/* 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_POINT_H #define HPL_LIGHT3D_POINT_H #include "hpl1/engine/scene/Light3D.h" namespace hpl { //------------------------------------------ kSaveData_ChildClass(iLight3D, cLight3DPoint) { kSaveData_ClassInit(cLight3DPoint) public : virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame); virtual int GetSaveCreatePrio(); }; //------------------------------------------ class cLight3DPoint : public iLight3D { typedef iLight3D super; public: cLight3DPoint(tString asName, cResources *apResources); virtual ~cLight3DPoint() = default; // 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 UpdateBoundingVolume(); bool CreateClipRect(cRect2l &aCliprect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics); }; } // namespace hpl #endif // HPL_LIGHT3D_POINT_H