/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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 * 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>
 
 
namespace drawinglayer::attribute
{
        class ImpSdrLightingAttribute
        {
        public:
            // 3D light attribute definitions
            basegfx::BColor                         maAmbientLight;
            std::vector< Sdr3DLightAttribute >    maLightVector;
 
            ImpSdrLightingAttribute(
                const basegfx::BColor& rAmbientLight,
                std::vector< Sdr3DLightAttribute >&& rLightVector)
            :   maAmbientLight(rAmbientLight),
                maLightVector(std::move(rLightVector))
            {
            }
 
            ImpSdrLightingAttribute()
            {
            }
 
            // 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
        {
            SdrLightingAttribute::ImplType& theGlobalDefault()
            {
                static SdrLightingAttribute::ImplType SINGLETON;
                return SINGLETON;
            }
        }
 
        SdrLightingAttribute::SdrLightingAttribute(
            const basegfx::BColor& rAmbientLight,
            std::vector< Sdr3DLightAttribute >&& rLightVector)
        :   mpSdrLightingAttribute(ImpSdrLightingAttribute(
                rAmbientLight, std::move(rLightVector)))
        {
        }
 
        SdrLightingAttribute::SdrLightingAttribute()
        :   mpSdrLightingAttribute(theGlobalDefault())
        {
        }
 
        SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute&) = default;
 
        SdrLightingAttribute::SdrLightingAttribute(SdrLightingAttribute&&) = default;
 
        SdrLightingAttribute::~SdrLightingAttribute() = default;
 
 
        bool SdrLightingAttribute::isDefault() const
        {
            return mpSdrLightingAttribute.same_object(theGlobalDefault());
        }
 
        SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute&) = default;
 
        SdrLightingAttribute& SdrLightingAttribute::operator=(SdrLightingAttribute&&) = default;
 
        bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
        {
            // tdf#87509 default attr is always != non-default attr, even with same values
            if(rCandidate.isDefault() != isDefault())
                return false;
 
            return rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute;
        }
 
        const std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const
        {
            return mpSdrLightingAttribute->getLightVector();
        }
 
        const basegfx::BColor& SdrLightingAttribute::getAmbientLightColor() const
        {
            return mpSdrLightingAttribute->maAmbientLight;
        }
 
        // 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;
 
            const std::vector<Sdr3DLightAttribute>& rLightVector = mpSdrLightingAttribute->getLightVector();
 
            // prepare light access. Is there a light?
            const sal_uInt32 nLightCount(rLightVector.size());
 
            if(nLightCount && !rNormalInEyeCoordinates.equalZero())
            {
                // prepare normal
                basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
                aEyeNormal.normalize();
 
                for(sal_uInt32 a(0); a < nLightCount; a++)
                {
                    const Sdr3DLightAttribute& rLight(rLightVector[a]);
                    const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
 
                    if(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(fCosFac2 > 0.0)
                            {
                                fCosFac2 = pow(fCosFac2, static_cast<double>(nSpecularIntensity));
                                aRetval += rSpecular * fCosFac2;
                            }
                        }
                    }
                }
            }
 
            // clamp to color space before usage
            aRetval.clamp();
 
            return aRetval;
        }
 
} // end of namespace
 
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */

V530 The return value of function 'normalize' is required to be utilized.

V530 The return value of function 'normalize' is required to be utilized.

V530 The return value of function 'clamp' is required to be utilized.