/************************************************************** * * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX #define INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX #include #include #include ////////////////////////////////////////////////////////////////////////////// // predefines namespace basegfx { class BZPixelRaster; } namespace drawinglayer { namespace attribute { class SdrSceneAttribute; class SdrLightingAttribute; class MaterialAttribute3D; } namespace geometry { class ViewInformation2D; } } class ZBufferRasterConverter3D; class RasterPrimitive3D; ////////////////////////////////////////////////////////////////////////////// namespace drawinglayer { namespace processor3d { /** ZBufferProcessor3D class This 3D renderer derived from DefaultProcessor3D renders all feeded primitives to a 2D raster bitmap using a Z-Buffer based approach. It is able to supersample and to handle transparent content. */ class ZBufferProcessor3D : public DefaultProcessor3D { private: /// the raster target, a Z-Buffer basegfx::BZPixelRaster* mpBZPixelRaster; /// inverse of EyeToView for rasterconversion with evtl. Phong shading basegfx::B3DHomMatrix maInvEyeToView; /// The raster converter for Z-Buffer ZBufferRasterConverter3D* mpZBufferRasterConverter3D; /* AA value. Defines how many oversámples will be used in X and Y. Values 0, 1 will switch it off while e.g. 2 will use 2x2 pixels for each pixel to create */ sal_uInt16 mnAntiAlialize; /* remembered RasterPrimitive3D's which need to be painted back to front for transparent 3D parts */ std::vector< RasterPrimitive3D >* mpRasterPrimitive3Ds; ////////////////////////////////////////////////////////////////////////////// // rasterconversions for filled and non-filled polygons virtual void rasterconvertB3DPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolygon& rHairline) const; virtual void rasterconvertB3DPolyPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolyPolygon& rFill) const; public: ZBufferProcessor3D( const geometry::ViewInformation3D& rViewInformation3D, const geometry::ViewInformation2D& rViewInformation2D, const attribute::SdrSceneAttribute& rSdrSceneAttribute, const attribute::SdrLightingAttribute& rSdrLightingAttribute, double fSizeX, double fSizeY, const basegfx::B2DRange& rVisiblePart, sal_uInt16 nAntiAlialize); virtual ~ZBufferProcessor3D(); void finish(); /// get the result as bitmapEx BitmapEx getBitmapEx() const; }; } // end of namespace processor3d } // end of namespace drawinglayer ////////////////////////////////////////////////////////////////////////////// #endif //INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX // eof