File: Light3DPoint.h

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/* 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 <http://www.gnu.org/licenses/>.
 *
 */

/*
 * 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