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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_RENDER_SET_H
#define HPL_RENDER_SET_H
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/graphics/Material.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
class cRenderSettings;
class iRenderable;
class iLight3D;
class cSector;
enum eRenderStateType {
eRenderStateType_Sector = 0,
eRenderStateType_Pass = 1,
eRenderStateType_DepthTest = 2,
eRenderStateType_Depth = 3,
eRenderStateType_AlphaMode = 4,
eRenderStateType_BlendMode = 5,
eRenderStateType_VertexProgram = 6,
eRenderStateType_FragmentProgram = 7,
eRenderStateType_Texture = 8,
eRenderStateType_VertexBuffer = 9,
eRenderStateType_Matrix = 10,
eRenderStateType_Render = 11,
eRenderStateType_GpuProgram = 12,
eRenderStateType_LastEnum = 13
};
///////////// INTERFACE ////////////////////
class iRenderState {
public:
iRenderState() {}
int Compare(const iRenderState *apState) const;
void SetMode(cRenderSettings *apSettings);
void Set(const iRenderState *apState);
eRenderStateType mType;
// Properties:
// Sector
cSector *mpSector;
// Pass
int mlPass;
// DepthTest
bool mbDepthTest;
// Depth:
float mfZ;
// Alpha
eMaterialAlphaMode mAlphaMode;
// Blend
eMaterialBlendMode mBlendMode;
eMaterialChannelMode mChannelMode;
iGpuProgram *gpuProgram;
iMaterialProgramSetup *gpuProgramSetup;
// Vertex program
iGpuProgram *mpVtxProgram;
iMaterialProgramSetup *mpVtxProgramSetup;
bool mbUsesLight;
bool mbUsesEye;
iLight3D *mpLight;
// Fragment program
iGpuProgram *mpFragProgram;
iMaterialProgramSetup *mpFragProgramSetup;
// Texture
iTexture *mpTexture[MAX_TEXTUREUNITS];
eMaterialBlendMode mTextureBlend[MAX_TEXTUREUNITS];
// Vertex buffer
iVertexBuffer *mpVtxBuffer;
// Matrix
cMatrixf *mpModelMatrix;
cMatrixf *mpInvModelMatrix;
// Scale
cVector3f mvScale;
// Render
iRenderable *mpObject;
private:
// Compare
int CompareSector(const iRenderState *apState) const;
int ComparePass(const iRenderState *apState) const;
int CompareDepthTest(const iRenderState *apState) const;
int CompareDepth(const iRenderState *apState) const;
int CompareAlpha(const iRenderState *apState) const;
int CompareBlend(const iRenderState *apState) const;
int CompareVtxProg(const iRenderState *apState) const;
int CompareFragProg(const iRenderState *apState) const;
int CompareTexture(const iRenderState *apState) const;
int CompareVtxBuff(const iRenderState *apState) const;
int CompareMatrix(const iRenderState *apState) const;
int CompareRender(const iRenderState *apState) const;
int compareGpuProgram(const iRenderState *state) const;
// Set mode
void SetSectorMode(cRenderSettings *apSettings);
void SetPassMode(cRenderSettings *apSettings);
void SetDepthTestMode(cRenderSettings *apSettings);
void SetDepthMode(cRenderSettings *apSettings);
void SetBlendMode(cRenderSettings *apSettings);
void SetAlphaMode(cRenderSettings *apSettings);
void SetVtxProgMode(cRenderSettings *apSettings);
void SetFragProgMode(cRenderSettings *apSettings);
void setGpuProgMode(cRenderSettings *settings);
void SetTextureMode(cRenderSettings *apSettings);
void SetVtxBuffMode(cRenderSettings *apSettings);
void SetMatrixMode(cRenderSettings *apSettings);
void SetRenderMode(cRenderSettings *apSettings);
};
////////////// DEPTH ///////////////////
/*class cRenderState_Depth : public iRenderState
{
public:
cRenderState_Depth() : iRenderState(eRenderStateType_Depth){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
float mfZ;
};
////////////// ALPHA MODE ///////////////////
class cRenderState_AlphaMode : public iRenderState
{
public:
cRenderState_AlphaMode() : iRenderState(eRenderStateType_AlphaMode){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
eMaterialAlphaMode mMode;
};
////////////// BLEND MODE ///////////////////
class cRenderState_BlendMode : public iRenderState
{
public:
cRenderState_BlendMode() : iRenderState(eRenderStateType_BlendMode){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
eMaterialBlendMode mBlendMode;
eMaterialChannelMode mChannelMode;
};
/////////////// VERTEX PROGRAM //////////////////
class cRenderState_VertexProgram : public iRenderState
{
public:
cRenderState_VertexProgram() : iRenderState(eRenderStateType_VertexProgram){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
iGpuProgram *mpProgram;
bool mbUsesLight;
bool mbUsesEye;
};
//////////////// FRAGMENT PROGRAM /////////////////
class cRenderState_FragmentProgram : public iRenderState
{
public:
cRenderState_FragmentProgram() : iRenderState(eRenderStateType_FragmentProgram){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
iGpuProgram *mpProgram;
};
///////////////// TEXTURE ////////////////
class cRenderState_Texture : public iRenderState
{
public:
cRenderState_Texture() : iRenderState(eRenderStateType_Texture){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
iTexture* mpTexture[MAX_TEXTUREUNITS];
};
///////////////// VERTEX BUFFER ////////////////
class cRenderState_VertexBuffer : public iRenderState
{
public:
cRenderState_VertexBuffer() : iRenderState(eRenderStateType_VertexBuffer){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
iVertexBuffer *mpVtxBuffer;
};
///////////////// MATRIX //////////////////////
class cRenderState_Matrix : public iRenderState
{
public:
cRenderState_Matrix() : iRenderState(eRenderStateType_Matrix){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
cMatrixf *mpModelMatrix;
cMatrixf *mpInvModelMatrix;
};
///////////////// RENDER //////////////////////
class cRenderState_Render : public iRenderState
{
public:
cRenderState_Render() : iRenderState(eRenderStateType_Render){}
int Compare(iRenderState* apState);
void SetMode(cRenderSettings* apSettings);
//Properties:
iRenderable *mpObject;
};*/
} // namespace hpl
#endif // HPL_RENDER_SET_H
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