/* -*- 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 . */ #pragma once #include #include #include namespace basegfx { class BZPixelRaster; } namespace drawinglayer { namespace attribute { class SdrSceneAttribute; class SdrLightingAttribute; class MaterialAttribute3D; } } class ZBufferRasterConverter3D; class RasterPrimitive3D; namespace drawinglayer { namespace processor3d { /** This 3D renderer derived from DefaultProcessor3D renders all fed primitives to a 2D raster bitmap using a Z-Buffer based approach. It is able to supersample and to handle transparent content. */ class ZBufferProcessor3D final : public DefaultProcessor3D { private: /// inverse of EyeToView for rasterconversion with evtl. Phong shading basegfx::B3DHomMatrix maInvEyeToView; /// The raster converter for Z-Buffer std::unique_ptr mpZBufferRasterConverter3D; /* AA value. Defines how many oversamples will be used in X and Y. Values 0, 1 will switch it off while e.g. 2 will use 2x2 pixels for each pixel to create */ sal_uInt16 mnAntiAlialize; /* remembered RasterPrimitive3D's which need to be painted back to front for transparent 3D parts */ std::unique_ptr> mpRasterPrimitive3Ds; sal_uInt32 mnStartLine; sal_uInt32 mnStopLine; // rasterconversions for filled and non-filled polygons virtual void rasterconvertB3DPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolygon& rHairline) const override; virtual void rasterconvertB3DPolyPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolyPolygon& rFill) const override; public: ZBufferProcessor3D( const geometry::ViewInformation3D& rViewInformation3D, const attribute::SdrSceneAttribute& rSdrSceneAttribute, const attribute::SdrLightingAttribute& rSdrLightingAttribute, const basegfx::B2DRange& rVisiblePart, sal_uInt16 nAntiAlialize, double fFullViewSizeX, double fFullViewSizeY, basegfx::BZPixelRaster& rBZPixelRaster, sal_uInt32 nStartLine, sal_uInt32 nStopLine); virtual ~ZBufferProcessor3D() override; void finish(); }; } } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */