/* -*- 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "canvashelper.hxx" #include "impltools.hxx" using namespace ::com::sun::star; namespace vclcanvas { namespace { bool textureFill( OutputDevice& rOutDev, const GraphicObject& rGraphic, const ::Point& rPosPixel, const ::Size& rNextTileX, const ::Size& rNextTileY, sal_Int32 nTilesX, sal_Int32 nTilesY, const ::Size& rTileSize, const GraphicAttr& rAttr) { bool bRet( false ); Point aCurrPos; int nX, nY; for( nY=0; nY < nTilesY; ++nY ) { aCurrPos.setX( rPosPixel.X() + nY*rNextTileY.Width() ); aCurrPos.setY( rPosPixel.Y() + nY*rNextTileY.Height() ); for( nX=0; nX < nTilesX; ++nX ) { // update return value. This method should return true, if // at least one of the looped Draws succeeded. bRet |= rGraphic.Draw(rOutDev, aCurrPos, rTileSize, &rAttr); aCurrPos.AdjustX(rNextTileX.Width() ); aCurrPos.AdjustY(rNextTileX.Height() ); } } return bRet; } /** Fill linear or axial gradient Since most of the code for linear and axial gradients are the same, we've a unified method here */ void fillLinearGradient( OutputDevice& rOutDev, const ::basegfx::B2DHomMatrix& rTextureTransform, const ::tools::Rectangle& rBounds, unsigned int nStepCount, const ::canvas::ParametricPolyPolygon::Values& rValues, const std::vector< ::Color >& rColors ) { // determine general position of gradient in relation to // the bound rect // ===================================================== ::basegfx::B2DPoint aLeftTop( 0.0, 0.0 ); ::basegfx::B2DPoint aLeftBottom( 0.0, 1.0 ); ::basegfx::B2DPoint aRightTop( 1.0, 0.0 ); ::basegfx::B2DPoint aRightBottom( 1.0, 1.0 ); aLeftTop *= rTextureTransform; aLeftBottom *= rTextureTransform; aRightTop *= rTextureTransform; aRightBottom*= rTextureTransform; // calc length of bound rect diagonal const ::basegfx::B2DVector aBoundRectDiagonal( vcl::unotools::b2DPointFromPoint( rBounds.TopLeft() ) - vcl::unotools::b2DPointFromPoint( rBounds.BottomRight() ) ); const double nDiagonalLength( aBoundRectDiagonal.getLength() ); // create direction of gradient: // _______ // | | | // -> | | | ... // | | | // ------- ::basegfx::B2DVector aDirection( aRightTop - aLeftTop ); aDirection.normalize(); // now, we potentially have to enlarge our gradient area // atop and below the transformed [0,1]x[0,1] unit rect, // for the gradient to fill the complete bound rect. ::basegfx::utils::infiniteLineFromParallelogram( aLeftTop, aLeftBottom, aRightTop, aRightBottom, vcl::unotools::b2DRectangleFromRectangle(rBounds) ); // render gradient // =============== // First try to use directly VCL's DrawGradient(), as that one is generally // a better choice than here decomposing to polygons. The VCL API allows // only 2 colors, but that should generally do. // Do not use nStepCount, it limits optimized implementations, and it's computed // by vclcanvas based on number of colors, so it's practically irrelevant. // 2 colors and 2 stops (at 0 and 1) is a linear gradient: if( rColors.size() == 2 && rValues.maStops.size() == 2 && rValues.maStops[0] == 0 && rValues.maStops[1] == 1) { // tdf#144073: Note that the code below adjusts the gradient area this way. // No, I have no idea why. aLeftTop -= 2.0*nDiagonalLength*aDirection; aLeftBottom -= 2.0*nDiagonalLength*aDirection; aRightTop += 2.0*nDiagonalLength*aDirection; aRightBottom += 2.0*nDiagonalLength*aDirection; Gradient vclGradient( GradientStyle::Linear, rColors[ 0 ], rColors[ 1 ] ); ::tools::Polygon aTempPoly( static_cast(5) ); aTempPoly[0] = ::Point( ::basegfx::fround( aLeftTop.getX() ), ::basegfx::fround( aLeftTop.getY() ) ); aTempPoly[1] = ::Point( ::basegfx::fround( aRightTop.getX() ), ::basegfx::fround( aRightTop.getY() ) ); aTempPoly[2] = ::Point( ::basegfx::fround( aRightBottom.getX() ), ::basegfx::fround( aRightBottom.getY() ) ); aTempPoly[3] = ::Point( ::basegfx::fround( aLeftBottom.getX() ), ::basegfx::fround( aLeftBottom.getY() ) ); aTempPoly[4] = aTempPoly[0]; rOutDev.DrawGradient( aTempPoly, vclGradient ); return; } // 3 colors with first and last being equal and 3 stops (at 0, 0.5 and 1) is an axial gradient: if( rColors.size() == 3 && rColors[ 0 ] == rColors[ 2 ] && rValues.maStops.size() == 3 && rValues.maStops[0] == 0 && rValues.maStops[1] == 0.5 && rValues.maStops[2] == 1) { // tdf#144073: Note that the code below adjusts the gradient area this way. // No, I have no idea why. aLeftTop -= 2.0*nDiagonalLength*aDirection; aLeftBottom -= 2.0*nDiagonalLength*aDirection; aRightTop += 2.0*nDiagonalLength*aDirection; aRightBottom += 2.0*nDiagonalLength*aDirection; Gradient vclGradient( GradientStyle::Axial, rColors[ 1 ], rColors[ 0 ] ); ::tools::Polygon aTempPoly( static_cast(5) ); aTempPoly[0] = ::Point( ::basegfx::fround( aLeftTop.getX() ), ::basegfx::fround( aLeftTop.getY() ) ); aTempPoly[1] = ::Point( ::basegfx::fround( aRightTop.getX() ), ::basegfx::fround( aRightTop.getY() ) ); aTempPoly[2] = ::Point( ::basegfx::fround( aRightBottom.getX() ), ::basegfx::fround( aRightBottom.getY() ) ); aTempPoly[3] = ::Point( ::basegfx::fround( aLeftBottom.getX() ), ::basegfx::fround( aLeftBottom.getY() ) ); aTempPoly[4] = aTempPoly[0]; rOutDev.DrawGradient( aTempPoly, vclGradient ); return; } // for linear gradients, it's easy to render // non-overlapping polygons: just split the gradient into // nStepCount small strips. Prepare the strip now. // For performance reasons, we create a temporary VCL // polygon here, keep it all the way and only change the // vertex values in the loop below (as ::Polygon is a // pimpl class, creating one every loop turn would really // stress the mem allocator) ::tools::Polygon aTempPoly( static_cast(5) ); OSL_ENSURE( nStepCount >= 3, "fillLinearGradient(): stepcount smaller than 3" ); // fill initial strip (extending two times the bound rect's // diagonal to the 'left' // calculate left edge, by moving left edge of the // gradient rect two times the bound rect's diagonal to // the 'left'. Since we postpone actual rendering into the // loop below, we set the _right_ edge here, which will be // readily copied into the left edge in the loop below const ::basegfx::B2DPoint& rPoint1( aLeftTop - 2.0*nDiagonalLength*aDirection ); aTempPoly[1] = ::Point( ::basegfx::fround( rPoint1.getX() ), ::basegfx::fround( rPoint1.getY() ) ); const ::basegfx::B2DPoint& rPoint2( aLeftBottom - 2.0*nDiagonalLength*aDirection ); aTempPoly[2] = ::Point( ::basegfx::fround( rPoint2.getX() ), ::basegfx::fround( rPoint2.getY() ) ); // iteratively render all other strips // ensure that nStepCount matches color stop parity, to // have a well-defined middle color e.g. for axial // gradients. if( (rColors.size() % 2) != (nStepCount % 2) ) ++nStepCount; rOutDev.SetLineColor(); basegfx::utils::KeyStopLerp aLerper(rValues.maStops); // only iterate nStepCount-1 steps, as the last strip is // explicitly painted below for( unsigned int i=0; i(basegfx::utils::lerp(rColors[nIndex].GetRed(),rColors[nIndex+1].GetRed(),fAlpha)), static_cast(basegfx::utils::lerp(rColors[nIndex].GetGreen(),rColors[nIndex+1].GetGreen(),fAlpha)), static_cast(basegfx::utils::lerp(rColors[nIndex].GetBlue(),rColors[nIndex+1].GetBlue(),fAlpha)) )); // copy right edge of polygon to left edge (and also // copy the closing point) aTempPoly[0] = aTempPoly[4] = aTempPoly[1]; aTempPoly[3] = aTempPoly[2]; // calculate new right edge, from interpolating // between start and end line. Note that i is // increased by one, to account for the fact that we // calculate the right border here (whereas the fill // color is governed by the left edge) const ::basegfx::B2DPoint& rPoint3( (nStepCount - i-1)/double(nStepCount)*aLeftTop + (i+1)/double(nStepCount)*aRightTop ); aTempPoly[1] = ::Point( ::basegfx::fround( rPoint3.getX() ), ::basegfx::fround( rPoint3.getY() ) ); const ::basegfx::B2DPoint& rPoint4( (nStepCount - i-1)/double(nStepCount)*aLeftBottom + (i+1)/double(nStepCount)*aRightBottom ); aTempPoly[2] = ::Point( ::basegfx::fround( rPoint4.getX() ), ::basegfx::fround( rPoint4.getY() ) ); rOutDev.DrawPolygon( aTempPoly ); } // fill final strip (extending two times the bound rect's // diagonal to the 'right' // copy right edge of polygon to left edge (and also // copy the closing point) aTempPoly[0] = aTempPoly[4] = aTempPoly[1]; aTempPoly[3] = aTempPoly[2]; // calculate new right edge, by moving right edge of the // gradient rect two times the bound rect's diagonal to // the 'right'. const ::basegfx::B2DPoint& rPoint3( aRightTop + 2.0*nDiagonalLength*aDirection ); aTempPoly[0] = aTempPoly[4] = ::Point( ::basegfx::fround( rPoint3.getX() ), ::basegfx::fround( rPoint3.getY() ) ); const ::basegfx::B2DPoint& rPoint4( aRightBottom + 2.0*nDiagonalLength*aDirection ); aTempPoly[3] = ::Point( ::basegfx::fround( rPoint4.getX() ), ::basegfx::fround( rPoint4.getY() ) ); rOutDev.SetFillColor( rColors.back() ); rOutDev.DrawPolygon( aTempPoly ); } void fillPolygonalGradient( OutputDevice& rOutDev, const ::basegfx::B2DHomMatrix& rTextureTransform, const ::tools::Rectangle& rBounds, unsigned int nStepCount, const ::canvas::ParametricPolyPolygon::Values& rValues, const std::vector< ::Color >& rColors ) { const ::basegfx::B2DPolygon& rGradientPoly( rValues.maGradientPoly ); ENSURE_OR_THROW( rGradientPoly.count() > 2, "fillPolygonalGradient(): polygon without area given" ); // For performance reasons, we create a temporary VCL polygon // here, keep it all the way and only change the vertex values // in the loop below (as ::Polygon is a pimpl class, creating // one every loop turn would really stress the mem allocator) ::basegfx::B2DPolygon aOuterPoly( rGradientPoly ); ::basegfx::B2DPolygon aInnerPoly; // subdivide polygon _before_ rendering, would otherwise have // to be performed on every loop turn. if( aOuterPoly.areControlPointsUsed() ) aOuterPoly = ::basegfx::utils::adaptiveSubdivideByAngle(aOuterPoly); aInnerPoly = aOuterPoly; // only transform outer polygon _after_ copying it into // aInnerPoly, because inner polygon has to be scaled before // the actual texture transformation takes place aOuterPoly.transform( rTextureTransform ); // determine overall transformation for inner polygon (might // have to be prefixed by anisotrophic scaling) ::basegfx::B2DHomMatrix aInnerPolygonTransformMatrix; // apply scaling (possibly anisotrophic) to inner polygon // scale inner polygon according to aspect ratio: for // wider-than-tall bounds (nAspectRatio > 1.0), the inner // polygon, representing the gradient focus, must have // non-zero width. Specifically, a bound rect twice as wide as // tall has a focus polygon of half its width. const double nAspectRatio( rValues.mnAspectRatio ); if( nAspectRatio > 1.0 ) { // width > height case aInnerPolygonTransformMatrix.scale( 1.0 - 1.0/nAspectRatio, 0.0 ); } else if( nAspectRatio < 1.0 ) { // width < height case aInnerPolygonTransformMatrix.scale( 0.0, 1.0 - nAspectRatio ); } else { // isotrophic case aInnerPolygonTransformMatrix.scale( 0.0, 0.0 ); } // and finally, add texture transform to it. aInnerPolygonTransformMatrix *= rTextureTransform; // apply final matrix to polygon aInnerPoly.transform( aInnerPolygonTransformMatrix ); const sal_uInt32 nNumPoints( aOuterPoly.count() ); ::tools::Polygon aTempPoly( static_cast(nNumPoints+1) ); // increase number of steps by one: polygonal gradients have // the outermost polygon rendered in rColor2, and the // innermost in rColor1. The innermost polygon will never // have zero area, thus, we must divide the interval into // nStepCount+1 steps. For example, to create 3 steps: // | | // |-------|-------|-------| // | | // 3 2 1 0 // This yields 4 tick marks, where 0 is never attained (since // zero-area polygons typically don't display perceivable // color). ++nStepCount; rOutDev.SetLineColor(); basegfx::utils::KeyStopLerp aLerper(rValues.maStops); // fill background rOutDev.SetFillColor( rColors.front() ); rOutDev.DrawRect( rBounds ); // render polygon // ============== for( unsigned int i=1,p; i(basegfx::utils::lerp(rColors[nIndex].GetRed(),rColors[nIndex+1].GetRed(),fAlpha)), static_cast(basegfx::utils::lerp(rColors[nIndex].GetGreen(),rColors[nIndex+1].GetGreen(),fAlpha)), static_cast(basegfx::utils::lerp(rColors[nIndex].GetBlue(),rColors[nIndex+1].GetBlue(),fAlpha)) )); // scale and render polygon, by interpolating between // outer and inner polygon. for( p=0; p(p)] = ::Point( basegfx::fround( fT*rInnerPoint.getX() + (1-fT)*rOuterPoint.getX() ), basegfx::fround( fT*rInnerPoint.getY() + (1-fT)*rOuterPoint.getY() ) ); } // close polygon explicitly aTempPoly[static_cast(p)] = aTempPoly[0]; // TODO(P1): compare with vcl/source/gdi/outdev4.cxx, // OutputDevice::ImplDrawComplexGradient(), there's a note // that on some VDev's, rendering disjunct poly-polygons // is faster! rOutDev.DrawPolygon( aTempPoly ); } } void doGradientFill( OutputDevice& rOutDev, const ::canvas::ParametricPolyPolygon::Values& rValues, const std::vector< ::Color >& rColors, const ::basegfx::B2DHomMatrix& rTextureTransform, const ::tools::Rectangle& rBounds, unsigned int nStepCount ) { switch( rValues.meType ) { case ::canvas::ParametricPolyPolygon::GradientType::Linear: fillLinearGradient( rOutDev, rTextureTransform, rBounds, nStepCount, rValues, rColors ); break; case ::canvas::ParametricPolyPolygon::GradientType::Elliptical: case ::canvas::ParametricPolyPolygon::GradientType::Rectangular: fillPolygonalGradient( rOutDev, rTextureTransform, rBounds, nStepCount, rValues, rColors ); break; default: ENSURE_OR_THROW( false, "CanvasHelper::doGradientFill(): Unexpected case" ); } } int numColorSteps( const ::Color& rColor1, const ::Color& rColor2 ) { return std::max( std::abs( rColor1.GetRed() - rColor2.GetRed() ), std::max( std::abs( rColor1.GetGreen() - rColor2.GetGreen() ), std::abs( rColor1.GetBlue() - rColor2.GetBlue() ) ) ); } bool gradientFill( OutputDevice& rOutDev, OutputDevice* p2ndOutDev, const ::canvas::ParametricPolyPolygon::Values& rValues, const std::vector< ::Color >& rColors, const ::tools::PolyPolygon& rPoly, const rendering::ViewState& viewState, const rendering::RenderState& renderState, const rendering::Texture& texture, int nTransparency ) { // TODO(T2): It is maybe necessary to lock here, should // maGradientPoly someday cease to be const. But then, beware of // deadlocks, canvashelper calls this method with locked own // mutex. // calc step size int nColorSteps = 0; for( size_t i=0; iSetFillColor( COL_BLACK ); p2ndOutDev->DrawRect( aPolygonDeviceRectOrig ); } } else { const vcl::Region aPolyClipRegion( rPoly ); rOutDev.Push( vcl::PushFlags::CLIPREGION ); rOutDev.IntersectClipRegion( aPolyClipRegion ); doGradientFill( rOutDev, rValues, rColors, aTotalTransform, aPolygonDeviceRectOrig, nStepCount ); rOutDev.Pop(); if( p2ndOutDev && nTransparency < 253 ) { // HACK. Normally, CanvasHelper does not care about // actually what mp2ndOutDev is... well, here we do & // assume a 1bpp target - everything beyond 97% // transparency is fully transparent p2ndOutDev->SetFillColor( COL_BLACK ); p2ndOutDev->DrawPolyPolygon( rPoly ); } } #ifdef DEBUG_CANVAS_CANVASHELPER_TEXTUREFILL // extra-verbosity { ::basegfx::B2DRectangle aRect(0.0, 0.0, 1.0, 1.0); ::basegfx::B2DRectangle aTextureDeviceRect; ::basegfx::B2DHomMatrix aTextureTransform; ::canvas::tools::calcTransformedRectBounds( aTextureDeviceRect, aRect, aTextureTransform ); rOutDev.SetLineColor( COL_RED ); rOutDev.SetFillColor(); rOutDev.DrawRect( vcl::unotools::rectangleFromB2DRectangle( aTextureDeviceRect ) ); rOutDev.SetLineColor( COL_BLUE ); ::tools::Polygon aPoly1( vcl::unotools::rectangleFromB2DRectangle( aRect )); ::basegfx::B2DPolygon aPoly2( aPoly1.getB2DPolygon() ); aPoly2.transform( aTextureTransform ); ::tools::Polygon aPoly3( aPoly2 ); rOutDev.DrawPolygon( aPoly3 ); } #endif return true; } } uno::Reference< rendering::XCachedPrimitive > CanvasHelper::fillTexturedPolyPolygon( const rendering::XCanvas* pCanvas, const uno::Reference< rendering::XPolyPolygon2D >& xPolyPolygon, const rendering::ViewState& viewState, const rendering::RenderState& renderState, const uno::Sequence< rendering::Texture >& textures ) { ENSURE_ARG_OR_THROW( xPolyPolygon.is(), "CanvasHelper::fillPolyPolygon(): polygon is NULL"); ENSURE_ARG_OR_THROW( textures.hasElements(), "CanvasHelper::fillTexturedPolyPolygon: empty texture sequence"); if( mpOutDevProvider ) { tools::OutDevStateKeeper aStateKeeper( mpProtectedOutDevProvider ); const int nTransparency( setupOutDevState( viewState, renderState, IGNORE_COLOR ) ); ::tools::PolyPolygon aPolyPoly( tools::mapPolyPolygon( ::basegfx::unotools::b2DPolyPolygonFromXPolyPolygon2D(xPolyPolygon), viewState, renderState ) ); // TODO(F1): Multi-texturing if( textures[0].Gradient.is() ) { // try to cast XParametricPolyPolygon2D reference to // our implementation class. ::canvas::ParametricPolyPolygon* pGradient = dynamic_cast< ::canvas::ParametricPolyPolygon* >( textures[0].Gradient.get() ); if( pGradient && pGradient->getValues().maColors.hasElements() ) { // copy state from Gradient polypoly locally // (given object might change!) const ::canvas::ParametricPolyPolygon::Values& rValues( pGradient->getValues() ); if( rValues.maColors.getLength() < 2 ) { rendering::RenderState aTempState=renderState; aTempState.DeviceColor = rValues.maColors[0]; fillPolyPolygon(pCanvas, xPolyPolygon, viewState, aTempState); } else { std::vector< ::Color > aColors(rValues.maColors.getLength()); std::transform(&rValues.maColors[0], &rValues.maColors[0]+rValues.maColors.getLength(), aColors.begin(), [](const uno::Sequence< double >& aColor) { return vcl::unotools::stdColorSpaceSequenceToColor( aColor ); } ); // TODO(E1): Return value // TODO(F1): FillRule gradientFill( mpOutDevProvider->getOutDev(), mp2ndOutDevProvider ? &mp2ndOutDevProvider->getOutDev() : nullptr, rValues, aColors, aPolyPoly, viewState, renderState, textures[0], nTransparency ); } } else { // TODO(F1): The generic case is missing here ENSURE_OR_THROW( false, "CanvasHelper::fillTexturedPolyPolygon(): unknown parametric polygon encountered" ); } } else if( textures[0].Bitmap.is() ) { geometry::IntegerSize2D aBmpSize( textures[0].Bitmap->getSize() ); ENSURE_ARG_OR_THROW( aBmpSize.Width != 0 && aBmpSize.Height != 0, "CanvasHelper::fillTexturedPolyPolygon(): zero-sized texture bitmap" ); // determine maximal bound rect of texture-filled // polygon const ::tools::Rectangle aPolygonDeviceRect( aPolyPoly.GetBoundRect() ); // first of all, determine whether we have a // drawBitmap() in disguise // ========================================= const bool bRectangularPolygon( tools::isRectangle( aPolyPoly ) ); ::basegfx::B2DHomMatrix aTotalTransform; ::canvas::tools::mergeViewAndRenderTransform(aTotalTransform, viewState, renderState); ::basegfx::B2DHomMatrix aTextureTransform; ::basegfx::unotools::homMatrixFromAffineMatrix( aTextureTransform, textures[0].AffineTransform ); aTotalTransform *= aTextureTransform; const ::basegfx::B2DRectangle aRect(0.0, 0.0, 1.0, 1.0); ::basegfx::B2DRectangle aTextureDeviceRect; ::canvas::tools::calcTransformedRectBounds( aTextureDeviceRect, aRect, aTotalTransform ); const ::tools::Rectangle aIntegerTextureDeviceRect( vcl::unotools::rectangleFromB2DRectangle( aTextureDeviceRect ) ); if( bRectangularPolygon && aIntegerTextureDeviceRect == aPolygonDeviceRect ) { rendering::RenderState aLocalState( renderState ); ::canvas::tools::appendToRenderState(aLocalState, aTextureTransform); ::basegfx::B2DHomMatrix aScaleCorrection; aScaleCorrection.scale( 1.0/aBmpSize.Width, 1.0/aBmpSize.Height ); ::canvas::tools::appendToRenderState(aLocalState, aScaleCorrection); // need alpha modulation? if( !::rtl::math::approxEqual( textures[0].Alpha, 1.0 ) ) { // setup alpha modulation values aLocalState.DeviceColor.realloc(4); double* pColor = aLocalState.DeviceColor.getArray(); pColor[0] = pColor[1] = pColor[2] = 0.0; pColor[3] = textures[0].Alpha; return drawBitmapModulated( pCanvas, textures[0].Bitmap, viewState, aLocalState ); } else { return drawBitmap( pCanvas, textures[0].Bitmap, viewState, aLocalState ); } } else { // No easy mapping to drawBitmap() - calculate // texturing parameters // =========================================== BitmapEx aBmpEx( tools::bitmapExFromXBitmap( textures[0].Bitmap ) ); // scale down bitmap to [0,1]x[0,1] rect, as required // from the XCanvas interface. ::basegfx::B2DHomMatrix aScaling; ::basegfx::B2DHomMatrix aPureTotalTransform; // pure view*render*texture transform aScaling.scale( 1.0/aBmpSize.Width, 1.0/aBmpSize.Height ); aTotalTransform = aTextureTransform * aScaling; aPureTotalTransform = aTextureTransform; // combine with view and render transform ::basegfx::B2DHomMatrix aMatrix; ::canvas::tools::mergeViewAndRenderTransform(aMatrix, viewState, renderState); // combine all three transformations into one // global texture-to-device-space transformation aTotalTransform *= aMatrix; aPureTotalTransform *= aMatrix; // analyze transformation, and setup an // appropriate GraphicObject ::basegfx::B2DVector aScale; ::basegfx::B2DPoint aOutputPos; double nRotate; double nShearX; aTotalTransform.decompose( aScale, aOutputPos, nRotate, nShearX ); GraphicAttr aGrfAttr; GraphicObjectSharedPtr pGrfObj; if( ::basegfx::fTools::equalZero( nShearX ) ) { // no shear, GraphicObject is enough (the // GraphicObject only supports scaling, rotation // and translation) // #i75339# don't apply mirror flags, having // negative size values is enough to make // GraphicObject flip the bitmap // The angle has to be mapped from radian to tenths of // degrees with the orientation reversed: [0,2Pi) -> // (3600,0]. Note that the original angle may have // values outside the [0,2Pi) interval. const double nAngleInTenthOfDegrees (3600.0 - basegfx::rad2deg<10>(nRotate)); aGrfAttr.SetRotation( Degree10(::basegfx::fround(nAngleInTenthOfDegrees)) ); pGrfObj = std::make_shared( aBmpEx ); } else { // modify output position, to account for the fact // that transformBitmap() always normalizes its output // bitmap into the smallest enclosing box. ::basegfx::B2DRectangle aDestRect; ::canvas::tools::calcTransformedRectBounds( aDestRect, ::basegfx::B2DRectangle(0, 0, aBmpSize.Width, aBmpSize.Height), aMatrix ); aOutputPos.setX( aDestRect.getMinX() ); aOutputPos.setY( aDestRect.getMinY() ); // complex transformation, use generic affine bitmap // transformation aBmpEx = tools::transformBitmap( aBmpEx, aTotalTransform); pGrfObj = std::make_shared( aBmpEx ); // clear scale values, generated bitmap already // contains scaling aScale.setX( 1.0 ); aScale.setY( 1.0 ); // update bitmap size, bitmap has changed above. aBmpSize = vcl::unotools::integerSize2DFromSize(aBmpEx.GetSizePixel()); } // render texture tiled into polygon // ================================= // calc device space direction vectors. We employ // the following approach for tiled output: the // texture bitmap is output in texture space // x-major order, i.e. tile neighbors in texture // space x direction are rendered back-to-back in // device coordinate space (after the full device // transformation). Thus, the aNextTile* vectors // denote the output position updates in device // space, to get from one tile to the next. ::basegfx::B2DVector aNextTileX( 1.0, 0.0 ); ::basegfx::B2DVector aNextTileY( 0.0, 1.0 ); aNextTileX *= aPureTotalTransform; aNextTileY *= aPureTotalTransform; ::basegfx::B2DHomMatrix aInverseTextureTransform( aPureTotalTransform ); ENSURE_ARG_OR_THROW( aInverseTextureTransform.isInvertible(), "CanvasHelper::fillTexturedPolyPolygon(): singular texture matrix" ); aInverseTextureTransform.invert(); // calc bound rect of extended texture area in // device coordinates. Therefore, we first calc // the area of the polygon bound rect in texture // space. To maintain texture phase, this bound // rect is then extended to integer coordinates // (extended, because shrinking might leave some // inner polygon areas unfilled). // Finally, the bound rect is transformed back to // device coordinate space, were we determine the // start point from it. ::basegfx::B2DRectangle aTextureSpacePolygonRect; ::canvas::tools::calcTransformedRectBounds( aTextureSpacePolygonRect, vcl::unotools::b2DRectangleFromRectangle(aPolygonDeviceRect), aInverseTextureTransform ); // calc left, top of extended polygon rect in // texture space, create one-texture instance rect // from it (i.e. rect from start point extending // 1.0 units to the right and 1.0 units to the // bottom). Note that the rounding employed here // is a bit subtle, since we need to round up/down // as _soon_ as any fractional amount is // encountered. This is to ensure that the full // polygon area is filled with texture tiles. const sal_Int32 nX1( ::canvas::tools::roundDown( aTextureSpacePolygonRect.getMinX() ) ); const sal_Int32 nY1( ::canvas::tools::roundDown( aTextureSpacePolygonRect.getMinY() ) ); const sal_Int32 nX2( ::canvas::tools::roundUp( aTextureSpacePolygonRect.getMaxX() ) ); const sal_Int32 nY2( ::canvas::tools::roundUp( aTextureSpacePolygonRect.getMaxY() ) ); const ::basegfx::B2DRectangle aSingleTextureRect( nX1, nY1, nX1 + 1.0, nY1 + 1.0 ); // and convert back to device space ::basegfx::B2DRectangle aSingleDeviceTextureRect; ::canvas::tools::calcTransformedRectBounds( aSingleDeviceTextureRect, aSingleTextureRect, aPureTotalTransform ); const ::Point aPtRepeat( vcl::unotools::pointFromB2DPoint( aSingleDeviceTextureRect.getMinimum() ) ); const ::Size aSz( ::basegfx::fround( aScale.getX() * aBmpSize.Width ), ::basegfx::fround( aScale.getY() * aBmpSize.Height ) ); const ::Size aIntegerNextTileX( vcl::unotools::sizeFromB2DSize(aNextTileX) ); const ::Size aIntegerNextTileY( vcl::unotools::sizeFromB2DSize(aNextTileY) ); const ::Point aPt( textures[0].RepeatModeX == rendering::TexturingMode::NONE ? ::basegfx::fround( aOutputPos.getX() ) : aPtRepeat.X(), textures[0].RepeatModeY == rendering::TexturingMode::NONE ? ::basegfx::fround( aOutputPos.getY() ) : aPtRepeat.Y() ); const sal_Int32 nTilesX( textures[0].RepeatModeX == rendering::TexturingMode::NONE ? 1 : nX2 - nX1 ); const sal_Int32 nTilesY( textures[0].RepeatModeX == rendering::TexturingMode::NONE ? 1 : nY2 - nY1 ); OutputDevice& rOutDev( mpOutDevProvider->getOutDev() ); if( bRectangularPolygon ) { // use optimized output path // this distinction really looks like a // micro-optimization, but in fact greatly speeds up // especially complex fills. That's because when using // clipping, we can output polygons instead of // poly-polygons, and don't have to output the gradient // twice for XOR // setup alpha modulation if( !::rtl::math::approxEqual( textures[0].Alpha, 1.0 ) ) { // TODO(F1): Note that the GraphicManager has // a subtle difference in how it calculates // the resulting alpha value: it's using the // inverse alpha values (i.e. 'transparency'), // and calculates transOrig + transModulate, // instead of transOrig + transModulate - // transOrig*transModulate (which would be // equivalent to the origAlpha*modulateAlpha // the DX canvas performs) aGrfAttr.SetAlpha( static_cast< sal_uInt8 >( ::basegfx::fround( 255.0 * textures[0].Alpha ) ) ); } rOutDev.IntersectClipRegion( aPolygonDeviceRect ); textureFill( rOutDev, *pGrfObj, aPt, aIntegerNextTileX, aIntegerNextTileY, nTilesX, nTilesY, aSz, aGrfAttr ); if( mp2ndOutDevProvider ) { OutputDevice& r2ndOutDev( mp2ndOutDevProvider->getOutDev() ); r2ndOutDev.IntersectClipRegion( aPolygonDeviceRect ); textureFill( r2ndOutDev, *pGrfObj, aPt, aIntegerNextTileX, aIntegerNextTileY, nTilesX, nTilesY, aSz, aGrfAttr ); } } else { // output texture the hard way: XORing out the // polygon // =========================================== if( !::rtl::math::approxEqual( textures[0].Alpha, 1.0 ) ) { // uh-oh. alpha blending is required, // cannot do direct XOR, but have to // prepare the filled polygon within a // VDev ScopedVclPtrInstance< VirtualDevice > pVDev( rOutDev ); pVDev->SetOutputSizePixel( aPolygonDeviceRect.GetSize() ); // shift output to origin of VDev const ::Point aOutPos( aPt - aPolygonDeviceRect.TopLeft() ); aPolyPoly.Translate( ::Point( -aPolygonDeviceRect.Left(), -aPolygonDeviceRect.Top() ) ); const vcl::Region aPolyClipRegion( aPolyPoly ); pVDev->SetClipRegion( aPolyClipRegion ); textureFill( *pVDev, *pGrfObj, aOutPos, aIntegerNextTileX, aIntegerNextTileY, nTilesX, nTilesY, aSz, aGrfAttr ); // output VDev content alpha-blended to // target position. const ::Point aEmptyPoint; BitmapEx aContentBmp( pVDev->GetBitmapEx( aEmptyPoint, pVDev->GetOutputSizePixel() ) ); sal_uInt8 nCol( static_cast< sal_uInt8 >( ::basegfx::fround( 255.0*( 1.0 - textures[0].Alpha ) ) ) ); AlphaMask aAlpha( pVDev->GetOutputSizePixel(), &nCol ); BitmapEx aOutputBmpEx( aContentBmp.GetBitmap(), aAlpha ); rOutDev.DrawBitmapEx( aPolygonDeviceRect.TopLeft(), aOutputBmpEx ); if( mp2ndOutDevProvider ) mp2ndOutDevProvider->getOutDev().DrawBitmapEx( aPolygonDeviceRect.TopLeft(), aOutputBmpEx ); } else { const vcl::Region aPolyClipRegion( aPolyPoly ); rOutDev.Push( vcl::PushFlags::CLIPREGION ); rOutDev.IntersectClipRegion( aPolyClipRegion ); textureFill( rOutDev, *pGrfObj, aPt, aIntegerNextTileX, aIntegerNextTileY, nTilesX, nTilesY, aSz, aGrfAttr ); rOutDev.Pop(); if( mp2ndOutDevProvider ) { OutputDevice& r2ndOutDev( mp2ndOutDevProvider->getOutDev() ); r2ndOutDev.Push( vcl::PushFlags::CLIPREGION ); r2ndOutDev.IntersectClipRegion( aPolyClipRegion ); textureFill( r2ndOutDev, *pGrfObj, aPt, aIntegerNextTileX, aIntegerNextTileY, nTilesX, nTilesY, aSz, aGrfAttr ); r2ndOutDev.Pop(); } } } } } } // TODO(P1): Provide caching here. return uno::Reference< rendering::XCachedPrimitive >(nullptr); } } /* vim:set shiftwidth=4 softtabstop=4 expandtab: */