3b83c6ac80
.. instead of a Primitive2DContainer. The container very frequently contains only a single item, since the decomposition method often sticks only a single top-level node in there, so it turns out to be a net loss overall, memory consumption-wise. Also, if we return a single Primitive2DReference from a BufferedDecomposition, that maximises the sharing of data between the BufferedDecomposition objects at the bottom of the decomposed tree, and objects higher up. Change-Id: Iaf272e60e2997299cc35a1bd209c51b6b79e9a8b Reviewed-on: https://gerrit.libreoffice.org/c/core/+/162976 Tested-by: Jenkins Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk>
147 lines
7.3 KiB
C++
147 lines
7.3 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#pragma once
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#include <drawinglayer/drawinglayerdllapi.h>
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#include <drawinglayer/primitive2d/BufferedDecompositionPrimitive2D.hxx>
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#include <drawinglayer/primitive3d/baseprimitive3d.hxx>
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#include <drawinglayer/geometry/viewinformation3d.hxx>
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#include <basegfx/matrix/b2dhommatrix.hxx>
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#include <vcl/bitmapex.hxx>
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#include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
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#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
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namespace drawinglayer::primitive2d
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{
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/** ScenePrimitive2D class
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This primitive defines a 3D scene as a 2D primitive and is the anchor point
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for a 3D visualisation. The decomposition is view-dependent and will try to
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re-use already rendered 3D content.
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The rendering is done using the default-3D renderer from basegfx which supports
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AntiAliasing.
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The 2D primitive's geometric range is defined completely by the
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ObjectTransformation combined with evtl. 2D shadows from the 3D objects. The
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shadows of 3D objects are 2D polygons, projected with the 3D transformation.
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This is the class a renderer may process directly when he wants to implement
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an own (e.g. system-specific) 3D renderer.
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*/
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class DRAWINGLAYER_DLLPUBLIC ScenePrimitive2D final : public BufferedDecompositionPrimitive2D
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{
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private:
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/// the 3D geometry definition
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primitive3d::Primitive3DContainer mxChildren3D;
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/// 3D scene attribute set
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attribute::SdrSceneAttribute maSdrSceneAttribute;
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/// lighting attribute set
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attribute::SdrLightingAttribute maSdrLightingAttribute;
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/// object transformation for scene for 2D definition
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basegfx::B2DHomMatrix maObjectTransformation;
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/// scene transformation set and object transformation
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geometry::ViewInformation3D maViewInformation3D;
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/// the primitiveSequence for on-demand created shadow primitives (see mbShadow3DChecked)
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Primitive2DContainer maShadowPrimitives;
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/** flag if given 3D geometry is already checked for shadow definitions and 2d shadows
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are created in maShadowPrimitives
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*/
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bool mbShadow3DChecked : 1;
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/// the last used NewDiscreteSize and NewUnitVisiblePart definitions for decomposition
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double mfOldDiscreteSizeX;
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double mfOldDiscreteSizeY;
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basegfx::B2DRange maOldUnitVisiblePart;
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/** the last created BitmapEx, e.g. for fast HitTest. This does not really need
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memory since BitmapEx is internally RefCounted
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*/
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BitmapEx maOldRenderedBitmap;
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/// private helpers
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bool impGetShadow3D() const;
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void calculateDiscreteSizes(
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const geometry::ViewInformation2D& rViewInformation,
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basegfx::B2DRange& rDiscreteRange,
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basegfx::B2DRange& rVisibleDiscreteRange,
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basegfx::B2DRange& rUnitVisibleRange) const;
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/// local decomposition.
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virtual Primitive2DReference create2DDecomposition(const geometry::ViewInformation2D& rViewInformation) const override;
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public:
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/// public helpers
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/** Geometry extractor. Shadow will be added as in create2DDecomposition, but
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the 3D content is not converted to a bitmap visualisation but to projected 2D geometry. This
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helper is useful e.g. for Contour extraction or HitTests.
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*/
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Primitive2DContainer getGeometry2D() const;
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Primitive2DContainer getShadow2D() const;
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/** Fast HitTest which uses the last buffered BitmapEx from the last
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rendered area if available. The return value describes if the check
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could be done with the current information, so do NOT use o_rResult
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when it returns false. o_rResult will be changed on return true and
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then contains a definitive answer if content of this scene is hit or
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not. On return false, it is normally necessary to use the geometric
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HitTest (see CutFindProcessor usages). The given HitPoint
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has to be in logic coordinates in scene's ObjectCoordinateSystem.
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*/
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bool tryToCheckLastVisualisationDirectHit(const basegfx::B2DPoint& rLogicHitPoint, bool& o_rResult) const;
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/// constructor
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ScenePrimitive2D(
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primitive3d::Primitive3DContainer xChildren3D,
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attribute::SdrSceneAttribute aSdrSceneAttribute,
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attribute::SdrLightingAttribute aSdrLightingAttribute,
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basegfx::B2DHomMatrix aObjectTransformation,
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geometry::ViewInformation3D aViewInformation3D);
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/// data read access
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const primitive3d::Primitive3DContainer& getChildren3D() const { return mxChildren3D; }
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const attribute::SdrSceneAttribute& getSdrSceneAttribute() const { return maSdrSceneAttribute; }
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const attribute::SdrLightingAttribute& getSdrLightingAttribute() const { return maSdrLightingAttribute; }
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const basegfx::B2DHomMatrix& getObjectTransformation() const { return maObjectTransformation; }
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const geometry::ViewInformation3D& getViewInformation3D() const { return maViewInformation3D; }
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/// compare operator
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virtual bool operator==(const BasePrimitive2D& rPrimitive) const override;
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/// get range
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virtual basegfx::B2DRange getB2DRange(const geometry::ViewInformation2D& rViewInformation) const override;
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/// provide unique ID
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virtual sal_uInt32 getPrimitive2DID() const override;
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/// get local decomposition. Override since this decomposition is view-dependent
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virtual void get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, const geometry::ViewInformation2D& rViewInformation) const override;
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};
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} // end of namespace drawinglayer::primitive2d
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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