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

    namespace drawinglayer
    {
        namespace attribute
        {
            class ImpSdrLightingAttribute
            {
            public:
                // 3D light attribute definitions
                basegfx::BColor                         maAmbientLight;
                std::vector< Sdr3DLightAttribute >    maLightVector;

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

                ImpSdrLightingAttribute()
                :   maAmbientLight(basegfx::BColor()),
                    maLightVector(std::vector< Sdr3DLightAttribute >())
                {
                }

                // 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
            {
                struct theGlobalDefault :
                    public rtl::Static< SdrLightingAttribute::ImplType, theGlobalDefault > {};
            }

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

            SdrLightingAttribute::SdrLightingAttribute()
            :   mpSdrLightingAttribute(theGlobalDefault::get())
            {
            }

            SdrLightingAttribute::SdrLightingAttribute(const SdrLightingAttribute&) = default;

            SdrLightingAttribute::SdrLightingAttribute(SdrLightingAttribute&&) = default;

            SdrLightingAttribute::~SdrLightingAttribute() = default;

            bool SdrLightingAttribute::isDefault() const
            {
                return mpSdrLightingAttribute.same_object(theGlobalDefault::get());
            }

            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();
            }

            // 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(0); 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, static_cast<double>(nSpecularIntensity));
                                    aRetval += (rSpecular * fCosFac2);
                                }
                            }
                        }
                    }
                }

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

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

    /* vim:set shiftwidth=4 softtabstop=4 expandtab: */

↑ V758 The 'rLight' reference becomes invalid when temporary object returned by a function is destroyed.