/************************************************************** * * 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 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ // MARKER(update_precomp.py): autogen include statement, do not remove #include "precompiled_drawinglayer.hxx" #include #include #include #include ////////////////////////////////////////////////////////////////////////////// namespace drawinglayer { namespace attribute { class ImpSdrLightingAttribute { public: // refcounter sal_uInt32 mnRefCount; // 3D light attribute definitions basegfx::BColor maAmbientLight; ::std::vector< Sdr3DLightAttribute > maLightVector; ImpSdrLightingAttribute( const basegfx::BColor& rAmbientLight, const ::std::vector< Sdr3DLightAttribute >& rLightVector) : mnRefCount(0), maAmbientLight(rAmbientLight), maLightVector(rLightVector) { } // 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()); } static ImpSdrLightingAttribute* get_global_default() { static ImpSdrLightingAttribute* pDefault = 0; if(!pDefault) { pDefault = new ImpSdrLightingAttribute( basegfx::BColor(), std::vector< Sdr3DLightAttribute >()); // never delete; start with RefCount 1, not 0 pDefault->mnRefCount++; } return pDefault; } }; SdrLightingAttribute::SdrLightingAttribute( const basegfx::BColor& rAmbientLight, const ::std::vector< Sdr3DLightAttribute >& rLightVector) : mpSdrLightingAttribute(new ImpSdrLightingAttribute( rAmbientLight, rLightVector)) { } SdrLightingAttribute::SdrLightingAttribute() : mpSdrLightingAttribute(ImpSdrLightingAttribute::get_global_default()) { mpSdrLightingAttribute->mnRefCount++; } SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute& rCandidate) : mpSdrLightingAttribute(rCandidate.mpSdrLightingAttribute) { mpSdrLightingAttribute->mnRefCount++; } SdrLightingAttribute::~SdrLightingAttribute() { if(mpSdrLightingAttribute->mnRefCount) { mpSdrLightingAttribute->mnRefCount--; } else { delete mpSdrLightingAttribute; } } bool SdrLightingAttribute::isDefault() const { return mpSdrLightingAttribute == ImpSdrLightingAttribute::get_global_default(); } SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute& rCandidate) { if(rCandidate.mpSdrLightingAttribute != mpSdrLightingAttribute) { if(mpSdrLightingAttribute->mnRefCount) { mpSdrLightingAttribute->mnRefCount--; } else { delete mpSdrLightingAttribute; } mpSdrLightingAttribute = rCandidate.mpSdrLightingAttribute; mpSdrLightingAttribute->mnRefCount++; } return *this; } bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const { if(rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute) { return true; } if(rCandidate.isDefault() != isDefault()) { return false; } return (*rCandidate.mpSdrLightingAttribute == *mpSdrLightingAttribute); } const basegfx::BColor& SdrLightingAttribute::getAmbientLight() const { return mpSdrLightingAttribute->getAmbientLight(); } const ::std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const { return mpSdrLightingAttribute->getLightVector(); } // 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; // prepare light access. Is there a light? const sal_uInt32 nLightCount(mpSdrLightingAttribute->getLightVector().size()); if(nLightCount && !rNormalInEyeCoordinates.equalZero()) { // prepare normal basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates); aEyeNormal.normalize(); for(sal_uInt32 a(0L); a < nLightCount; a++) { const Sdr3DLightAttribute& rLight(mpSdrLightingAttribute->getLightVector()[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, (double)nSpecularIntensity); aRetval += (rSpecular * fCosFac2); } } } } } // clamp to color space before usage aRetval.clamp(); return aRetval; } } // end of namespace attribute } // end of namespace drawinglayer ////////////////////////////////////////////////////////////////////////////// // eof