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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 09:06:44 +0000 |
commit | ed5640d8b587fbcfed7dd7967f3de04b37a76f26 (patch) | |
tree | 7a5f7c6c9d02226d7471cb3cc8fbbf631b415303 /drawinglayer/source/processor3d/shadow3dextractor.cxx | |
parent | Initial commit. (diff) | |
download | libreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.tar.xz libreoffice-ed5640d8b587fbcfed7dd7967f3de04b37a76f26.zip |
Adding upstream version 4:7.4.7.upstream/4%7.4.7upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'drawinglayer/source/processor3d/shadow3dextractor.cxx')
-rw-r--r-- | drawinglayer/source/processor3d/shadow3dextractor.cxx | 297 |
1 files changed, 297 insertions, 0 deletions
diff --git a/drawinglayer/source/processor3d/shadow3dextractor.cxx b/drawinglayer/source/processor3d/shadow3dextractor.cxx new file mode 100644 index 000000000..91fc57aae --- /dev/null +++ b/drawinglayer/source/processor3d/shadow3dextractor.cxx @@ -0,0 +1,297 @@ +/* -*- 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 <processor3d/shadow3dextractor.hxx> +#include <primitive3d/shadowprimitive3d.hxx> +#include <drawinglayer/primitive2d/shadowprimitive2d.hxx> +#include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx> +#include <drawinglayer/primitive3d/transformprimitive3d.hxx> +#include <drawinglayer/primitive3d/polygonprimitive3d.hxx> +#include <basegfx/polygon/b2dpolygontools.hxx> +#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx> +#include <basegfx/polygon/b2dpolypolygontools.hxx> +#include <drawinglayer/primitive2d/PolygonHairlinePrimitive2D.hxx> +#include <drawinglayer/primitive2d/PolyPolygonColorPrimitive2D.hxx> +#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx> +#include <rtl/ref.hxx> + + +using namespace com::sun::star; + + +namespace drawinglayer::processor3d +{ + // as tooling, the process() implementation takes over API handling and calls this + // virtual render method when the primitive implementation is BasePrimitive3D-based. + void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate) + { + // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch + switch(rCandidate.getPrimitive3DID()) + { + case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D : + { + // shadow3d object. Call recursive with content and start conversion + const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate); + + // set new target + primitive2d::Primitive2DContainer aNewSubList; + primitive2d::Primitive2DContainer* pLastTargetSequence = mpPrimitive2DSequence; + mpPrimitive2DSequence = &aNewSubList; + + // activate convert + const bool bLastConvert(mbConvert); + mbConvert = true; + + // set projection flag + const bool bLastUseProjection(mbUseProjection); + mbUseProjection = rPrimitive.getShadow3D(); + + // process content + process(rPrimitive.getChildren()); + + // restore values + mbUseProjection = bLastUseProjection; + mbConvert = bLastConvert; + mpPrimitive2DSequence = pLastTargetSequence; + + // create 2d shadow primitive with result. This also fetches all entries + // from aNewSubList, so there is no need to delete them + rtl::Reference<primitive2d::BasePrimitive2D> pNew = new primitive2d::ShadowPrimitive2D( + rPrimitive.getShadowTransform(), + rPrimitive.getShadowColor(), + 0, // shadow3d doesn't have rPrimitive.getShadowBlur() yet. + std::move(aNewSubList)); + + if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0)) + { + // create simpleTransparencePrimitive, add created primitives + primitive2d::Primitive2DContainer aNewTransPrimitiveVector { pNew }; + + pNew = new primitive2d::UnifiedTransparencePrimitive2D( + std::move(aNewTransPrimitiveVector), + rPrimitive.getShadowTransparence()); + } + + mpPrimitive2DSequence->push_back(pNew); + + break; + } + case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D : + { + // transform group. Remember current transformations + const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate); + const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D()); + + // create new transformation; add new object transform from right side + const geometry::ViewInformation3D aNewViewInformation3D( + aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(), + aLastViewInformation3D.getOrientation(), + aLastViewInformation3D.getProjection(), + aLastViewInformation3D.getDeviceToView(), + aLastViewInformation3D.getViewTime(), + aLastViewInformation3D.getExtendedInformationSequence()); + updateViewInformation(aNewViewInformation3D); + + if(mbShadowProjectionIsValid) + { + // update buffered WorldToEye and EyeToView + maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); + maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); + } + + // let break down + process(rPrimitive.getChildren()); + + // restore transformations + updateViewInformation(aLastViewInformation3D); + + if(mbShadowProjectionIsValid) + { + // update buffered WorldToEye and EyeToView + maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); + maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); + } + break; + } + case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D : + { + // PolygonHairlinePrimitive3D + if(mbConvert) + { + const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate); + basegfx::B2DPolygon a2DHairline; + + if(mbUseProjection) + { + if(mbShadowProjectionIsValid) + { + a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon()); + } + } + else + { + a2DHairline = basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView()); + } + + if(a2DHairline.count()) + { + a2DHairline.transform(getObjectTransformation()); + mpPrimitive2DSequence->push_back( + new primitive2d::PolygonHairlinePrimitive2D( + a2DHairline, + basegfx::BColor())); + } + } + break; + } + case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D : + { + // PolyPolygonMaterialPrimitive3D + if(mbConvert) + { + const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate); + basegfx::B2DPolyPolygon a2DFill; + + if(mbUseProjection) + { + if(mbShadowProjectionIsValid) + { + a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon()); + } + } + else + { + a2DFill = basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView()); + } + + if(a2DFill.count()) + { + a2DFill.transform(getObjectTransformation()); + mpPrimitive2DSequence->push_back( + new primitive2d::PolyPolygonColorPrimitive2D( + a2DFill, + basegfx::BColor())); + } + } + break; + } + default : + { + // process recursively + process(rCandidate.get3DDecomposition(getViewInformation3D())); + break; + } + } + } + + Shadow3DExtractingProcessor::Shadow3DExtractingProcessor( + const geometry::ViewInformation3D& rViewInformation, + const basegfx::B2DHomMatrix& rObjectTransformation, + const basegfx::B3DVector& rLightNormal, + double fShadowSlant, + const basegfx::B3DRange& rContained3DRange) + : BaseProcessor3D(rViewInformation), + mpPrimitive2DSequence(&maPrimitive2DSequence), + maObjectTransformation(rObjectTransformation), + maLightNormal(rLightNormal), + mfLightPlaneScalar(0.0), + mbShadowProjectionIsValid(false), + mbConvert(false), + mbUseProjection(false) + { + // normalize light normal, get and normalize shadow plane normal and calculate scalar from it + maLightNormal.normalize(); + maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant)); + maShadowPlaneNormal.normalize(); + mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal); + + // use only when scalar is > 0.0, so the light is in front of the object + if(!basegfx::fTools::more(mfLightPlaneScalar, 0.0)) + return; + + // prepare buffered WorldToEye and EyeToView + maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation(); + maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection(); + + // calculate range to get front edge around which to rotate the shadow's projection + basegfx::B3DRange aContained3DRange(rContained3DRange); + aContained3DRange.transform(getWorldToEye()); + maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX()); + maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY()); + maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0)); + + // set flag that shadow projection is prepared and allowed + mbShadowProjectionIsValid = true; + } + + Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor() + { + OSL_ENSURE(maPrimitive2DSequence.empty(), + "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)"); + } + + basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource) + { + basegfx::B2DPolygon aRetval; + + for(sal_uInt32 a(0); a < rSource.count(); a++) + { + // get point, transform to eye coordinate system + basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a)); + aCandidate *= getWorldToEye(); + + // we are in eye coordinates + // ray is (aCandidate + fCut * maLightNormal) + // plane is (maPlanePoint, maShadowPlaneNormal) + // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0 + // get cut point of ray with shadow plane + const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar); + aCandidate += maLightNormal * fCut; + + // transform to view, use 2d coordinates + aCandidate *= maEyeToView; + aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY())); + } + + // copy closed flag + aRetval.setClosed(rSource.isClosed()); + + return aRetval; + } + + basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource) + { + basegfx::B2DPolyPolygon aRetval; + + for(sal_uInt32 a(0); a < rSource.count(); a++) + { + aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a))); + } + + return aRetval; + } + + const primitive2d::Primitive2DContainer& Shadow3DExtractingProcessor::getPrimitive2DSequence() const + { + return maPrimitive2DSequence; + } + +} // end of namespace + +/* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |