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If not, see * * for a copy of the LGPLv3 License. * ************************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_basegfx.hxx" #include #include #include namespace basegfx { /** Most of the setup for linear & axial gradient is the same, except for the border treatment. Factored out here. */ static void init1DGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetRange, sal_uInt32 nSteps, double fBorder, double fAngle, bool bAxial) { o_rGradientInfo.maTextureTransform.identity(); o_rGradientInfo.maBackTextureTransform.identity(); o_rGradientInfo.mnSteps = nSteps; double fTargetSizeX(rTargetRange.getWidth()); double fTargetSizeY(rTargetRange.getHeight()); double fTargetOffsetX(rTargetRange.getMinX()); double fTargetOffsetY(rTargetRange.getMinY()); // add object expansion if(0.0 != fAngle) { const double fAbsCos(fabs(cos(fAngle))); const double fAbsSin(fabs(sin(fAngle))); const double fNewX(fTargetSizeX * fAbsCos + fTargetSizeY * fAbsSin); const double fNewY(fTargetSizeY * fAbsCos + fTargetSizeX * fAbsSin); fTargetOffsetX -= (fNewX - fTargetSizeX) / 2.0; fTargetOffsetY -= (fNewY - fTargetSizeY) / 2.0; fTargetSizeX = fNewX; fTargetSizeY = fNewY; } // add object scale before rotate o_rGradientInfo.maTextureTransform.scale(fTargetSizeX, fTargetSizeY); // add texture rotate after scale to keep perpendicular angles if(0.0 != fAngle) { B2DPoint aCenter(0.5, 0.5); aCenter *= o_rGradientInfo.maTextureTransform; o_rGradientInfo.maTextureTransform.translate(-aCenter.getX(), -aCenter.getY()); o_rGradientInfo.maTextureTransform.rotate(fAngle); o_rGradientInfo.maTextureTransform.translate(aCenter.getX(), aCenter.getY()); } // add object translate o_rGradientInfo.maTextureTransform.translate(fTargetOffsetX, fTargetOffsetY); // prepare aspect for texture o_rGradientInfo.mfAspectRatio = (0.0 != fTargetSizeY) ? fTargetSizeX / fTargetSizeY : 1.0; // build transform from u,v to [0.0 .. 1.0]. As base, use inverse texture transform o_rGradientInfo.maBackTextureTransform = o_rGradientInfo.maTextureTransform; o_rGradientInfo.maBackTextureTransform.invert(); double fSizeWithoutBorder=0; if( bAxial ) { fSizeWithoutBorder = (1.0 - fBorder) * 0.5; o_rGradientInfo.maBackTextureTransform.translate(0.0, -0.5); } else { fSizeWithoutBorder = 1.0 - fBorder; o_rGradientInfo.maBackTextureTransform.translate(0.0, -fBorder); } if(!fTools::equal(fSizeWithoutBorder, 0.0)) o_rGradientInfo.maBackTextureTransform.scale(1.0, 1.0 / fSizeWithoutBorder); } /** Most of the setup for radial & ellipsoidal gradient is the same, except for the border treatment. Factored out here. */ static void initEllipticalGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetRange, const B2DVector& rOffset, sal_uInt32 nSteps, double fBorder, double fAngle, bool bCircular) { o_rGradientInfo.maTextureTransform.identity(); o_rGradientInfo.maBackTextureTransform.identity(); o_rGradientInfo.mnSteps = nSteps; double fTargetSizeX(rTargetRange.getWidth()); double fTargetSizeY(rTargetRange.getHeight()); double fTargetOffsetX(rTargetRange.getMinX()); double fTargetOffsetY(rTargetRange.getMinY()); // add object expansion if( bCircular ) { const double fOriginalDiag(sqrt((fTargetSizeX * fTargetSizeX) + (fTargetSizeY * fTargetSizeY))); fTargetOffsetX -= (fOriginalDiag - fTargetSizeX) / 2.0; fTargetOffsetY -= (fOriginalDiag - fTargetSizeY) / 2.0; fTargetSizeX = fOriginalDiag; fTargetSizeY = fOriginalDiag; } else { fTargetOffsetX -= (0.4142 / 2.0 ) * fTargetSizeX; fTargetOffsetY -= (0.4142 / 2.0 ) * fTargetSizeY; fTargetSizeX = 1.4142 * fTargetSizeX; fTargetSizeY = 1.4142 * fTargetSizeY; } // add object scale before rotate o_rGradientInfo.maTextureTransform.scale(fTargetSizeX, fTargetSizeY); if( !bCircular ) { // add texture rotate after scale to keep perpendicular angles if(0.0 != fAngle) { B2DPoint aCenter(0.5, 0.5); aCenter *= o_rGradientInfo.maTextureTransform; o_rGradientInfo.maTextureTransform.translate(-aCenter.getX(), -aCenter.getY()); o_rGradientInfo.maTextureTransform.rotate(fAngle); o_rGradientInfo.maTextureTransform.translate(aCenter.getX(), aCenter.getY()); } } // add defined offsets after rotation if(0.5 != rOffset.getX() || 0.5 != rOffset.getY()) { // use original target size fTargetOffsetX += (rOffset.getX() - 0.5) * rTargetRange.getWidth(); fTargetOffsetY += (rOffset.getY() - 0.5) * rTargetRange.getHeight(); } // add object translate o_rGradientInfo.maTextureTransform.translate(fTargetOffsetX, fTargetOffsetY); // prepare aspect for texture o_rGradientInfo.mfAspectRatio = (0.0 != fTargetSizeY) ? fTargetSizeX / fTargetSizeY : 1.0; // build transform from u,v to [0.0 .. 1.0]. As base, use inverse texture transform o_rGradientInfo.maBackTextureTransform = o_rGradientInfo.maTextureTransform; o_rGradientInfo.maBackTextureTransform.invert(); o_rGradientInfo.maBackTextureTransform.translate(-0.5, -0.5); const double fHalfBorder((1.0 - fBorder) * 0.5); if(!fTools::equal(fHalfBorder, 0.0)) { const double fFactor(1.0 / fHalfBorder); o_rGradientInfo.maBackTextureTransform.scale(fFactor, fFactor); } } /** Setup for rect & square gradient is exactly the same. Factored out here. */ static void initRectGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetRange, const B2DVector& rOffset, sal_uInt32 nSteps, double fBorder, double fAngle) { o_rGradientInfo.maTextureTransform.identity(); o_rGradientInfo.maBackTextureTransform.identity(); o_rGradientInfo.mnSteps = nSteps; double fTargetSizeX(rTargetRange.getWidth()); double fTargetSizeY(rTargetRange.getHeight()); double fTargetOffsetX(rTargetRange.getMinX()); double fTargetOffsetY(rTargetRange.getMinY()); // add object expansion if(0.0 != fAngle) { const double fAbsCos(fabs(cos(fAngle))); const double fAbsSin(fabs(sin(fAngle))); const double fNewX(fTargetSizeX * fAbsCos + fTargetSizeY * fAbsSin); const double fNewY(fTargetSizeY * fAbsCos + fTargetSizeX * fAbsSin); fTargetOffsetX -= (fNewX - fTargetSizeX) / 2.0; fTargetOffsetY -= (fNewY - fTargetSizeY) / 2.0; fTargetSizeX = fNewX; fTargetSizeY = fNewY; } // add object scale before rotate o_rGradientInfo.maTextureTransform.scale(fTargetSizeX, fTargetSizeY); // add texture rotate after scale to keep perpendicular angles if(0.0 != fAngle) { B2DPoint aCenter(0.5, 0.5); aCenter *= o_rGradientInfo.maTextureTransform; o_rGradientInfo.maTextureTransform.translate(-aCenter.getX(), -aCenter.getY()); o_rGradientInfo.maTextureTransform.rotate(fAngle); o_rGradientInfo.maTextureTransform.translate(aCenter.getX(), aCenter.getY()); } // add defined offsets after rotation if(0.5 != rOffset.getX() || 0.5 != rOffset.getY()) { // use scaled target size fTargetOffsetX += (rOffset.getX() - 0.5) * fTargetSizeX; fTargetOffsetY += (rOffset.getY() - 0.5) * fTargetSizeY; } // add object translate o_rGradientInfo.maTextureTransform.translate(fTargetOffsetX, fTargetOffsetY); // prepare aspect for texture o_rGradientInfo.mfAspectRatio = (0.0 != fTargetSizeY) ? fTargetSizeX / fTargetSizeY : 1.0; // build transform from u,v to [0.0 .. 1.0]. As base, use inverse texture transform o_rGradientInfo.maBackTextureTransform = o_rGradientInfo.maTextureTransform; o_rGradientInfo.maBackTextureTransform.invert(); o_rGradientInfo.maBackTextureTransform.translate(-0.5, -0.5); const double fHalfBorder((1.0 - fBorder) * 0.5); if(!fTools::equal(fHalfBorder, 0.0)) { const double fFactor(1.0 / fHalfBorder); o_rGradientInfo.maBackTextureTransform.scale(fFactor, fFactor); } } namespace tools { ODFGradientInfo& createLinearODFGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetArea, sal_uInt32 nSteps, double fBorder, double fAngle) { init1DGradientInfo(o_rGradientInfo, rTargetArea, nSteps, fBorder, fAngle, false); return o_rGradientInfo; } ODFGradientInfo& createAxialODFGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetArea, sal_uInt32 nSteps, double fBorder, double fAngle) { init1DGradientInfo(o_rGradientInfo, rTargetArea, nSteps, fBorder, fAngle, true); return o_rGradientInfo; } ODFGradientInfo& createRadialODFGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetArea, const B2DVector& rOffset, sal_uInt32 nSteps, double fBorder) { initEllipticalGradientInfo(o_rGradientInfo, rTargetArea, rOffset, nSteps, fBorder, 0.0, true); return o_rGradientInfo; } ODFGradientInfo& createEllipticalODFGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetArea, const B2DVector& rOffset, sal_uInt32 nSteps, double fBorder, double fAngle) { initEllipticalGradientInfo(o_rGradientInfo, rTargetArea, rOffset, nSteps, fBorder, fAngle, false); return o_rGradientInfo; } ODFGradientInfo& createSquareODFGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetArea, const B2DVector& rOffset, sal_uInt32 nSteps, double fBorder, double fAngle) { initRectGradientInfo(o_rGradientInfo, rTargetArea, rOffset, nSteps, fBorder, fAngle); return o_rGradientInfo; } ODFGradientInfo& createRectangularODFGradientInfo(ODFGradientInfo& o_rGradientInfo, const B2DRange& rTargetArea, const B2DVector& rOffset, sal_uInt32 nSteps, double fBorder, double fAngle) { initRectGradientInfo(o_rGradientInfo, rTargetArea, rOffset, nSteps, fBorder, fAngle); return o_rGradientInfo; } } // namespace tools } // namespace basegfx