/* -*- 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 #include #include #include #include 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(SdrLightingAttribute&& rCandidate) : mpSdrLightingAttribute(std::move(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; } SdrLightingAttribute& SdrLightingAttribute::operator=(SdrLightingAttribute&& rCandidate) { mpSdrLightingAttribute = std::move(rCandidate.mpSdrLightingAttribute); return *this; } bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const { // tdf#87509 default attr is always != non-default attr, even with same values if(rCandidate.isDefault() != isDefault()) return false; 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(0); 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: */