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engines/hpl1/engine/scene/Light3DSpot.h
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128
engines/hpl1/engine/scene/Light3DSpot.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_LIGHT3D_SPOT_H
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#define HPL_LIGHT3D_SPOT_H
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#include "hpl1/engine/scene/Light3D.h"
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namespace hpl {
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class cResources;
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class iTexture;
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class cFrustum;
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//------------------------------------------
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kSaveData_ChildClass(iLight3D, cLight3DSpot) {
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kSaveData_ClassInit(cLight3DSpot) public : tString msTexture;
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float mfFOV;
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float mfAspect;
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float mfNearClipPlane;
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virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
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virtual int GetSaveCreatePrio();
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};
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//------------------------------------------
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class cLight3DSpot : public iLight3D {
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typedef iLight3D super;
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public:
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cLight3DSpot(tString asName, cResources *apResources);
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~cLight3DSpot();
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const cMatrixf &GetViewMatrix();
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const cMatrixf &GetProjectionMatrix();
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const cMatrixf &GetViewProjMatrix();
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void SetTexture(iTexture *apTexture);
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iTexture *GetTexture();
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void SetFOV(float afAngle) {
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mfFOV = afAngle;
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mbProjectionUpdated = true;
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}
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float GetFOV() { return mfFOV; }
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void SetAspect(float afAngle) {
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mfAspect = afAngle;
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mbProjectionUpdated = true;
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}
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float GetAspect() { return mfAspect; }
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void SetNearClipPlane(float afX) {
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mfNearClipPlane = afX;
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mbProjectionUpdated = true;
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}
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float GetNearClipPlane() { return mfNearClipPlane; }
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void SetFarAttenuation(float afX);
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void SetNearAttenuation(float afX);
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cFrustum *GetFrustum();
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bool CollidesWithBV(cBoundingVolume *apBV);
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// SaveObject implementation
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virtual iSaveData *CreateSaveData();
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virtual void SaveToSaveData(iSaveData *apSaveData);
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virtual void LoadFromSaveData(iSaveData *apSaveData);
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virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
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private:
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cSectorVisibilityContainer *CreateSectorVisibility();
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void ExtraXMLProperties(TiXmlElement *apMainElem);
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void UpdateBoundingVolume();
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bool CreateClipRect(cRect2l &aCliprect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
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cMatrixf m_mtxProjection;
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cMatrixf m_mtxViewProj;
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cMatrixf m_mtxView;
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cFrustum *mpFrustum;
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iTexture *mpTexture;
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float mfFOV;
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float mfAspect;
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float mfNearClipPlane;
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bool mbProjectionUpdated;
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bool mbViewProjUpdated;
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bool mbFrustumUpdated;
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int mlViewProjMatrixCount;
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int mlViewMatrixCount;
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int mlFrustumMatrixCount;
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};
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} // namespace hpl
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#endif // HPL_LIGHT3D_SPOT_H
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