office-gobmx/drawinglayer/source/attribute/sdrlightingattribute3d.cxx
Alexander Wilms d0d1534b6b Remove visual noise from drawinglayer
Change-Id: Ida745b9d994d09081ad3d18cdf2494a97438dc56
Reviewed-on: https://gerrit.libreoffice.org/8253
Tested-by: Caolán McNamara <caolanm@redhat.com>
Reviewed-by: Caolán McNamara <caolanm@redhat.com>
2014-02-27 07:10:49 -06:00

168 lines
6.2 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
#include <basegfx/color/bcolor.hxx>
#include <basegfx/vector/b3dvector.hxx>
#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
#include <rtl/instance.hxx>
namespace drawinglayer
{
namespace attribute
{
class ImpSdrLightingAttribute
{
public:
// 3D light attribute definitions
basegfx::BColor maAmbientLight;
::std::vector< Sdr3DLightAttribute > maLightVector;
ImpSdrLightingAttribute(
const basegfx::BColor& rAmbientLight,
const ::std::vector< Sdr3DLightAttribute >& rLightVector)
: maAmbientLight(rAmbientLight),
maLightVector(rLightVector)
{
}
ImpSdrLightingAttribute()
: maAmbientLight(basegfx::BColor()),
maLightVector(std::vector< Sdr3DLightAttribute >())
{
}
// 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());
}
};
namespace
{
struct theGlobalDefault :
public rtl::Static< SdrLightingAttribute::ImplType, theGlobalDefault > {};
}
SdrLightingAttribute::SdrLightingAttribute(
const basegfx::BColor& rAmbientLight,
const ::std::vector< Sdr3DLightAttribute >& rLightVector)
: mpSdrLightingAttribute(ImpSdrLightingAttribute(
rAmbientLight, rLightVector))
{
}
SdrLightingAttribute::SdrLightingAttribute()
: mpSdrLightingAttribute(theGlobalDefault::get())
{
}
SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute& rCandidate)
: mpSdrLightingAttribute(rCandidate.mpSdrLightingAttribute)
{
}
SdrLightingAttribute::~SdrLightingAttribute()
{
}
bool SdrLightingAttribute::isDefault() const
{
return mpSdrLightingAttribute.same_object(theGlobalDefault::get());
}
SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute& rCandidate)
{
mpSdrLightingAttribute = rCandidate.mpSdrLightingAttribute;
return *this;
}
bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
{
return rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute;
}
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
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */