1 /*************************************************************************
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4  *
5  *  $RCSfile: sdrattribute3d.cxx,v $
6  *
7  *  $Revision: 1.5 $
8  *
9  *  last change: $Author: aw $ $Date: 2008-05-27 14:11:19 $
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11  *  The Contents of this file are made available subject to
12  *  the terms of GNU Lesser General Public License Version 2.1.
13  *
14  *
15  *    GNU Lesser General Public License Version 2.1
16  *    =============================================
17  *    Copyright 2005 by Sun Microsystems, Inc.
18  *    901 San Antonio Road, Palo Alto, CA 94303, USA
19  *
20  *    This library is free software; you can redistribute it and/or
21  *    modify it under the terms of the GNU Lesser General Public
22  *    License version 2.1, as published by the Free Software Foundation.
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24  *    This library is distributed in the hope that it will be useful,
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26  *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
27  *    Lesser General Public License for more details.
28  *
29  *    You should have received a copy of the GNU Lesser General Public
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31  *    Foundation, Inc., 59 Temple Place, Suite 330, Boston,
32  *    MA  02111-1307  USA
33  *
34  ************************************************************************/
35 
36 // MARKER(update_precomp.py): autogen include statement, do not remove
37 #include "precompiled_drawinglayer.hxx"
38 
39 #include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
40 #include <basegfx/color/bcolor.hxx>
41 #include <basegfx/vector/b3dvector.hxx>
42 #include <drawinglayer/attribute/sdrlightattribute3d.hxx>
43 
44 //////////////////////////////////////////////////////////////////////////////
45 
46 namespace drawinglayer
47 {
48 	namespace attribute
49 	{
50 		class ImpSdrLightingAttribute
51 		{
52 		public:
53 			// refcounter
54 			sal_uInt32								mnRefCount;
55 
56 			// 3D light attribute definitions
57 			basegfx::BColor							maAmbientLight;
58 			::std::vector< Sdr3DLightAttribute >	maLightVector;
59 
60 			ImpSdrLightingAttribute(
61 				const basegfx::BColor& rAmbientLight,
62 				const ::std::vector< Sdr3DLightAttribute >& rLightVector)
63 			:	mnRefCount(0),
64 		    	maAmbientLight(rAmbientLight),
65 			    maLightVector(rLightVector)
66 		    {
67 		    }
68 
69 			// data read access
70 			const basegfx::BColor& getAmbientLight() const { return maAmbientLight; }
71 			const ::std::vector< Sdr3DLightAttribute >& getLightVector() const { return maLightVector; }
72 
73             bool operator==(const ImpSdrLightingAttribute& rCandidate) const
74 		    {
75 			    return (getAmbientLight() == rCandidate.getAmbientLight()
76 				    && getLightVector() == rCandidate.getLightVector());
77 		    }
78 
79             static ImpSdrLightingAttribute* get_global_default()
80             {
81                 static ImpSdrLightingAttribute* pDefault = 0;
82 
83                 if(!pDefault)
84                 {
85                     pDefault = new ImpSdrLightingAttribute(
86 			            basegfx::BColor(),
87 			            std::vector< Sdr3DLightAttribute >());
88 
89                     // never delete; start with RefCount 1, not 0
90     			    pDefault->mnRefCount++;
91                 }
92 
93                 return pDefault;
94             }
95 		};
96 
97         SdrLightingAttribute::SdrLightingAttribute(
98 			const basegfx::BColor& rAmbientLight,
99 			const ::std::vector< Sdr3DLightAttribute >& rLightVector)
100 		:	mpSdrLightingAttribute(new ImpSdrLightingAttribute(
101                 rAmbientLight, rLightVector))
102 		{
103 		}
104 
105 		SdrLightingAttribute::SdrLightingAttribute()
106         :	mpSdrLightingAttribute(ImpSdrLightingAttribute::get_global_default())
107 		{
108 			mpSdrLightingAttribute->mnRefCount++;
109 		}
110 
111         SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute& rCandidate)
112 		:	mpSdrLightingAttribute(rCandidate.mpSdrLightingAttribute)
113 		{
114 			mpSdrLightingAttribute->mnRefCount++;
115 		}
116 
117 		SdrLightingAttribute::~SdrLightingAttribute()
118 		{
119 			if(mpSdrLightingAttribute->mnRefCount)
120 			{
121 				mpSdrLightingAttribute->mnRefCount--;
122 			}
123 			else
124 			{
125 				delete mpSdrLightingAttribute;
126 			}
127 		}
128 
129         bool SdrLightingAttribute::isDefault() const
130         {
131             return mpSdrLightingAttribute == ImpSdrLightingAttribute::get_global_default();
132         }
133 
134         SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute& rCandidate)
135 		{
136 			if(rCandidate.mpSdrLightingAttribute != mpSdrLightingAttribute)
137 			{
138 				if(mpSdrLightingAttribute->mnRefCount)
139 				{
140 					mpSdrLightingAttribute->mnRefCount--;
141 				}
142 				else
143 				{
144 					delete mpSdrLightingAttribute;
145 				}
146 
147 				mpSdrLightingAttribute = rCandidate.mpSdrLightingAttribute;
148 				mpSdrLightingAttribute->mnRefCount++;
149 			}
150 
151 			return *this;
152 		}
153 
154 		bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
155 		{
156 			if(rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute)
157 			{
158 				return true;
159 			}
160 
161 			if(rCandidate.isDefault() != isDefault())
162 			{
163 				return false;
164 			}
165 
166 			return (*rCandidate.mpSdrLightingAttribute == *mpSdrLightingAttribute);
167 		}
168 
169 		const basegfx::BColor& SdrLightingAttribute::getAmbientLight() const
170         {
171             return mpSdrLightingAttribute->getAmbientLight();
172         }
173 
174         const ::std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const
175         {
176             return mpSdrLightingAttribute->getLightVector();
177         }
178 
179         // color model solver
180 		basegfx::BColor SdrLightingAttribute::solveColorModel(
181 			const basegfx::B3DVector& rNormalInEyeCoordinates,
182 			const basegfx::BColor& rColor, const basegfx::BColor& rSpecular,
183 			const basegfx::BColor& rEmission, sal_uInt16 nSpecularIntensity) const
184 		{
185 			// initialize with emissive color
186 			basegfx::BColor aRetval(rEmission);
187 
188 			// take care of global ambient light
189 			aRetval += mpSdrLightingAttribute->getAmbientLight() * rColor;
190 
191 			// prepare light access. Is there a light?
192 			const sal_uInt32 nLightCount(mpSdrLightingAttribute->getLightVector().size());
193 
194 			if(nLightCount && !rNormalInEyeCoordinates.equalZero())
195 			{
196 				// prepare normal
197 				basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
198 				aEyeNormal.normalize();
199 
200 				for(sal_uInt32 a(0L); a < nLightCount; a++)
201 				{
202 					const Sdr3DLightAttribute& rLight(mpSdrLightingAttribute->getLightVector()[a]);
203 					const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
204 
205 					if(basegfx::fTools::more(fCosFac, 0.0))
206 					{
207 						aRetval += ((rLight.getColor() * rColor) * fCosFac);
208 
209 						if(rLight.getSpecular())
210 						{
211 							// expand by (0.0, 0.0, 1.0) in Z
212 							basegfx::B3DVector aSpecularNormal(rLight.getDirection().getX(), rLight.getDirection().getY(), rLight.getDirection().getZ() + 1.0);
213 							aSpecularNormal.normalize();
214 							double fCosFac2(aSpecularNormal.scalar(aEyeNormal));
215 
216 							if(basegfx::fTools::more(fCosFac2, 0.0))
217 							{
218 								fCosFac2 = pow(fCosFac2, (double)nSpecularIntensity);
219 								aRetval += (rSpecular * fCosFac2);
220 							}
221 						}
222 					}
223 				}
224 			}
225 
226 			// clamp to color space before usage
227 			aRetval.clamp();
228 
229 			return aRetval;
230 		}
231 	} // end of namespace attribute
232 } // end of namespace drawinglayer
233 
234 //////////////////////////////////////////////////////////////////////////////
235 // eof
236