xref: /AOO41X/main/drawinglayer/inc/drawinglayer/processor3d/zbufferprocessor3d.hxx (revision 47148b3bc50811ceb41802e4cc50a5db21535900)
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21 
22 
23 
24 #ifndef INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX
25 #define INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX
26 
27 #include <drawinglayer/drawinglayerdllapi.h>
28 #include <drawinglayer/processor3d/defaultprocessor3d.hxx>
29 #include <vcl/bitmapex.hxx>
30 
31 //////////////////////////////////////////////////////////////////////////////
32 // predefines
33 
34 namespace basegfx {
35     class BZPixelRaster;
36 }
37 
38 namespace drawinglayer {
39     namespace attribute {
40         class SdrSceneAttribute;
41         class SdrLightingAttribute;
42         class MaterialAttribute3D;
43     }
44     namespace geometry {
45         class ViewInformation2D;
46     }
47 }
48 
49 class ZBufferRasterConverter3D;
50 class RasterPrimitive3D;
51 
52 //////////////////////////////////////////////////////////////////////////////
53 
54 namespace drawinglayer
55 {
56     namespace processor3d
57     {
58         /** ZBufferProcessor3D class
59 
60             This 3D renderer derived from DefaultProcessor3D renders all feeded primitives to a 2D
61             raster bitmap using a Z-Buffer based approach. It is able to supersample and to handle
62             transparent content.
63          */
64         class ZBufferProcessor3D : public DefaultProcessor3D
65         {
66         private:
67             /// the raster target, a Z-Buffer
68             basegfx::BZPixelRaster*                             mpBZPixelRaster;
69 
70             /// inverse of EyeToView for rasterconversion with evtl. Phong shading
71             basegfx::B3DHomMatrix                               maInvEyeToView;
72 
73             /// The raster converter for Z-Buffer
74             ZBufferRasterConverter3D*                           mpZBufferRasterConverter3D;
75 
76             /*  AA value. Defines how many overs�mples will be used in X and Y. Values 0, 1
77                 will switch it off while e.g. 2 will use 2x2 pixels for each pixel to create
78               */
79             sal_uInt16                                          mnAntiAlialize;
80 
81             /*  remembered RasterPrimitive3D's which need to be painted back to front
82                 for transparent 3D parts
83              */
84             std::vector< RasterPrimitive3D >*                   mpRasterPrimitive3Ds;
85 
86             //////////////////////////////////////////////////////////////////////////////
87             // rasterconversions for filled and non-filled polygons
88 
89             virtual void rasterconvertB3DPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolygon& rHairline) const;
90             virtual void rasterconvertB3DPolyPolygon(const attribute::MaterialAttribute3D& rMaterial, const basegfx::B3DPolyPolygon& rFill) const;
91 
92         public:
93             ZBufferProcessor3D(
94                 const geometry::ViewInformation3D& rViewInformation3D,
95                 const geometry::ViewInformation2D& rViewInformation2D,
96                 const attribute::SdrSceneAttribute& rSdrSceneAttribute,
97                 const attribute::SdrLightingAttribute& rSdrLightingAttribute,
98                 double fSizeX,
99                 double fSizeY,
100                 const basegfx::B2DRange& rVisiblePart,
101                 sal_uInt16 nAntiAlialize);
102             virtual ~ZBufferProcessor3D();
103 
104             void finish();
105 
106             /// get the result as bitmapEx
107             BitmapEx getBitmapEx() const;
108         };
109     } // end of namespace processor3d
110 } // end of namespace drawinglayer
111 
112 //////////////////////////////////////////////////////////////////////////////
113 
114 #endif //INCLUDED_DRAWINGLAYER_PROCESSOR3D_ZBUFFERPROCESSOR3D_HXX
115 
116 // eof
117