1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
|
/* -*- 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 .
*/
#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
#include <basegfx/color/bcolor.hxx>
#include <basegfx/vector/b3dvector.hxx>
#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
#include <rtl/instance.hxx>
//////////////////////////////////////////////////////////////////////////////
namespace drawinglayer
{
namespace attribute
{
class ImpSdrLightingAttribute
{
public:
// 3D light attribute definitions
basegfx::BColor maAmbientLight;
::std::vector< Sdr3DLightAttribute > maLightVector;
ImpSdrLightingAttribute(
const basegfx::BColor& rAmbientLight,
const ::std::vector< Sdr3DLightAttribute >& rLightVector)
: maAmbientLight(rAmbientLight),
maLightVector(rLightVector)
{
}
ImpSdrLightingAttribute()
: maAmbientLight(basegfx::BColor()),
maLightVector(std::vector< Sdr3DLightAttribute >())
{
}
// data read access
const basegfx::BColor& getAmbientLight() const { return maAmbientLight; }
const ::std::vector< Sdr3DLightAttribute >& getLightVector() const { return maLightVector; }
bool operator==(const ImpSdrLightingAttribute& rCandidate) const
{
return (getAmbientLight() == rCandidate.getAmbientLight()
&& getLightVector() == rCandidate.getLightVector());
}
};
namespace
{
struct theGlobalDefault :
public rtl::Static< SdrLightingAttribute::ImplType, theGlobalDefault > {};
}
SdrLightingAttribute::SdrLightingAttribute(
const basegfx::BColor& rAmbientLight,
const ::std::vector< Sdr3DLightAttribute >& rLightVector)
: mpSdrLightingAttribute(ImpSdrLightingAttribute(
rAmbientLight, rLightVector))
{
}
SdrLightingAttribute::SdrLightingAttribute()
: mpSdrLightingAttribute(theGlobalDefault::get())
{
}
SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute& rCandidate)
: mpSdrLightingAttribute(rCandidate.mpSdrLightingAttribute)
{
}
SdrLightingAttribute::~SdrLightingAttribute()
{
}
bool SdrLightingAttribute::isDefault() const
{
return mpSdrLightingAttribute.same_object(theGlobalDefault::get());
}
SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute& rCandidate)
{
mpSdrLightingAttribute = rCandidate.mpSdrLightingAttribute;
return *this;
}
bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
{
return rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute;
}
const ::std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const
{
return mpSdrLightingAttribute->getLightVector();
}
// color model solver
basegfx::BColor SdrLightingAttribute::solveColorModel(
const basegfx::B3DVector& rNormalInEyeCoordinates,
const basegfx::BColor& rColor, const basegfx::BColor& rSpecular,
const basegfx::BColor& rEmission, sal_uInt16 nSpecularIntensity) const
{
// initialize with emissive color
basegfx::BColor aRetval(rEmission);
// take care of global ambient light
aRetval += mpSdrLightingAttribute->getAmbientLight() * rColor;
// prepare light access. Is there a light?
const sal_uInt32 nLightCount(mpSdrLightingAttribute->getLightVector().size());
if(nLightCount && !rNormalInEyeCoordinates.equalZero())
{
// prepare normal
basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
aEyeNormal.normalize();
for(sal_uInt32 a(0L); a < nLightCount; a++)
{
const Sdr3DLightAttribute& rLight(mpSdrLightingAttribute->getLightVector()[a]);
const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
if(basegfx::fTools::more(fCosFac, 0.0))
{
aRetval += ((rLight.getColor() * rColor) * fCosFac);
if(rLight.getSpecular())
{
// expand by (0.0, 0.0, 1.0) in Z
basegfx::B3DVector aSpecularNormal(rLight.getDirection().getX(), rLight.getDirection().getY(), rLight.getDirection().getZ() + 1.0);
aSpecularNormal.normalize();
double fCosFac2(aSpecularNormal.scalar(aEyeNormal));
if(basegfx::fTools::more(fCosFac2, 0.0))
{
fCosFac2 = pow(fCosFac2, (double)nSpecularIntensity);
aRetval += (rSpecular * fCosFac2);
}
}
}
}
}
// clamp to color space before usage
aRetval.clamp();
return aRetval;
}
} // end of namespace attribute
} // end of namespace drawinglayer
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
|