office-gobmx/drawinglayer/source/attribute/sdrattribute3d.cxx
2008-05-27 13:11:34 +00:00

219 lines
8.4 KiB
C++

/*************************************************************************
*
* 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