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+/*************************************************************************
+ *
+ * OpenOffice.org - a multi-platform office productivity suite
+ *
+ * $RCSfile: sdrattribute3d.cxx,v $
+ *
+ * $Revision: 1.5 $
+ *
+ * last change: $Author: aw $ $Date: 2008-05-27 14:11:19 $
+ *
+ * The Contents of this file are made available subject to
+ * the terms of GNU Lesser General Public License Version 2.1.
+ *
+ *
+ * GNU Lesser General Public License Version 2.1
+ * =============================================
+ * Copyright 2005 by Sun Microsystems, Inc.
+ * 901 San Antonio Road, Palo Alto, CA 94303, USA
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License version 2.1, as published by the Free Software Foundation.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston,
+ * MA 02111-1307 USA
+ *
+ ************************************************************************/
+
+// MARKER(update_precomp.py): autogen include statement, do not remove
+#include "precompiled_drawinglayer.hxx"
+
+#include <drawinglayer/attribute/sdrattribute3d.hxx>
+
+//////////////////////////////////////////////////////////////////////////////
+
+namespace drawinglayer
+{
+ namespace attribute
+ {
+ Sdr3DObjectAttribute::Sdr3DObjectAttribute(
+ ::com::sun::star::drawing::NormalsKind aNormalsKind,
+ ::com::sun::star::drawing::TextureProjectionMode aTextureProjectionX,
+ ::com::sun::star::drawing::TextureProjectionMode aTextureProjectionY,
+ ::com::sun::star::drawing::TextureKind2 aTextureKind,
+ ::com::sun::star::drawing::TextureMode aTextureMode,
+ const MaterialAttribute3D& rMaterial,
+ bool bNormalsInvert,
+ bool bDoubleSided,
+ bool bShadow3D,
+ bool bTextureFilter,
+ bool bReducedLineGeometry)
+ : maNormalsKind(aNormalsKind),
+ maTextureProjectionX(aTextureProjectionX),
+ maTextureProjectionY(aTextureProjectionY),
+ maTextureKind(aTextureKind),
+ maTextureMode(aTextureMode),
+ maMaterial(rMaterial),
+ mbNormalsInvert(bNormalsInvert),
+ mbDoubleSided(bDoubleSided),
+ mbShadow3D(bShadow3D),
+ mbTextureFilter(bTextureFilter),
+ mbReducedLineGeometry(bReducedLineGeometry)
+ {
+ }
+
+ bool Sdr3DObjectAttribute::operator==(const Sdr3DObjectAttribute& rCandidate) const
+ {
+ return (maNormalsKind == rCandidate.maNormalsKind
+ && maTextureProjectionX == rCandidate.maTextureProjectionX
+ && maTextureProjectionY == rCandidate.maTextureProjectionY
+ && maTextureKind == rCandidate.maTextureKind
+ && maTextureMode == rCandidate.maTextureMode
+ && maMaterial == rCandidate.maMaterial
+ && mbNormalsInvert == rCandidate.mbNormalsInvert
+ && mbDoubleSided == rCandidate.mbDoubleSided
+ && mbShadow3D == rCandidate.mbShadow3D
+ && mbTextureFilter == rCandidate.mbTextureFilter
+ && mbReducedLineGeometry == rCandidate.mbReducedLineGeometry);
+ }
+ } // end of namespace attribute
+} // end of namespace drawinglayer
+
+//////////////////////////////////////////////////////////////////////////////
+
+namespace drawinglayer
+{
+ namespace attribute
+ {
+ Sdr3DLightAttribute::Sdr3DLightAttribute(const basegfx::BColor& rColor, const basegfx::B3DVector& rDirection, bool bSpecular)
+ : maColor(rColor),
+ maDirection(rDirection),
+ mbSpecular(bSpecular)
+ {
+ }
+
+ bool Sdr3DLightAttribute::operator==(const Sdr3DLightAttribute& rCandidate) const
+ {
+ return (maColor == rCandidate.maColor
+ && maDirection == rCandidate.maDirection
+ && mbSpecular == rCandidate.mbSpecular);
+ }
+ } // end of namespace attribute
+} // end of namespace drawinglayer
+
+//////////////////////////////////////////////////////////////////////////////
+
+namespace drawinglayer
+{
+ namespace attribute
+ {
+ SdrLightingAttribute::SdrLightingAttribute(
+ const basegfx::BColor& rAmbientLight,
+ const ::std::vector< Sdr3DLightAttribute >& rLightVector)
+ : maAmbientLight(rAmbientLight),
+ maLightVector(rLightVector)
+ {
+ }
+
+ bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
+ {
+ return (maAmbientLight == rCandidate.maAmbientLight
+ && maLightVector == rCandidate.maLightVector);
+ }
+
+ // 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 += getAmbientLight() * rColor;
+
+ // prepare light access. Is there a light?
+ const sal_uInt32 nLightCount(maLightVector.size());
+
+ if(nLightCount && !rNormalInEyeCoordinates.equalZero())
+ {
+ // prepare normal
+ basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
+ aEyeNormal.normalize();
+
+ for(sal_uInt32 a(0L); a < nLightCount; a++)
+ {
+ const Sdr3DLightAttribute& rLight(maLightVector[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
+
+//////////////////////////////////////////////////////////////////////////////
+
+namespace drawinglayer
+{
+ namespace attribute
+ {
+ SdrSceneAttribute::SdrSceneAttribute(
+ double fDistance,
+ double fShadowSlant,
+ ::com::sun::star::drawing::ProjectionMode aProjectionMode,
+ ::com::sun::star::drawing::ShadeMode aShadeMode,
+ bool bTwoSidedLighting)
+ : mfDistance(fDistance),
+ mfShadowSlant(fShadowSlant),
+ maProjectionMode(aProjectionMode),
+ maShadeMode(aShadeMode),
+ mbTwoSidedLighting(bTwoSidedLighting)
+ {
+ }
+
+ bool SdrSceneAttribute::operator==(const SdrSceneAttribute& rCandidate) const
+ {
+ return (mfDistance == rCandidate.mfDistance
+ && mfShadowSlant == rCandidate.mfShadowSlant
+ && maProjectionMode == rCandidate.maProjectionMode
+ && maShadeMode == rCandidate.maShadeMode
+ && mbTwoSidedLighting == rCandidate.mbTwoSidedLighting);
+ }
+ } // end of namespace attribute
+} // end of namespace drawinglayer
+
+//////////////////////////////////////////////////////////////////////////////
+// eof