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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 .
+ */
+
+#pragma once
+
+#include <processor3d/defaultprocessor3d.hxx>
+#include <basegfx/matrix/b3dhommatrix.hxx>
+#include <memory>
+
+namespace basegfx {
+ class BZPixelRaster;
+}
+
+namespace drawinglayer::attribute {
+ class SdrSceneAttribute;
+ class SdrLightingAttribute;
+ class MaterialAttribute3D;
+}
+
+
+class ZBufferRasterConverter3D;
+class RasterPrimitive3D;
+
+namespace drawinglayer::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<ZBufferRasterConverter3D> 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
+ */
+ mutable std::vector< RasterPrimitive3D > maRasterPrimitive3Ds;
+
+ 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: */