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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* 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 .
*/
#ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX
#define INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX
#include <drawinglayer/drawinglayerdllapi.h>
#include <drawinglayer/processor3d/defaultprocessor3d.hxx>
#include <vcl/bitmapex.hxx>
//////////////////////////////////////////////////////////////////////////////
// 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 oversamples 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
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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