/*
* Light rendering helpers
*
* Author:
* Jean-Rene Reinhard <jr@komite.net>
*
* Copyright (C) 2006 Jean-Rene Reinhard
*
* Released under GNU GPL, read the file 'COPYING' for more information
*/
#include <cmath>
#include "display/nr-light.h"
#include "display/nr-3dutils.h"
#include "filters/distantlight.h"
#include "filters/pointlight.h"
#include "filters/spotlight.h"
#include "color.h"
namespace Inkscape {
namespace Filters {
DistantLight::DistantLight(SPFeDistantLight *light, guint32 lighting_color) {
color = lighting_color;
azimuth = M_PI / 180 * light->azimuth;
elevation = M_PI / 180 * light->elevation;
}
DistantLight::~DistantLight() {}
void DistantLight::light_vector(NR::Fvector &v) {
v[X_3D] = std::cos(azimuth)*std::cos(elevation);
v[Y_3D] = std::sin(azimuth)*std::cos(elevation);
v[Z_3D] = std::sin(elevation);
}
void DistantLight::light_components(NR::Fvector &lc) {
lc[LIGHT_RED] = SP_RGBA32_R_U(color);
lc[LIGHT_GREEN] = SP_RGBA32_G_U(color);
lc[LIGHT_BLUE] = SP_RGBA32_B_U(color);
}
PointLight::PointLight(SPFePointLight *light, guint32 lighting_color, const Geom::Affine &trans) {
color = lighting_color;
l_x = light->x;
l_y = light->y;
l_z = light->z;
NR::convert_coord(l_x, l_y, l_z, trans);
}
PointLight::~PointLight() {}
void PointLight::light_vector(NR::Fvector &v, double x, double y, double z) {
v[X_3D] = l_x - x;
v[Y_3D] = l_y - y;
v[Z_3D] = l_z - z;
NR::normalize_vector(v);
}
void PointLight::light_components(NR::Fvector &lc) {
lc[LIGHT_RED] = SP_RGBA32_R_U(color);
lc[LIGHT_GREEN] = SP_RGBA32_G_U(color);
lc[LIGHT_BLUE] = SP_RGBA32_B_U(color);
}
SpotLight::SpotLight(SPFeSpotLight *light, guint32 lighting_color, const Geom::Affine &trans) {
double p_x, p_y, p_z;
color = lighting_color;
l_x = light->x;
l_y = light->y;
l_z = light->z;
p_x = light->pointsAtX;
p_y = light->pointsAtY;
p_z = light->pointsAtZ;
cos_lca = std::cos(M_PI / 180 * light->limitingConeAngle);
speExp = light->specularExponent;
NR::convert_coord(l_x, l_y, l_z, trans);
NR::convert_coord(p_x, p_y, p_z, trans);
S[X_3D] = p_x - l_x;
S[Y_3D] = p_y - l_y;
S[Z_3D] = p_z - l_z;
NR::normalize_vector(S);
}
SpotLight::~SpotLight() {}
void SpotLight::light_vector(NR::Fvector &v, double x, double y, double z) {
v[X_3D] = l_x - x;
v[Y_3D] = l_y - y;
v[Z_3D] = l_z - z;
NR::normalize_vector(v);
}
void SpotLight::light_components(NR::Fvector &lc, const NR::Fvector &L) {
double spmod = (-1) * NR::scalar_product(L, S);
if (spmod <= cos_lca)
spmod = 0;
else
spmod = std::pow(spmod, speExp);
lc[LIGHT_RED] = spmod * SP_RGBA32_R_U(color);
lc[LIGHT_GREEN] = spmod * SP_RGBA32_G_U(color);
lc[LIGHT_BLUE] = spmod * SP_RGBA32_B_U(color);
}
} /* namespace Filters */
} /* namespace Inkscape */
/*
Local Variables:
mode:c++
c-file-style:"stroustrup"
c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +))
indent-tabs-mode:nil
fill-column:99
End:
*/
// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:fileencoding=utf-8:textwidth=99 :