File: Material_BumpSpec2D.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_BumpSpec2D.h"
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/Renderer2D.h"
#include "hpl1/engine/resources/GpuProgramManager.h"
#include "hpl1/engine/scene/Camera.h"
#include "hpl1/engine/scene/Light.h"

namespace hpl {

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

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

cMaterial_BumpSpec2D::cMaterial_BumpSpec2D(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 = false;
	mbIsGlowing = false;
	mbUsesLights = true;
	mbHasSpecular = true;
	mType = eMaterialType_BumpSpec;

	_shader = mpProgramManager->CreateProgram("hpl1_BumpSpec2D_Light", "hpl1_BumpSpec2D_Light");
}

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

cMaterial_BumpSpec2D::~cMaterial_BumpSpec2D() {
	if (_shader)
		mpProgramManager->Destroy(_shader);
}

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

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

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

void cMaterial_BumpSpec2D::Compile() {
}

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

bool cMaterial_BumpSpec2D::StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *apLight) {
	if (aType == eMaterialRenderType_Z) {
		mpLowLevelGraphics->SetBlendActive(false);
		mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_Diffuse));
		mpLowLevelGraphics->SetTextureEnv(eTextureParam_AlphaFunc, eTextureFunc_Replace);
		mpLowLevelGraphics->SetAlphaTestActive(true);
		mpLowLevelGraphics->SetAlphaTestFunc(eAlphaTestFunc_GreaterOrEqual, 0.6f);
	} else if (aType == eMaterialRenderType_Light) {
		cVector3f vLightPos = apLight->GetLightPosition();

		cVector3f vEyePos;
		if (apCam != nullptr) {
			vEyePos = apCam->GetEyePosition();
		}

		mpLowLevelGraphics->SetBlendActive(true);
		mpLowLevelGraphics->SetBlendFunc(eBlendFunc_One, eBlendFunc_One);

		mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_NMap));
		mpLowLevelGraphics->SetTexture(1, mpRenderer->GetLightMap(0));

		_shader->SetMatrixf("worldViewProj",
							eGpuProgramMatrix_ViewProjection,
							eGpuProgramMatrixOp_Identity);

		_shader->SetVec3f("LightPos", vLightPos.x, vLightPos.y, vLightPos.z);

		_shader->SetVec3f("EyePos", vEyePos.x, vEyePos.y, vEyePos.z);

		_shader->SetFloat("LightRadius", apLight->GetFarAttenuation());
		_shader->SetVec4f("LightColor", apLight->GetDiffuseColor().r,
						  apLight->GetDiffuseColor().g, apLight->GetDiffuseColor().b,
						  apLight->GetDiffuseColor().a);
		_shader->Bind();
	} else if (aType == eMaterialRenderType_Diffuse) {
		mpLowLevelGraphics->SetBlendActive(true);
		mpLowLevelGraphics->SetBlendFunc(eBlendFunc_DestColor, eBlendFunc_DestAlpha);
		mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_Diffuse));
		mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorFunc, eTextureFunc_Add);
		mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorOp1, eTextureOp_OneMinusAlpha);
	}

	return true;
}
//-----------------------------------------------------------------------

void cMaterial_BumpSpec2D::EndRendering(eMaterialRenderType aType) {
	if (aType == eMaterialRenderType_Z) {
		mpLowLevelGraphics->SetAlphaTestActive(false);
		mpLowLevelGraphics->SetTexture(0, NULL);
		mpLowLevelGraphics->SetTextureEnv(eTextureParam_AlphaFunc, eTextureFunc_Modulate);
	}
	if (aType == eMaterialRenderType_Light) {
		mpLowLevelGraphics->SetTexture(0, NULL);
		mpLowLevelGraphics->SetTexture(1, NULL);

		_shader->UnBind();
	} else if (aType == eMaterialRenderType_Diffuse) {
		mpLowLevelGraphics->SetTexture(0, NULL);
		mpLowLevelGraphics->SetBlendActive(false);
		mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorFunc, eTextureFunc_Modulate);
		mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorOp1, eTextureOp_Color);
	}

	mlPassCount = 0;
}

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

tVtxBatchFlag cMaterial_BumpSpec2D::GetBatchFlags(eMaterialRenderType aType) {
	if (aType == eMaterialRenderType_Light) {
		return eVtxBatchFlag_Position | eVtxBatchFlag_Texture0 |
			   eVtxBatchFlag_Normal | eVtxBatchFlag_Color0;
	}

	return eVtxBatchFlag_Position | eVtxBatchFlag_Texture0 | eVtxBatchFlag_Color0;
}
//-----------------------------------------------------------------------

bool cMaterial_BumpSpec2D::NextPass(eMaterialRenderType aType) {
	return false;
}

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

bool cMaterial_BumpSpec2D::HasMultiplePasses(eMaterialRenderType aType) {
	return false;
}

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

eMaterialType cMaterial_BumpSpec2D::GetType(eMaterialRenderType aType) {
	if (aType == eMaterialRenderType_Z)
		return eMaterialType_DiffuseAlpha;
	return mType;
}

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

void cMaterial_BumpSpec2D::EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
										tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {
}

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

tTextureTypeList cMaterial_BumpSpec2D::GetTextureTypes() {
	tTextureTypeList lstTypes;
	lstTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
	lstTypes.push_back(cTextureType("_bump", eMaterialTexture_NMap));
	return lstTypes;
}

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