File: Material_Water.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_Water.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 cFogWaterProgramSetup : public iMaterialProgramSetup {
public:
	void Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) {
		apProgram->SetFloat("fogStart", apRenderSettings->mfFogStart);
		apProgram->SetFloat("fogEnd", apRenderSettings->mfFogEnd);
	}
};

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

static float globalTime = 0;
class cWaterProgramSetup : public iMaterialProgramSetup {
public:
	void Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) {
		apProgram->SetFloat("timeCount", globalTime);
	}
};

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

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

cMaterial_Water::cMaterial_Water(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;

	_fogProgram = mpProgramManager->CreateProgram("hpl1_Water_Fog", "hpl1_Water_Fog");
	_diffuseProgram = mpProgramManager->CreateProgram("hpl1_Water_Diffuse", "hpl1_Water_Diffuse");
	_refractProgram = mpProgramManager->CreateProgram("hpl1_refract_water", "hpl1_refract_water");

	mfTime = 0;
}

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

cMaterial_Water::~cMaterial_Water() {
	if (_fogProgram)
		mpProgramManager->Destroy(_fogProgram);
	if (_diffuseProgram)
		mpProgramManager->Destroy(_diffuseProgram);
	if (_refractProgram)
		mpProgramManager->Destroy(_refractProgram);
}

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

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

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

void cMaterial_Water::Update(float afTimeStep) {
	mfTime += afTimeStep;
	globalTime = mfTime;
}

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

iGpuProgram *cMaterial_Water::getGpuProgram(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	if (mpRenderSettings->mbFogActive)
		return _fogProgram;
	return _diffuseProgram;
}

iMaterialProgramSetup *cMaterial_Water::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
	static cFogWaterProgramSetup fogWaterProgramSetup;
	static cWaterProgramSetup waterProgramSetup;
	if (mpRenderSettings->mbFogActive)
		return &fogWaterProgramSetup;
	return &waterProgramSetup;
}

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

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

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

eMaterialBlendMode cMaterial_Water::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	return eMaterialBlendMode_Mul; // Add;
}

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

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

iTexture *cMaterial_Water::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_Water::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
	return eMaterialBlendMode_Mul;
}

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

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

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

tTextureTypeList cMaterial_Water::GetTextureTypes() {
	tTextureTypeList vTypes;
	vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
	vTypes.push_back(cTextureType("", eMaterialTexture_Specular));

	if (_refractProgram)
		vTypes.push_back(cTextureType("", eMaterialTexture_Refraction));

	return vTypes;
}

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