#pragma once
#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_userSpacePosition; }
const FloatPoint3D& direction() const { return m_userSpacePointsAt; }
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(const FilterEffect&, PaintingData&) override;
ComputedLightingData computePixelLightingData(const PaintingData&, int x, int y, float z) const final;
WTF::TextStream& externalRepresentation(WTF::TextStream&) const override;
private:
SpotLightSource(const FloatPoint3D& position, const FloatPoint3D& direction, float specularExponent, float limitingConeAngle)
: LightSource(LS_SPOT)
, m_userSpacePosition(position)
, m_userSpacePointsAt(direction)
, m_specularExponent(specularExponent)
, m_limitingConeAngle(limitingConeAngle)
{
}
FloatPoint3D m_userSpacePosition;
FloatPoint3D m_userSpacePointsAt;
FloatPoint3D m_bufferPosition;
float m_specularExponent;
float m_limitingConeAngle;
};
}
SPECIALIZE_TYPE_TRAITS_LIGHTSOURCE(SpotLightSource, LS_SPOT)