236 lines
8.4 KiB
C++
236 lines
8.4 KiB
C++
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/*************************************************************************
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* $RCSfile: sdrattribute3d.cxx,v $
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*
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* $Revision: 1.5 $
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*
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* last change: $Author: aw $ $Date: 2008-05-27 14:11:19 $
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*
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* The Contents of this file are made available subject to
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* the terms of GNU Lesser General Public License Version 2.1.
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*
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*
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* GNU Lesser General Public License Version 2.1
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* =============================================
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* Copyright 2005 by Sun Microsystems, Inc.
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* 901 San Antonio Road, Palo Alto, CA 94303, USA
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License version 2.1, as published by the Free Software Foundation.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston,
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* MA 02111-1307 USA
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_drawinglayer.hxx"
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#include <drawinglayer/attribute/sdrlightingattribute3d.hxx>
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#include <basegfx/color/bcolor.hxx>
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#include <basegfx/vector/b3dvector.hxx>
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#include <drawinglayer/attribute/sdrlightattribute3d.hxx>
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//////////////////////////////////////////////////////////////////////////////
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namespace drawinglayer
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{
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namespace attribute
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{
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class ImpSdrLightingAttribute
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{
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public:
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// refcounter
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sal_uInt32 mnRefCount;
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// 3D light attribute definitions
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basegfx::BColor maAmbientLight;
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::std::vector< Sdr3DLightAttribute > maLightVector;
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ImpSdrLightingAttribute(
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const basegfx::BColor& rAmbientLight,
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const ::std::vector< Sdr3DLightAttribute >& rLightVector)
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: mnRefCount(0),
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maAmbientLight(rAmbientLight),
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maLightVector(rLightVector)
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{
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}
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// data read access
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const basegfx::BColor& getAmbientLight() const { return maAmbientLight; }
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const ::std::vector< Sdr3DLightAttribute >& getLightVector() const { return maLightVector; }
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bool operator==(const ImpSdrLightingAttribute& rCandidate) const
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{
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return (getAmbientLight() == rCandidate.getAmbientLight()
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&& getLightVector() == rCandidate.getLightVector());
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}
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static ImpSdrLightingAttribute* get_global_default()
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{
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static ImpSdrLightingAttribute* pDefault = 0;
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if(!pDefault)
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{
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pDefault = new ImpSdrLightingAttribute(
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basegfx::BColor(),
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std::vector< Sdr3DLightAttribute >());
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// never delete; start with RefCount 1, not 0
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pDefault->mnRefCount++;
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}
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return pDefault;
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}
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};
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SdrLightingAttribute::SdrLightingAttribute(
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const basegfx::BColor& rAmbientLight,
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const ::std::vector< Sdr3DLightAttribute >& rLightVector)
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: mpSdrLightingAttribute(new ImpSdrLightingAttribute(
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rAmbientLight, rLightVector))
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{
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}
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SdrLightingAttribute::SdrLightingAttribute()
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: mpSdrLightingAttribute(ImpSdrLightingAttribute::get_global_default())
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{
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mpSdrLightingAttribute->mnRefCount++;
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}
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SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute& rCandidate)
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: mpSdrLightingAttribute(rCandidate.mpSdrLightingAttribute)
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{
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mpSdrLightingAttribute->mnRefCount++;
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}
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SdrLightingAttribute::~SdrLightingAttribute()
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{
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if(mpSdrLightingAttribute->mnRefCount)
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{
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mpSdrLightingAttribute->mnRefCount--;
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}
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else
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{
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delete mpSdrLightingAttribute;
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}
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}
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bool SdrLightingAttribute::isDefault() const
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{
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return mpSdrLightingAttribute == ImpSdrLightingAttribute::get_global_default();
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}
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SdrLightingAttribute& SdrLightingAttribute::operator=(const SdrLightingAttribute& rCandidate)
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{
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if(rCandidate.mpSdrLightingAttribute != mpSdrLightingAttribute)
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{
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if(mpSdrLightingAttribute->mnRefCount)
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{
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mpSdrLightingAttribute->mnRefCount--;
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}
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else
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{
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delete mpSdrLightingAttribute;
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}
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mpSdrLightingAttribute = rCandidate.mpSdrLightingAttribute;
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mpSdrLightingAttribute->mnRefCount++;
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}
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return *this;
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}
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bool SdrLightingAttribute::operator==(const SdrLightingAttribute& rCandidate) const
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{
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if(rCandidate.mpSdrLightingAttribute == mpSdrLightingAttribute)
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{
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return true;
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}
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if(rCandidate.isDefault() != isDefault())
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{
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return false;
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}
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return (*rCandidate.mpSdrLightingAttribute == *mpSdrLightingAttribute);
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}
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const basegfx::BColor& SdrLightingAttribute::getAmbientLight() const
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{
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return mpSdrLightingAttribute->getAmbientLight();
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}
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const ::std::vector< Sdr3DLightAttribute >& SdrLightingAttribute::getLightVector() const
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{
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return mpSdrLightingAttribute->getLightVector();
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}
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// color model solver
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basegfx::BColor SdrLightingAttribute::solveColorModel(
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const basegfx::B3DVector& rNormalInEyeCoordinates,
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const basegfx::BColor& rColor, const basegfx::BColor& rSpecular,
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const basegfx::BColor& rEmission, sal_uInt16 nSpecularIntensity) const
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{
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// initialize with emissive color
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basegfx::BColor aRetval(rEmission);
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// take care of global ambient light
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aRetval += mpSdrLightingAttribute->getAmbientLight() * rColor;
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// prepare light access. Is there a light?
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const sal_uInt32 nLightCount(mpSdrLightingAttribute->getLightVector().size());
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if(nLightCount && !rNormalInEyeCoordinates.equalZero())
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{
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// prepare normal
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basegfx::B3DVector aEyeNormal(rNormalInEyeCoordinates);
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aEyeNormal.normalize();
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for(sal_uInt32 a(0L); a < nLightCount; a++)
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{
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const Sdr3DLightAttribute& rLight(mpSdrLightingAttribute->getLightVector()[a]);
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const double fCosFac(rLight.getDirection().scalar(aEyeNormal));
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if(basegfx::fTools::more(fCosFac, 0.0))
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{
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aRetval += ((rLight.getColor() * rColor) * fCosFac);
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if(rLight.getSpecular())
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{
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// expand by (0.0, 0.0, 1.0) in Z
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basegfx::B3DVector aSpecularNormal(rLight.getDirection().getX(), rLight.getDirection().getY(), rLight.getDirection().getZ() + 1.0);
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aSpecularNormal.normalize();
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double fCosFac2(aSpecularNormal.scalar(aEyeNormal));
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if(basegfx::fTools::more(fCosFac2, 0.0))
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{
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fCosFac2 = pow(fCosFac2, (double)nSpecularIntensity);
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aRetval += (rSpecular * fCosFac2);
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}
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}
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}
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}
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}
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// clamp to color space before usage
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aRetval.clamp();
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return aRetval;
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}
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} // end of namespace attribute
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} // end of namespace drawinglayer
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//////////////////////////////////////////////////////////////////////////////
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// eof
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