/*************************************************************************
 *
 *  OpenOffice.org - a multi-platform office productivity suite
 *
 *  $RCSfile: sdrattribute3d.cxx,v $
 *
 *  $Revision: 1.5 $
 *
 *  last change: $Author: aw $ $Date: 2008-05-27 14:11:19 $
 *
 *  The Contents of this file are made available subject to
 *  the terms of GNU Lesser General Public License Version 2.1.
 *
 *
 *    GNU Lesser General Public License Version 2.1
 *    =============================================
 *    Copyright 2005 by Sun Microsystems, Inc.
 *    901 San Antonio Road, Palo Alto, CA 94303, USA
 *
 *    This library is free software; you can redistribute it and/or
 *    modify it under the terms of the GNU Lesser General Public
 *    License version 2.1, as published by the Free Software Foundation.
 *
 *    This library is distributed in the hope that it will be useful,
 *    but WITHOUT ANY WARRANTY; without even the implied warranty of
 *    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 *    Lesser General Public License for more details.
 *
 *    You should have received a copy of the GNU Lesser General Public
 *    License along with this library; if not, write to the Free Software
 *    Foundation, Inc., 59 Temple Place, Suite 330, Boston,
 *    MA  02111-1307  USA
 *
 ************************************************************************/

// MARKER(update_precomp.py): autogen include statement, do not remove
#include "precompiled_drawinglayer.hxx"

#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
#include <basegfx/color/bcolor.hxx>
#include <basegfx/vector/b3dvector.hxx>
#include <drawinglayer/attribute/sdrlightattribute3d.hxx>

//////////////////////////////////////////////////////////////////////////////

namespace drawinglayer
{
	namespace attribute
	{
		class ImpSdrLightingAttribute
		{
		public:
			// refcounter
			sal_uInt32								mnRefCount;

			// 3D light attribute definitions
			basegfx::BColor							maAmbientLight;
			::std::vector< Sdr3DLightAttribute >	maLightVector;

			ImpSdrLightingAttribute(
				const basegfx::BColor& rAmbientLight,
				const ::std::vector< Sdr3DLightAttribute >& rLightVector)
			:	mnRefCount(0),
		    	maAmbientLight(rAmbientLight),
			    maLightVector(rLightVector)
		    {
		    }

			// 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());
		    }
        
            static ImpSdrLightingAttribute* get_global_default()
            {
                static ImpSdrLightingAttribute* pDefault = 0;

                if(!pDefault)
                {
                    pDefault = new ImpSdrLightingAttribute(
			            basegfx::BColor(),
			            std::vector< Sdr3DLightAttribute >());

                    // never delete; start with RefCount 1, not 0
    			    pDefault->mnRefCount++;
                }

                return pDefault;
            }
		};

        SdrLightingAttribute::SdrLightingAttribute(
			const basegfx::BColor& rAmbientLight,
			const ::std::vector< Sdr3DLightAttribute >& rLightVector)
		:	mpSdrLightingAttribute(new ImpSdrLightingAttribute(
                rAmbientLight, rLightVector))
		{
		}

		SdrLightingAttribute::SdrLightingAttribute()
        :	mpSdrLightingAttribute(ImpSdrLightingAttribute::get_global_default())
		{
			mpSdrLightingAttribute->mnRefCount++;
		}

        SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute& rCandidate)
		:	mpSdrLightingAttribute(rCandidate.mpSdrLightingAttribute)
		{
			mpSdrLightingAttribute->mnRefCount++;
		}

		SdrLightingAttribute::~SdrLightingAttribute()
		{
			if(mpSdrLightingAttribute->mnRefCount)
			{
				mpSdrLightingAttribute->mnRefCount--;
			}
			else
			{
				delete mpSdrLightingAttribute;
			}
		}

        bool SdrLightingAttribute::isDefault() const
        {
            return mpSdrLightingAttribute == ImpSdrLightingAttribute::get_global_default();
        }

        SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute& rCandidate)
		{
			if(rCandidate.mpSdrLightingAttribute != mpSdrLightingAttribute)
			{
				if(mpSdrLightingAttribute->mnRefCount)
				{
					mpSdrLightingAttribute->mnRefCount--;
				}
				else
				{
					delete mpSdrLightingAttribute;
				}
				
				mpSdrLightingAttribute = rCandidate.mpSdrLightingAttribute;
				mpSdrLightingAttribute->mnRefCount++;
			}

			return *this;
		}

		bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
		{
			if(rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute)
			{
				return true;
			}

			if(rCandidate.isDefault() != isDefault())
			{
				return false;
			}

			return (*rCandidate.mpSdrLightingAttribute == *mpSdrLightingAttribute);
		}

		const basegfx::BColor& SdrLightingAttribute::getAmbientLight() const 
        { 
            return mpSdrLightingAttribute->getAmbientLight(); 
        }
		
        const ::std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const 
        { 
            return mpSdrLightingAttribute->getLightVector(); 
        }

        // 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;

			// prepare light access. Is there a light?
			const sal_uInt32 nLightCount(mpSdrLightingAttribute->getLightVector().size());
			
			if(nLightCount && !rNormalInEyeCoordinates.equalZero())
			{
				// prepare normal
				basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
				aEyeNormal.normalize();
				
				for(sal_uInt32 a(0L); a < nLightCount; a++)
				{
					const Sdr3DLightAttribute& rLight(mpSdrLightingAttribute->getLightVector()[a]);
					const double fCosFac(rLight.getDirection().scalar(aEyeNormal));

					if(basegfx::fTools::more(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(basegfx::fTools::more(fCosFac2, 0.0))
							{
								fCosFac2 = pow(fCosFac2, (double)nSpecularIntensity);
								aRetval += (rSpecular * fCosFac2);
							}
						}
					}
				}
			}

			// clamp to color space before usage
			aRetval.clamp();

			return aRetval;
		}
	} // end of namespace attribute
} // end of namespace drawinglayer

//////////////////////////////////////////////////////////////////////////////
// eof