1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98
|
/* 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_MODULATIVE_X_2_H
#define HPL_MATERIAL_MODULATIVE_X_2_H
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/Material.h"
namespace hpl {
class cMaterial_ModulativeX2 : public iMaterial {
public:
cMaterial_ModulativeX2(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
cImageManager *apImageManager, cTextureManager *apTextureManager,
cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
eMaterialPicture aPicture, cRenderer3D *apRenderer3D);
virtual ~cMaterial_ModulativeX2();
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) { return 1; }
//////////////////////////////////////////////////////////////////
// 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) {}
private:
iGpuProgram *_fogShader;
};
class cMaterialType_ModulativeX2 : public iMaterialType {
public:
bool IsCorrect(tString asName) {
return cString::ToLowerCase(asName) == "modulativex2";
}
iMaterial *Create(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
cImageManager *apImageManager, cTextureManager *apTextureManager,
cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
eMaterialPicture aPicture, cRenderer3D *apRenderer3D) {
return hplNew(cMaterial_ModulativeX2, (asName, apLowLevelGraphics,
apImageManager, apTextureManager, apRenderer,
apProgramManager, aPicture, apRenderer3D));
}
};
} // namespace hpl
#endif // HPL_MATERIAL_MODULATIVE_X_2_H
|