37 std::vector< Sdr3DLightAttribute >&& rLightVector)
69 std::vector< Sdr3DLightAttribute >&& rLightVector)
71 rAmbientLight,
std::move(rLightVector)))
76 : mpSdrLightingAttribute(theGlobalDefault())
130 const sal_uInt32 nLightCount(rLightVector.size());
132 if(nLightCount && !rNormalInEyeCoordinates.
equalZero())
138 for(sal_uInt32
a(0);
a < nLightCount;
a++)
145 aRetval += (rLight.
getColor() * rColor) * fCosFac;
152 double fCosFac2(aSpecularNormal.
scalar(aEyeNormal));
156 fCosFac2 = pow(fCosFac2,
static_cast<double>(nSpecularIntensity));
157 aRetval += rSpecular * fCosFac2;
double scalar(const B3DVector &rVec) const
std::vector< Sdr3DLightAttribute > maLightVector
const std::vector< Sdr3DLightAttribute > & getLightVector() const
bool operator==(const ImpSdrLightingAttribute &rCandidate) const
ImpSdrLightingAttribute()
const basegfx::BColor & getAmbientLight() const
ImpSdrLightingAttribute(const basegfx::BColor &rAmbientLight, std::vector< Sdr3DLightAttribute > &&rLightVector)
basegfx::BColor maAmbientLight
const basegfx::BColor & getColor() const
const basegfx::B3DVector & getDirection() const
basegfx::BColor solveColorModel(const basegfx::B3DVector &rNormalInEyeCoordinates, const basegfx::BColor &rColor, const basegfx::BColor &rSpecular, const basegfx::BColor &rEmission, sal_uInt16 nSpecularIntensity) const
SdrLightingAttribute & operator=(const SdrLightingAttribute &rCandidate)
o3tl::cow_wrapper< ImpSdrLightingAttribute > ImplType
const basegfx::BColor & getAmbientLightColor() const
const ::std::vector< Sdr3DLightAttribute > & getLightVector() const
ImplType mpSdrLightingAttribute
bool operator==(const SdrLightingAttribute &rCandidate) const
bool same_object(const cow_wrapper &rOther) const