File: Material_Additive.cpp

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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/Material_Additive.h"
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/Renderer2D.h"
#include "hpl1/engine/graphics/Renderer3D.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/resources/GpuProgramManager.h"
#include "hpl1/engine/resources/TextureManager.h"
#include "hpl1/engine/scene/Camera.h"
#include "hpl1/engine/scene/Light.h"

namespace hpl {

//////////////////////////////////////////////////////////////////////////
// VERTEX PRORGAM SETUP
//////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------

class cFogProgramSetup : public iMaterialProgramSetup {
public:
	void Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) {
		// apProgram->SetColor3f("fogColor",apRenderSettings->mFogColor);
		apProgram->SetFloat("fogStart", apRenderSettings->mfFogStart);
		apProgram->SetFloat("fogEnd", apRenderSettings->mfFogEnd);
	}
};

//-----------------------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------

cMaterial_Additive::cMaterial_Additive(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
									   cImageManager *apImageManager, cTextureManager *apTextureManager,
									   cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
									   eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
	: iMaterial(asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
				aPicture, apRenderer3D) {
	mbIsTransperant = true;
	mbIsGlowing = false;
	mbUsesLights = false;

	_fogShader = mpProgramManager->CreateProgram("hpl1_Fog_Trans", "hpl1_Fog_Trans_Alpha");
}

//-----------------------------------------------------------------------

cMaterial_Additive::~cMaterial_Additive() {
	if (_fogShader)
		mpProgramManager->Destroy(_fogShader);
}

//-----------------------------------------------------------------------

//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------

iGpuProgram *cMaterial_Additive::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
	if (mpRenderSettings->mbFogActive)
		return _fogShader;
	return nullptr;
}

iMaterialProgramSetup *cMaterial_Additive::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
	static cFogProgramSetup fogProgramSetup;
	if (mpRenderSettings->mbFogActive)
		return &fogProgramSetup;
	else
		return nullptr;
}

bool cMaterial_Additive::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	return false;
}

bool cMaterial_Additive::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	return false;
}

eMaterialAlphaMode cMaterial_Additive::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	return eMaterialAlphaMode_Solid;
}

eMaterialBlendMode cMaterial_Additive::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	return eMaterialBlendMode_Add;
}

eMaterialChannelMode cMaterial_Additive::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	return eMaterialChannelMode_RGBA;
}

//-----------------------------------------------------------------------

iTexture *cMaterial_Additive::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	if (alUnit == 0)
		return mvTexture[eMaterialTexture_Diffuse];

	if (alUnit == 1 && mpRenderSettings->mbFogActive) {
		return mpRenderer3D->GetFogAddTexture();
	}

	return NULL;
}

eMaterialBlendMode cMaterial_Additive::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	return eMaterialBlendMode_Mul;
}

//-----------------------------------------------------------------------

bool cMaterial_Additive::UsesType(eMaterialRenderType aType) {
	if (aType == eMaterialRenderType_Diffuse)
		return true;
	return false;
}

//-----------------------------------------------------------------------

tTextureTypeList cMaterial_Additive::GetTextureTypes() {
	tTextureTypeList vTypes;
	vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
	vTypes.push_back(cTextureType("_ref", eMaterialTexture_Refraction));
	vTypes.push_back(cTextureType("_spec", eMaterialTexture_Specular));

	return vTypes;
}

//-----------------------------------------------------------------------
} // namespace hpl