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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/.
*/
#include <sal/config.h>
#include <epoxy/gl.h>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/point/b2dpoint.hxx>
#include <basegfx/polygon/b2dpolypolygon.hxx>
#include <basegfx/polygon/b2dpolygontriangulator.hxx>
#include <basegfx/utils/canvastools.hxx>
#include <canvas/canvastools.hxx>
#include <o3tl/safeint.hxx>
#include <verifyinput.hxx>
#include <tools/diagnose_ex.h>
#include "ogl_canvascustomsprite.hxx"
#include "ogl_canvastools.hxx"
#include "ogl_tools.hxx"
using namespace ::com::sun::star;
namespace oglcanvas
{
CanvasCustomSprite::CanvasCustomSprite( const css::geometry::RealSize2D& rSpriteSize,
const SpriteCanvasRef& rRefDevice,
SpriteDeviceHelper& rDeviceHelper ) :
mpSpriteCanvas( rRefDevice ),
maSize(rSpriteSize),
mfAlpha(0.0),
mfPriority(0.0)
{
ENSURE_OR_THROW( rRefDevice,
"CanvasCustomSprite::CanvasCustomSprite(): Invalid sprite canvas" );
::canvas::tools::setIdentityAffineMatrix2D(maTransformation);
maCanvasHelper.init( *rRefDevice,
rDeviceHelper );
}
void CanvasCustomSprite::disposeThis()
{
::osl::MutexGuard aGuard( m_aMutex );
mpSpriteCanvas.clear();
// forward to parent
CanvasCustomSpriteBaseT::disposeThis();
}
void SAL_CALL CanvasCustomSprite::setAlpha( double alpha )
{
canvas::tools::verifyRange( alpha, 0.0, 1.0 );
::osl::MutexGuard aGuard( m_aMutex );
mfAlpha = alpha;
}
void SAL_CALL CanvasCustomSprite::move( const geometry::RealPoint2D& aNewPos,
const rendering::ViewState& viewState,
const rendering::RenderState& renderState )
{
canvas::tools::verifyArgs(aNewPos, viewState, renderState,
__func__,
static_cast< ::cppu::OWeakObject* >(this));
::osl::MutexGuard aGuard( m_aMutex );
::basegfx::B2DHomMatrix aTransform;
::canvas::tools::mergeViewAndRenderTransform(aTransform,
viewState,
renderState);
// convert position to device pixel
maPosition = ::basegfx::unotools::b2DPointFromRealPoint2D(aNewPos);
maPosition *= aTransform;
}
void SAL_CALL CanvasCustomSprite::transform( const geometry::AffineMatrix2D& aTransformation )
{
::osl::MutexGuard aGuard( m_aMutex );
maTransformation = aTransformation;
}
void SAL_CALL CanvasCustomSprite::clip( const uno::Reference< rendering::XPolyPolygon2D >& xClip )
{
mxClip = xClip;
}
void SAL_CALL CanvasCustomSprite::setPriority( double nPriority )
{
::osl::MutexGuard aGuard( m_aMutex );
mfPriority = nPriority;
}
void SAL_CALL CanvasCustomSprite::show()
{
::osl::MutexGuard aGuard( m_aMutex );
if( mpSpriteCanvas.is() )
mpSpriteCanvas->show(this);
}
void SAL_CALL CanvasCustomSprite::hide()
{
::osl::MutexGuard aGuard( m_aMutex );
if( mpSpriteCanvas.is() )
mpSpriteCanvas->hide(this);
}
uno::Reference< rendering::XCanvas > SAL_CALL CanvasCustomSprite::getContentCanvas()
{
return this;
}
bool CanvasCustomSprite::renderSprite() const
{
if( ::basegfx::fTools::equalZero( mfAlpha ) )
return true;
TransformationPreserver aPreserver1;
const ::basegfx::B2IVector aSpriteSizePixel(
::canvas::tools::roundUp( maSize.Width ),
::canvas::tools::roundUp( maSize.Height ));
// translate sprite to output position
glTranslated(maPosition.getX(), maPosition.getY(), 0);
{
TransformationPreserver aPreserver2;
// apply sprite content transformation matrix
double aGLTransform[] =
{
maTransformation.m00, maTransformation.m10, 0, 0,
maTransformation.m01, maTransformation.m11, 0, 0,
0, 0, 1, 0,
maTransformation.m02, maTransformation.m12, 0, 1
};
glMultMatrixd(aGLTransform);
IBufferContextSharedPtr pBufferContext;
if( mfAlpha != 1.0 || mxClip.is() )
{
// drafts. Need to render to temp surface before, and then
// composite that to screen
// TODO(P3): buffer texture
pBufferContext = maCanvasHelper.getDeviceHelper()->createBufferContext(aSpriteSizePixel);
pBufferContext->startBufferRendering();
}
// this ends up in pBufferContext, if that one's "current"
if( !maCanvasHelper.renderRecordedActions() )
return false;
if( pBufferContext )
{
// content ended up in background buffer - compose to
// screen now. Calls below switches us back to window
// context, and binds to generated, dynamic texture
pBufferContext->endBufferRendering();
GLuint nTexture = pBufferContext->getTextureId();
glBindTexture(GL_TEXTURE_2D, nTexture);
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA);
// blend against fixed vertex color; texture alpha is multiplied in
glColor4f(1,1,1,mfAlpha);
if( mxClip.is() )
{
const double fWidth=maSize.Width;
const double fHeight=maSize.Height;
// TODO(P3): buffer triangulation
const ::basegfx::triangulator::B2DTriangleVector rTriangulatedPolygon(
::basegfx::triangulator::triangulate(
::basegfx::unotools::b2DPolyPolygonFromXPolyPolygon2D(mxClip)));
glBegin(GL_TRIANGLES);
for( size_t i=0; i<rTriangulatedPolygon.size(); i++ )
{
const::basegfx::triangulator::B2DTriangle& rCandidate(rTriangulatedPolygon[i]);
glTexCoord2f(
rCandidate.getA().getX()/fWidth,
rCandidate.getA().getY()/fHeight);
glVertex2d(
rCandidate.getA().getX(),
rCandidate.getA().getY());
glTexCoord2f(
rCandidate.getB().getX()/fWidth,
rCandidate.getB().getY()/fHeight);
glVertex2d(
rCandidate.getB().getX(),
rCandidate.getB().getY());
glTexCoord2f(
rCandidate.getC().getX()/fWidth,
rCandidate.getC().getY()/fHeight);
glVertex2d(
rCandidate.getC().getX(),
rCandidate.getC().getY());
}
glEnd();
}
else
{
const double fWidth=maSize.Width/aSpriteSizePixel.getX();
const double fHeight=maSize.Height/aSpriteSizePixel.getY();
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0,0); glVertex2d(0,0);
glTexCoord2f(0,fHeight); glVertex2d(0, aSpriteSizePixel.getY());
glTexCoord2f(fWidth,0); glVertex2d(aSpriteSizePixel.getX(),0);
glTexCoord2f(fWidth,fHeight); glVertex2d(aSpriteSizePixel.getX(),aSpriteSizePixel.getY());
glEnd();
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
}
glColor4f(1,0,0,1);
glBegin(GL_LINE_STRIP);
glVertex2d(-2,-2);
glVertex2d(-2,maSize.Height+4);
glVertex2d(maSize.Width+4,maSize.Height+4);
glVertex2d(maSize.Width+4,-2);
glVertex2d(-2,-2);
glVertex2d(maSize.Width+4,maSize.Height+4);
glEnd();
std::vector<double> aVec { mfAlpha, mfPriority, o3tl::narrowing<double>(maCanvasHelper.getRecordedActionCount()) };
renderOSD( aVec, 10 );
return true;
}
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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