calc: on editing invalidation of view with different zoom is wrong
[LibreOffice.git] / drawinglayer / source / attribute / sdrlightingattribute3d.cxx
blob4f9b75cd1ff239b7206b78c5a6eac0f52d911dfa
1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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20 #include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
21 #include <basegfx/color/bcolor.hxx>
22 #include <basegfx/vector/b3dvector.hxx>
23 #include <drawinglayer/attribute/sdrlightattribute3d.hxx>
26 namespace drawinglayer::attribute
28 class ImpSdrLightingAttribute
30 public:
31 // 3D light attribute definitions
32 basegfx::BColor maAmbientLight;
33 std::vector< Sdr3DLightAttribute > maLightVector;
35 ImpSdrLightingAttribute(
36 const basegfx::BColor& rAmbientLight,
37 std::vector< Sdr3DLightAttribute >&& rLightVector)
38 : maAmbientLight(rAmbientLight),
39 maLightVector(std::move(rLightVector))
43 ImpSdrLightingAttribute()
47 // data read access
48 const basegfx::BColor& getAmbientLight() const { return maAmbientLight; }
49 const std::vector< Sdr3DLightAttribute >& getLightVector() const { return maLightVector; }
51 bool operator==(const ImpSdrLightingAttribute& rCandidate) const
53 return (getAmbientLight() == rCandidate.getAmbientLight()
54 && getLightVector() == rCandidate.getLightVector());
58 namespace
60 SdrLightingAttribute::ImplType& theGlobalDefault()
62 static SdrLightingAttribute::ImplType SINGLETON;
63 return SINGLETON;
67 SdrLightingAttribute::SdrLightingAttribute(
68 const basegfx::BColor& rAmbientLight,
69 std::vector< Sdr3DLightAttribute >&& rLightVector)
70 : mpSdrLightingAttribute(ImpSdrLightingAttribute(
71 rAmbientLight, std::move(rLightVector)))
75 SdrLightingAttribute::SdrLightingAttribute()
76 : mpSdrLightingAttribute(theGlobalDefault())
80 SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute&) = default;
82 SdrLightingAttribute::SdrLightingAttribute(SdrLightingAttribute&&) = default;
84 SdrLightingAttribute::~SdrLightingAttribute() = default;
87 bool SdrLightingAttribute::isDefault() const
89 return mpSdrLightingAttribute.same_object(theGlobalDefault());
92 SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute&) = default;
94 SdrLightingAttribute& SdrLightingAttribute::operator=(SdrLightingAttribute&&) = default;
96 bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
98 // tdf#87509 default attr is always != non-default attr, even with same values
99 if(rCandidate.isDefault() != isDefault())
100 return false;
102 return rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute;
105 const std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const
107 return mpSdrLightingAttribute->getLightVector();
110 const basegfx::BColor& SdrLightingAttribute::getAmbientLightColor() const
112 return mpSdrLightingAttribute->maAmbientLight;
115 // color model solver
116 basegfx::BColor SdrLightingAttribute::solveColorModel(
117 const basegfx::B3DVector& rNormalInEyeCoordinates,
118 const basegfx::BColor& rColor, const basegfx::BColor& rSpecular,
119 const basegfx::BColor& rEmission, sal_uInt16 nSpecularIntensity) const
121 // initialize with emissive color
122 basegfx::BColor aRetval(rEmission);
124 // take care of global ambient light
125 aRetval += mpSdrLightingAttribute->getAmbientLight() * rColor;
127 const std::vector<Sdr3DLightAttribute>& rLightVector = mpSdrLightingAttribute->getLightVector();
129 // prepare light access. Is there a light?
130 const sal_uInt32 nLightCount(rLightVector.size());
132 if(nLightCount && !rNormalInEyeCoordinates.equalZero())
134 // prepare normal
135 basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
136 aEyeNormal.normalize();
138 for(sal_uInt32 a(0); a < nLightCount; a++)
140 const Sdr3DLightAttribute& rLight(rLightVector[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, static_cast<double>(nSpecularIntensity));
157 aRetval += rSpecular * fCosFac2;
164 // clamp to color space before usage
165 aRetval.clamp();
167 return aRetval;
170 } // end of namespace
172 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */