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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.
*/
#include "hpl1/engine/graphics/Graphics.h"
#include "hpl1/engine/game/Updateable.h"
#include "hpl1/engine/graphics/GraphicsDrawer.h"
#include "hpl1/engine/graphics/LowLevelGraphics.h"
#include "hpl1/engine/graphics/MaterialHandler.h"
#include "hpl1/engine/graphics/MeshCreator.h"
#include "hpl1/engine/graphics/RenderList.h"
#include "hpl1/engine/graphics/Renderer2D.h"
#include "hpl1/engine/graphics/Renderer3D.h"
#include "hpl1/engine/graphics/RendererPostEffects.h"
#include "hpl1/engine/resources/Resources.h"
#include "hpl1/engine/resources/low_level_resources.h"
#include "hpl1/engine/system/low_level_system.h"
// 2D Materials
#include "hpl1/engine/graphics/Material_BumpSpec2D.h"
#include "hpl1/engine/graphics/Material_Diffuse2D.h"
#include "hpl1/engine/graphics/Material_DiffuseAdditive2D.h"
#include "hpl1/engine/graphics/Material_DiffuseAlpha2D.h"
#include "hpl1/engine/graphics/Material_FontNormal.h"
#include "hpl1/engine/graphics/Material_Smoke2D.h"
// 3D Materials
#include "hpl1/engine/graphics/Material_Additive.h"
#include "hpl1/engine/graphics/Material_Alpha.h"
#include "hpl1/engine/graphics/Material_Bump.h"
#include "hpl1/engine/graphics/Material_BumpColorSpec.h"
#include "hpl1/engine/graphics/Material_BumpSpec.h"
#include "hpl1/engine/graphics/Material_Diffuse.h"
#include "hpl1/engine/graphics/Material_DiffuseSpec.h"
#include "hpl1/engine/graphics/Material_EnvMap_Reflect.h"
#include "hpl1/engine/graphics/Material_Flat.h"
#include "hpl1/engine/graphics/Material_Modulative.h"
#include "hpl1/engine/graphics/Material_ModulativeX2.h"
#include "hpl1/engine/graphics/Material_Water.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cGraphics::cGraphics(iLowLevelGraphics *apLowLevelGraphics, LowLevelResources *apLowLevelResources) {
mpLowLevelGraphics = apLowLevelGraphics;
mpLowLevelResources = apLowLevelResources;
mpDrawer = NULL;
mpMeshCreator = NULL;
mpMaterialHandler = NULL;
mpRenderer2D = NULL;
mpRenderer3D = NULL;
mpRendererPostEffects = NULL;
}
//-----------------------------------------------------------------------
cGraphics::~cGraphics() {
Log("Exiting Graphics Module\n");
Log("--------------------------------------------------------\n");
hplDelete(mpRenderer2D);
hplDelete(mpRenderer3D);
hplDelete(mpRendererPostEffects);
hplDelete(mpDrawer);
hplDelete(mpMeshCreator);
hplDelete(mpMaterialHandler);
hplDelete(mpRenderList);
Log("--------------------------------------------------------\n\n");
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
bool cGraphics::Init(int alWidth, int alHeight, int alBpp, int abFullscreen,
int alMultisampling, const tString &asWindowCaption,
cResources *apResources) {
Log("Initializing Graphics Module\n");
Log("--------------------------------------------------------\n");
// Setup the graphic directories:
apResources->AddResourceDir("core/programs");
apResources->AddResourceDir("core/textures");
Log(" Init low level graphics\n");
mpLowLevelGraphics->Init(alWidth, alHeight, alBpp, abFullscreen, alMultisampling, asWindowCaption);
Log(" Creating graphic systems\n");
mpMaterialHandler = hplNew(cMaterialHandler, (this, apResources));
mpDrawer = hplNew(cGraphicsDrawer, (mpLowLevelGraphics, mpMaterialHandler, apResources));
mpRenderer2D = hplNew(cRenderer2D, (mpLowLevelGraphics, apResources, mpDrawer));
mpRenderList = hplNew(cRenderList, (this));
mpMeshCreator = hplNew(cMeshCreator, (mpLowLevelGraphics, apResources));
mpRenderer3D = hplNew(cRenderer3D, (mpLowLevelGraphics, apResources, mpMeshCreator, mpRenderList));
mpRendererPostEffects = hplNew(cRendererPostEffects, (mpLowLevelGraphics, apResources, mpRenderList,
mpRenderer3D));
mpRenderer3D->SetPostEffects(mpRendererPostEffects);
// Add all the materials.
// 2D
Log(" Adding engine materials\n");
mpMaterialHandler->Add(hplNew(cMaterialType_BumpSpec2D, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_DiffuseAdditive2D, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_DiffuseAlpha2D, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_Diffuse2D, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_Smoke2D, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_FontNormal, ()));
// 3D
mpMaterialHandler->Add(hplNew(cMaterialType_Diffuse, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_Bump, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_DiffuseSpec, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_BumpSpec, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_BumpColorSpec, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_Additive, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_Alpha, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_Flat, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_Modulative, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_ModulativeX2, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_EnvMap_Reflect, ()));
mpMaterialHandler->Add(hplNew(cMaterialType_Water, ()));
Log("--------------------------------------------------------\n\n");
return true;
}
//-----------------------------------------------------------------------
iLowLevelGraphics *cGraphics::GetLowLevel() {
return mpLowLevelGraphics;
}
//-----------------------------------------------------------------------
cGraphicsDrawer *cGraphics::GetDrawer() {
return mpDrawer;
}
//-----------------------------------------------------------------------
cRenderer2D *cGraphics::GetRenderer2D() {
return mpRenderer2D;
}
//-----------------------------------------------------------------------
} // namespace hpl
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