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135
engines/hpl1/engine/graphics/Material_Fallback01_BaseLight.h
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135
engines/hpl1/engine/graphics/Material_Fallback01_BaseLight.h
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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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#ifndef HPL_MATERIAL_FALLBACK01_BASE_LIGHT_H
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#define HPL_MATERIAL_FALLBACK01_BASE_LIGHT_H
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#include "hpl1/engine/graphics/GPUProgram.h"
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#include "hpl1/engine/graphics/Material.h"
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#include "hpl1/engine/scene/Light3D.h"
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#include "hpl1/engine/graphics/Material_BaseLight.h"
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namespace hpl {
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//---------------------------------------------------------------
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class iMaterial_Fallback01_BaseLight : public iMaterial {
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public:
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iMaterial_Fallback01_BaseLight(bool abNormalMap, bool abSpecular,
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const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
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cImageManager *apImageManager, cTextureManager *apTextureManager,
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cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
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eMaterialPicture aPicture, cRenderer3D *apRenderer3D);
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virtual ~iMaterial_Fallback01_BaseLight();
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tTextureTypeList GetTextureTypes();
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bool UsesType(eMaterialRenderType aType);
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iGpuProgram *getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
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iMaterialProgramSetup *getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
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bool VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight);
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bool VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight);
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eMaterialAlphaMode GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
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eMaterialBlendMode GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
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eMaterialChannelMode GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
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iTexture *GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
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eMaterialBlendMode GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
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int GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight);
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//////////////////////////////////////////////////////////////////
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// Old and worthless stuff, only used by 2D renderer
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void Compile() {}
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bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { return false; }
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void EndRendering(eMaterialRenderType aType) {}
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tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType) { return 0; }
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bool NextPass(eMaterialRenderType aType) { return false; }
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bool HasMultiplePasses(eMaterialRenderType aType) { return false; }
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eMaterialType GetType(eMaterialRenderType aType) { return eMaterialType_Diffuse; }
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void EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
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tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {}
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protected:
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iTexture *mpNormalizationMap;
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iTexture *mpSpotNegativeRejectMap;
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// properties to set
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bool mbUseSpecular;
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bool mbUseNormalMap;
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bool mbUsesTwoPassSpot;
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iTexture *mpAttenuationMap;
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iGpuProgram *_programs[eBaseLightProgram_LastEnum];
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iGpuProgram *_diffuseShader;
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iGpuProgram *_ambientShader;
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};
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///////////////////////////////////////////
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// Diffuse
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///////////////////////////////////////////
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class cMaterial_Fallback01_Diffuse : public iMaterial_Fallback01_BaseLight {
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public:
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cMaterial_Fallback01_Diffuse(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
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cImageManager *apImageManager, cTextureManager *apTextureManager,
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cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
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eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
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: iMaterial_Fallback01_BaseLight(false, false,
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asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
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aPicture, apRenderer3D) {
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}
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};
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///////////////////////////////////////////
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// Bump
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///////////////////////////////////////////
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class cMaterial_Fallback01_Bump : public iMaterial_Fallback01_BaseLight {
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public:
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cMaterial_Fallback01_Bump(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
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cImageManager *apImageManager, cTextureManager *apTextureManager,
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cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
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eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
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: iMaterial_Fallback01_BaseLight(true, false,
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asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
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aPicture, apRenderer3D) {
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}
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};
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//---------------------------------------------------------------
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} // namespace hpl
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#endif // HPL_MATERIAL_FALLBACK01_BASE_LIGHT_H
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