28 #ifndef HPL_LIGHT3D_SPOT_H 29 #define HPL_LIGHT3D_SPOT_H 31 #include "hpl1/engine/scene/Light3D.h" 41 kSaveData_ChildClass(iLight3D, cLight3DSpot) {
42 kSaveData_ClassInit(cLight3DSpot) public : tString msTexture;
46 float mfNearClipPlane;
48 virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
49 virtual int GetSaveCreatePrio();
62 const cMatrixf &GetProjectionMatrix();
65 void SetTexture(
iTexture *apTexture);
68 void SetFOV(
float afAngle) {
70 mbProjectionUpdated =
true;
72 float GetFOV() {
return mfFOV; }
74 void SetAspect(
float afAngle) {
76 mbProjectionUpdated =
true;
78 float GetAspect() {
return mfAspect; }
80 void SetNearClipPlane(
float afX) {
81 mfNearClipPlane = afX;
82 mbProjectionUpdated =
true;
84 float GetNearClipPlane() {
return mfNearClipPlane; }
86 void SetFarAttenuation(
float afX);
87 void SetNearAttenuation(
float afX);
102 void UpdateBoundingVolume();
115 float mfNearClipPlane;
117 bool mbProjectionUpdated;
118 bool mbViewProjUpdated;
119 bool mbFrustumUpdated;
121 int mlViewProjMatrixCount;
122 int mlViewMatrixCount;
123 int mlFrustumMatrixCount;
128 #endif // HPL_LIGHT3D_SPOT_H
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame)
Definition: Renderer3D.h:77
Definition: Light3D.h:117
Definition: Light3DSpot.h:54
virtual void LoadFromSaveData(iSaveData *apSaveData)
virtual void SaveToSaveData(iSaveData *apSaveData)
Definition: BoundingVolume.h:71
Definition: SaveGame.h:111
Definition: SectorVisibility.h:136
Definition: Resources.h:160
virtual iSaveData * CreateSaveData()
Definition: Entity3D.h:81
Definition: tinyxml.h:864
Definition: SaveGame.h:183
Definition: LowLevelGraphics.h:200