1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128
|
/* 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_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
|