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/* -*- 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>
namespace drawinglayer::attribute
{
class ImpSdrLightingAttribute
{
public:
// 3D light attribute definitions
basegfx::BColor maAmbientLight;
std::vector< Sdr3DLightAttribute > maLightVector;
ImpSdrLightingAttribute(
const basegfx::BColor& rAmbientLight,
std::vector< Sdr3DLightAttribute >&& rLightVector)
: maAmbientLight(rAmbientLight),
maLightVector(std::move(rLightVector))
{
}
ImpSdrLightingAttribute()
{
}
// 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
{
SdrLightingAttribute::ImplType& theGlobalDefault()
{
static SdrLightingAttribute::ImplType SINGLETON;
return SINGLETON;
}
}
SdrLightingAttribute::SdrLightingAttribute(
const basegfx::BColor& rAmbientLight,
std::vector< Sdr3DLightAttribute >&& rLightVector)
: mpSdrLightingAttribute(ImpSdrLightingAttribute(
rAmbientLight, std::move(rLightVector)))
{
}
SdrLightingAttribute::SdrLightingAttribute()
: mpSdrLightingAttribute(theGlobalDefault())
{
}
SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute&) = default;
SdrLightingAttribute::SdrLightingAttribute(SdrLightingAttribute&&) = default;
SdrLightingAttribute::~SdrLightingAttribute() = default;
bool SdrLightingAttribute::isDefault() const
{
return mpSdrLightingAttribute.same_object(theGlobalDefault());
}
SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute&) = default;
SdrLightingAttribute& SdrLightingAttribute::operator=(SdrLightingAttribute&&) = default;
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();
}
const basegfx::BColor& SdrLightingAttribute::getAmbientLightColor() const
{
return mpSdrLightingAttribute->maAmbientLight;
}
// 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;
const std::vector<Sdr3DLightAttribute>& rLightVector = mpSdrLightingAttribute->getLightVector();
// prepare light access. Is there a light?
const sal_uInt32 nLightCount(rLightVector.size());
if(nLightCount && !rNormalInEyeCoordinates.equalZero())
{
// prepare normal
basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
aEyeNormal.normalize();
for(sal_uInt32 a(0); a < nLightCount; a++)
{
const Sdr3DLightAttribute& rLight(rLightVector[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, static_cast<double>(nSpecularIntensity));
aRetval += rSpecular * fCosFac2;
}
}
}
}
}
// clamp to color space before usage
aRetval.clamp();
return aRetval;
}
} // end of namespace
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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