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20 #include <processor3d/shadow3dextractor.hxx>
21 #include <primitive3d/shadowprimitive3d.hxx>
22 #include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
23 #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
24 #include <drawinglayer/primitive3d/transformprimitive3d.hxx>
25 #include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
26 #include <basegfx/polygon/b2dpolygontools.hxx>
27 #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
28 #include <basegfx/polygon/b2dpolypolygontools.hxx>
29 #include <drawinglayer/primitive2d/PolygonHairlinePrimitive2D.hxx>
30 #include <drawinglayer/primitive2d/PolyPolygonColorPrimitive2D.hxx>
31 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
32 #include <osl/diagnose.h>
33 #include <rtl/ref.hxx>
37 using namespace com::sun::star
;
40 namespace drawinglayer::processor3d
42 // as tooling, the process() implementation takes over API handling and calls this
43 // virtual render method when the primitive implementation is BasePrimitive3D-based.
44 void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D
& rCandidate
)
46 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
47 switch(rCandidate
.getPrimitive3DID())
49 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D
:
51 // shadow3d object. Call recursive with content and start conversion
52 const primitive3d::ShadowPrimitive3D
& rPrimitive
= static_cast< const primitive3d::ShadowPrimitive3D
& >(rCandidate
);
55 primitive2d::Primitive2DContainer aNewSubList
;
56 primitive2d::Primitive2DContainer
* pLastTargetSequence
= mpPrimitive2DSequence
;
57 mpPrimitive2DSequence
= &aNewSubList
;
60 const bool bLastConvert(mbConvert
);
63 // set projection flag
64 const bool bLastUseProjection(mbUseProjection
);
65 mbUseProjection
= rPrimitive
.getShadow3D();
68 process(rPrimitive
.getChildren());
71 mbUseProjection
= bLastUseProjection
;
72 mbConvert
= bLastConvert
;
73 mpPrimitive2DSequence
= pLastTargetSequence
;
75 // create 2d shadow primitive with result. This also fetches all entries
76 // from aNewSubList, so there is no need to delete them
77 rtl::Reference
<primitive2d::BasePrimitive2D
> pNew
= new primitive2d::ShadowPrimitive2D(
78 rPrimitive
.getShadowTransform(),
79 rPrimitive
.getShadowColor(),
80 0, // shadow3d doesn't have rPrimitive.getShadowBlur() yet.
81 std::move(aNewSubList
));
83 if(basegfx::fTools::more(rPrimitive
.getShadowTransparence(), 0.0))
85 // create simpleTransparencePrimitive, add created primitives
86 primitive2d::Primitive2DContainer aNewTransPrimitiveVector
{ pNew
};
88 pNew
= new primitive2d::UnifiedTransparencePrimitive2D(
89 std::move(aNewTransPrimitiveVector
),
90 rPrimitive
.getShadowTransparence());
93 mpPrimitive2DSequence
->push_back(pNew
);
97 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D
:
99 // transform group. Remember current transformations
100 const primitive3d::TransformPrimitive3D
& rPrimitive
= static_cast< const primitive3d::TransformPrimitive3D
& >(rCandidate
);
101 const geometry::ViewInformation3D
aLastViewInformation3D(getViewInformation3D());
103 // create new transformation; add new object transform from right side
104 const geometry::ViewInformation3D
aNewViewInformation3D(
105 aLastViewInformation3D
.getObjectTransformation() * rPrimitive
.getTransformation(),
106 aLastViewInformation3D
.getOrientation(),
107 aLastViewInformation3D
.getProjection(),
108 aLastViewInformation3D
.getDeviceToView(),
109 aLastViewInformation3D
.getViewTime(),
110 aLastViewInformation3D
.getExtendedInformationSequence());
111 updateViewInformation(aNewViewInformation3D
);
113 if(mbShadowProjectionIsValid
)
115 // update buffered WorldToEye and EyeToView
116 maWorldToEye
= getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
117 maEyeToView
= getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
121 process(rPrimitive
.getChildren());
123 // restore transformations
124 updateViewInformation(aLastViewInformation3D
);
126 if(mbShadowProjectionIsValid
)
128 // update buffered WorldToEye and EyeToView
129 maWorldToEye
= getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
130 maEyeToView
= getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
134 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D
:
136 // PolygonHairlinePrimitive3D
139 const primitive3d::PolygonHairlinePrimitive3D
& rPrimitive
= static_cast< const primitive3d::PolygonHairlinePrimitive3D
& >(rCandidate
);
140 basegfx::B2DPolygon a2DHairline
;
144 if(mbShadowProjectionIsValid
)
146 a2DHairline
= impDoShadowProjection(rPrimitive
.getB3DPolygon());
151 a2DHairline
= basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive
.getB3DPolygon(), getViewInformation3D().getObjectToView());
154 if(a2DHairline
.count())
156 a2DHairline
.transform(getObjectTransformation());
157 mpPrimitive2DSequence
->push_back(
158 new primitive2d::PolygonHairlinePrimitive2D(
159 std::move(a2DHairline
),
165 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D
:
167 // PolyPolygonMaterialPrimitive3D
170 const primitive3d::PolyPolygonMaterialPrimitive3D
& rPrimitive
= static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D
& >(rCandidate
);
171 basegfx::B2DPolyPolygon a2DFill
;
175 if(mbShadowProjectionIsValid
)
177 a2DFill
= impDoShadowProjection(rPrimitive
.getB3DPolyPolygon());
182 a2DFill
= basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive
.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
187 a2DFill
.transform(getObjectTransformation());
188 mpPrimitive2DSequence
->push_back(
189 new primitive2d::PolyPolygonColorPrimitive2D(
198 // process recursively
199 process(rCandidate
.get3DDecomposition(getViewInformation3D()));
205 Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
206 const geometry::ViewInformation3D
& rViewInformation
,
207 basegfx::B2DHomMatrix aObjectTransformation
,
208 const basegfx::B3DVector
& rLightNormal
,
210 const basegfx::B3DRange
& rContained3DRange
)
211 : BaseProcessor3D(rViewInformation
),
212 mpPrimitive2DSequence(&maPrimitive2DSequence
),
213 maObjectTransformation(std::move(aObjectTransformation
)),
214 maLightNormal(rLightNormal
),
215 mfLightPlaneScalar(0.0),
216 mbShadowProjectionIsValid(false),
218 mbUseProjection(false)
220 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
221 maLightNormal
.normalize();
222 maShadowPlaneNormal
= basegfx::B3DVector(0.0, sin(fShadowSlant
), cos(fShadowSlant
));
223 maShadowPlaneNormal
.normalize();
224 mfLightPlaneScalar
= maLightNormal
.scalar(maShadowPlaneNormal
);
226 // use only when scalar is > 0.0, so the light is in front of the object
227 if(!basegfx::fTools::more(mfLightPlaneScalar
, 0.0))
230 // prepare buffered WorldToEye and EyeToView
231 maWorldToEye
= getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
232 maEyeToView
= getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
234 // calculate range to get front edge around which to rotate the shadow's projection
235 basegfx::B3DRange
aContained3DRange(rContained3DRange
);
236 aContained3DRange
.transform(getWorldToEye());
237 maPlanePoint
.setX(maShadowPlaneNormal
.getX() < 0.0 ? aContained3DRange
.getMinX() : aContained3DRange
.getMaxX());
238 maPlanePoint
.setY(maShadowPlaneNormal
.getY() > 0.0 ? aContained3DRange
.getMinY() : aContained3DRange
.getMaxY());
239 maPlanePoint
.setZ(aContained3DRange
.getMinZ() - (aContained3DRange
.getDepth() / 8.0));
241 // set flag that shadow projection is prepared and allowed
242 mbShadowProjectionIsValid
= true;
245 Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
247 OSL_ENSURE(maPrimitive2DSequence
.empty(),
248 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
251 basegfx::B2DPolygon
Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon
& rSource
)
253 basegfx::B2DPolygon aRetval
;
255 for(sal_uInt32
a(0); a
< rSource
.count(); a
++)
257 // get point, transform to eye coordinate system
258 basegfx::B3DPoint
aCandidate(rSource
.getB3DPoint(a
));
259 aCandidate
*= getWorldToEye();
261 // we are in eye coordinates
262 // ray is (aCandidate + fCut * maLightNormal)
263 // plane is (maPlanePoint, maShadowPlaneNormal)
264 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
265 // get cut point of ray with shadow plane
266 const double fCut(basegfx::B3DVector(maPlanePoint
- aCandidate
).scalar(maShadowPlaneNormal
) / mfLightPlaneScalar
);
267 aCandidate
+= maLightNormal
* fCut
;
269 // transform to view, use 2d coordinates
270 aCandidate
*= maEyeToView
;
271 aRetval
.append(basegfx::B2DPoint(aCandidate
.getX(), aCandidate
.getY()));
275 aRetval
.setClosed(rSource
.isClosed());
280 basegfx::B2DPolyPolygon
Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon
& rSource
)
282 basegfx::B2DPolyPolygon aRetval
;
284 for(sal_uInt32
a(0); a
< rSource
.count(); a
++)
286 aRetval
.append(impDoShadowProjection(rSource
.getB3DPolygon(a
)));
292 const primitive2d::Primitive2DContainer
& Shadow3DExtractingProcessor::getPrimitive2DSequence() const
294 return maPrimitive2DSequence
;
297 } // end of namespace
299 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */