ScummVM API documentation
Light3DSpot.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_LIGHT3D_SPOT_H
29 #define HPL_LIGHT3D_SPOT_H
30 
31 #include "hpl1/engine/scene/Light3D.h"
32 
33 namespace hpl {
34 
35 class cResources;
36 class iTexture;
37 class cFrustum;
38 
39 //------------------------------------------
40 
41 kSaveData_ChildClass(iLight3D, cLight3DSpot) {
42  kSaveData_ClassInit(cLight3DSpot) public : tString msTexture;
43 
44  float mfFOV;
45  float mfAspect;
46  float mfNearClipPlane;
47 
48  virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
49  virtual int GetSaveCreatePrio();
50 };
51 
52 //------------------------------------------
53 
54 class cLight3DSpot : public iLight3D {
55  typedef iLight3D super;
56 
57 public:
58  cLight3DSpot(tString asName, cResources *apResources);
59  ~cLight3DSpot();
60 
61  const cMatrixf &GetViewMatrix();
62  const cMatrixf &GetProjectionMatrix();
63  const cMatrixf &GetViewProjMatrix();
64 
65  void SetTexture(iTexture *apTexture);
66  iTexture *GetTexture();
67 
68  void SetFOV(float afAngle) {
69  mfFOV = afAngle;
70  mbProjectionUpdated = true;
71  }
72  float GetFOV() { return mfFOV; }
73 
74  void SetAspect(float afAngle) {
75  mfAspect = afAngle;
76  mbProjectionUpdated = true;
77  }
78  float GetAspect() { return mfAspect; }
79 
80  void SetNearClipPlane(float afX) {
81  mfNearClipPlane = afX;
82  mbProjectionUpdated = true;
83  }
84  float GetNearClipPlane() { return mfNearClipPlane; }
85 
86  void SetFarAttenuation(float afX);
87  void SetNearAttenuation(float afX);
88 
89  cFrustum *GetFrustum();
90 
91  bool CollidesWithBV(cBoundingVolume *apBV);
92 
93  // SaveObject implementation
94  virtual iSaveData *CreateSaveData();
95  virtual void SaveToSaveData(iSaveData *apSaveData);
96  virtual void LoadFromSaveData(iSaveData *apSaveData);
97  virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame);
98 
99 private:
100  cSectorVisibilityContainer *CreateSectorVisibility();
101  void ExtraXMLProperties(TiXmlElement *apMainElem);
102  void UpdateBoundingVolume();
103  bool CreateClipRect(cRect2l &aCliprect, cRenderSettings *apRenderSettings, iLowLevelGraphics *apLowLevelGraphics);
104 
105  cMatrixf m_mtxProjection;
106  cMatrixf m_mtxViewProj;
107  cMatrixf m_mtxView;
108 
109  cFrustum *mpFrustum;
110 
111  iTexture *mpTexture;
112 
113  float mfFOV;
114  float mfAspect;
115  float mfNearClipPlane;
116 
117  bool mbProjectionUpdated;
118  bool mbViewProjUpdated;
119  bool mbFrustumUpdated;
120 
121  int mlViewProjMatrixCount;
122  int mlViewMatrixCount;
123  int mlFrustumMatrixCount;
124 };
125 
126 } // namespace hpl
127 
128 #endif // HPL_LIGHT3D_SPOT_H
Definition: AI.h:36
virtual void SaveDataSetup(cSaveObjectHandler *apSaveObjectHandler, cGame *apGame)
Definition: Game.h:91
Definition: str.h:59
Definition: Renderer3D.h:77
Definition: Light3D.h:117
Definition: Light3DSpot.h:54
Definition: Texture.h:88
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
Definition: Frustum.h:57