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+/*************************************************************************
+ *
+ * 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.
+ *
+ ************************************************************************/
+
+#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.
+ */
+ struct ODFGradientInfo
+ {
+ /** 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;
+ };
+
+ 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(ODFGradientInfo& o_rGradientInfo,
+ 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
+ */
+ inline double getLinearGradientAlpha(const B2DPoint& rUV,
+ const ODFGradientInfo& rGradInfo )
+ {
+ const B2DPoint aCoor(rGradInfo.maBackTextureTransform * rUV);
+ const double t(clamp(aCoor.getY(), 0.0, 1.0));
+ const sal_uInt32 nSteps(rGradInfo.mnSteps);
+
+ if(nSteps > 2L && nSteps < 128L)
+ return floor(t * nSteps) / double(nSteps + 1L);
+
+ return t;
+ }
+
+ /** 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(ODFGradientInfo& o_rGradientInfo,
+ 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
+ */
+ inline double getAxialGradientAlpha(const B2DPoint& rUV,
+ const ODFGradientInfo& rGradInfo )
+ {
+ const B2DPoint aCoor(rGradInfo.maBackTextureTransform * rUV);
+ const double t(clamp(fabs(aCoor.getY()), 0.0, 1.0));
+ const sal_uInt32 nSteps(rGradInfo.mnSteps);
+ const double fInternalSteps((nSteps * 2L) - 1L);
+
+ if(nSteps > 2L && nSteps < 128L)
+ return floor(((t * fInternalSteps) + 1.0) / 2.0) / double(nSteps - 1L);
+
+ return t;
+ }
+
+ /** 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(ODFGradientInfo& o_rGradientInfo,
+ 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
+ */
+ inline double getRadialGradientAlpha(const B2DPoint& rUV,
+ const ODFGradientInfo& rGradInfo )
+ {
+ const B2DPoint aCoor(rGradInfo.maBackTextureTransform * rUV);
+ const double fDist(
+ clamp(aCoor.getX() * aCoor.getX() + aCoor.getY() * aCoor.getY(),
+ 0.0,
+ 1.0));
+
+ const double t(1.0 - sqrt(fDist));
+ const sal_uInt32 nSteps(rGradInfo.mnSteps);
+
+ if(nSteps > 2L && nSteps < 128L)
+ return floor(t * nSteps) / double(nSteps - 1L);
+
+ return t;
+ }
+
+ /** 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(ODFGradientInfo& o_rGradientInfo,
+ 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
+ */
+ inline double getEllipticalGradientAlpha(const B2DPoint& rUV,
+ const ODFGradientInfo& rGradInfo )
+ {
+ return getRadialGradientAlpha(rUV,rGradInfo); // only matrix setup differs
+ }
+
+ /** 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(ODFGradientInfo& o_rGradientInfo,
+ 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
+ */
+ inline double getSquareGradientAlpha(const B2DPoint& rUV,
+ const ODFGradientInfo& rGradInfo )
+ {
+ const B2DPoint aCoor(rGradInfo.maBackTextureTransform * rUV);
+ const double fAbsX(fabs(aCoor.getX()));
+ const double fAbsY(fabs(aCoor.getY()));
+
+ if(fTools::moreOrEqual(fAbsX, 1.0) || fTools::moreOrEqual(fAbsY, 1.0))
+ return 0.0;
+
+ const double t(1.0 - (fAbsX > fAbsY ? fAbsX : fAbsY));
+ const sal_uInt32 nSteps(rGradInfo.mnSteps);
+
+ if(nSteps > 2L && nSteps < 128L)
+ return floor(t * nSteps) / double(nSteps - 1L);
+
+ return t;
+ }
+
+ /** 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(ODFGradientInfo& o_rGradientInfo,
+ 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
+ */
+ inline double getRectangularGradientAlpha(const B2DPoint& rUV,
+ const ODFGradientInfo& rGradInfo )
+ {
+ return getSquareGradientAlpha(rUV, rGradInfo); // only matrix setup differs
+ }
+ }
+}
+
+#endif