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-rw-r--r-- | src/display/nr-light.h | 174 |
1 files changed, 174 insertions, 0 deletions
diff --git a/src/display/nr-light.h b/src/display/nr-light.h new file mode 100644 index 0000000..ae119ce --- /dev/null +++ b/src/display/nr-light.h @@ -0,0 +1,174 @@ +// 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 : |