/* -*- 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 . */ #include #include #include #include #include #include #include #include "GlowSoftEgdeShadowTools.hxx" #ifdef DBG_UTIL #include #include #endif using namespace com::sun::star; namespace drawinglayer::primitive2d { GlowPrimitive2D::GlowPrimitive2D(const Color& rGlowColor, double fRadius, Primitive2DContainer&& rChildren) : BufferedDecompositionGroupPrimitive2D(std::move(rChildren)) , maGlowColor(rGlowColor) , mfGlowRadius(fRadius) , mfLastDiscreteGlowRadius(0.0) , maLastClippedRange() { } bool GlowPrimitive2D::operator==(const BasePrimitive2D& rPrimitive) const { if (BufferedDecompositionGroupPrimitive2D::operator==(rPrimitive)) { const GlowPrimitive2D& rCompare = static_cast(rPrimitive); return (getGlowRadius() == rCompare.getGlowRadius() && getGlowColor() == rCompare.getGlowColor()); } return false; } bool GlowPrimitive2D::prepareValuesAndcheckValidity( basegfx::B2DRange& rGlowRange, basegfx::B2DRange& rClippedRange, basegfx::B2DVector& rDiscreteGlowSize, double& rfDiscreteGlowRadius, const geometry::ViewInformation2D& rViewInformation) const { // no GlowRadius defined, done if (getGlowRadius() <= 0.0) return false; // no geometry, done if (getChildren().empty()) return false; // no pixel target, done if (rViewInformation.getObjectToViewTransformation().isIdentity()) return false; // get geometry range that defines area that needs to be pixelated rGlowRange = getChildren().getB2DRange(rViewInformation); // no range of geometry, done if (rGlowRange.isEmpty()) return false; // extend range by GlowRadius in all directions rGlowRange.grow(getGlowRadius()); // initialize ClippedRange to full GlowRange -> all is visible rClippedRange = rGlowRange; // get Viewport and check if used. If empty, all is visible (see // ViewInformation2D definition in viewinformation2d.hxx) if (!rViewInformation.getViewport().isEmpty()) { // if used, extend by GlowRadius to ensure needed parts are included basegfx::B2DRange aVisibleArea(rViewInformation.getViewport()); aVisibleArea.grow(getGlowRadius()); // To do this correctly, it needs to be done in discrete coordinates. // The object may be transformed relative to the original# // ObjectTransformation, e.g. when re-used in shadow aVisibleArea.transform(rViewInformation.getViewTransformation()); rClippedRange.transform(rViewInformation.getObjectToViewTransformation()); // calculate ClippedRange rClippedRange.intersect(aVisibleArea); // if GlowRange is completely outside of VisibleArea, ClippedRange // will be empty and we are done if (rClippedRange.isEmpty()) return false; // convert result back to object coordinates rClippedRange.transform(rViewInformation.getInverseObjectToViewTransformation()); } // calculate discrete pixel size of GlowRange. If it's too small to visualize, we are done rDiscreteGlowSize = rViewInformation.getObjectToViewTransformation() * rGlowRange.getRange(); if (ceil(rDiscreteGlowSize.getX()) < 2.0 || ceil(rDiscreteGlowSize.getY()) < 2.0) return false; // calculate discrete pixel size of GlowRadius. If it's too small to visualize, we are done rfDiscreteGlowRadius = ceil( (rViewInformation.getObjectToViewTransformation() * basegfx::B2DVector(getGlowRadius(), 0)) .getLength()); if (rfDiscreteGlowRadius < 1.0) return false; return true; } void GlowPrimitive2D::create2DDecomposition( Primitive2DContainer& rContainer, const geometry::ViewInformation2D& rViewInformation) const { basegfx::B2DRange aGlowRange; basegfx::B2DRange aClippedRange; basegfx::B2DVector aDiscreteGlowSize; double fDiscreteGlowRadius(0.0); // Check various validity details and calculate/prepare values. If false, we are done if (!prepareValuesAndcheckValidity(aGlowRange, aClippedRange, aDiscreteGlowSize, fDiscreteGlowRadius, rViewInformation)) return; // Create embedding transformation from object to top-left zero-aligned // target pixel geometry (discrete form of ClippedRange) // First, move to top-left of GlowRange const sal_uInt32 nDiscreteGlowWidth(ceil(aDiscreteGlowSize.getX())); const sal_uInt32 nDiscreteGlowHeight(ceil(aDiscreteGlowSize.getY())); basegfx::B2DHomMatrix aEmbedding(basegfx::utils::createTranslateB2DHomMatrix( -aClippedRange.getMinX(), -aClippedRange.getMinY())); // Second, scale to discrete bitmap size // Even when using the offset from ClippedRange, we need to use the // scaling from the full representation, thus from GlowRange aEmbedding.scale(nDiscreteGlowWidth / aGlowRange.getWidth(), nDiscreteGlowHeight / aGlowRange.getHeight()); // Embed content graphics to TransformPrimitive2D const primitive2d::Primitive2DReference xEmbedRef( new primitive2d::TransformPrimitive2D(aEmbedding, Primitive2DContainer(getChildren()))); primitive2d::Primitive2DContainer xEmbedSeq{ xEmbedRef }; // Create BitmapEx using drawinglayer tooling, including a MaximumQuadraticPixel // limitation to be safe and not go runtime/memory havoc. Use a pretty small // limit due to this is glow functionality and will look good with bitmap scaling // anyways. The value of 250.000 square pixels below maybe adapted as needed. const basegfx::B2DVector aDiscreteClippedSize(rViewInformation.getObjectToViewTransformation() * aClippedRange.getRange()); const sal_uInt32 nDiscreteClippedWidth(ceil(aDiscreteClippedSize.getX())); const sal_uInt32 nDiscreteClippedHeight(ceil(aDiscreteClippedSize.getY())); const geometry::ViewInformation2D aViewInformation2D; const sal_uInt32 nMaximumQuadraticPixels(250000); // I have now added a helper that just creates the mask without having // to render the content, use it, it's faster const AlphaMask aAlpha(::drawinglayer::createAlphaMask( std::move(xEmbedSeq), aViewInformation2D, nDiscreteClippedWidth, nDiscreteClippedHeight, nMaximumQuadraticPixels)); if (!aAlpha.IsEmpty()) { const Size& rBitmapExSizePixel(aAlpha.GetSizePixel()); if (rBitmapExSizePixel.Width() > 0 && rBitmapExSizePixel.Height() > 0) { // We may have to take a corrective scaling into account when the // MaximumQuadraticPixel limit was used/triggered double fScale(1.0); if (static_cast(rBitmapExSizePixel.Width()) != nDiscreteClippedWidth || static_cast(rBitmapExSizePixel.Height()) != nDiscreteClippedHeight) { // scale in X and Y should be the same (see fReduceFactor in createAlphaMask), // so adapt numerically to a single scale value, they are integer rounded values const double fScaleX(static_cast(rBitmapExSizePixel.Width()) / static_cast(nDiscreteClippedWidth)); const double fScaleY(static_cast(rBitmapExSizePixel.Height()) / static_cast(nDiscreteClippedHeight)); fScale = (fScaleX + fScaleY) * 0.5; } // fDiscreteGlowRadius is the size of the halo from each side of the object. The halo is the // border of glow color that fades from glow transparency level to fully transparent // When blurring a sharp boundary (our case), it gets 50% of original intensity, and // fades to both sides by the blur radius; thus blur radius is half of glow radius. // Consider glow transparency (initial transparency near the object edge) AlphaMask mask(ProcessAndBlurAlphaMask(aAlpha, fDiscreteGlowRadius * fScale / 2.0, fDiscreteGlowRadius * fScale / 2.0, 255 - getGlowColor().GetAlpha())); // The end result is the bitmap filled with glow color and blurred 8-bit alpha mask Bitmap bmp(aAlpha.GetSizePixel(), vcl::PixelFormat::N24_BPP); bmp.Erase(getGlowColor()); BitmapEx result(bmp, mask); #ifdef DBG_UTIL static bool bDoSaveForVisualControl(false); // loplugin:constvars:ignore if (bDoSaveForVisualControl) { // VCL_DUMP_BMP_PATH should be like C:/path/ or ~/path/ static const OUString sDumpPath( OUString::createFromAscii(std::getenv("VCL_DUMP_BMP_PATH"))); if (!sDumpPath.isEmpty()) { SvFileStream aNew(sDumpPath + "test_glow.png", StreamMode::WRITE | StreamMode::TRUNC); vcl::PngImageWriter aPNGWriter(aNew); aPNGWriter.write(result); } } #endif // Independent from discrete sizes of glow alpha creation, always // map and project glow result to geometry range extended by glow // radius, but to the eventually clipped instance (ClippedRange) const primitive2d::Primitive2DReference xEmbedRefBitmap(new BitmapPrimitive2D( result, basegfx::utils::createScaleTranslateB2DHomMatrix( aClippedRange.getWidth(), aClippedRange.getHeight(), aClippedRange.getMinX(), aClippedRange.getMinY()))); rContainer = primitive2d::Primitive2DContainer{ xEmbedRefBitmap }; } } } // Using tooling class BufferedDecompositionGroupPrimitive2D now, so // no more need to locally do the buffered get2DDecomposition here, // see BufferedDecompositionGroupPrimitive2D::get2DDecomposition void GlowPrimitive2D::get2DDecomposition(Primitive2DDecompositionVisitor& rVisitor, const geometry::ViewInformation2D& rViewInformation) const { basegfx::B2DRange aGlowRange; basegfx::B2DRange aClippedRange; basegfx::B2DVector aDiscreteGlowSize; double fDiscreteGlowRadius(0.0); // Check various validity details and calculate/prepare values. If false, we are done if (!prepareValuesAndcheckValidity(aGlowRange, aClippedRange, aDiscreteGlowSize, fDiscreteGlowRadius, rViewInformation)) return; if (!getBuffered2DDecomposition().empty()) { // First check is to detect if the last created decompose is capable // to represent the now requested visualization. // ClippedRange is the needed visualizationArea for the current glow // effect, LastClippedRange is the one from the existing/last rendering. // Check if last created area is sufficient and can be re-used if (!maLastClippedRange.isEmpty() && !maLastClippedRange.isInside(aClippedRange)) { // To avoid unnecessary invalidations due to being *very* correct // with HairLines (which are view-dependent and thus change the // result(s) here slightly when changing zoom), add a slight unsharp // component if we have a ViewTransform. The derivation is inside // the range of half a pixel (due to one pixel hairline) basegfx::B2DRange aLastClippedRangeAndHairline(maLastClippedRange); if (!rViewInformation.getObjectToViewTransformation().isIdentity()) { // Grow by view-dependent size of 1/2 pixel const double fHalfPixel((rViewInformation.getInverseObjectToViewTransformation() * basegfx::B2DVector(0.5, 0)) .getLength()); aLastClippedRangeAndHairline.grow(fHalfPixel); } if (!aLastClippedRangeAndHairline.isInside(aClippedRange)) { // Conditions of last local decomposition have changed, delete const_cast(this)->setBuffered2DDecomposition( Primitive2DContainer()); } } } if (!getBuffered2DDecomposition().empty()) { // Second check is to react on changes of the DiscreteGlowRadius when // zooming in/out. // Use the known last and current DiscreteGlowRadius to decide // if the visualization can be re-used. Be a little 'creative' here // and make it dependent on a *relative* change - it is not necessary // to re-create everytime if the exact value is missed since zooming // pixel-based glow effect is pretty good due to it's smooth nature bool bFree(mfLastDiscreteGlowRadius <= 0.0 || fDiscreteGlowRadius <= 0.0); if (!bFree) { const double fDiff(fabs(mfLastDiscreteGlowRadius - fDiscreteGlowRadius)); const double fLen(fabs(mfLastDiscreteGlowRadius) + fabs(fDiscreteGlowRadius)); const double fRelativeChange(fDiff / fLen); // Use lower fixed values here to change more often, higher to change less often. // Value is in the range of ]0.0 .. 1.0] bFree = fRelativeChange >= 0.15; } if (bFree) { // Conditions of last local decomposition have changed, delete const_cast(this)->setBuffered2DDecomposition(Primitive2DContainer()); } } if (getBuffered2DDecomposition().empty()) { // refresh last used DiscreteGlowRadius and ClippedRange to new remembered values const_cast(this)->mfLastDiscreteGlowRadius = fDiscreteGlowRadius; const_cast(this)->maLastClippedRange = aClippedRange; } // call parent, that will check for empty, call create2DDecomposition and // set as decomposition BufferedDecompositionGroupPrimitive2D::get2DDecomposition(rVisitor, rViewInformation); } basegfx::B2DRange GlowPrimitive2D::getB2DRange(const geometry::ViewInformation2D& rViewInformation) const { // Hint: Do *not* use GroupPrimitive2D::getB2DRange, that will (unnecessarily) // use the decompose - what works, but is not needed here. // We know the to-be-visualized geometry and the radius it needs to be extended, // so simply calculate the exact needed range. basegfx::B2DRange aRetval(getChildren().getB2DRange(rViewInformation)); // We need additional space for the glow from all sides aRetval.grow(getGlowRadius()); return aRetval; } // provide unique ID sal_uInt32 GlowPrimitive2D::getPrimitive2DID() const { return PRIMITIVE2D_ID_GLOWPRIMITIVE2D; } } // end of namespace /* vim:set shiftwidth=4 softtabstop=4 expandtab: */