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