219 lines
8.4 KiB
C++
219 lines
8.4 KiB
C++
/*************************************************************************
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* $RCSfile: sdrattribute3d.cxx,v $
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*
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* $Revision: 1.5 $
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*
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* last change: $Author: aw $ $Date: 2008-05-27 14:11:19 $
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*
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* The Contents of this file are made available subject to
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* the terms of GNU Lesser General Public License Version 2.1.
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*
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*
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* GNU Lesser General Public License Version 2.1
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* =============================================
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* Copyright 2005 by Sun Microsystems, Inc.
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* 901 San Antonio Road, Palo Alto, CA 94303, USA
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License version 2.1, as published by the Free Software Foundation.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
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* MA 02111-1307 USA
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_drawinglayer.hxx"
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#include <drawinglayer/attribute/sdrattribute3d.hxx>
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace attribute
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{
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Sdr3DObjectAttribute::Sdr3DObjectAttribute(
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::com::sun::star::drawing::NormalsKind aNormalsKind,
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::com::sun::star::drawing::TextureProjectionMode aTextureProjectionX,
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::com::sun::star::drawing::TextureProjectionMode aTextureProjectionY,
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::com::sun::star::drawing::TextureKind2 aTextureKind,
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::com::sun::star::drawing::TextureMode aTextureMode,
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const MaterialAttribute3D& rMaterial,
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bool bNormalsInvert,
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bool bDoubleSided,
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bool bShadow3D,
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bool bTextureFilter,
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bool bReducedLineGeometry)
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: maNormalsKind(aNormalsKind),
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maTextureProjectionX(aTextureProjectionX),
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maTextureProjectionY(aTextureProjectionY),
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maTextureKind(aTextureKind),
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maTextureMode(aTextureMode),
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maMaterial(rMaterial),
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mbNormalsInvert(bNormalsInvert),
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mbDoubleSided(bDoubleSided),
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mbShadow3D(bShadow3D),
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mbTextureFilter(bTextureFilter),
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mbReducedLineGeometry(bReducedLineGeometry)
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{
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}
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bool Sdr3DObjectAttribute::operator==(const Sdr3DObjectAttribute& rCandidate) const
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{
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return (maNormalsKind == rCandidate.maNormalsKind
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&& maTextureProjectionX == rCandidate.maTextureProjectionX
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&& maTextureProjectionY == rCandidate.maTextureProjectionY
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&& maTextureKind == rCandidate.maTextureKind
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&& maTextureMode == rCandidate.maTextureMode
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&& maMaterial == rCandidate.maMaterial
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&& mbNormalsInvert == rCandidate.mbNormalsInvert
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&& mbDoubleSided == rCandidate.mbDoubleSided
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&& mbShadow3D == rCandidate.mbShadow3D
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&& mbTextureFilter == rCandidate.mbTextureFilter
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&& mbReducedLineGeometry == rCandidate.mbReducedLineGeometry);
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}
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} // end of namespace attribute
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace attribute
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{
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Sdr3DLightAttribute::Sdr3DLightAttribute(const basegfx::BColor& rColor, const basegfx::B3DVector& rDirection, bool bSpecular)
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: maColor(rColor),
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maDirection(rDirection),
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mbSpecular(bSpecular)
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{
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}
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bool Sdr3DLightAttribute::operator==(const Sdr3DLightAttribute& rCandidate) const
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{
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return (maColor == rCandidate.maColor
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&& maDirection == rCandidate.maDirection
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&& mbSpecular == rCandidate.mbSpecular);
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}
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} // end of namespace attribute
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace attribute
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{
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SdrLightingAttribute::SdrLightingAttribute(
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const basegfx::BColor& rAmbientLight,
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const ::std::vector< Sdr3DLightAttribute >& rLightVector)
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: maAmbientLight(rAmbientLight),
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maLightVector(rLightVector)
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{
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}
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bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
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{
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return (maAmbientLight == rCandidate.maAmbientLight
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&& maLightVector == rCandidate.maLightVector);
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}
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// color model solver
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basegfx::BColor SdrLightingAttribute::solveColorModel(
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const basegfx::B3DVector& rNormalInEyeCoordinates,
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const basegfx::BColor& rColor, const basegfx::BColor& rSpecular,
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const basegfx::BColor& rEmission, sal_uInt16 nSpecularIntensity) const
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{
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// initialize with emissive color
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basegfx::BColor aRetval(rEmission);
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// take care of global ambient light
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aRetval += getAmbientLight() * rColor;
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// prepare light access. Is there a light?
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const sal_uInt32 nLightCount(maLightVector.size());
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if(nLightCount && !rNormalInEyeCoordinates.equalZero())
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{
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// prepare normal
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basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
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aEyeNormal.normalize();
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for(sal_uInt32 a(0L); a < nLightCount; a++)
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{
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const Sdr3DLightAttribute& rLight(maLightVector[a]);
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const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
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if(basegfx::fTools::more(fCosFac, 0.0))
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{
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aRetval += ((rLight.getColor() * rColor) * fCosFac);
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if(rLight.getSpecular())
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{
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// expand by (0.0, 0.0, 1.0) in Z
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basegfx::B3DVector aSpecularNormal(rLight.getDirection().getX(), rLight.getDirection().getY(), rLight.getDirection().getZ() + 1.0);
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aSpecularNormal.normalize();
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double fCosFac2(aSpecularNormal.scalar(aEyeNormal));
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if(basegfx::fTools::more(fCosFac2, 0.0))
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{
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fCosFac2 = pow(fCosFac2, (double)nSpecularIntensity);
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aRetval += (rSpecular * fCosFac2);
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}
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}
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}
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}
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}
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// clamp to color space before usage
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aRetval.clamp();
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return aRetval;
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}
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} // end of namespace attribute
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace attribute
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{
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SdrSceneAttribute::SdrSceneAttribute(
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double fDistance,
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double fShadowSlant,
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::com::sun::star::drawing::ProjectionMode aProjectionMode,
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::com::sun::star::drawing::ShadeMode aShadeMode,
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bool bTwoSidedLighting)
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: mfDistance(fDistance),
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mfShadowSlant(fShadowSlant),
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maProjectionMode(aProjectionMode),
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maShadeMode(aShadeMode),
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mbTwoSidedLighting(bTwoSidedLighting)
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{
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}
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bool SdrSceneAttribute::operator==(const SdrSceneAttribute& rCandidate) const
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{
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return (mfDistance == rCandidate.mfDistance
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&& mfShadowSlant == rCandidate.mfShadowSlant
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&& maProjectionMode == rCandidate.maProjectionMode
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&& maShadeMode == rCandidate.maShadeMode
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&& mbTwoSidedLighting == rCandidate.mbTwoSidedLighting);
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}
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} // end of namespace attribute
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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// eof
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