// SPDX-License-Identifier: GPL-2.0-or-later /** @file * TODO: insert short description here *//* * Authors: see git history * * Copyright (C) 2017 Authors * Released under GNU GPL v2+, read the file 'COPYING' for more information. */ #ifndef SEEN_NR_LIGHT_H #define SEEN_NR_LIGHT_H /** \file * These classes provide tools to compute interesting objects relative to light * sources. Each class provides a constructor converting information contained * in a sp light object into information useful in the current setting, a * method to get the light vector (at a given point) and a method to get the * light color components (at a given point). */ #include <2geom/forward.h> #include "display/nr-3dutils.h" #include "display/nr-light-types.h" class SPFeDistantLight; class SPFePointLight; class SPFeSpotLight; typedef unsigned int guint32; namespace Inkscape { namespace Filters { enum LightComponent { LIGHT_RED = 0, LIGHT_GREEN, LIGHT_BLUE }; class DistantLight { public: /** * Constructor * * \param light the sp light object * \param lighting_color the lighting_color used */ DistantLight(DistantLightData const &light, guint32 lighting_color); virtual ~DistantLight(); /** * Computes the light vector of the distant light * * \param v a Fvector reference where we store the result */ void light_vector(NR::Fvector &v); /** * Computes the light components of the distant light * * \param lc a Fvector reference where we store the result, X=R, Y=G, Z=B */ void light_components(NR::Fvector &lc); private: guint32 color; double azimuth; //azimuth in rad double elevation; //elevation in rad }; class PointLight { public: /** * Constructor * * \param light the sp light object * \param lighting_color the lighting_color used * \param trans the transformation between absolute coordinate (those * employed in the sp light object) and current coordinate (those * employed in the rendering) * \param device_scale for high DPI monitors. */ PointLight(PointLightData const &light, guint32 lighting_color, const Geom::Affine &trans, int device_scale = 1); virtual ~PointLight(); /** * Computes the light vector of the distant light at point (x,y,z). * x, y and z are given in the arena_item coordinate, they are used as * is * * \param v a Fvector reference where we store the result * \param x x coordinate of the current point * \param y y coordinate of the current point * \param z z coordinate of the current point */ void light_vector(NR::Fvector &v, double x, double y, double z); /** * Computes the light components of the distant light * * \param lc a Fvector reference where we store the result, X=R, Y=G, Z=B */ void light_components(NR::Fvector &lc); private: guint32 color; //light position coordinates in render setting double l_x; double l_y; double l_z; }; class SpotLight { public: /** * Constructor * * \param light the sp light object * \param lighting_color the lighting_color used * \param trans the transformation between absolute coordinate (those * employed in the sp light object) and current coordinate (those * employed in the rendering) * \param device_scale for high DPI monitors. */ SpotLight(SpotLightData const &light, guint32 lighting_color, const Geom::Affine &trans, int device_scale = 1); virtual ~SpotLight(); /** * Computes the light vector of the distant light at point (x,y,z). * x, y and z are given in the arena_item coordinate, they are used as * is * * \param v a Fvector reference where we store the result * \param x x coordinate of the current point * \param y y coordinate of the current point * \param z z coordinate of the current point */ void light_vector(NR::Fvector &v, double x, double y, double z); /** * Computes the light components of the distant light at the current * point. We only need the light vector to compute these * * \param lc a Fvector reference where we store the result, X=R, Y=G, Z=B * \param L the light vector of the current point */ void light_components(NR::Fvector &lc, const NR::Fvector &L); private: guint32 color; //light position coordinates in render setting double l_x; double l_y; double l_z; double cos_lca; //cos of the limiting cone angle double speExp; //specular exponent; NR::Fvector S; //unit vector from light position in the direction //the spot point at }; } /* namespace Filters */ } /* namespace Inkscape */ #endif // __NR_LIGHT_H__ /* Local Variables: mode:c++ c-file-style:"stroustrup" c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +)) indent-tabs-mode:nil fill-column:99 End: */ // vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:fileencoding=utf-8:textwidth=99 :