Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//====== Copyright � 1996-2007, Valve Corporation, All rights reserved. =======
//
// A class representing a projected "light"
//
//=============================================================================
#ifndef DMEPROJECTEDLIGHT_H
#define DMEPROJECTEDLIGHT_H
#ifdef _WIN32
#pragma once
#endif
#include "movieobjects/dmelight.h"
//-----------------------------------------------------------------------------
// Forward declaration
//-----------------------------------------------------------------------------
struct LightDesc_t; struct FlashlightState_t; class CTextureReference;
//-----------------------------------------------------------------------------
// A spot light - includes shadow mapping parameters
//-----------------------------------------------------------------------------
class CDmeProjectedLight : public CDmePointLight { DEFINE_ELEMENT( CDmeProjectedLight, CDmePointLight );
public: // Sets the spotlight direction
void SetFOV( float flHorizontalFOV, float flVerticalFOV );
float GetFOVx() const { return m_flHorizontalFOV; } float GetFOVy() const { return m_flVerticalFOV; } const char *GetFlashlightTexture() const { return m_Texture.Get(); }
void GetFlashlightState( FlashlightState_t &flashlightState, CTextureReference &texture ) const;
private:
CDmaVar< float > m_flMinDistance; CDmaVar< float > m_flHorizontalFOV; CDmaVar< float > m_flVerticalFOV; CDmaVar< float > m_flAmbientIntensity; CDmaString m_Texture; CDmaVar< bool > m_bCastsShadows; CDmaVar< float > m_flRadius; CDmaVar< float > m_flShadowDepthBias; CDmaVar< float > m_flShadowSlopeScaleDepthBias; CDmaVar< float > m_flShadowFilterSize; CDmaVar< float > m_flShadowJitterSeed; CDmaVar< Vector2D > m_vPositionJitter; CDmaTime m_AnimationTime; CDmaVar< float > m_flFrameRate;
CDmaVar< float > m_flShadowAtten; CDmaVar< bool > m_bDrawShadowFrustum; CDmaVar< float > m_flFarZAtten; CDmaVar< float > m_flAmbientOcclusion;
// Uberlight parameters
CDmaVar< bool > m_bUberlight; CDmaVar< float > m_flNearEdge; CDmaVar< float > m_flFarEdge; CDmaVar< float > m_flCutOn; CDmaVar< float > m_flCutOff; CDmaVar< float > m_flWidth; CDmaVar< float > m_flWedge; CDmaVar< float > m_flHeight; CDmaVar< float > m_flHedge; CDmaVar< float > m_flRoundness;
CDmaVar< bool > m_bVolumetric; CDmaVar< float > m_flNoiseStrength; CDmaVar< float > m_flFlashlightTime; CDmaVar< int > m_nNumPlanes; CDmaVar< float > m_flPlaneOffset; CDmaVar< float > m_flVolumetricIntensity; };
#endif // DMEPROJECTEDLIGHT_H
|