#ifndef SpotLightSource_h
#define SpotLightSource_h
#include "LightSource.h"
#include <wtf/Ref.h>
namespace WebCore {
class SpotLightSource : public LightSource {
public:
static Ref<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; }
const FloatPoint3D& direction() const { return m_direction; }
float specularExponent() const { return m_specularExponent; }
float limitingConeAngle() const { return m_limitingConeAngle; }
bool setX(float) override;
bool setY(float) override;
bool setZ(float) override;
bool setPointsAtX(float) override;
bool setPointsAtY(float) override;
bool setPointsAtZ(float) override;
bool setSpecularExponent(float) override;
bool setLimitingConeAngle(float) override;
void initPaintingData(PaintingData&) override;
void updatePaintingData(PaintingData&, int x, int y, float z) override;
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(specularExponent)
, m_limitingConeAngle(limitingConeAngle)
{
}
FloatPoint3D m_position;
FloatPoint3D m_direction;
float m_specularExponent;
float m_limitingConeAngle;
};
}
#endif // SpotLightSource_h