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+/* -*- 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/shadowprimitive2d.hxx>
+#include <basegfx/color/bcolormodifier.hxx>
+#include <drawinglayer/primitive2d/modifiedcolorprimitive2d.hxx>
+#include <drawinglayer/primitive2d/transformprimitive2d.hxx>
+#include <drawinglayer/primitive2d/drawinglayer_primitivetypes2d.hxx>
+#include <basegfx/matrix/b2dhommatrixtools.hxx>
+#include <drawinglayer/primitive2d/bitmapprimitive2d.hxx>
+#include <toolkit/helper/vclunohelper.hxx>
+#include <drawinglayer/converters.hxx>
+#include "GlowSoftEgdeShadowTools.hxx"
+
+#ifdef DBG_UTIL
+#include <tools/stream.hxx>
+#include <vcl/filter/PngImageWriter.hxx>
+#endif
+
+#include <memory>
+#include <utility>
+
+using namespace com::sun::star;
+
+namespace drawinglayer::primitive2d
+{
+ShadowPrimitive2D::ShadowPrimitive2D(basegfx::B2DHomMatrix aShadowTransform,
+ const basegfx::BColor& rShadowColor, double fShadowBlur,
+ Primitive2DContainer&& aChildren)
+ : BufferedDecompositionGroupPrimitive2D(std::move(aChildren))
+ , maShadowTransform(std::move(aShadowTransform))
+ , maShadowColor(rShadowColor)
+ , mfShadowBlur(fShadowBlur)
+ , mfLastDiscreteBlurRadius(0.0)
+ , maLastClippedRange()
+{
+}
+
+bool ShadowPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const
+{
+ if (BufferedDecompositionGroupPrimitive2D::operator==(rPrimitive))
+ {
+ const ShadowPrimitive2D& rCompare = static_cast<const ShadowPrimitive2D&>(rPrimitive);
+
+ return (getShadowTransform() == rCompare.getShadowTransform()
+ && getShadowColor() == rCompare.getShadowColor()
+ && getShadowBlur() == rCompare.getShadowBlur());
+ }
+
+ return false;
+}
+
+// Helper to get the to-be-shadowed geometry completely embedded to
+// a ModifiedColorPrimitive2D (change to ShadowColor) and TransformPrimitive2D
+// (direction/offset/transformation of shadow). Since this is used pretty
+// often, pack into a helper
+void ShadowPrimitive2D::getFullyEmbeddedShadowPrimitives(Primitive2DContainer& rContainer) const
+{
+ if (getChildren().empty())
+ return;
+
+ // create a modifiedColorPrimitive containing the shadow color and the content
+ const basegfx::BColorModifierSharedPtr aBColorModifier
+ = std::make_shared<basegfx::BColorModifier_replace>(getShadowColor());
+ const Primitive2DReference xRefA(
+ new ModifiedColorPrimitive2D(Primitive2DContainer(getChildren()), aBColorModifier));
+ Primitive2DContainer aSequenceB{ xRefA };
+
+ // build transformed primitiveVector with shadow offset and add to target
+ rContainer.visit(new TransformPrimitive2D(getShadowTransform(), std::move(aSequenceB)));
+}
+
+bool ShadowPrimitive2D::prepareValuesAndcheckValidity(
+ basegfx::B2DRange& rBlurRange, basegfx::B2DRange& rClippedRange,
+ basegfx::B2DVector& rDiscreteBlurSize, double& rfDiscreteBlurRadius,
+ const geometry::ViewInformation2D& rViewInformation) const
+{
+ // no BlurRadius defined, done
+ if (getShadowBlur() <= 0.0)
+ return false;
+
+ // no geometry, done
+ if (getChildren().empty())
+ return false;
+
+ // no pixel target, done
+ if (rViewInformation.getObjectToViewTransformation().isIdentity())
+ return false;
+
+ // get fully embedded ShadowPrimitive
+ Primitive2DContainer aEmbedded;
+ getFullyEmbeddedShadowPrimitives(aEmbedded);
+
+ // get geometry range that defines area that needs to be pixelated
+ rBlurRange = aEmbedded.getB2DRange(rViewInformation);
+
+ // no range of geometry, done
+ if (rBlurRange.isEmpty())
+ return false;
+
+ // extend range by BlurRadius in all directions
+ rBlurRange.grow(getShadowBlur());
+
+ // initialize ClippedRange to full BlurRange -> all is visible
+ rClippedRange = rBlurRange;
+
+ // get Viewport and check if used. If empty, all is visible (see
+ // ViewInformation2D definition in viewinformation2d.hxx)
+ if (!rViewInformation.getViewport().isEmpty())
+ {
+ // if used, extend by BlurRadius to ensure needed parts are included
+ basegfx::B2DRange aVisibleArea(rViewInformation.getViewport());
+ aVisibleArea.grow(getShadowBlur());
+
+ // calculate ClippedRange
+ rClippedRange.intersect(aVisibleArea);
+
+ // if BlurRange is completely outside of VisibleArea, ClippedRange
+ // will be empty and we are done
+ if (rClippedRange.isEmpty())
+ return false;
+ }
+
+ // calculate discrete pixel size of BlurRange. If it's too small to visualize, we are done
+ rDiscreteBlurSize = rViewInformation.getObjectToViewTransformation() * rBlurRange.getRange();
+ if (ceil(rDiscreteBlurSize.getX()) < 2.0 || ceil(rDiscreteBlurSize.getY()) < 2.0)
+ return false;
+
+ // calculate discrete pixel size of BlurRadius. If it's too small to visualize, we are done
+ rfDiscreteBlurRadius = ceil(
+ (rViewInformation.getObjectToViewTransformation() * basegfx::B2DVector(getShadowBlur(), 0))
+ .getLength());
+ if (rfDiscreteBlurRadius < 1.0)
+ return false;
+
+ return true;
+}
+
+void ShadowPrimitive2D::create2DDecomposition(
+ Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const
+{
+ if (getShadowBlur() <= 0.0)
+ {
+ // Normal (non-blurred) shadow is already completely
+ // handled by get2DDecomposition and not buffered. It
+ // does not need to be since it's a simple embedding
+ // to a ModifiedColorPrimitive2D and TransformPrimitive2D
+ return;
+ }
+
+ // from here on we process a blurred shadow
+ basegfx::B2DRange aBlurRange;
+ basegfx::B2DRange aClippedRange;
+ basegfx::B2DVector aDiscreteBlurSize;
+ double fDiscreteBlurRadius(0.0);
+
+ // Check various validity details and calculate/prepare values. If false, we are done
+ if (!prepareValuesAndcheckValidity(aBlurRange, aClippedRange, aDiscreteBlurSize,
+ fDiscreteBlurRadius, rViewInformation))
+ return;
+
+ // Create embedding transformation from object to top-left zero-aligned
+ // target pixel geometry (discrete form of ClippedRange)
+ // First, move to top-left of BlurRange
+ const sal_uInt32 nDiscreteBlurWidth(ceil(aDiscreteBlurSize.getX()));
+ const sal_uInt32 nDiscreteBlurHeight(ceil(aDiscreteBlurSize.getY()));
+ basegfx::B2DHomMatrix aEmbedding(basegfx::utils::createTranslateB2DHomMatrix(
+ -aClippedRange.getMinX(), -aClippedRange.getMinY()));
+ // Second, scale to discrete bitmap size
+ // Even when using the offset from ClippedRange, we need to use the
+ // scaling from the full representation, thus from BlurRange
+ aEmbedding.scale(nDiscreteBlurWidth / aBlurRange.getWidth(),
+ nDiscreteBlurHeight / aBlurRange.getHeight());
+
+ // Get fully embedded ShadowPrimitives. This will also embed to
+ // ModifiedColorPrimitive2D (what is not urgently needed) to create
+ // the alpha channel, but a paint with all colors set to a single
+ // one (like shadowColor here) is often less expensive due to possible
+ // simplifications painting the primitives (e.g. gradient)
+ Primitive2DContainer aEmbedded;
+ getFullyEmbeddedShadowPrimitives(aEmbedded);
+
+ // Embed content graphics to TransformPrimitive2D
+ const primitive2d::Primitive2DReference xEmbedRef(
+ new primitive2d::TransformPrimitive2D(aEmbedding, std::move(aEmbedded)));
+ primitive2d::Primitive2DContainer xEmbedSeq{ xEmbedRef };
+
+ // Create BitmapEx using drawinglayer tooling, including a MaximumQuadraticPixel
+ // limitation to be safe and not go runtime/memory havoc. Use a pretty small
+ // limit due to this is Blurred Shadow functionality and will look good with bitmap
+ // scaling anyways. The value of 250.000 square pixels below maybe adapted as needed.
+ const basegfx::B2DVector aDiscreteClippedSize(rViewInformation.getObjectToViewTransformation()
+ * aClippedRange.getRange());
+ const sal_uInt32 nDiscreteClippedWidth(ceil(aDiscreteClippedSize.getX()));
+ const sal_uInt32 nDiscreteClippedHeight(ceil(aDiscreteClippedSize.getY()));
+ const geometry::ViewInformation2D aViewInformation2D;
+ const sal_uInt32 nMaximumQuadraticPixels(250000);
+
+ // I have now added a helper that just creates the mask without having
+ // to render the content, use it, it's faster
+ const AlphaMask aAlpha(::drawinglayer::createAlphaMask(
+ std::move(xEmbedSeq), aViewInformation2D, nDiscreteClippedWidth, nDiscreteClippedHeight,
+ nMaximumQuadraticPixels));
+
+ // if we have no shadow, we are done
+ if (aAlpha.IsEmpty())
+ return;
+
+ const Size& rBitmapExSizePixel(aAlpha.GetSizePixel());
+ if (!(rBitmapExSizePixel.Width() > 0 && rBitmapExSizePixel.Height() > 0))
+ return;
+
+ // We may have to take a corrective scaling into account when the
+ // MaximumQuadraticPixel limit was used/triggered
+ double fScale(1.0);
+
+ if (static_cast<sal_uInt32>(rBitmapExSizePixel.Width()) != nDiscreteClippedWidth
+ || static_cast<sal_uInt32>(rBitmapExSizePixel.Height()) != nDiscreteClippedHeight)
+ {
+ // scale in X and Y should be the same (see fReduceFactor in createAlphaMask),
+ // so adapt numerically to a single scale value, they are integer rounded values
+ const double fScaleX(static_cast<double>(rBitmapExSizePixel.Width())
+ / static_cast<double>(nDiscreteClippedWidth));
+ const double fScaleY(static_cast<double>(rBitmapExSizePixel.Height())
+ / static_cast<double>(nDiscreteClippedHeight));
+
+ fScale = (fScaleX + fScaleY) * 0.5;
+ }
+
+ // Use the Alpha as base to blur and apply the effect
+ const AlphaMask mask(drawinglayer::primitive2d::ProcessAndBlurAlphaMask(
+ aAlpha, 0, fDiscreteBlurRadius * fScale, 0, false));
+
+ // The end result is the bitmap filled with blur color and blurred 8-bit alpha mask
+ Bitmap bmp(aAlpha.GetSizePixel(), vcl::PixelFormat::N24_BPP);
+ bmp.Erase(Color(getShadowColor()));
+ BitmapEx result(bmp, mask);
+
+#ifdef DBG_UTIL
+ static bool bDoSaveForVisualControl(false); // loplugin:constvars:ignore
+ if (bDoSaveForVisualControl)
+ {
+ // VCL_DUMP_BMP_PATH should be like C:/path/ or ~/path/
+ static const OUString sDumpPath(
+ OUString::createFromAscii(std::getenv("VCL_DUMP_BMP_PATH")));
+ if (!sDumpPath.isEmpty())
+ {
+ SvFileStream aNew(sDumpPath + "test_shadowblur.png",
+ StreamMode::WRITE | StreamMode::TRUNC);
+ vcl::PngImageWriter aPNGWriter(aNew);
+ aPNGWriter.write(result);
+ }
+ }
+#endif
+
+ // Independent from discrete sizes of blur alpha creation, always
+ // map and project blur result to geometry range extended by blur
+ // radius, but to the eventually clipped instance (ClippedRange)
+ const primitive2d::Primitive2DReference xEmbedRefBitmap(
+ new BitmapPrimitive2D(result, basegfx::utils::createScaleTranslateB2DHomMatrix(
+ aClippedRange.getWidth(), aClippedRange.getHeight(),
+ aClippedRange.getMinX(), aClippedRange.getMinY())));
+
+ rContainer = primitive2d::Primitive2DContainer{ xEmbedRefBitmap };
+}
+
+void ShadowPrimitive2D::get2DDecomposition(
+ Primitive2DDecompositionVisitor& rVisitor,
+ const geometry::ViewInformation2D& rViewInformation) const
+{
+ if (getShadowBlur() <= 0.0)
+ {
+ // normal (non-blurred) shadow
+ if (getChildren().empty())
+ return;
+
+ // get fully embedded ShadowPrimitives
+ Primitive2DContainer aEmbedded;
+ getFullyEmbeddedShadowPrimitives(aEmbedded);
+
+ rVisitor.visit(aEmbedded);
+ return;
+ }
+
+ // here we have a blurred shadow, check conditions of last
+ // buffered decompose and decide re-use or re-create by using
+ // setBuffered2DDecomposition to reset local buffered version
+ basegfx::B2DRange aBlurRange;
+ basegfx::B2DRange aClippedRange;
+ basegfx::B2DVector aDiscreteBlurSize;
+ double fDiscreteBlurRadius(0.0);
+
+ // Check various validity details and calculate/prepare values. If false, we are done
+ if (!prepareValuesAndcheckValidity(aBlurRange, aClippedRange, aDiscreteBlurSize,
+ fDiscreteBlurRadius, rViewInformation))
+ return;
+
+ if (!getBuffered2DDecomposition().empty())
+ {
+ // First check is to detect if the last created decompose is capable
+ // to represent the now requested visualization (see similar
+ // implementation at GlowPrimitive2D).
+ if (!maLastClippedRange.isEmpty() && !maLastClippedRange.isInside(aClippedRange))
+ {
+ basegfx::B2DRange aLastClippedRangeAndHairline(maLastClippedRange);
+
+ if (!rViewInformation.getObjectToViewTransformation().isIdentity())
+ {
+ // Grow by view-dependent size of 1/2 pixel
+ const double fHalfPixel((rViewInformation.getInverseObjectToViewTransformation()
+ * basegfx::B2DVector(0.5, 0))
+ .getLength());
+ aLastClippedRangeAndHairline.grow(fHalfPixel);
+ }
+
+ if (!aLastClippedRangeAndHairline.isInside(aClippedRange))
+ {
+ // Conditions of last local decomposition have changed, delete
+ const_cast<ShadowPrimitive2D*>(this)->setBuffered2DDecomposition(
+ Primitive2DContainer());
+ }
+ }
+ }
+
+ if (!getBuffered2DDecomposition().empty())
+ {
+ // Second check is to react on changes of the DiscreteSoftRadius when
+ // zooming in/out (see similar implementation at ShadowPrimitive2D).
+ bool bFree(mfLastDiscreteBlurRadius <= 0.0 || fDiscreteBlurRadius <= 0.0);
+
+ if (!bFree)
+ {
+ const double fDiff(fabs(mfLastDiscreteBlurRadius - fDiscreteBlurRadius));
+ const double fLen(fabs(mfLastDiscreteBlurRadius) + fabs(fDiscreteBlurRadius));
+ const double fRelativeChange(fDiff / fLen);
+
+ // Use lower fixed values here to change more often, higher to change less often.
+ // Value is in the range of ]0.0 .. 1.0]
+ bFree = fRelativeChange >= 0.15;
+ }
+
+ if (bFree)
+ {
+ // Conditions of last local decomposition have changed, delete
+ const_cast<ShadowPrimitive2D*>(this)->setBuffered2DDecomposition(
+ Primitive2DContainer());
+ }
+ }
+
+ if (getBuffered2DDecomposition().empty())
+ {
+ // refresh last used DiscreteBlurRadius and ClippedRange to new remembered values
+ const_cast<ShadowPrimitive2D*>(this)->mfLastDiscreteBlurRadius = fDiscreteBlurRadius;
+ const_cast<ShadowPrimitive2D*>(this)->maLastClippedRange = aClippedRange;
+ }
+
+ // call parent, that will check for empty, call create2DDecomposition and
+ // set as decomposition
+ BufferedDecompositionGroupPrimitive2D::get2DDecomposition(rVisitor, rViewInformation);
+}
+
+basegfx::B2DRange
+ShadowPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const
+{
+ // Hint: Do *not* use GroupPrimitive2D::getB2DRange, that will (unnecessarily)
+ // use the decompose - what works, but is not needed here.
+ // We know the to-be-visualized geometry and the radius it needs to be extended,
+ // so simply calculate the exact needed range.
+ basegfx::B2DRange aRetval(getChildren().getB2DRange(rViewInformation));
+
+ if (getShadowBlur() > 0.0)
+ {
+ // blurred shadow, that extends the geometry
+ aRetval.grow(getShadowBlur());
+ }
+
+ aRetval.transform(getShadowTransform());
+ return aRetval;
+}
+
+// provide unique ID
+sal_uInt32 ShadowPrimitive2D::getPrimitive2DID() const { return PRIMITIVE2D_ID_SHADOWPRIMITIVE2D; }
+
+} // end of namespace
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */