#ifndef SpotLightSource_h
#define SpotLightSource_h
#include "platform/graphics/filters/LightSource.h"
namespace WebCore {
class PLATFORM_EXPORT SpotLightSource : public LightSource {
public:
static PassRefPtr<SpotLightSource> create(const FloatPoint3D& position,
const FloatPoint3D& direction, float specularExponent, float limitingConeAngle)
{
return adoptRef(new SpotLightSource(position, direction, specularExponent, limitingConeAngle));
}
virtual PassRefPtr<LightSource> create(const FloatPoint3D& scale, const FloatSize& offset) const OVERRIDE
{
FloatPoint3D position(m_position.x() * scale.x() - offset.width(), m_position.y() * scale.y() - offset.height(), m_position.z() * scale.z());
FloatPoint3D direction(m_direction.x() * scale.x() - offset.width(), m_direction.y() * scale.y() - offset.height(), m_direction.z() * scale.z());
return adoptRef(new SpotLightSource(position, direction, m_specularExponent, m_limitingConeAngle));
}
const FloatPoint3D& position() const { return m_position; }
const FloatPoint3D& direction() const { return m_direction; }
float specularExponent() const { return m_specularExponent; }
float limitingConeAngle() const { return m_limitingConeAngle; }
virtual bool setX(float) OVERRIDE;
virtual bool setY(float) OVERRIDE;
virtual bool setZ(float) OVERRIDE;
virtual bool setPointsAtX(float) OVERRIDE;
virtual bool setPointsAtY(float) OVERRIDE;
virtual bool setPointsAtZ(float) OVERRIDE;
virtual bool setSpecularExponent(float) OVERRIDE;
virtual bool setLimitingConeAngle(float) OVERRIDE;
virtual void initPaintingData(PaintingData&) const OVERRIDE;
virtual void updatePaintingData(PaintingData&, int x, int y, float z) const OVERRIDE;
virtual TextStream& externalRepresentation(TextStream&) const OVERRIDE;
private:
SpotLightSource(const FloatPoint3D& position, const FloatPoint3D& direction,
float specularExponent, float limitingConeAngle)
: LightSource(LS_SPOT)
, m_position(position)
, m_direction(direction)
, m_specularExponent(std::min(std::max(specularExponent, 1.0f), 128.0f))
, m_limitingConeAngle(limitingConeAngle)
{
}
FloatPoint3D m_position;
FloatPoint3D m_direction;
float m_specularExponent;
float m_limitingConeAngle;
};
}
#endif