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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: */