LCOV - code coverage report
Current view: top level - libreoffice/drawinglayer/source/attribute - sdrlightingattribute3d.cxx (source / functions) Hit Total Coverage
Test: libreoffice_filtered.info Lines: 0 71 0.0 %
Date: 2012-12-17 Functions: 0 15 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
       2             : /*
       3             :  * This file is part of the LibreOffice project.
       4             :  *
       5             :  * This Source Code Form is subject to the terms of the Mozilla Public
       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/.
       8             :  *
       9             :  * This file incorporates work covered by the following license notice:
      10             :  *
      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 .
      18             :  */
      19             : 
      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             : 
      25             : //////////////////////////////////////////////////////////////////////////////
      26             : 
      27             : namespace drawinglayer
      28             : {
      29             :     namespace attribute
      30             :     {
      31           0 :         class ImpSdrLightingAttribute
      32             :         {
      33             :         public:
      34             :             // refcounter
      35             :             sal_uInt32                              mnRefCount;
      36             : 
      37             :             // 3D light attribute definitions
      38             :             basegfx::BColor                         maAmbientLight;
      39             :             ::std::vector< Sdr3DLightAttribute >    maLightVector;
      40             : 
      41           0 :             ImpSdrLightingAttribute(
      42             :                 const basegfx::BColor& rAmbientLight,
      43             :                 const ::std::vector< Sdr3DLightAttribute >& rLightVector)
      44             :             :   mnRefCount(0),
      45             :                 maAmbientLight(rAmbientLight),
      46           0 :                 maLightVector(rLightVector)
      47             :             {
      48           0 :             }
      49             : 
      50             :             // data read access
      51           0 :             const basegfx::BColor& getAmbientLight() const { return maAmbientLight; }
      52           0 :             const ::std::vector< Sdr3DLightAttribute >& getLightVector() const { return maLightVector; }
      53             : 
      54           0 :             bool operator==(const ImpSdrLightingAttribute& rCandidate) const
      55             :             {
      56           0 :                 return (getAmbientLight() == rCandidate.getAmbientLight()
      57           0 :                     && getLightVector() == rCandidate.getLightVector());
      58             :             }
      59             : 
      60           0 :             static ImpSdrLightingAttribute* get_global_default()
      61             :             {
      62             :                 static ImpSdrLightingAttribute* pDefault = 0;
      63             : 
      64           0 :                 if(!pDefault)
      65             :                 {
      66             :                     pDefault = new ImpSdrLightingAttribute(
      67             :                         basegfx::BColor(),
      68           0 :                         std::vector< Sdr3DLightAttribute >());
      69             : 
      70             :                     // never delete; start with RefCount 1, not 0
      71           0 :                     pDefault->mnRefCount++;
      72             :                 }
      73             : 
      74           0 :                 return pDefault;
      75             :             }
      76             :         };
      77             : 
      78           0 :         SdrLightingAttribute::SdrLightingAttribute(
      79             :             const basegfx::BColor& rAmbientLight,
      80             :             const ::std::vector< Sdr3DLightAttribute >& rLightVector)
      81             :         :   mpSdrLightingAttribute(new ImpSdrLightingAttribute(
      82           0 :                 rAmbientLight, rLightVector))
      83             :         {
      84           0 :         }
      85             : 
      86           0 :         SdrLightingAttribute::SdrLightingAttribute()
      87           0 :         :   mpSdrLightingAttribute(ImpSdrLightingAttribute::get_global_default())
      88             :         {
      89           0 :             mpSdrLightingAttribute->mnRefCount++;
      90           0 :         }
      91             : 
      92           0 :         SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute& rCandidate)
      93           0 :         :   mpSdrLightingAttribute(rCandidate.mpSdrLightingAttribute)
      94             :         {
      95           0 :             mpSdrLightingAttribute->mnRefCount++;
      96           0 :         }
      97             : 
      98           0 :         SdrLightingAttribute::~SdrLightingAttribute()
      99             :         {
     100           0 :             if(mpSdrLightingAttribute->mnRefCount)
     101             :             {
     102           0 :                 mpSdrLightingAttribute->mnRefCount--;
     103             :             }
     104             :             else
     105             :             {
     106           0 :                 delete mpSdrLightingAttribute;
     107             :             }
     108           0 :         }
     109             : 
     110           0 :         bool SdrLightingAttribute::isDefault() const
     111             :         {
     112           0 :             return mpSdrLightingAttribute == ImpSdrLightingAttribute::get_global_default();
     113             :         }
     114             : 
     115           0 :         SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute& rCandidate)
     116             :         {
     117           0 :             if(rCandidate.mpSdrLightingAttribute != mpSdrLightingAttribute)
     118             :             {
     119           0 :                 if(mpSdrLightingAttribute->mnRefCount)
     120             :                 {
     121           0 :                     mpSdrLightingAttribute->mnRefCount--;
     122             :                 }
     123             :                 else
     124             :                 {
     125           0 :                     delete mpSdrLightingAttribute;
     126             :                 }
     127             : 
     128           0 :                 mpSdrLightingAttribute = rCandidate.mpSdrLightingAttribute;
     129           0 :                 mpSdrLightingAttribute->mnRefCount++;
     130             :             }
     131             : 
     132           0 :             return *this;
     133             :         }
     134             : 
     135           0 :         bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
     136             :         {
     137           0 :             if(rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute)
     138             :             {
     139           0 :                 return true;
     140             :             }
     141             : 
     142           0 :             if(rCandidate.isDefault() != isDefault())
     143             :             {
     144           0 :                 return false;
     145             :             }
     146             : 
     147           0 :             return (*rCandidate.mpSdrLightingAttribute == *mpSdrLightingAttribute);
     148             :         }
     149             : 
     150           0 :         const ::std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const
     151             :         {
     152           0 :             return mpSdrLightingAttribute->getLightVector();
     153             :         }
     154             : 
     155             :         // color model solver
     156           0 :         basegfx::BColor SdrLightingAttribute::solveColorModel(
     157             :             const basegfx::B3DVector& rNormalInEyeCoordinates,
     158             :             const basegfx::BColor& rColor, const basegfx::BColor& rSpecular,
     159             :             const basegfx::BColor& rEmission, sal_uInt16 nSpecularIntensity) const
     160             :         {
     161             :             // initialize with emissive color
     162           0 :             basegfx::BColor aRetval(rEmission);
     163             : 
     164             :             // take care of global ambient light
     165           0 :             aRetval += mpSdrLightingAttribute->getAmbientLight() * rColor;
     166             : 
     167             :             // prepare light access. Is there a light?
     168           0 :             const sal_uInt32 nLightCount(mpSdrLightingAttribute->getLightVector().size());
     169             : 
     170           0 :             if(nLightCount && !rNormalInEyeCoordinates.equalZero())
     171             :             {
     172             :                 // prepare normal
     173           0 :                 basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
     174           0 :                 aEyeNormal.normalize();
     175             : 
     176           0 :                 for(sal_uInt32 a(0L); a < nLightCount; a++)
     177             :                 {
     178           0 :                     const Sdr3DLightAttribute& rLight(mpSdrLightingAttribute->getLightVector()[a]);
     179           0 :                     const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
     180             : 
     181           0 :                     if(basegfx::fTools::more(fCosFac, 0.0))
     182             :                     {
     183           0 :                         aRetval += ((rLight.getColor() * rColor) * fCosFac);
     184             : 
     185           0 :                         if(rLight.getSpecular())
     186             :                         {
     187             :                             // expand by (0.0, 0.0, 1.0) in Z
     188           0 :                             basegfx::B3DVector aSpecularNormal(rLight.getDirection().getX(), rLight.getDirection().getY(), rLight.getDirection().getZ() + 1.0);
     189           0 :                             aSpecularNormal.normalize();
     190           0 :                             double fCosFac2(aSpecularNormal.scalar(aEyeNormal));
     191             : 
     192           0 :                             if(basegfx::fTools::more(fCosFac2, 0.0))
     193             :                             {
     194           0 :                                 fCosFac2 = pow(fCosFac2, (double)nSpecularIntensity);
     195           0 :                                 aRetval += (rSpecular * fCosFac2);
     196           0 :                             }
     197             :                         }
     198             :                     }
     199           0 :                 }
     200             :             }
     201             : 
     202             :             // clamp to color space before usage
     203           0 :             aRetval.clamp();
     204             : 
     205           0 :             return aRetval;
     206             :         }
     207             :     } // end of namespace attribute
     208             : } // end of namespace drawinglayer
     209             : 
     210             : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */

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