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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_MATERIAL_BASE_LIGHT_H
#define HPL_MATERIAL_BASE_LIGHT_H
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/Material.h"
#include "hpl1/engine/scene/Light3D.h"
enum eBaseLightProgram {
eBaseLightProgram_Point1 = 0,
eBaseLightProgram_Point2 = 1,
eBaseLightProgram_Point3 = 2,
eBaseLightProgram_Spot1 = 3,
eBaseLightProgram_Spot2 = 4,
eBaseLightProgram_Spot3 = 5,
eBaseLightProgram_LastEnum = 6
};
namespace hpl {
class cAmbProgramSetup : public iMaterialProgramSetup {
public:
void Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings);
};
class iMaterial_BaseLight : public iMaterial {
public:
iMaterial_BaseLight(const tString &asLightVertexProgram,
const tString &asLightFragmentProgram,
const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
cImageManager *apImageManager, cTextureManager *apTextureManager,
cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
eMaterialPicture aPicture, cRenderer3D *apRenderer3D);
virtual ~iMaterial_BaseLight();
tTextureTypeList GetTextureTypes();
bool UsesType(eMaterialRenderType aType);
iGpuProgram *getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
iMaterialProgramSetup *getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
bool VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight);
bool VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight);
eMaterialAlphaMode GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
eMaterialBlendMode GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
eMaterialChannelMode GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
iTexture *GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
eMaterialBlendMode GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
int GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight);
//////////////////////////////////////////////////////////////////
// Old and worthless stuff, only used by 2D renderer
void Compile() {}
bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { return false; }
void EndRendering(eMaterialRenderType aType) {}
tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType) { return 0; }
bool NextPass(eMaterialRenderType aType) { return false; }
bool HasMultiplePasses(eMaterialRenderType aType) { return false; }
eMaterialType GetType(eMaterialRenderType aType) { return eMaterialType_Diffuse; }
void EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {}
protected:
iTexture *mpNormalizationMap;
iTexture *mpSpotNegativeRejectMap;
bool mbUsesTwoPassSpot;
// properties to set
bool mbUseSpecular;
bool mbUseNormalMap;
bool mbUseColorSpecular;
iGpuProgram *_diffuseShader;
iGpuProgram *_ambientShader;
iGpuProgram *_shaders[eBaseLightProgram_LastEnum];
};
} // namespace hpl
#endif // HPL_MATERIAL_BASE_LIGHT_H
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