update emoji autocorrect entries from po-files
[LibreOffice.git] / drawinglayer / source / attribute / sdrlightingattribute3d.cxx
blob43b4b946d3da032980b91ac1ec6548faf67027b5
1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
2 /*
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6 * License, v. 2.0. If a copy of the MPL was not distributed with this
7 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
9 * This file incorporates work covered by the following license notice:
11 * Licensed to the Apache Software Foundation (ASF) under one or more
12 * contributor license agreements. See the NOTICE file distributed
13 * with this work for additional information regarding copyright
14 * ownership. The ASF licenses this file to you under the Apache
15 * License, Version 2.0 (the "License"); you may not use this file
16 * except in compliance with the License. You may obtain a copy of
17 * the License at http://www.apache.org/licenses/LICENSE-2.0 .
20 #include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
21 #include <basegfx/color/bcolor.hxx>
22 #include <basegfx/vector/b3dvector.hxx>
23 #include <drawinglayer/attribute/sdrlightattribute3d.hxx>
24 #include <rtl/instance.hxx>
28 namespace drawinglayer
30 namespace attribute
32 class ImpSdrLightingAttribute
34 public:
35 // 3D light attribute definitions
36 basegfx::BColor maAmbientLight;
37 ::std::vector< Sdr3DLightAttribute > maLightVector;
39 ImpSdrLightingAttribute(
40 const basegfx::BColor& rAmbientLight,
41 const ::std::vector< Sdr3DLightAttribute >& rLightVector)
42 : maAmbientLight(rAmbientLight),
43 maLightVector(rLightVector)
47 ImpSdrLightingAttribute()
48 : maAmbientLight(basegfx::BColor()),
49 maLightVector(std::vector< Sdr3DLightAttribute >())
53 // data read access
54 const basegfx::BColor& getAmbientLight() const { return maAmbientLight; }
55 const ::std::vector< Sdr3DLightAttribute >& getLightVector() const { return maLightVector; }
57 bool operator==(const ImpSdrLightingAttribute& rCandidate) const
59 return (getAmbientLight() == rCandidate.getAmbientLight()
60 && getLightVector() == rCandidate.getLightVector());
64 namespace
66 struct theGlobalDefault :
67 public rtl::Static< SdrLightingAttribute::ImplType, theGlobalDefault > {};
70 SdrLightingAttribute::SdrLightingAttribute(
71 const basegfx::BColor& rAmbientLight,
72 const ::std::vector< Sdr3DLightAttribute >& rLightVector)
73 : mpSdrLightingAttribute(ImpSdrLightingAttribute(
74 rAmbientLight, rLightVector))
78 SdrLightingAttribute::SdrLightingAttribute()
79 : mpSdrLightingAttribute(theGlobalDefault::get())
83 SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute& rCandidate)
84 : mpSdrLightingAttribute(rCandidate.mpSdrLightingAttribute)
88 SdrLightingAttribute::~SdrLightingAttribute()
92 bool SdrLightingAttribute::isDefault() const
94 return mpSdrLightingAttribute.same_object(theGlobalDefault::get());
97 SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute& rCandidate)
99 mpSdrLightingAttribute = rCandidate.mpSdrLightingAttribute;
100 return *this;
103 bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
105 // tdf#87509 default attr is always != non-default attr, even with same values
106 if(rCandidate.isDefault() != isDefault())
107 return false;
109 return rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute;
112 const ::std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const
114 return mpSdrLightingAttribute->getLightVector();
117 // color model solver
118 basegfx::BColor SdrLightingAttribute::solveColorModel(
119 const basegfx::B3DVector& rNormalInEyeCoordinates,
120 const basegfx::BColor& rColor, const basegfx::BColor& rSpecular,
121 const basegfx::BColor& rEmission, sal_uInt16 nSpecularIntensity) const
123 // initialize with emissive color
124 basegfx::BColor aRetval(rEmission);
126 // take care of global ambient light
127 aRetval += mpSdrLightingAttribute->getAmbientLight() * rColor;
129 // prepare light access. Is there a light?
130 const sal_uInt32 nLightCount(mpSdrLightingAttribute->getLightVector().size());
132 if(nLightCount && !rNormalInEyeCoordinates.equalZero())
134 // prepare normal
135 basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
136 aEyeNormal.normalize();
138 for(sal_uInt32 a(0L); a < nLightCount; a++)
140 const Sdr3DLightAttribute& rLight(mpSdrLightingAttribute->getLightVector()[a]);
141 const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
143 if(basegfx::fTools::more(fCosFac, 0.0))
145 aRetval += ((rLight.getColor() * rColor) * fCosFac);
147 if(rLight.getSpecular())
149 // expand by (0.0, 0.0, 1.0) in Z
150 basegfx::B3DVector aSpecularNormal(rLight.getDirection().getX(), rLight.getDirection().getY(), rLight.getDirection().getZ() + 1.0);
151 aSpecularNormal.normalize();
152 double fCosFac2(aSpecularNormal.scalar(aEyeNormal));
154 if(basegfx::fTools::more(fCosFac2, 0.0))
156 fCosFac2 = pow(fCosFac2, (double)nSpecularIntensity);
157 aRetval += (rSpecular * fCosFac2);
164 // clamp to color space before usage
165 aRetval.clamp();
167 return aRetval;
169 } // end of namespace attribute
170 } // end of namespace drawinglayer
172 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */