172 lines
6.4 KiB
C++
172 lines
6.4 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*
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* This file incorporates work covered by the following license notice:
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*
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* Licensed to the Apache Software Foundation (ASF) under one or more
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* contributor license agreements. See the NOTICE file distributed
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* with this work for additional information regarding copyright
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* ownership. The ASF licenses this file to you under the Apache
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* License, Version 2.0 (the "License"); you may not use this file
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* except in compliance with the License. You may obtain a copy of
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* the License at http://www.apache.org/licenses/LICENSE-2.0 .
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*/
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#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
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#include <basegfx/color/bcolor.hxx>
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#include <basegfx/vector/b3dvector.hxx>
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#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
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namespace drawinglayer::attribute
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{
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class ImpSdrLightingAttribute
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{
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public:
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// 3D light attribute definitions
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basegfx::BColor maAmbientLight;
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std::vector< Sdr3DLightAttribute > maLightVector;
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ImpSdrLightingAttribute(
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const basegfx::BColor& rAmbientLight,
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std::vector< Sdr3DLightAttribute >&& rLightVector)
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: maAmbientLight(rAmbientLight),
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maLightVector(std::move(rLightVector))
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{
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}
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ImpSdrLightingAttribute()
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{
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}
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// data read access
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const basegfx::BColor& getAmbientLight() const { return maAmbientLight; }
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const std::vector< Sdr3DLightAttribute >& getLightVector() const { return maLightVector; }
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bool operator==(const ImpSdrLightingAttribute& rCandidate) const
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{
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return (getAmbientLight() == rCandidate.getAmbientLight()
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&& getLightVector() == rCandidate.getLightVector());
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}
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};
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namespace
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{
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SdrLightingAttribute::ImplType& theGlobalDefault()
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{
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static SdrLightingAttribute::ImplType SINGLETON;
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return SINGLETON;
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}
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}
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SdrLightingAttribute::SdrLightingAttribute(
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const basegfx::BColor& rAmbientLight,
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std::vector< Sdr3DLightAttribute >&& rLightVector)
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: mpSdrLightingAttribute(ImpSdrLightingAttribute(
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rAmbientLight, std::move(rLightVector)))
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{
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}
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SdrLightingAttribute::SdrLightingAttribute()
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: mpSdrLightingAttribute(theGlobalDefault())
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{
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}
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SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute&) = default;
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SdrLightingAttribute::SdrLightingAttribute(SdrLightingAttribute&&) = default;
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SdrLightingAttribute::~SdrLightingAttribute() = default;
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bool SdrLightingAttribute::isDefault() const
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{
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return mpSdrLightingAttribute.same_object(theGlobalDefault());
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}
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SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute&) = default;
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SdrLightingAttribute& SdrLightingAttribute::operator=(SdrLightingAttribute&&) = default;
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bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
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{
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// tdf#87509 default attr is always != non-default attr, even with same values
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if(rCandidate.isDefault() != isDefault())
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return false;
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return rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute;
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}
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const std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const
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{
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return mpSdrLightingAttribute->getLightVector();
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}
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const basegfx::BColor& SdrLightingAttribute::getAmbientLightColor() const
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{
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return mpSdrLightingAttribute->maAmbientLight;
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}
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// color model solver
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basegfx::BColor SdrLightingAttribute::solveColorModel(
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const basegfx::B3DVector& rNormalInEyeCoordinates,
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const basegfx::BColor& rColor, const basegfx::BColor& rSpecular,
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const basegfx::BColor& rEmission, sal_uInt16 nSpecularIntensity) const
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{
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// initialize with emissive color
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basegfx::BColor aRetval(rEmission);
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// take care of global ambient light
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aRetval += mpSdrLightingAttribute->getAmbientLight() * rColor;
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const std::vector<Sdr3DLightAttribute>& rLightVector = mpSdrLightingAttribute->getLightVector();
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// prepare light access. Is there a light?
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const sal_uInt32 nLightCount(rLightVector.size());
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if(nLightCount && !rNormalInEyeCoordinates.equalZero())
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{
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// prepare normal
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basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
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aEyeNormal.normalize();
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for(sal_uInt32 a(0); a < nLightCount; a++)
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{
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const Sdr3DLightAttribute& rLight(rLightVector[a]);
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const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
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if(fCosFac > 0.0)
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{
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aRetval += (rLight.getColor() * rColor) * fCosFac;
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if(rLight.getSpecular())
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{
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// expand by (0.0, 0.0, 1.0) in Z
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basegfx::B3DVector aSpecularNormal(rLight.getDirection().getX(), rLight.getDirection().getY(), rLight.getDirection().getZ() + 1.0);
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aSpecularNormal.normalize();
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double fCosFac2(aSpecularNormal.scalar(aEyeNormal));
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if(fCosFac2 > 0.0)
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{
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fCosFac2 = pow(fCosFac2, static_cast<double>(nSpecularIntensity));
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aRetval += rSpecular * fCosFac2;
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}
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}
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}
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}
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}
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// clamp to color space before usage
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aRetval.clamp();
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return aRetval;
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}
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} // end of namespace
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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