blob: a018e8490bee7aba9fac8f183824758d2f7f01b5 [file] [log] [blame]
/**************************************************************
*
* 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
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*
*************************************************************/
#ifndef _BGFX_TOOLS_GRADIENTTOOLS_HXX
#define _BGFX_TOOLS_GRADIENTTOOLS_HXX
#include <basegfx/point/b2dpoint.hxx>
#include <basegfx/range/b2drange.hxx>
#include <basegfx/vector/b2dvector.hxx>
#include <basegfx/matrix/b2dhommatrix.hxx>
#include <basegfx/numeric/ftools.hxx>
#include <vector>
#include <algorithm>
namespace basegfx
{
/** Gradient definition as used in ODF 1.2
This struct collects all data necessary for rendering ODF
1.2-compatible gradients. Use the createXXXODFGradientInfo()
methods below for initializing from ODF attributes.
*/
class ODFGradientInfo
{
private:
/** transformation mapping from [0,1]^2 texture coordinate
space to [0,1]^2 shape coordinate space
*/
B2DHomMatrix maTextureTransform;
/** transformation mapping from [0,1]^2 shape coordinate space
to [0,1]^2 texture coordinate space. This is the
transformation commonly used to create gradients from a
scanline rasterizer (put shape u/v coordinates into it, get
texture s/t coordinates out of it)
*/
B2DHomMatrix maBackTextureTransform;
/** Aspect ratio of the gradient. Only used in drawinglayer
for generating nested gradient polygons currently. Already
catered for in the transformations above.
*/
double mfAspectRatio;
/** Requested gradient steps to render. See the
implementations of the getXXXGradientAlpha() methods below,
the semantic differs slightly for the different gradient
types.
*/
sal_uInt32 mnSteps;
public:
ODFGradientInfo()
: maTextureTransform(),
maBackTextureTransform(),
mfAspectRatio(1.0),
mnSteps(0)
{
}
ODFGradientInfo(
const B2DHomMatrix& rTextureTransform,
double fAspectRatio,
sal_uInt32 nSteps)
: maTextureTransform(rTextureTransform),
maBackTextureTransform(),
mfAspectRatio(fAspectRatio),
mnSteps(nSteps)
{
}
ODFGradientInfo(const ODFGradientInfo& rODFGradientInfo)
: maTextureTransform(rODFGradientInfo.getTextureTransform()),
maBackTextureTransform(rODFGradientInfo.maBackTextureTransform),
mfAspectRatio(rODFGradientInfo.getAspectRatio()),
mnSteps(rODFGradientInfo.getSteps())
{
}
ODFGradientInfo& operator=(const ODFGradientInfo& rODFGradientInfo)
{
maTextureTransform = rODFGradientInfo.getTextureTransform();
maBackTextureTransform = rODFGradientInfo.maBackTextureTransform;
mfAspectRatio = rODFGradientInfo.getAspectRatio();
mnSteps = rODFGradientInfo.getSteps();
return *this;
}
// compare operator
bool operator==(const ODFGradientInfo& rGeoTexSvx) const;
const B2DHomMatrix& getTextureTransform() const { return maTextureTransform; }
const B2DHomMatrix& getBackTextureTransform() const;
double getAspectRatio() const { return mfAspectRatio; }
sal_uInt32 getSteps() const { return mnSteps; }
void setTextureTransform(const B2DHomMatrix& rNew)
{
maTextureTransform = rNew;
maBackTextureTransform.identity();
}
};
namespace tools
{
/** Create matrix for ODF's linear gradient definition
Note that odf linear gradients are varying in y direction.
@param o_rGradientInfo
Receives the calculated texture transformation matrix (for
use with standard [0,1]x[0,1] texture coordinates)
@param rTargetArea
Output area, needed for aspect ratio calculations and
texture transformation
@param nSteps
Number of gradient steps (from ODF)
@param fBorder
Width of gradient border (from ODF)
@param fAngle
Gradient angle (from ODF)
*/
ODFGradientInfo createLinearODFGradientInfo(
const B2DRange& rTargetArea,
sal_uInt32 nSteps,
double fBorder,
double fAngle);
/** Calculate linear gradient blend value
This method generates you the lerp alpha value for
blending linearly between gradient start and end color,
according to the formula (startCol*(1.0-alpha) + endCol*alpha)
@param rUV
Current uv coordinate. Values outside [0,1] will be
clamped. Assumes gradient color varies along the y axis.
@param rGradInfo
Gradient info, for transformation and number of steps
*/
double getLinearGradientAlpha(const B2DPoint& rUV, const ODFGradientInfo& rGradInfo);
/** Create matrix for ODF's axial gradient definition
Note that odf axial gradients are varying in y
direction. Note further that you can map the axial
gradient to a linear gradient (in case you want or need to
avoid an extra gradient renderer), by using
createLinearODFGradientInfo() instead, shifting the
resulting texture transformation by 0.5 to the top and
appending the same stop colors again, but mirrored.
@param o_rGradientInfo
Receives the calculated texture transformation matrix (for
use with standard [0,1]x[0,1] texture coordinates)
@param rTargetArea
Output area, needed for aspect ratio calculations and
texture transformation
@param nSteps
Number of gradient steps (from ODF)
@param fBorder
Width of gradient border (from ODF)
@param fAngle
Gradient angle (from ODF)
*/
ODFGradientInfo createAxialODFGradientInfo(
const B2DRange& rTargetArea,
sal_uInt32 nSteps,
double fBorder,
double fAngle);
/** Calculate axial gradient blend value
This method generates you the lerp alpha value for
blending linearly between gradient start and end color,
according to the formula (startCol*(1.0-alpha) + endCol*alpha)
@param rUV
Current uv coordinate. Values outside [0,1] will be
clamped. Assumes gradient color varies along the y axis.
@param rGradInfo
Gradient info, for transformation and number of steps
*/
double getAxialGradientAlpha(const B2DPoint& rUV, const ODFGradientInfo& rGradInfo);
/** Create matrix for ODF's radial gradient definition
@param o_rGradientInfo
Receives the calculated texture transformation matrix (for
use with standard [0,1]x[0,1] texture coordinates)
@param rTargetArea
Output area, needed for aspect ratio calculations and
texture transformation
@param rOffset
Gradient offset value (from ODF)
@param nSteps
Number of gradient steps (from ODF)
@param fBorder
Width of gradient border (from ODF)
@param fAngle
Gradient angle (from ODF)
*/
ODFGradientInfo createRadialODFGradientInfo(
const B2DRange& rTargetArea,
const B2DVector& rOffset,
sal_uInt32 nSteps,
double fBorder);
/** Calculate radial gradient blend value
This method generates you the lerp alpha value for
blending linearly between gradient start and end color,
according to the formula (startCol*(1.0-alpha) + endCol*alpha)
@param rUV
Current uv coordinate. Values outside [0,1] will be
clamped.
@param rGradInfo
Gradient info, for transformation and number of steps
*/
double getRadialGradientAlpha(const B2DPoint& rUV, const ODFGradientInfo& rGradInfo);
/** Create matrix for ODF's elliptical gradient definition
@param o_rGradientInfo
Receives the calculated texture transformation matrix (for
use with standard [0,1]x[0,1] texture coordinates)
@param rTargetArea
Output area, needed for aspect ratio calculations and
texture transformation
@param rOffset
Gradient offset value (from ODF)
@param nSteps
Number of gradient steps (from ODF)
@param fBorder
Width of gradient border (from ODF)
@param fAngle
Gradient angle (from ODF)
*/
ODFGradientInfo createEllipticalODFGradientInfo(
const B2DRange& rTargetArea,
const B2DVector& rOffset,
sal_uInt32 nSteps,
double fBorder,
double fAngle);
/** Calculate elliptical gradient blend value
This method generates you the lerp alpha value for
blending linearly between gradient start and end color,
according to the formula (startCol*(1.0-alpha) + endCol*alpha)
@param rUV
Current uv coordinate. Values outside [0,1] will be
clamped.
@param rGradInfo
Gradient info, for transformation and number of steps
*/
double getEllipticalGradientAlpha(const B2DPoint& rUV, const ODFGradientInfo& rGradInfo);
/** Create matrix for ODF's square gradient definition
@param o_rGradientInfo
Receives the calculated texture transformation matrix (for
use with standard [0,1]x[0,1] texture coordinates)
@param rTargetArea
Output area, needed for aspect ratio calculations and
texture transformation
@param rOffset
Gradient offset value (from ODF)
@param nSteps
Number of gradient steps (from ODF)
@param fBorder
Width of gradient border (from ODF)
@param fAngle
Gradient angle (from ODF)
*/
ODFGradientInfo createSquareODFGradientInfo(
const B2DRange& rTargetArea,
const B2DVector& rOffset,
sal_uInt32 nSteps,
double fBorder,
double fAngle);
/** Calculate square gradient blend value
This method generates you the lerp alpha value for
blending linearly between gradient start and end color,
according to the formula (startCol*(1.0-alpha) + endCol*alpha)
@param rUV
Current uv coordinate. Values outside [0,1] will be
clamped.
@param rGradInfo
Gradient info, for transformation and number of steps
*/
double getSquareGradientAlpha(const B2DPoint& rUV, const ODFGradientInfo& rGradInfo);
/** Create matrix for ODF's rectangular gradient definition
@param o_rGradientInfo
Receives the calculated texture transformation matrix (for
use with standard [0,1]x[0,1] texture coordinates)
@param rTargetArea
Output area, needed for aspect ratio calculations and
texture transformation
@param rOffset
Gradient offset value (from ODF)
@param nSteps
Number of gradient steps (from ODF)
@param fBorder
Width of gradient border (from ODF)
@param fAngle
Gradient angle (from ODF)
*/
ODFGradientInfo createRectangularODFGradientInfo(
const B2DRange& rTargetArea,
const B2DVector& rOffset,
sal_uInt32 nSteps,
double fBorder,
double fAngle);
/** Calculate rectangular gradient blend value
This method generates you the lerp alpha value for
blending linearly between gradient start and end color,
according to the formula (startCol*(1.0-alpha) + endCol*alpha)
@param rUV
Current uv coordinate. Values outside [0,1] will be
clamped.
@param rGradInfo
Gradient info, for transformation and number of steps
*/
double getRectangularGradientAlpha(const B2DPoint& rUV, const ODFGradientInfo& rGradInfo);
}
}
#endif
// eof