f212aa9f84
Change-Id: I06dca63053dae5d3dceb49bf67adb0c100b56e8b
104 lines
3.7 KiB
C++
104 lines
3.7 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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#ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX
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#define INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX
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#include <drawinglayer/drawinglayerdllapi.h>
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#include <drawinglayer/processor3d/defaultprocessor3d.hxx>
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#include <vcl/bitmapex.hxx>
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namespace basegfx {
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class BZPixelRaster;
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}
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namespace drawinglayer {
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namespace attribute {
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class SdrSceneAttribute;
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class SdrLightingAttribute;
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class MaterialAttribute3D;
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}
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namespace geometry {
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class ViewInformation2D;
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}
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}
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class ZBufferRasterConverter3D;
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class RasterPrimitive3D;
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namespace drawinglayer
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{
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namespace processor3d
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{
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/**
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This 3D renderer derived from DefaultProcessor3D renders all feeded primitives to a 2D
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raster bitmap using a Z-Buffer based approach. It is able to supersample and to handle
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transparent content.
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*/
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class ZBufferProcessor3D : public DefaultProcessor3D
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{
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private:
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/// the raster target, a Z-Buffer
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basegfx::BZPixelRaster* mpBZPixelRaster;
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/// inverse of EyeToView for rasterconversion with evtl. Phong shading
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basegfx::B3DHomMatrix maInvEyeToView;
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/// The raster converter for Z-Buffer
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ZBufferRasterConverter3D* mpZBufferRasterConverter3D;
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/* AA value. Defines how many oversamples will be used in X and Y. Values 0, 1
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will switch it off while e.g. 2 will use 2x2 pixels for each pixel to create
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*/
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sal_uInt16 mnAntiAlialize;
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/* remembered RasterPrimitive3D's which need to be painted back to front
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for transparent 3D parts
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*/
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std::vector< RasterPrimitive3D >* mpRasterPrimitive3Ds;
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// rasterconversions for filled and non-filled polygons
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virtual void rasterconvertB3DPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolygon& rHairline) const;
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virtual void rasterconvertB3DPolyPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolyPolygon& rFill) const;
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public:
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ZBufferProcessor3D(
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const geometry::ViewInformation3D& rViewInformation3D,
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const geometry::ViewInformation2D& rViewInformation2D,
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const attribute::SdrSceneAttribute& rSdrSceneAttribute,
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const attribute::SdrLightingAttribute& rSdrLightingAttribute,
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double fSizeX,
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double fSizeY,
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const basegfx::B2DRange& rVisiblePart,
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sal_uInt16 nAntiAlialize);
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virtual ~ZBufferProcessor3D();
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void finish();
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/// get the result as bitmapEx
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BitmapEx getBitmapEx() const;
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};
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}
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}
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#endif
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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