#ifndef SpotLightSource_h
#define SpotLightSource_h
#if ENABLE(FILTERS)
#include "LightSource.h"
namespace WebCore {
class 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));
}
const FloatPoint3D& position() const { return m_position; }
bool setX(float);
bool setY(float);
bool setZ(float);
const FloatPoint3D& direction() const { return m_direction; }
bool setPointsAtX(float);
bool setPointsAtY(float);
bool setPointsAtZ(float);
float specularExponent() const { return m_specularExponent; }
bool setSpecularExponent(float);
float limitingConeAngle() const { return m_limitingConeAngle; }
bool setLimitingConeAngle(float);
virtual void initPaintingData(PaintingData&);
virtual void updatePaintingData(PaintingData&, int x, int y, float z);
virtual TextStream& externalRepresentation(TextStream&) const;
private:
SpotLightSource(const FloatPoint3D& position, const FloatPoint3D& direction,
float specularExponent, float limitingConeAngle)
: LightSource(LS_SPOT)
, m_position(position)
, m_direction(direction)
, m_specularExponent(specularExponent)
, m_limitingConeAngle(limitingConeAngle)
{
}
FloatPoint3D m_position;
FloatPoint3D m_direction;
float m_specularExponent;
float m_limitingConeAngle;
};
}
#endif // ENABLE(FILTERS)
#endif // SpotLightSource_h