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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* Copyright 2000, 2010 Oracle and/or its affiliates.
*
* OpenOffice.org - a multi-platform office productivity suite
*
* This file is part of OpenOffice.org.
*
* OpenOffice.org is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License version 3
* only, as published by the Free Software Foundation.
*
* OpenOffice.org is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
*
* You should have received a copy of the GNU Lesser General Public License
* version 3 along with OpenOffice.org. If not, see
* <http://www.openoffice.org/license.html>
* for a copy of the LGPLv3 License.
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************************************************************************/
#include <drawinglayer/processor3d/defaultprocessor3d.hxx>
#include <drawinglayer/primitive3d/textureprimitive3d.hxx>
#include <drawinglayer/texture/texture.hxx>
#include <drawinglayer/texture/texture3d.hxx>
#include <drawinglayer/primitive3d/hatchtextureprimitive3d.hxx>
#include <drawinglayer/primitive3d/modifiedcolorprimitive3d.hxx>
#include <drawinglayer/primitive3d/polygonprimitive3d.hxx>
#include <basegfx/polygon/b3dpolygontools.hxx>
#include <drawinglayer/attribute/materialattribute3d.hxx>
#include <drawinglayer/primitive3d/polypolygonprimitive3d.hxx>
#include <basegfx/polygon/b3dpolypolygontools.hxx>
#include <com/sun/star/drawing/ShadeMode.hpp>
#include <drawinglayer/primitive3d/transformprimitive3d.hxx>
#include <drawinglayer/primitive3d/drawinglayer_primitivetypes3d.hxx>
#include <vcl/bitmapex.hxx>
#include <drawinglayer/attribute/sdrsceneattribute3d.hxx>
#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
//////////////////////////////////////////////////////////////////////////////
using namespace com::sun::star;
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace processor3d
{
void DefaultProcessor3D::impRenderGradientTexturePrimitive3D(const primitive3d::GradientTexturePrimitive3D& rPrimitive, bool bTransparence)
{
const primitive3d::Primitive3DSequence& rSubSequence = rPrimitive.getChildren();
if(rSubSequence.hasElements())
{
// rescue values
const bool bOldModulate(getModulate()); mbModulate = rPrimitive.getModulate();
const bool bOldFilter(getFilter()); mbFilter = rPrimitive.getFilter();
const bool bOldSimpleTextureActive(getSimpleTextureActive());
boost::shared_ptr< texture::GeoTexSvx > pOldTex = (bTransparence) ? mpTransparenceGeoTexSvx : mpGeoTexSvx;
// create texture
const attribute::FillGradientAttribute& rFillGradient = rPrimitive.getGradient();
const basegfx::B2DRange aOutlineRange(0.0, 0.0, rPrimitive.getTextureSize().getX(), rPrimitive.getTextureSize().getY());
const attribute::GradientStyle aGradientStyle(rFillGradient.getStyle());
sal_uInt32 nSteps(rFillGradient.getSteps());
const basegfx::BColor aStart(rFillGradient.getStartColor());
const basegfx::BColor aEnd(rFillGradient.getEndColor());
const sal_uInt32 nMaxSteps(sal_uInt32((aStart.getMaximumDistance(aEnd) * 127.5) + 0.5));
boost::shared_ptr< texture::GeoTexSvx > pNewTex;
if(nMaxSteps)
{
// there IS a color distance
if(nSteps == 0L)
{
nSteps = nMaxSteps;
}
if(nSteps < 2L)
{
nSteps = 2L;
}
if(nSteps > nMaxSteps)
{
nSteps = nMaxSteps;
}
switch(aGradientStyle)
{
case attribute::GRADIENTSTYLE_LINEAR:
{
pNewTex.reset(new texture::GeoTexSvxGradientLinear(aOutlineRange, aStart, aEnd, nSteps, rFillGradient.getBorder(), rFillGradient.getAngle()));
break;
}
case attribute::GRADIENTSTYLE_AXIAL:
{
pNewTex.reset(new texture::GeoTexSvxGradientAxial(aOutlineRange, aStart, aEnd, nSteps, rFillGradient.getBorder(), rFillGradient.getAngle()));
break;
}
case attribute::GRADIENTSTYLE_RADIAL:
{
pNewTex.reset(new texture::GeoTexSvxGradientRadial(aOutlineRange, aStart, aEnd, nSteps, rFillGradient.getBorder(), rFillGradient.getOffsetX(), rFillGradient.getOffsetY()));
break;
}
case attribute::GRADIENTSTYLE_ELLIPTICAL:
{
pNewTex.reset(new texture::GeoTexSvxGradientElliptical(aOutlineRange, aStart, aEnd, nSteps, rFillGradient.getBorder(), rFillGradient.getOffsetX(), rFillGradient.getOffsetY(), rFillGradient.getAngle()));
break;
}
case attribute::GRADIENTSTYLE_SQUARE:
{
pNewTex.reset(new texture::GeoTexSvxGradientSquare(aOutlineRange, aStart, aEnd, nSteps, rFillGradient.getBorder(), rFillGradient.getOffsetX(), rFillGradient.getOffsetY(), rFillGradient.getAngle()));
break;
}
case attribute::GRADIENTSTYLE_RECT:
{
pNewTex.reset(new texture::GeoTexSvxGradientRect(aOutlineRange, aStart, aEnd, nSteps, rFillGradient.getBorder(), rFillGradient.getOffsetX(), rFillGradient.getOffsetY(), rFillGradient.getAngle()));
break;
}
}
mbSimpleTextureActive = false;
}
else
{
// no color distance -> same color, use simple texture
pNewTex.reset(new texture::GeoTexSvxMono(aStart, 1.0 - aStart.luminance()));
mbSimpleTextureActive = true;
}
// set created texture
if(bTransparence)
{
mpTransparenceGeoTexSvx = pNewTex;
}
else
{
mpGeoTexSvx = pNewTex;
}
// process sub-list
process(rSubSequence);
// restore values
mbModulate = bOldModulate;
mbFilter = bOldFilter;
mbSimpleTextureActive = bOldSimpleTextureActive;
if(bTransparence)
{
mpTransparenceGeoTexSvx = pOldTex;
}
else
{
mpGeoTexSvx = pOldTex;
}
}
}
void DefaultProcessor3D::impRenderHatchTexturePrimitive3D(const primitive3d::HatchTexturePrimitive3D& rPrimitive)
{
const primitive3d::Primitive3DSequence& rSubSequence = rPrimitive.getChildren();
if(rSubSequence.hasElements())
{
// rescue values
const bool bOldModulate(getModulate()); mbModulate = rPrimitive.getModulate();
const bool bOldFilter(getFilter()); mbFilter = rPrimitive.getFilter();
boost::shared_ptr< texture::GeoTexSvx > pOldTex = mpGeoTexSvx;
// calculate logic pixel size in object coordinates. Create transformation view
// to object by inverting ObjectToView
basegfx::B3DHomMatrix aInvObjectToView(getViewInformation3D().getObjectToView());
aInvObjectToView.invert();
// back-project discrete coordinates to object coordinates and extract
// maximum distance
const basegfx::B3DPoint aZero(aInvObjectToView * basegfx::B3DPoint(0.0, 0.0, 0.0));
const basegfx::B3DPoint aOne(aInvObjectToView * basegfx::B3DPoint(1.0, 1.0, 1.0));
const basegfx::B3DVector aLogicPixel(aOne - aZero);
double fLogicPixelSizeWorld(::std::max(::std::max(fabs(aLogicPixel.getX()), fabs(aLogicPixel.getY())), fabs(aLogicPixel.getZ())));
// calculate logic pixel size in texture coordinates
const double fLogicTexSizeX(fLogicPixelSizeWorld / rPrimitive.getTextureSize().getX());
const double fLogicTexSizeY(fLogicPixelSizeWorld / rPrimitive.getTextureSize().getY());
const double fLogicTexSize(fLogicTexSizeX > fLogicTexSizeY ? fLogicTexSizeX : fLogicTexSizeY);
// create texture and set
mpGeoTexSvx.reset(new texture::GeoTexSvxMultiHatch(rPrimitive, fLogicTexSize));
// process sub-list
process(rSubSequence);
// restore values
mbModulate = bOldModulate;
mbFilter = bOldFilter;
mpGeoTexSvx = pOldTex;
}
}
void DefaultProcessor3D::impRenderBitmapTexturePrimitive3D(const primitive3d::BitmapTexturePrimitive3D& rPrimitive)
{
const primitive3d::Primitive3DSequence& rSubSequence = rPrimitive.getChildren();
if(rSubSequence.hasElements())
{
// rescue values
const bool bOldModulate(getModulate()); mbModulate = rPrimitive.getModulate();
const bool bOldFilter(getFilter()); mbFilter = rPrimitive.getFilter();
boost::shared_ptr< texture::GeoTexSvx > pOldTex = mpGeoTexSvx;
// create texture
const attribute::FillBitmapAttribute& rFillBitmapAttribute = rPrimitive.getFillBitmapAttribute();
if(rFillBitmapAttribute.getTiling())
{
mpGeoTexSvx.reset(new texture::GeoTexSvxBitmapTiled(
rFillBitmapAttribute.getBitmapEx().GetBitmap(),
rFillBitmapAttribute.getTopLeft() * rPrimitive.getTextureSize(),
rFillBitmapAttribute.getSize() * rPrimitive.getTextureSize()));
}
else
{
mpGeoTexSvx.reset(new texture::GeoTexSvxBitmap(
rFillBitmapAttribute.getBitmapEx().GetBitmap(),
rFillBitmapAttribute.getTopLeft() * rPrimitive.getTextureSize(),
rFillBitmapAttribute.getSize() * rPrimitive.getTextureSize()));
}
// process sub-list
process(rSubSequence);
// restore values
mbModulate = bOldModulate;
mbFilter = bOldFilter;
mpGeoTexSvx = pOldTex;
}
}
void DefaultProcessor3D::impRenderModifiedColorPrimitive3D(const primitive3d::ModifiedColorPrimitive3D& rModifiedCandidate)
{
const primitive3d::Primitive3DSequence& rSubSequence = rModifiedCandidate.getChildren();
if(rSubSequence.hasElements())
{
// put modifier on stack
maBColorModifierStack.push(rModifiedCandidate.getColorModifier());
// process sub-list
process(rModifiedCandidate.getChildren());
// remove modifier from stack
maBColorModifierStack.pop();
}
}
void DefaultProcessor3D::impRenderPolygonHairlinePrimitive3D(const primitive3d::PolygonHairlinePrimitive3D& rPrimitive)
{
basegfx::B3DPolygon aHairline(rPrimitive.getB3DPolygon());
if(aHairline.count())
{
// hairlines need no extra data, clear it
aHairline.clearTextureCoordinates();
aHairline.clearNormals();
aHairline.clearBColors();
// transform to device coordinates (-1.0 .. 1.0) and check for visibility
aHairline.transform(getViewInformation3D().getObjectToView());
const basegfx::B3DRange a3DRange(basegfx::tools::getRange(aHairline));
const basegfx::B2DRange a2DRange(a3DRange.getMinX(), a3DRange.getMinY(), a3DRange.getMaxX(), a3DRange.getMaxY());
if(a2DRange.overlaps(maRasterRange))
{
const attribute::MaterialAttribute3D aMaterial(maBColorModifierStack.getModifiedColor(rPrimitive.getBColor()));
rasterconvertB3DPolygon(aMaterial, aHairline);
}
}
}
void DefaultProcessor3D::impRenderPolyPolygonMaterialPrimitive3D(const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive)
{
basegfx::B3DPolyPolygon aFill(rPrimitive.getB3DPolyPolygon());
basegfx::BColor aObjectColor(rPrimitive.getMaterial().getColor());
bool bPaintIt(aFill.count());
// #i98295# get ShadeMode. Correct early when only flat is possible due to missing normals
const ::com::sun::star::drawing::ShadeMode aShadeMode(
aFill.areNormalsUsed() ?
getSdrSceneAttribute().getShadeMode() : ::com::sun::star::drawing::ShadeMode_FLAT);
if(bPaintIt)
{
// get rid of texture coordinates if there is no texture
if(aFill.areTextureCoordinatesUsed() && !getGeoTexSvx().get() && !getTransparenceGeoTexSvx().get())
{
aFill.clearTextureCoordinates();
}
// #i98295# get rid of normals and color early when not needed
if(::com::sun::star::drawing::ShadeMode_FLAT == aShadeMode)
{
aFill.clearNormals();
aFill.clearBColors();
}
// transform to device coordinates (-1.0 .. 1.0) and check for visibility
aFill.transform(getViewInformation3D().getObjectToView());
const basegfx::B3DRange a3DRange(basegfx::tools::getRange(aFill));
const basegfx::B2DRange a2DRange(a3DRange.getMinX(), a3DRange.getMinY(), a3DRange.getMaxX(), a3DRange.getMaxY());
bPaintIt = a2DRange.overlaps(maRasterRange);
}
// check if it shall be painted regarding hiding of normals (backface culling)
if(bPaintIt && !rPrimitive.getDoubleSided())
{
// get plane normal of polygon in view coordinates (with ZBuffer values),
// left-handed coordinate system
const basegfx::B3DVector aPlaneNormal(aFill.getB3DPolygon(0L).getNormal());
if(aPlaneNormal.getZ() > 0.0)
{
bPaintIt = false;
}
}
if(bPaintIt)
{
// prepare ObjectToEye in NormalTransform
basegfx::B3DHomMatrix aNormalTransform(getViewInformation3D().getOrientation() * getViewInformation3D().getObjectTransformation());
if(getSdrSceneAttribute().getTwoSidedLighting())
{
// get plane normal of polygon in view coordinates (with ZBuffer values),
// left-handed coordinate system
const basegfx::B3DVector aPlaneNormal(aFill.getB3DPolygon(0L).getNormal());
if(aPlaneNormal.getZ() > 0.0)
{
// mirror normals
aNormalTransform.scale(-1.0, -1.0, -1.0);
}
}
switch(aShadeMode)
{
case ::com::sun::star::drawing::ShadeMode_PHONG:
{
// phong shading. Transform normals to eye coor
aFill.transformNormals(aNormalTransform);
break;
}
case ::com::sun::star::drawing::ShadeMode_SMOOTH:
{
// gouraud shading. Transform normals to eye coor
aFill.transformNormals(aNormalTransform);
// prepare color model parameters, evtl. use blend color
const basegfx::BColor aColor(getModulate() ? basegfx::BColor(1.0, 1.0, 1.0) : rPrimitive.getMaterial().getColor());
const basegfx::BColor& rSpecular(rPrimitive.getMaterial().getSpecular());
const basegfx::BColor& rEmission(rPrimitive.getMaterial().getEmission());
const sal_uInt16 nSpecularIntensity(rPrimitive.getMaterial().getSpecularIntensity());
// solve color model for each normal vector, set colors at points. Clear normals.
for(sal_uInt32 a(0L); a < aFill.count(); a++)
{
basegfx::B3DPolygon aPartFill(aFill.getB3DPolygon(a));
for(sal_uInt32 b(0L); b < aPartFill.count(); b++)
{
// solve color model. Transform normal to eye coor
const basegfx::B3DVector aNormal(aPartFill.getNormal(b));
const basegfx::BColor aSolvedColor(getSdrLightingAttribute().solveColorModel(aNormal, aColor, rSpecular, rEmission, nSpecularIntensity));
aPartFill.setBColor(b, aSolvedColor);
}
// clear normals on this part polygon and write it back
aPartFill.clearNormals();
aFill.setB3DPolygon(a, aPartFill);
}
break;
}
case ::com::sun::star::drawing::ShadeMode_FLAT:
{
// flat shading. Get plane vector in eye coordinates
const basegfx::B3DVector aPlaneEyeNormal(aNormalTransform * rPrimitive.getB3DPolyPolygon().getB3DPolygon(0L).getNormal());
// prepare color model parameters, evtl. use blend color
const basegfx::BColor aColor(getModulate() ? basegfx::BColor(1.0, 1.0, 1.0) : rPrimitive.getMaterial().getColor());
const basegfx::BColor& rSpecular(rPrimitive.getMaterial().getSpecular());
const basegfx::BColor& rEmission(rPrimitive.getMaterial().getEmission());
const sal_uInt16 nSpecularIntensity(rPrimitive.getMaterial().getSpecularIntensity());
// solve color model for plane vector and use that color for whole plane
aObjectColor = getSdrLightingAttribute().solveColorModel(aPlaneEyeNormal, aColor, rSpecular, rEmission, nSpecularIntensity);
break;
}
default: // case ::com::sun::star::drawing::ShadeMode_DRAFT:
{
// draft, just use object color which is already set. Delete all other infos
aFill.clearNormals();
aFill.clearBColors();
break;
}
}
// draw it to ZBuffer
const attribute::MaterialAttribute3D aMaterial(
maBColorModifierStack.getModifiedColor(aObjectColor),
rPrimitive.getMaterial().getSpecular(),
rPrimitive.getMaterial().getEmission(),
rPrimitive.getMaterial().getSpecularIntensity());
rasterconvertB3DPolyPolygon(aMaterial, aFill);
}
}
void DefaultProcessor3D::impRenderTransformPrimitive3D(const primitive3d::TransformPrimitive3D& rTransformCandidate)
{
// transform group. Remember current transformations
const geometry::ViewInformation3D aLastViewInformation3D(getViewInformation3D());
// create new transformation; add new object transform from right side
const geometry::ViewInformation3D aNewViewInformation3D(
aLastViewInformation3D.getObjectTransformation() * rTransformCandidate.getTransformation(),
aLastViewInformation3D.getOrientation(),
aLastViewInformation3D.getProjection(),
aLastViewInformation3D.getDeviceToView(),
aLastViewInformation3D.getViewTime(),
aLastViewInformation3D.getExtendedInformationSequence());
updateViewInformation(aNewViewInformation3D);
// let break down recursively
process(rTransformCandidate.getChildren());
// restore transformations
updateViewInformation(aLastViewInformation3D);
}
void DefaultProcessor3D::processBasePrimitive3D(const primitive3d::BasePrimitive3D& rBasePrimitive)
{
// it is a BasePrimitive3D implementation, use getPrimitive3DID() call for switch
switch(rBasePrimitive.getPrimitive3DID())
{
case PRIMITIVE3D_ID_GRADIENTTEXTUREPRIMITIVE3D :
{
// GradientTexturePrimitive3D
const primitive3d::GradientTexturePrimitive3D& rPrimitive = static_cast< const primitive3d::GradientTexturePrimitive3D& >(rBasePrimitive);
impRenderGradientTexturePrimitive3D(rPrimitive, false);
break;
}
case PRIMITIVE3D_ID_HATCHTEXTUREPRIMITIVE3D :
{
// HatchTexturePrimitive3D
static bool bDoHatchDecomposition(false);
if(bDoHatchDecomposition)
{
// let break down
process(rBasePrimitive.get3DDecomposition(getViewInformation3D()));
}
else
{
// hatchTexturePrimitive3D
const primitive3d::HatchTexturePrimitive3D& rPrimitive = static_cast< const primitive3d::HatchTexturePrimitive3D& >(rBasePrimitive);
impRenderHatchTexturePrimitive3D(rPrimitive);
}
break;
}
case PRIMITIVE3D_ID_BITMAPTEXTUREPRIMITIVE3D :
{
// BitmapTexturePrimitive3D
const primitive3d::BitmapTexturePrimitive3D& rPrimitive = static_cast< const primitive3d::BitmapTexturePrimitive3D& >(rBasePrimitive);
impRenderBitmapTexturePrimitive3D(rPrimitive);
break;
}
case PRIMITIVE3D_ID_TRANSPARENCETEXTUREPRIMITIVE3D :
{
// TransparenceTexturePrimitive3D
const primitive3d::TransparenceTexturePrimitive3D& rPrimitive = static_cast< const primitive3d::TransparenceTexturePrimitive3D& >(rBasePrimitive);
mnTransparenceCounter++;
impRenderGradientTexturePrimitive3D(rPrimitive, true);
mnTransparenceCounter--;
break;
}
case PRIMITIVE3D_ID_MODIFIEDCOLORPRIMITIVE3D :
{
// ModifiedColorPrimitive3D
// Force output to unified color.
const primitive3d::ModifiedColorPrimitive3D& rPrimitive = static_cast< const primitive3d::ModifiedColorPrimitive3D& >(rBasePrimitive);
impRenderModifiedColorPrimitive3D(rPrimitive);
break;
}
case PRIMITIVE3D_ID_POLYGONHAIRLINEPRIMITIVE3D :
{
// directdraw of PolygonHairlinePrimitive3D
const primitive3d::PolygonHairlinePrimitive3D& rPrimitive = static_cast< const primitive3d::PolygonHairlinePrimitive3D& >(rBasePrimitive);
impRenderPolygonHairlinePrimitive3D(rPrimitive);
break;
}
case PRIMITIVE3D_ID_POLYPOLYGONMATERIALPRIMITIVE3D :
{
// directdraw of PolyPolygonMaterialPrimitive3D
const primitive3d::PolyPolygonMaterialPrimitive3D& rPrimitive = static_cast< const primitive3d::PolyPolygonMaterialPrimitive3D& >(rBasePrimitive);
impRenderPolyPolygonMaterialPrimitive3D(rPrimitive);
break;
}
case PRIMITIVE3D_ID_TRANSFORMPRIMITIVE3D :
{
// transform group (TransformPrimitive3D)
impRenderTransformPrimitive3D(static_cast< const primitive3d::TransformPrimitive3D& >(rBasePrimitive));
break;
}
default:
{
// process recursively
process(rBasePrimitive.get3DDecomposition(getViewInformation3D()));
break;
}
}
}
DefaultProcessor3D::DefaultProcessor3D(
const geometry::ViewInformation3D& rViewInformation,
const attribute::SdrSceneAttribute& rSdrSceneAttribute,
const attribute::SdrLightingAttribute& rSdrLightingAttribute)
: BaseProcessor3D(rViewInformation),
mrSdrSceneAttribute(rSdrSceneAttribute),
mrSdrLightingAttribute(rSdrLightingAttribute),
maRasterRange(),
maBColorModifierStack(),
mpGeoTexSvx(),
mpTransparenceGeoTexSvx(),
maDrawinglayerOpt(),
mnTransparenceCounter(0),
mbModulate(false),
mbFilter(false),
mbSimpleTextureActive(false)
{
// a derivation has to set maRasterRange which is used in the basic render methods.
// Setting to default here ([0.0 .. 1.0] in X,Y) to avoid problems
maRasterRange.expand(basegfx::B2DTuple(0.0, 0.0));
maRasterRange.expand(basegfx::B2DTuple(1.0, 1.0));
}
DefaultProcessor3D::~DefaultProcessor3D()
{
}
} // end of namespace processor3d
} // end of namespace drawinglayer
//////////////////////////////////////////////////////////////////////////////
// eof
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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