1 /************************************************************** 2 * 3 * Licensed to the Apache Software Foundation (ASF) under one 4 * or more contributor license agreements. See the NOTICE file 5 * distributed with this work for additional information 6 * regarding copyright ownership. The ASF licenses this file 7 * to you under the Apache License, Version 2.0 (the 8 * "License"); you may not use this file except in compliance 9 * with the License. You may obtain a copy of the License at 10 * 11 * http://www.apache.org/licenses/LICENSE-2.0 12 * 13 * Unless required by applicable law or agreed to in writing, 14 * software distributed under the License is distributed on an 15 * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY 16 * KIND, either express or implied. See the License for the 17 * specific language governing permissions and limitations 18 * under the License. 19 * 20 *************************************************************/ 21 22 23 24 #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX 25 #define INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX 26 27 #include <drawinglayer/drawinglayerdllapi.h> 28 #include <drawinglayer/processor3d/defaultprocessor3d.hxx> 29 #include <vcl/bitmapex.hxx> 30 31 ////////////////////////////////////////////////////////////////////////////// 32 // predefines 33 34 namespace basegfx { 35 class BZPixelRaster; 36 } 37 38 namespace drawinglayer { 39 namespace attribute { 40 class SdrSceneAttribute; 41 class SdrLightingAttribute; 42 class MaterialAttribute3D; 43 } 44 namespace geometry { 45 class ViewInformation2D; 46 } 47 } 48 49 class ZBufferRasterConverter3D; 50 class RasterPrimitive3D; 51 52 ////////////////////////////////////////////////////////////////////////////// 53 54 namespace drawinglayer 55 { 56 namespace processor3d 57 { 58 /** ZBufferProcessor3D class 59 60 This 3D renderer derived from DefaultProcessor3D renders all feeded primitives to a 2D 61 raster bitmap using a Z-Buffer based approach. It is able to supersample and to handle 62 transparent content. 63 */ 64 class ZBufferProcessor3D : public DefaultProcessor3D 65 { 66 private: 67 /// the raster target, a Z-Buffer 68 basegfx::BZPixelRaster* mpBZPixelRaster; 69 70 /// inverse of EyeToView for rasterconversion with evtl. Phong shading 71 basegfx::B3DHomMatrix maInvEyeToView; 72 73 /// The raster converter for Z-Buffer 74 ZBufferRasterConverter3D* mpZBufferRasterConverter3D; 75 76 /* AA value. Defines how many overs�mples will be used in X and Y. Values 0, 1 77 will switch it off while e.g. 2 will use 2x2 pixels for each pixel to create 78 */ 79 sal_uInt16 mnAntiAlialize; 80 81 /* remembered RasterPrimitive3D's which need to be painted back to front 82 for transparent 3D parts 83 */ 84 std::vector< RasterPrimitive3D >* mpRasterPrimitive3Ds; 85 86 ////////////////////////////////////////////////////////////////////////////// 87 // rasterconversions for filled and non-filled polygons 88 89 virtual void rasterconvertB3DPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolygon& rHairline) const; 90 virtual void rasterconvertB3DPolyPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolyPolygon& rFill) const; 91 92 public: 93 ZBufferProcessor3D( 94 const geometry::ViewInformation3D& rViewInformation3D, 95 const geometry::ViewInformation2D& rViewInformation2D, 96 const attribute::SdrSceneAttribute& rSdrSceneAttribute, 97 const attribute::SdrLightingAttribute& rSdrLightingAttribute, 98 double fSizeX, 99 double fSizeY, 100 const basegfx::B2DRange& rVisiblePart, 101 sal_uInt16 nAntiAlialize); 102 virtual ~ZBufferProcessor3D(); 103 104 void finish(); 105 106 /// get the result as bitmapEx 107 BitmapEx getBitmapEx() const; 108 }; 109 } // end of namespace processor3d 110 } // end of namespace drawinglayer 111 112 ////////////////////////////////////////////////////////////////////////////// 113 114 #endif //INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX 115 116 // eof 117