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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 18:24:48 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 18:24:48 +0000
commitcca66b9ec4e494c1d919bff0f71a820d8afab1fa (patch)
tree146f39ded1c938019e1ed42d30923c2ac9e86789 /src/display/nr-light.h
parentInitial commit. (diff)
downloadinkscape-upstream.tar.xz
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Adding upstream version 1.2.2.upstream/1.2.2upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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+// 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(SPFeDistantLight *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(SPFePointLight *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(SPFeSpotLight *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 :