/* -*- 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 #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 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */