xref: /trunk/main/drawinglayer/source/processor3d/shadow3dextractor.cxx (revision 408a4873fc8bcc602c90ea4598886bb71abf0675)
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 // MARKER(update_precomp.py): autogen include statement, do not remove
25 #include "precompiled_drawinglayer.hxx"
26 
27 #include <drawinglayer/processor3d/shadow3dextractor.hxx>
28 #include <drawinglayer/primitive3d/shadowprimitive3d.hxx>
29 #include <drawinglayer/primitive2d/shadowprimitive2d.hxx>
30 #include <drawinglayer/primitive2d/unifiedtransparenceprimitive2d.hxx>
31 #include <drawinglayer/primitive3d/transformprimitive3d.hxx>
32 #include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
33 #include <basegfx/polygon/b2dpolygontools.hxx>
34 #include <drawinglayer/primitive2d/polygonprimitive2d.hxx>
35 #include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
36 #include <basegfx/polygon/b2dpolypolygontools.hxx>
37 #include <drawinglayer/primitive2d/polypolygonprimitive2d.hxx>
38 #include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
39 
40 //////////////////////////////////////////////////////////////////////////////
41 
42 using namespace com::sun::star;
43 
44 //////////////////////////////////////////////////////////////////////////////
45 
46 namespace drawinglayer
47 {
48     namespace processor3d
49     {
50         /// helper to convert from BasePrimitive2DVector to primitive2d::Primitive2DSequence
51         const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequenceFromBasePrimitive2DVector(
52             const BasePrimitive2DVector& rVector) const
53         {
54             const sal_uInt32 nCount(rVector.size());
55             primitive2d::Primitive2DSequence aRetval(nCount);
56 
57             for(sal_uInt32 a(0); a < nCount; a++)
58             {
59                 aRetval[a] = rVector[a];
60             }
61 
62             // all entries taken over; no need to delete entries, just reset to
63             // mark as empty
64             const_cast< BasePrimitive2DVector& >(rVector).clear();
65 
66             return aRetval;
67         }
68 
69         // as tooling, the process() implementation takes over API handling and calls this
70         // virtual render method when the primitive implementation is BasePrimitive3D-based.
71         void Shadow3DExtractingProcessor::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rCandidate)
72         {
73             // it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
74             switch(rCandidate.getPrimitive3DID())
75             {
76                 case PRIMITIVE3D_ID_SHADOWPRIMITIVE3D :
77                 {
78                     // shadow3d object. Call recursive with content and start conversion
79                     const primitive3d::ShadowPrimitive3D& rPrimitive = static_cast< const primitive3d::ShadowPrimitive3D& >(rCandidate);
80 
81                     // set new target
82                     BasePrimitive2DVector aNewSubList;
83                     BasePrimitive2DVector* pLastTargetSequence = mpPrimitive2DSequence;
84                     mpPrimitive2DSequence = &aNewSubList;
85 
86                     // activate convert
87                     const bool bLastConvert(mbConvert);
88                     mbConvert = true;
89 
90                     // set projection flag
91                     const bool bLastUseProjection(mbUseProjection);
92                     mbUseProjection = rPrimitive.getShadow3D();
93 
94                     // process content
95                     process(rPrimitive.getChildren());
96 
97                     // restore values
98                     mbUseProjection = bLastUseProjection;
99                     mbConvert = bLastConvert;
100                     mpPrimitive2DSequence = pLastTargetSequence;
101 
102                     // create 2d shadow primitive with result. This also fetches all entries
103                     // from aNewSubList, so there is no need to delete them
104                     primitive2d::BasePrimitive2D* pNew = new primitive2d::ShadowPrimitive2D(
105                         rPrimitive.getShadowTransform(),
106                         rPrimitive.getShadowColor(),
107                         getPrimitive2DSequenceFromBasePrimitive2DVector(aNewSubList));
108 
109                     if(basegfx::fTools::more(rPrimitive.getShadowTransparence(), 0.0))
110                     {
111                         // create simpleTransparencePrimitive, add created primitives
112                         const primitive2d::Primitive2DReference xRef(pNew);
113                         const primitive2d::Primitive2DSequence aNewTransPrimitiveVector(&xRef, 1);
114 
115                         pNew = new primitive2d::UnifiedTransparencePrimitive2D(
116                             aNewTransPrimitiveVector,
117                             rPrimitive.getShadowTransparence());
118                     }
119 
120                     mpPrimitive2DSequence->push_back(pNew);
121 
122                     break;
123                 }
124                 case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
125                 {
126                     // transform group. Remember current transformations
127                     const primitive3d::TransformPrimitive3D& rPrimitive = static_cast< const primitive3d::TransformPrimitive3D& >(rCandidate);
128                     const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
129 
130                     // create new transformation; add new object transform from right side
131                     const geometry::ViewInformation3D aNewViewInformation3D(
132                         aLastViewInformation3D.getObjectTransformation() * rPrimitive.getTransformation(),
133                         aLastViewInformation3D.getOrientation(),
134                         aLastViewInformation3D.getProjection(),
135                         aLastViewInformation3D.getDeviceToView(),
136                         aLastViewInformation3D.getViewTime(),
137                         aLastViewInformation3D.getExtendedInformationSequence());
138                     updateViewInformation(aNewViewInformation3D);
139 
140                     if(mbShadowProjectionIsValid)
141                     {
142                         // update buffered WorldToEye and EyeToView
143                         maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
144                         maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
145                     }
146 
147                     // let break down
148                     process(rPrimitive.getChildren());
149 
150                     // restore transformations
151                     updateViewInformation(aLastViewInformation3D);
152 
153                     if(mbShadowProjectionIsValid)
154                     {
155                         // update buffered WorldToEye and EyeToView
156                         maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
157                         maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
158                     }
159                     break;
160                 }
161                 case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
162                 {
163                     // PolygonHairlinePrimitive3D
164                     if(mbConvert)
165                     {
166                         const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rCandidate);
167                         basegfx::B2DPolygon a2DHairline;
168 
169                         if(mbUseProjection)
170                         {
171                             if(mbShadowProjectionIsValid)
172                             {
173                                 a2DHairline = impDoShadowProjection(rPrimitive.getB3DPolygon());
174                             }
175                         }
176                         else
177                         {
178                             a2DHairline = basegfx::tools::createB2DPolygonFromB3DPolygon(rPrimitive.getB3DPolygon(), getViewInformation3D().getObjectToView());
179                         }
180 
181                         if(a2DHairline.count())
182                         {
183                             a2DHairline.transform(getObjectTransformation());
184                             mpPrimitive2DSequence->push_back(
185                                 new primitive2d::PolygonHairlinePrimitive2D(
186                                     a2DHairline,
187                                     maPrimitiveColor));
188                         }
189                     }
190                     break;
191                 }
192                 case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
193                 {
194                     // PolyPolygonMaterialPrimitive3D
195                     if(mbConvert)
196                     {
197                         const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rCandidate);
198                         basegfx::B2DPolyPolygon a2DFill;
199 
200                         if(mbUseProjection)
201                         {
202                             if(mbShadowProjectionIsValid)
203                             {
204                                 a2DFill = impDoShadowProjection(rPrimitive.getB3DPolyPolygon());
205                             }
206                         }
207                         else
208                         {
209                             a2DFill = basegfx::tools::createB2DPolyPolygonFromB3DPolyPolygon(rPrimitive.getB3DPolyPolygon(), getViewInformation3D().getObjectToView());
210                         }
211 
212                         if(a2DFill.count())
213                         {
214                             a2DFill.transform(getObjectTransformation());
215                             mpPrimitive2DSequence->push_back(
216                                 new primitive2d::PolyPolygonColorPrimitive2D(
217                                     a2DFill,
218                                     maPrimitiveColor));
219                         }
220                     }
221                     break;
222                 }
223                 default :
224                 {
225                     // process recursively
226                     process(rCandidate.get3DDecomposition(getViewInformation3D()));
227                     break;
228                 }
229             }
230         }
231 
232         Shadow3DExtractingProcessor::Shadow3DExtractingProcessor(
233             const geometry::ViewInformation3D& rViewInformation,
234             const basegfx::B2DHomMatrix& rObjectTransformation,
235             const basegfx::B3DVector& rLightNormal,
236             double fShadowSlant,
237             const basegfx::B3DRange& rContained3DRange)
238         :   BaseProcessor3D(rViewInformation),
239             maPrimitive2DSequence(),
240             mpPrimitive2DSequence(&maPrimitive2DSequence),
241             maObjectTransformation(rObjectTransformation),
242             maWorldToEye(),
243             maEyeToView(),
244             maLightNormal(rLightNormal),
245             maShadowPlaneNormal(),
246             maPlanePoint(),
247             mfLightPlaneScalar(0.0),
248             maPrimitiveColor(),
249             mbShadowProjectionIsValid(false),
250             mbConvert(false),
251             mbUseProjection(false)
252         {
253             // normalize light normal, get and normalize shadow plane normal and calculate scalar from it
254             maLightNormal.normalize();
255             maShadowPlaneNormal = basegfx::B3DVector(0.0, sin(fShadowSlant), cos(fShadowSlant));
256             maShadowPlaneNormal.normalize();
257             mfLightPlaneScalar = maLightNormal.scalar(maShadowPlaneNormal);
258 
259             // use only when scalar is > 0.0, so the light is in front of the object
260             if(basegfx::fTools::more(mfLightPlaneScalar, 0.0))
261             {
262                 // prepare buffered WorldToEye and EyeToView
263                 maWorldToEye = getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation();
264                 maEyeToView = getViewInformation3D().getDeviceToView() * getViewInformation3D().getProjection();
265 
266                 // calculate range to get front edge around which to rotate the shadow's projection
267                 basegfx::B3DRange aContained3DRange(rContained3DRange);
268                 aContained3DRange.transform(getWorldToEye());
269                 maPlanePoint.setX(maShadowPlaneNormal.getX() < 0.0 ? aContained3DRange.getMinX() : aContained3DRange.getMaxX());
270                 maPlanePoint.setY(maShadowPlaneNormal.getY() > 0.0 ? aContained3DRange.getMinY() : aContained3DRange.getMaxY());
271                 maPlanePoint.setZ(aContained3DRange.getMinZ() - (aContained3DRange.getDepth() / 8.0));
272 
273                 // set flag that shadow projection is prepared and allowed
274                 mbShadowProjectionIsValid = true;
275             }
276         }
277 
278         Shadow3DExtractingProcessor::~Shadow3DExtractingProcessor()
279         {
280             OSL_ENSURE(0 == maPrimitive2DSequence.size(),
281                 "OOps, someone used Shadow3DExtractingProcessor, but did not fetch the results (!)");
282             for(sal_uInt32 a(0); a < maPrimitive2DSequence.size(); a++)
283             {
284                 delete maPrimitive2DSequence[a];
285             }
286         }
287 
288         basegfx::B2DPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolygon& rSource)
289         {
290             basegfx::B2DPolygon aRetval;
291 
292             for(sal_uInt32 a(0L); a < rSource.count(); a++)
293             {
294                 // get point, transform to eye coordinate system
295                 basegfx::B3DPoint aCandidate(rSource.getB3DPoint(a));
296                 aCandidate *= getWorldToEye();
297 
298                 // we are in eye coordinates
299                 // ray is (aCandidate + fCut * maLightNormal)
300                 // plane is (maPlanePoint, maShadowPlaneNormal)
301                 // maLightNormal.scalar(maShadowPlaneNormal) is already in mfLightPlaneScalar and > 0.0
302                 // get cut point of ray with shadow plane
303                 const double fCut(basegfx::B3DVector(maPlanePoint - aCandidate).scalar(maShadowPlaneNormal) / mfLightPlaneScalar);
304                 aCandidate += maLightNormal * fCut;
305 
306                 // transform to view, use 2d coordinates
307                 aCandidate *= getEyeToView();
308                 aRetval.append(basegfx::B2DPoint(aCandidate.getX(), aCandidate.getY()));
309             }
310 
311             // copy closed flag
312             aRetval.setClosed(rSource.isClosed());
313 
314             return aRetval;
315         }
316 
317         basegfx::B2DPolyPolygon Shadow3DExtractingProcessor::impDoShadowProjection(const basegfx::B3DPolyPolygon& rSource)
318         {
319             basegfx::B2DPolyPolygon aRetval;
320 
321             for(sal_uInt32 a(0L); a < rSource.count(); a++)
322             {
323                 aRetval.append(impDoShadowProjection(rSource.getB3DPolygon(a)));
324             }
325 
326             return aRetval;
327         }
328 
329         const primitive2d::Primitive2DSequence Shadow3DExtractingProcessor::getPrimitive2DSequence() const
330         {
331             return getPrimitive2DSequenceFromBasePrimitive2DVector(maPrimitive2DSequence);
332         }
333 
334     } // end of namespace processor3d
335 } // end of namespace drawinglayer
336 
337 //////////////////////////////////////////////////////////////////////////////
338 // eof
339