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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_Modulative.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->SetFloat("fogStart", apRenderSettings->mfFogStart);
apProgram->SetFloat("fogEnd", apRenderSettings->mfFogEnd);
}
};
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cMaterial_Modulative::cMaterial_Modulative(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_Mod");
}
//-----------------------------------------------------------------------
cMaterial_Modulative::~cMaterial_Modulative() {
if (_fogShader)
mpProgramManager->Destroy(_fogShader);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iGpuProgram *cMaterial_Modulative::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
if (mpRenderSettings->mbFogActive)
return _fogShader;
return nullptr;
}
iMaterialProgramSetup *cMaterial_Modulative::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
static cFogProgramSetup gFogProgramSetup;
if (mpRenderSettings->mbFogActive)
return &gFogProgramSetup;
return nullptr;
}
bool cMaterial_Modulative::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return false;
}
bool cMaterial_Modulative::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return false;
}
eMaterialAlphaMode cMaterial_Modulative::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialAlphaMode_Solid;
}
eMaterialBlendMode cMaterial_Modulative::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialBlendMode_Mul;
}
eMaterialChannelMode cMaterial_Modulative::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialChannelMode_RGBA;
}
//-----------------------------------------------------------------------
iTexture *cMaterial_Modulative::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (mpRenderSettings->mbFogActive) {
if (alUnit == 0)
return mvTexture[eMaterialTexture_Diffuse];
else if (alUnit == 1)
return mpRenderer3D->GetFogAddTexture();
} else {
if (alUnit == 0)
return mvTexture[eMaterialTexture_Diffuse];
}
return NULL;
}
eMaterialBlendMode cMaterial_Modulative::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialBlendMode_Mul;
}
//-----------------------------------------------------------------------
bool cMaterial_Modulative::UsesType(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Diffuse)
return true;
return false;
}
//-----------------------------------------------------------------------
tTextureTypeList cMaterial_Modulative::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
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