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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: */
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