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+/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
+/*************************************************************************
+ *
+ * OpenOffice.org - a multi-platform office productivity suite
+ *
+ * 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/sdrlightingattribute3d.hxx>
+#include <basegfx/color/bcolor.hxx>
+#include <basegfx/vector/b3dvector.hxx>
+#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
+
+//////////////////////////////////////////////////////////////////////////////
+
+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
+
+/* vim:set shiftwidth=4 softtabstop=4 expandtab: */