nss: upgrade to release 3.73
[LibreOffice.git] / drawinglayer / source / processor3d / shadow3dextractor.cxx
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1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2 /*
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6 * License, v. 2.0. If a copy of the MPL was not distributed with this
7 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
9 * This file incorporates work covered by the following license notice:
11 * Licensed to the Apache Software Foundation (ASF) under one or more
12 * contributor license agreements. See the NOTICE file distributed
13 * with this work for additional information regarding copyright
14 * ownership. The ASF licenses this file to you under the Apache
15 * License, Version 2.0 (the "License"); you may not use this file
16 * except in compliance with the License. You may obtain a copy of
17 * the License at http://www.apache.org/licenses/LICENSE-2.0 .
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/primitive2d/polygonprimitive2d.hxx>
28 #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
29 #include <basegfx/polygon/b2dpolypolygontools.hxx>
30 #include <drawinglayer/primitive2d/PolyPolygonColorPrimitive2D.hxx>
31 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
34 using namespace com::sun::star;
37 namespace drawinglayer::processor3d
39 // as tooling, the process() implementation takes over API handling and calls this
40 // virtual render method when the primitive implementation is BasePrimitive3D-based.
41 void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
43 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
44 switch(rCandidate.getPrimitive3DID())
46 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
48 // shadow3d object. Call recursive with content and start conversion
49 const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
51 // set new target
52 primitive2d::Primitive2DContainer aNewSubList;
53 primitive2d::Primitive2DContainer* pLastTargetSequence = mpPrimitive2DSequence;
54 mpPrimitive2DSequence = &aNewSubList;
56 // activate convert
57 const bool bLastConvert(mbConvert);
58 mbConvert = true;
60 // set projection flag
61 const bool bLastUseProjection(mbUseProjection);
62 mbUseProjection = rPrimitive.getShadow3D();
64 // process content
65 process(rPrimitive.getChildren());
67 // restore values
68 mbUseProjection = bLastUseProjection;
69 mbConvert = bLastConvert;
70 mpPrimitive2DSequence = pLastTargetSequence;
72 // create 2d shadow primitive with result. This also fetches all entries
73 // from aNewSubList, so there is no need to delete them
74 primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
75 rPrimitive.getShadowTransform(),
76 rPrimitive.getShadowColor(),
77 0, // shadow3d doesn't have rPrimitive.getShadowBlur() yet.
78 aNewSubList);
80 if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
82 // create simpleTransparencePrimitive, add created primitives
83 const primitive2d::Primitive2DReference xRef(pNew);
84 const primitive2d::Primitive2DContainer aNewTransPrimitiveVector { xRef };
86 pNew = new primitive2d::UnifiedTransparencePrimitive2D(
87 aNewTransPrimitiveVector,
88 rPrimitive.getShadowTransparence());
91 mpPrimitive2DSequence->push_back(pNew);
93 break;
95 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
97 // transform group. Remember current transformations
98 const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
99 const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
101 // create new transformation; add new object transform from right side
102 const geometry::ViewInformation3D aNewViewInformation3D(
103 aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
104 aLastViewInformation3D.getOrientation(),
105 aLastViewInformation3D.getProjection(),
106 aLastViewInformation3D.getDeviceToView(),
107 aLastViewInformation3D.getViewTime(),
108 aLastViewInformation3D.getExtendedInformationSequence());
109 updateViewInformation(aNewViewInformation3D);
111 if(mbShadowProjectionIsValid)
113 // update buffered WorldToEye and EyeToView
114 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
115 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
118 // let break down
119 process(rPrimitive.getChildren());
121 // restore transformations
122 updateViewInformation(aLastViewInformation3D);
124 if(mbShadowProjectionIsValid)
126 // update buffered WorldToEye and EyeToView
127 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
128 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
130 break;
132 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
134 // PolygonHairlinePrimitive3D
135 if(mbConvert)
137 const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
138 basegfx::B2DPolygon a2DHairline;
140 if(mbUseProjection)
142 if(mbShadowProjectionIsValid)
144 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
147 else
149 a2DHairline = basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
152 if(a2DHairline.count())
154 a2DHairline.transform(getObjectTransformation());
155 mpPrimitive2DSequence->push_back(
156 new primitive2d::PolygonHairlinePrimitive2D(
157 a2DHairline,
158 basegfx::BColor()));
161 break;
163 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
165 // PolyPolygonMaterialPrimitive3D
166 if(mbConvert)
168 const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
169 basegfx::B2DPolyPolygon a2DFill;
171 if(mbUseProjection)
173 if(mbShadowProjectionIsValid)
175 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
178 else
180 a2DFill = basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
183 if(a2DFill.count())
185 a2DFill.transform(getObjectTransformation());
186 mpPrimitive2DSequence->push_back(
187 new primitive2d::PolyPolygonColorPrimitive2D(
188 a2DFill,
189 basegfx::BColor()));
192 break;
194 default :
196 // process recursively
197 process(rCandidate.get3DDecomposition(getViewInformation3D()));
198 break;
203 Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
204 const geometry::ViewInformation3D& rViewInformation,
205 const basegfx::B2DHomMatrix& rObjectTransformation,
206 const basegfx::B3DVector& rLightNormal,
207 double fShadowSlant,
208 const basegfx::B3DRange& rContained3DRange)
209 : BaseProcessor3D(rViewInformation),
210 maPrimitive2DSequence(),
211 mpPrimitive2DSequence(&maPrimitive2DSequence),
212 maObjectTransformation(rObjectTransformation),
213 maWorldToEye(),
214 maEyeToView(),
215 maLightNormal(rLightNormal),
216 maShadowPlaneNormal(),
217 maPlanePoint(),
218 mfLightPlaneScalar(0.0),
219 mbShadowProjectionIsValid(false),
220 mbConvert(false),
221 mbUseProjection(false)
223 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
224 maLightNormal.normalize();
225 maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
226 maShadowPlaneNormal.normalize();
227 mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
229 // use only when scalar is > 0.0, so the light is in front of the object
230 if(!basegfx::fTools::more(mfLightPlaneScalar, 0.0))
231 return;
233 // prepare buffered WorldToEye and EyeToView
234 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
235 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
237 // calculate range to get front edge around which to rotate the shadow's projection
238 basegfx::B3DRange aContained3DRange(rContained3DRange);
239 aContained3DRange.transform(getWorldToEye());
240 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
241 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
242 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
244 // set flag that shadow projection is prepared and allowed
245 mbShadowProjectionIsValid = true;
248 Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
250 OSL_ENSURE(maPrimitive2DSequence.empty(),
251 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
254 basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
256 basegfx::B2DPolygon aRetval;
258 for(sal_uInt32 a(0); a < rSource.count(); a++)
260 // get point, transform to eye coordinate system
261 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
262 aCandidate *= getWorldToEye();
264 // we are in eye coordinates
265 // ray is (aCandidate + fCut * maLightNormal)
266 // plane is (maPlanePoint, maShadowPlaneNormal)
267 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
268 // get cut point of ray with shadow plane
269 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
270 aCandidate += maLightNormal * fCut;
272 // transform to view, use 2d coordinates
273 aCandidate *= maEyeToView;
274 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
277 // copy closed flag
278 aRetval.setClosed(rSource.isClosed());
280 return aRetval;
283 basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
285 basegfx::B2DPolyPolygon aRetval;
287 for(sal_uInt32 a(0); a < rSource.count(); a++)
289 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
292 return aRetval;
295 const primitive2d::Primitive2DContainer& Shadow3DExtractingProcessor::getPrimitive2DSequence() const
297 return maPrimitive2DSequence;
300 } // end of namespace
302 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */