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engines/hpl1/engine/graphics/Graphics.cpp
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186
engines/hpl1/engine/graphics/Graphics.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/Graphics.h"
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#include "hpl1/engine/game/Updateable.h"
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#include "hpl1/engine/graphics/GraphicsDrawer.h"
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#include "hpl1/engine/graphics/LowLevelGraphics.h"
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#include "hpl1/engine/graphics/MaterialHandler.h"
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#include "hpl1/engine/graphics/MeshCreator.h"
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#include "hpl1/engine/graphics/RenderList.h"
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#include "hpl1/engine/graphics/Renderer2D.h"
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#include "hpl1/engine/graphics/Renderer3D.h"
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#include "hpl1/engine/graphics/RendererPostEffects.h"
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#include "hpl1/engine/resources/Resources.h"
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#include "hpl1/engine/resources/low_level_resources.h"
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#include "hpl1/engine/system/low_level_system.h"
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// 2D Materials
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#include "hpl1/engine/graphics/Material_BumpSpec2D.h"
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#include "hpl1/engine/graphics/Material_Diffuse2D.h"
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#include "hpl1/engine/graphics/Material_DiffuseAdditive2D.h"
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#include "hpl1/engine/graphics/Material_DiffuseAlpha2D.h"
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#include "hpl1/engine/graphics/Material_FontNormal.h"
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#include "hpl1/engine/graphics/Material_Smoke2D.h"
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// 3D Materials
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#include "hpl1/engine/graphics/Material_Additive.h"
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#include "hpl1/engine/graphics/Material_Alpha.h"
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#include "hpl1/engine/graphics/Material_Bump.h"
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#include "hpl1/engine/graphics/Material_BumpColorSpec.h"
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#include "hpl1/engine/graphics/Material_BumpSpec.h"
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#include "hpl1/engine/graphics/Material_Diffuse.h"
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#include "hpl1/engine/graphics/Material_DiffuseSpec.h"
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#include "hpl1/engine/graphics/Material_EnvMap_Reflect.h"
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#include "hpl1/engine/graphics/Material_Flat.h"
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#include "hpl1/engine/graphics/Material_Modulative.h"
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#include "hpl1/engine/graphics/Material_ModulativeX2.h"
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#include "hpl1/engine/graphics/Material_Water.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cGraphics::cGraphics(iLowLevelGraphics *apLowLevelGraphics, LowLevelResources *apLowLevelResources) {
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mpLowLevelGraphics = apLowLevelGraphics;
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mpLowLevelResources = apLowLevelResources;
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mpDrawer = NULL;
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mpMeshCreator = NULL;
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mpMaterialHandler = NULL;
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mpRenderer2D = NULL;
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mpRenderer3D = NULL;
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mpRendererPostEffects = NULL;
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}
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//-----------------------------------------------------------------------
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cGraphics::~cGraphics() {
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Log("Exiting Graphics Module\n");
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Log("--------------------------------------------------------\n");
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hplDelete(mpRenderer2D);
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hplDelete(mpRenderer3D);
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hplDelete(mpRendererPostEffects);
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hplDelete(mpDrawer);
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hplDelete(mpMeshCreator);
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hplDelete(mpMaterialHandler);
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hplDelete(mpRenderList);
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Log("--------------------------------------------------------\n\n");
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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bool cGraphics::Init(int alWidth, int alHeight, int alBpp, int abFullscreen,
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int alMultisampling, const tString &asWindowCaption,
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cResources *apResources) {
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Log("Initializing Graphics Module\n");
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Log("--------------------------------------------------------\n");
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// Setup the graphic directories:
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apResources->AddResourceDir("core/programs");
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apResources->AddResourceDir("core/textures");
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Log(" Init low level graphics\n");
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mpLowLevelGraphics->Init(alWidth, alHeight, alBpp, abFullscreen, alMultisampling, asWindowCaption);
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Log(" Creating graphic systems\n");
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mpMaterialHandler = hplNew(cMaterialHandler, (this, apResources));
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mpDrawer = hplNew(cGraphicsDrawer, (mpLowLevelGraphics, mpMaterialHandler, apResources));
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mpRenderer2D = hplNew(cRenderer2D, (mpLowLevelGraphics, apResources, mpDrawer));
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mpRenderList = hplNew(cRenderList, (this));
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mpMeshCreator = hplNew(cMeshCreator, (mpLowLevelGraphics, apResources));
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mpRenderer3D = hplNew(cRenderer3D, (mpLowLevelGraphics, apResources, mpMeshCreator, mpRenderList));
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mpRendererPostEffects = hplNew(cRendererPostEffects, (mpLowLevelGraphics, apResources, mpRenderList,
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mpRenderer3D));
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mpRenderer3D->SetPostEffects(mpRendererPostEffects);
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// Add all the materials.
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// 2D
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Log(" Adding engine materials\n");
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mpMaterialHandler->Add(hplNew(cMaterialType_BumpSpec2D, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_DiffuseAdditive2D, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_DiffuseAlpha2D, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_Diffuse2D, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_Smoke2D, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_FontNormal, ()));
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// 3D
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mpMaterialHandler->Add(hplNew(cMaterialType_Diffuse, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_Bump, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_DiffuseSpec, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_BumpSpec, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_BumpColorSpec, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_Additive, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_Alpha, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_Flat, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_Modulative, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_ModulativeX2, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_EnvMap_Reflect, ()));
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mpMaterialHandler->Add(hplNew(cMaterialType_Water, ()));
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Log("--------------------------------------------------------\n\n");
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return true;
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}
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//-----------------------------------------------------------------------
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iLowLevelGraphics *cGraphics::GetLowLevel() {
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return mpLowLevelGraphics;
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}
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//-----------------------------------------------------------------------
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cGraphicsDrawer *cGraphics::GetDrawer() {
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return mpDrawer;
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}
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//-----------------------------------------------------------------------
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cRenderer2D *cGraphics::GetRenderer2D() {
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return mpRenderer2D;
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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