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20 #include <drawinglayer/processor3d/shadow3dextractor.hxx>
21 #include <drawinglayer/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/polypolygonprimitive2d.hxx>
31 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
34 using namespace com::sun::star
;
37 namespace drawinglayer
41 // as tooling, the process() implementation takes over API handling and calls this
42 // virtual render method when the primitive implementation is BasePrimitive3D-based.
43 void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D
& rCandidate
)
45 // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
46 switch(rCandidate
.getPrimitive3DID())
48 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D
:
50 // shadow3d object. Call recursive with content and start conversion
51 const primitive3d::ShadowPrimitive3D
& rPrimitive
= static_cast< const primitive3d::ShadowPrimitive3D
& >(rCandidate
);
54 primitive2d::Primitive2DContainer aNewSubList
;
55 primitive2d::Primitive2DContainer
* pLastTargetSequence
= mpPrimitive2DSequence
;
56 mpPrimitive2DSequence
= &aNewSubList
;
59 const bool bLastConvert(mbConvert
);
62 // set projection flag
63 const bool bLastUseProjection(mbUseProjection
);
64 mbUseProjection
= rPrimitive
.getShadow3D();
67 process(rPrimitive
.getChildren());
70 mbUseProjection
= bLastUseProjection
;
71 mbConvert
= bLastConvert
;
72 mpPrimitive2DSequence
= pLastTargetSequence
;
74 // create 2d shadow primitive with result. This also fetches all entries
75 // from aNewSubList, so there is no need to delete them
76 primitive2d::BasePrimitive2D
* pNew
= new primitive2d::ShadowPrimitive2D(
77 rPrimitive
.getShadowTransform(),
78 rPrimitive
.getShadowColor(),
81 if(basegfx::fTools::more(rPrimitive
.getShadowTransparence(), 0.0))
83 // create simpleTransparencePrimitive, add created primitives
84 const primitive2d::Primitive2DReference
xRef(pNew
);
85 const primitive2d::Primitive2DContainer aNewTransPrimitiveVector
{ xRef
};
87 pNew
= new primitive2d::UnifiedTransparencePrimitive2D(
88 aNewTransPrimitiveVector
,
89 rPrimitive
.getShadowTransparence());
92 mpPrimitive2DSequence
->push_back(pNew
);
96 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D
:
98 // transform group. Remember current transformations
99 const primitive3d::TransformPrimitive3D
& rPrimitive
= static_cast< const primitive3d::TransformPrimitive3D
& >(rCandidate
);
100 const geometry::ViewInformation3D
aLastViewInformation3D(getViewInformation3D());
102 // create new transformation; add new object transform from right side
103 const geometry::ViewInformation3D
aNewViewInformation3D(
104 aLastViewInformation3D
.getObjectTransformation() * rPrimitive
.getTransformation(),
105 aLastViewInformation3D
.getOrientation(),
106 aLastViewInformation3D
.getProjection(),
107 aLastViewInformation3D
.getDeviceToView(),
108 aLastViewInformation3D
.getViewTime(),
109 aLastViewInformation3D
.getExtendedInformationSequence());
110 updateViewInformation(aNewViewInformation3D
);
112 if(mbShadowProjectionIsValid
)
114 // update buffered WorldToEye and EyeToView
115 maWorldToEye
= getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
116 maEyeToView
= getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
120 process(rPrimitive
.getChildren());
122 // restore transformations
123 updateViewInformation(aLastViewInformation3D
);
125 if(mbShadowProjectionIsValid
)
127 // update buffered WorldToEye and EyeToView
128 maWorldToEye
= getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
129 maEyeToView
= getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
133 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D
:
135 // PolygonHairlinePrimitive3D
138 const primitive3d::PolygonHairlinePrimitive3D
& rPrimitive
= static_cast< const primitive3d::PolygonHairlinePrimitive3D
& >(rCandidate
);
139 basegfx::B2DPolygon a2DHairline
;
143 if(mbShadowProjectionIsValid
)
145 a2DHairline
= impDoShadowProjection(rPrimitive
.getB3DPolygon());
150 a2DHairline
= basegfx::utils::createB2DPolygonFromB3DPolygon(rPrimitive
.getB3DPolygon(), getViewInformation3D().getObjectToView());
153 if(a2DHairline
.count())
155 a2DHairline
.transform(getObjectTransformation());
156 mpPrimitive2DSequence
->push_back(
157 new primitive2d::PolygonHairlinePrimitive2D(
164 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D
:
166 // PolyPolygonMaterialPrimitive3D
169 const primitive3d::PolyPolygonMaterialPrimitive3D
& rPrimitive
= static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D
& >(rCandidate
);
170 basegfx::B2DPolyPolygon a2DFill
;
174 if(mbShadowProjectionIsValid
)
176 a2DFill
= impDoShadowProjection(rPrimitive
.getB3DPolyPolygon());
181 a2DFill
= basegfx::utils::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive
.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
186 a2DFill
.transform(getObjectTransformation());
187 mpPrimitive2DSequence
->push_back(
188 new primitive2d::PolyPolygonColorPrimitive2D(
197 // process recursively
198 process(rCandidate
.get3DDecomposition(getViewInformation3D()));
204 Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
205 const geometry::ViewInformation3D
& rViewInformation
,
206 const basegfx::B2DHomMatrix
& rObjectTransformation
,
207 const basegfx::B3DVector
& rLightNormal
,
209 const basegfx::B3DRange
& rContained3DRange
)
210 : BaseProcessor3D(rViewInformation
),
211 maPrimitive2DSequence(),
212 mpPrimitive2DSequence(&maPrimitive2DSequence
),
213 maObjectTransformation(rObjectTransformation
),
216 maLightNormal(rLightNormal
),
217 maShadowPlaneNormal(),
219 mfLightPlaneScalar(0.0),
220 mbShadowProjectionIsValid(false),
222 mbUseProjection(false)
224 // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
225 maLightNormal
.normalize();
226 maShadowPlaneNormal
= basegfx::B3DVector(0.0, sin(fShadowSlant
), cos(fShadowSlant
));
227 maShadowPlaneNormal
.normalize();
228 mfLightPlaneScalar
= maLightNormal
.scalar(maShadowPlaneNormal
);
230 // use only when scalar is > 0.0, so the light is in front of the object
231 if(basegfx::fTools::more(mfLightPlaneScalar
, 0.0))
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;
249 Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
251 OSL_ENSURE(maPrimitive2DSequence
.empty(),
252 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
255 basegfx::B2DPolygon
Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon
& rSource
)
257 basegfx::B2DPolygon aRetval
;
259 for(sal_uInt32
a(0); a
< rSource
.count(); a
++)
261 // get point, transform to eye coordinate system
262 basegfx::B3DPoint
aCandidate(rSource
.getB3DPoint(a
));
263 aCandidate
*= getWorldToEye();
265 // we are in eye coordinates
266 // ray is (aCandidate + fCut * maLightNormal)
267 // plane is (maPlanePoint, maShadowPlaneNormal)
268 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
269 // get cut point of ray with shadow plane
270 const double fCut(basegfx::B3DVector(maPlanePoint
- aCandidate
).scalar(maShadowPlaneNormal
) / mfLightPlaneScalar
);
271 aCandidate
+= maLightNormal
* fCut
;
273 // transform to view, use 2d coordinates
274 aCandidate
*= maEyeToView
;
275 aRetval
.append(basegfx::B2DPoint(aCandidate
.getX(), aCandidate
.getY()));
279 aRetval
.setClosed(rSource
.isClosed());
284 basegfx::B2DPolyPolygon
Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon
& rSource
)
286 basegfx::B2DPolyPolygon aRetval
;
288 for(sal_uInt32
a(0); a
< rSource
.count(); a
++)
290 aRetval
.append(impDoShadowProjection(rSource
.getB3DPolygon(a
)));
296 const primitive2d::Primitive2DContainer
& Shadow3DExtractingProcessor::getPrimitive2DSequence() const
298 return maPrimitive2DSequence
;
301 } // end of namespace processor3d
302 } // end of namespace drawinglayer
304 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */