfx::fTools::equal(rVisibleDiscreteRange.getMinX(), rDiscreteRange.getMinX()) + ? 0.0 + : (rVisibleDiscreteRange.getMinX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX); + const double fMinY(basegfx::fTools::equal(rVisibleDiscreteRange.getMinY(), rDiscreteRange.getMinY()) + ? 0.0 + : (rVisibleDiscreteRange.getMinY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY); + + const double fMaxX(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxX(), rDiscreteRange.getMaxX()) + ? 1.0 + : (rVisibleDiscreteRange.getMaxX() - rDiscreteRange.getMinX()) * fDiscreteScaleFactorX); + const double fMaxY(basegfx::fTools::equal(rVisibleDiscreteRange.getMaxY(), rDiscreteRange.getMaxY()) + ? 1.0 + : (rVisibleDiscreteRange.getMaxY() - rDiscreteRange.getMinY()) * fDiscreteScaleFactorY); + + rUnitVisibleRange = basegfx::B2DRange(fMinX, fMinY, fMaxX, fMaxY); + } + } + + void ScenePrimitive2D::create2DDecomposition(Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const + { + // create 2D shadows from contained 3D primitives. This creates the shadow primitives on demand and tells if + // there are some or not. Do this at start, the shadow might still be visible even when the scene is not + if(impGetShadow3D()) + { + // test visibility + const basegfx::B2DRange aShadow2DRange(maShadowPrimitives.getB2DRange(rViewInformation)); + const basegfx::B2DRange aViewRange( + rViewInformation.getViewport()); + + if(aViewRange.isEmpty() || aShadow2DRange.overlaps(aViewRange)) + { + // add extracted 2d shadows (before 3d scene creations itself) + rContainer.insert(rContainer.end(), maShadowPrimitives.begin(), maShadowPrimitives.end()); + } + } + + // get the involved ranges (see helper method calculateDiscreteSizes for details) + basegfx::B2DRange aDiscreteRange; + basegfx::B2DRange aVisibleDiscreteRange; + basegfx::B2DRange aUnitVisibleRange; + + calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange); + + if(aVisibleDiscreteRange.isEmpty()) + return; + + // test if discrete view size (pixel) maybe too big and limit it + double fViewSizeX(aVisibleDiscreteRange.getWidth()); + double fViewSizeY(aVisibleDiscreteRange.getHeight()); + const double fViewVisibleArea(fViewSizeX * fViewSizeY); + const SvtOptionsDrawinglayer aDrawinglayerOpt; + const double fMaximumVisibleArea(aDrawinglayerOpt.GetQuadratic3DRenderLimit()); + double fReduceFactor(1.0); + + if(fViewVisibleArea > fMaximumVisibleArea) + { + fReduceFactor = sqrt(fMaximumVisibleArea / fViewVisibleArea); + fViewSizeX *= fReduceFactor; + fViewSizeY *= fReduceFactor; + } + + if(rViewInformation.getReducedDisplayQuality()) + { + // when reducing the visualisation is allowed (e.g. an OverlayObject + // only needed for dragging), reduce resolution extra + // to speed up dragging interactions + const double fArea(fViewSizeX * fViewSizeY); + if (fArea != 0.0) + { + double fReducedVisualisationFactor(1.0 / (sqrt(fArea) * (1.0 / 170.0))); + + if(fReducedVisualisationFactor > 1.0) + { + fReducedVisualisationFactor = 1.0; + } + else if(fReducedVisualisationFactor < 0.20) + { + fReducedVisualisationFactor = 0.20; + } + + if(fReducedVisualisationFactor != 1.0) + { + fReduceFactor *= fReducedVisualisationFactor; + } + } + } + + // determine the oversample value + static const sal_uInt16 nDefaultOversampleValue(3); + const sal_uInt16 nOversampleValue(aDrawinglayerOpt.IsAntiAliasing() ? nDefaultOversampleValue : 0); + + geometry::ViewInformation3D aViewInformation3D(getViewInformation3D()); + { + // calculate a transformation from DiscreteRange to evtl. rotated/sheared content. + // Start with full transformation from object to discrete units + basegfx::B2DHomMatrix aObjToUnit(rViewInformation.getObjectToViewTransformation() * getObjectTransformation()); + + // bring to unit coordinates by applying inverse DiscreteRange + aObjToUnit.translate(-aDiscreteRange.getMinX(), -aDiscreteRange.getMinY()); + if (aDiscreteRange.getWidth() != 0.0 && aDiscreteRange.getHeight() != 0.0) + { + aObjToUnit.scale(1.0 / aDiscreteRange.getWidth(), 1.0 / aDiscreteRange.getHeight()); + } + + // calculate transformed user coordinate system + const basegfx::B2DPoint aStandardNull(0.0, 0.0); + const basegfx::B2DPoint aUnitRangeTopLeft(aObjToUnit * aStandardNull); + const basegfx::B2DVector aStandardXAxis(1.0, 0.0); + const basegfx::B2DVector aUnitRangeXAxis(aObjToUnit * aStandardXAxis); + const basegfx::B2DVector aStandardYAxis(0.0, 1.0); + const basegfx::B2DVector aUnitRangeYAxis(aObjToUnit * aStandardYAxis); + + if(!aUnitRangeTopLeft.equal(aStandardNull) || !aUnitRangeXAxis.equal(aStandardXAxis) || !aUnitRangeYAxis.equal(aStandardYAxis)) + { + // build transformation from unit range to user coordinate system; the unit range + // X and Y axes are the column vectors, the null point is the offset + basegfx::B2DHomMatrix aUnitRangeToUser; + + aUnitRangeToUser.set3x2( + aUnitRangeXAxis.getX(), aUnitRangeYAxis.getX(), aUnitRangeTopLeft.getX(), + aUnitRangeXAxis.getY(), aUnitRangeYAxis.getY(), aUnitRangeTopLeft.getY()); + + // decompose to allow to apply this to the 3D transformation + basegfx::B2DVector aScale, aTranslate; + double fRotate, fShearX; + aUnitRangeToUser.decompose(aScale, aTranslate, fRotate, fShearX); + + // apply before DeviceToView and after Projection, 3D is in range [-1.0 .. 1.0] in X,Y and Z + // and not yet flipped in Y + basegfx::B3DHomMatrix aExtendedProjection(aViewInformation3D.getProjection()); + + // bring to unit coordinates, flip Y, leave Z unchanged + aExtendedProjection.scale(0.5, -0.5, 1.0); + aExtendedProjection.translate(0.5, 0.5, 0.0); + + // apply extra; Y is flipped now, go with positive shear and rotate values + aExtendedProjection.scale(aScale.getX(), aScale.getY(), 1.0); + aExtendedProjection.shearXZ(fShearX, 0.0); + aExtendedProjection.rotate(0.0, 0.0, fRotate); + aExtendedProjection.translate(aTranslate.getX(), aTranslate.getY(), 0.0); + + // back to state after projection + aExtendedProjection.translate(-0.5, -0.5, 0.0); + aExtendedProjection.scale(2.0, -2.0, 1.0); + + aViewInformation3D = geometry::ViewInformation3D( + aViewInformation3D.getObjectTransformation(), + aViewInformation3D.getOrientation(), + aExtendedProjection, + aViewInformation3D.getDeviceToView(), + aViewInformation3D.getViewTime(), + aViewInformation3D.getExtendedInformationSequence()); + } + } + + // calculate logic render size in world coordinates for usage in renderer + const basegfx::B2DHomMatrix& aInverseOToV(rViewInformation.getInverseObjectToViewTransformation()); + const double fLogicX((aInverseOToV * basegfx::B2DVector(aDiscreteRange.getWidth() * fReduceFactor, 0.0)).getLength()); + const double fLogicY((aInverseOToV * basegfx::B2DVector(0.0, aDiscreteRange.getHeight() * fReduceFactor)).getLength()); + + // generate ViewSizes + const double fFullViewSizeX((rViewInformation.getObjectToViewTransformation() * basegfx::B2DVector(fLogicX, 0.0)).getLength()); + const double fFullViewSizeY((rViewInformation.getObjectToViewTransformation() * basegfx::B2DVector(0.0, fLogicY)).getLength()); + + // generate RasterWidth and RasterHeight for visible part + const sal_Int32 nRasterWidth(basegfx::fround(fFullViewSizeX * aUnitVisibleRange.getWidth()) + 1); + const sal_Int32 nRasterHeight(basegfx::fround(fFullViewSizeY * aUnitVisibleRange.getHeight()) + 1); + + if(!(nRasterWidth && nRasterHeight)) + return; + + // create view unit buffer + basegfx::BZPixelRaster aBZPixelRaster( + nOversampleValue ? nRasterWidth * nOversampleValue : nRasterWidth, + nOversampleValue ? nRasterHeight * nOversampleValue : nRasterHeight); + + // check for parallel execution possibilities + static bool bMultithreadAllowed = false; // loplugin:constvars:ignore + sal_Int32 nThreadCount(0); + comphelper::ThreadPool& rThreadPool(comphelper::ThreadPool::getSharedOptimalPool()); + + if(bMultithreadAllowed) + { + nThreadCount = rThreadPool.getWorkerCount(); + + if(nThreadCount > 1) + { + // at least use 10px per processor, so limit number of processors to + // target pixel size divided by 10 (which might be zero what is okay) + nThreadCount = std::min(nThreadCount, nRasterHeight / 10); + } + } + + if(nThreadCount > 1) + { + class Executor : public comphelper::ThreadTask + { + private: + std::unique_ptr<processor3d::ZBufferProcessor3D> mpZBufferProcessor3D; + const primitive3d::Primitive3DContainer& mrChildren3D; + + public: + explicit Executor( + std::shared_ptr<comphelper::ThreadTaskTag> const & rTag, + std::unique_ptr<processor3d::ZBufferProcessor3D> pZBufferProcessor3D, + const primitive3d::Primitive3DContainer& rChildren3D) + : comphelper::ThreadTask(rTag), + mpZBufferProcessor3D(std::move(pZBufferProcessor3D)), + mrChildren3D(rChildren3D) + { + } + + virtual void doWork() override + { + mpZBufferProcessor3D->process(mrChildren3D); + mpZBufferProcessor3D->finish(); + mpZBufferProcessor3D.reset(); + } + }; + + const sal_uInt32 nLinesPerThread(aBZPixelRaster.getHeight() / nThreadCount); + std::shared_ptr<comphelper::ThreadTaskTag> aTag = comphelper::ThreadPool::createThreadTaskTag(); + + for(sal_Int32 a(0); a < nThreadCount; a++) + { + std::unique_ptr<processor3d::ZBufferProcessor3D> pNewZBufferProcessor3D(new processor3d::ZBufferProcessor3D( + aViewInformation3D, + getSdrSceneAttribute(), + getSdrLightingAttribute(), + aUnitVisibleRange, + nOversampleValue, + fFullViewSizeX, + fFullViewSizeY, + aBZPixelRaster, + nLinesPerThread * a, + a + 1 == nThreadCount ? aBZPixelRaster.getHeight() : nLinesPerThread * (a + 1))); + std::unique_ptr<Executor> pExecutor(new Executor(aTag, std::move(pNewZBufferProcessor3D), getChildren3D())); + rThreadPool.pushTask(std::move(pExecutor)); + } + + rThreadPool.waitUntilDone(aTag); + } + else + { + // use default 3D primitive processor to create BitmapEx for aUnitVisiblePart and process + processor3d::ZBufferProcessor3D aZBufferProcessor3D( + aViewInformation3D, + getSdrSceneAttribute(), + getSdrLightingAttribute(), + aUnitVisibleRange, + nOversampleValue, + fFullViewSizeX, + fFullViewSizeY, + aBZPixelRaster, + 0, + aBZPixelRaster.getHeight()); + + aZBufferProcessor3D.process(getChildren3D()); + aZBufferProcessor3D.finish(); + } + + const_cast< ScenePrimitive2D* >(this)->maOldRenderedBitmap = BPixelRasterToBitmapEx(aBZPixelRaster, nOversampleValue); + const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel()); + + if(!(aBitmapSizePixel.getWidth() && aBitmapSizePixel.getHeight())) + return; + + // create transform for the created bitmap in discrete coordinates first. + basegfx::B2DHomMatrix aNew2DTransform; + + aNew2DTransform.set(0, 0, aVisibleDiscreteRange.getWidth()); + aNew2DTransform.set(1, 1, aVisibleDiscreteRange.getHeight()); + aNew2DTransform.set(0, 2, aVisibleDiscreteRange.getMinX()); + aNew2DTransform.set(1, 2, aVisibleDiscreteRange.getMinY()); + + // transform back to world coordinates for usage in primitive creation + aNew2DTransform *= aInverseOToV; + + // create bitmap primitive and add + rContainer.push_back( + new BitmapPrimitive2D( + VCLUnoHelper::CreateVCLXBitmap(maOldRenderedBitmap), + aNew2DTransform)); + + // test: Allow to add an outline in the debugger when tests are needed + static bool bAddOutlineToCreated3DSceneRepresentation(false); // loplugin:constvars:ignore + + if(bAddOutlineToCreated3DSceneRepresentation) + { + basegfx::B2DPolygon aOutline(basegfx::utils::createUnitPolygon()); + aOutline.transform(aNew2DTransform); + rContainer.push_back(new PolygonHairlinePrimitive2D(aOutline, basegfx::BColor(1.0, 0.0, 0.0))); + } + } + + Primitive2DContainer ScenePrimitive2D::getGeometry2D() const + { + Primitive2DContainer aRetval; + + // create 2D projected geometry from 3D geometry + if(!getChildren3D().empty()) + { + // create 2D geometry extraction processor + processor3d::Geometry2DExtractingProcessor aGeometryProcessor( + getViewInformation3D(), + getObjectTransformation()); + + // process local primitives + aGeometryProcessor.process(getChildren3D()); + + // fetch result + aRetval = aGeometryProcessor.getPrimitive2DSequence(); + } + + return aRetval; + } + + Primitive2DContainer ScenePrimitive2D::getShadow2D() const + { + Primitive2DContainer aRetval; + + // create 2D shadows from contained 3D primitives + if(impGetShadow3D()) + { + // add extracted 2d shadows (before 3d scene creations itself) + aRetval = maShadowPrimitives; + } + + return aRetval; + } + + bool ScenePrimitive2D::tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const + { + if(!maOldRenderedBitmap.IsEmpty() && !maOldUnitVisiblePart.isEmpty()) + { + basegfx::B2DHomMatrix aInverseSceneTransform(getObjectTransformation()); + aInverseSceneTransform.invert(); + const basegfx::B2DPoint aRelativePoint(aInverseSceneTransform * rLogicHitPoint); + + if(maOldUnitVisiblePart.isInside(aRelativePoint)) + { + // calculate coordinates relative to visualized part + double fDivisorX(maOldUnitVisiblePart.getWidth()); + double fDivisorY(maOldUnitVisiblePart.getHeight()); + + if(basegfx::fTools::equalZero(fDivisorX)) + { + fDivisorX = 1.0; + } + + if(basegfx::fTools::equalZero(fDivisorY)) + { + fDivisorY = 1.0; + } + + const double fRelativeX((aRelativePoint.getX() - maOldUnitVisiblePart.getMinX()) / fDivisorX); + const double fRelativeY((aRelativePoint.getY() - maOldUnitVisiblePart.getMinY()) / fDivisorY); + + // combine with real BitmapSizePixel to get bitmap coordinates + const Size aBitmapSizePixel(maOldRenderedBitmap.GetSizePixel()); + const sal_Int32 nX(basegfx::fround(fRelativeX * aBitmapSizePixel.Width())); + const sal_Int32 nY(basegfx::fround(fRelativeY * aBitmapSizePixel.Height())); + + // try to get a statement about transparency in that pixel + o_rResult = (0xff != maOldRenderedBitmap.GetTransparency(nX, nY)); + return true; + } + } + + return false; + } + + ScenePrimitive2D::ScenePrimitive2D( + const primitive3d::Primitive3DContainer& rxChildren3D, + const attribute::SdrSceneAttribute& rSdrSceneAttribute, + const attribute::SdrLightingAttribute& rSdrLightingAttribute, + const basegfx::B2DHomMatrix& rObjectTransformation, + const geometry::ViewInformation3D& rViewInformation3D) + : BufferedDecompositionPrimitive2D(), + mxChildren3D(rxChildren3D), + maSdrSceneAttribute(rSdrSceneAttribute), + maSdrLightingAttribute(rSdrLightingAttribute), + maObjectTransformation(rObjectTransformation), + maViewInformation3D(rViewInformation3D), + maShadowPrimitives(), + mbShadow3DChecked(false), + mfOldDiscreteSizeX(0.0), + mfOldDiscreteSizeY(0.0), + maOldUnitVisiblePart(), + maOldRenderedBitmap() + { + } + + bool ScenePrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const + { + if(BufferedDecompositionPrimitive2D::operator==(rPrimitive)) + { + const ScenePrimitive2D& rCompare = static_cast<const ScenePrimitive2D&>(rPrimitive); + + return (getChildren3D() == rCompare.getChildren3D() + && getSdrSceneAttribute() == rCompare.getSdrSceneAttribute() + && getSdrLightingAttribute() == rCompare.getSdrLightingAttribute() + && getObjectTransformation() == rCompare.getObjectTransformation() + && getViewInformation3D() == rCompare.getViewInformation3D()); + } + + return false; + } + + basegfx::B2DRange ScenePrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const + { + // transform unit range to discrete coordinate range + basegfx::B2DRange aRetval(0.0, 0.0, 1.0, 1.0); + aRetval.transform(rViewInformation.getObjectToViewTransformation() * getObjectTransformation()); + + // force to discrete expanded bounds (it grows, so expanding works perfectly well) + aRetval.expand(basegfx::B2DTuple(floor(aRetval.getMinX()), floor(aRetval.getMinY()))); + aRetval.expand(basegfx::B2DTuple(ceil(aRetval.getMaxX()), ceil(aRetval.getMaxY()))); + + // transform back from discrete (view) to world coordinates + aRetval.transform(rViewInformation.getInverseObjectToViewTransformation()); + + // expand by evtl. existing shadow primitives + if(impGetShadow3D()) + { + const basegfx::B2DRange aShadow2DRange(maShadowPrimitives.getB2DRange(rViewInformation)); + + if(!aShadow2DRange.isEmpty()) + { + aRetval.expand(aShadow2DRange); + } + } + + return aRetval; + } + + void ScenePrimitive2D::get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, const geometry::ViewInformation2D& rViewInformation) const + { + ::osl::MutexGuard aGuard( m_aMutex ); + + // get the involved ranges (see helper method calculateDiscreteSizes for details) + basegfx::B2DRange aDiscreteRange; + basegfx::B2DRange aUnitVisibleRange; + bool bNeedNewDecomposition(false); + bool bDiscreteSizesAreCalculated(false); + + if(!getBuffered2DDecomposition().empty()) + { + basegfx::B2DRange aVisibleDiscreteRange; + calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange); + bDiscreteSizesAreCalculated = true; + + // needs to be painted when the new part is not part of the last + // decomposition + if(!maOldUnitVisiblePart.isInside(aUnitVisibleRange)) + { + bNeedNewDecomposition = true; + } + + // display has changed and cannot be reused when resolution got bigger. It + // can be reused when resolution got smaller, though. + if(!bNeedNewDecomposition) + { + if(basegfx::fTools::more(aDiscreteRange.getWidth(), mfOldDiscreteSizeX) || + basegfx::fTools::more(aDiscreteRange.getHeight(), mfOldDiscreteSizeY)) + { + bNeedNewDecomposition = true; + } + } + } + + if(bNeedNewDecomposition) + { + // conditions of last local decomposition have changed, delete + const_cast< ScenePrimitive2D* >(this)->setBuffered2DDecomposition(Primitive2DContainer()); + } + + if(getBuffered2DDecomposition().empty()) + { + if(!bDiscreteSizesAreCalculated) + { + basegfx::B2DRange aVisibleDiscreteRange; + calculateDiscreteSizes(rViewInformation, aDiscreteRange, aVisibleDiscreteRange, aUnitVisibleRange); + } + + // remember last used NewDiscreteSize and NewUnitVisiblePart + ScenePrimitive2D* pThat = const_cast< ScenePrimitive2D* >(this); + pThat->mfOldDiscreteSizeX = aDiscreteRange.getWidth(); + pThat->mfOldDiscreteSizeY = aDiscreteRange.getHeight(); + pThat->maOldUnitVisiblePart = aUnitVisibleRange; + } + + // use parent implementation + BufferedDecompositionPrimitive2D::get2DDecomposition(rVisitor, rViewInformation); + } + + // provide unique ID + ImplPrimitive2DIDBlock(ScenePrimitive2D, PRIMITIVE2D_ID_SCENEPRIMITIVE2D) + +} // end of namespace + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |