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149
engines/hpl1/engine/graphics/Material_Flat.cpp
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149
engines/hpl1/engine/graphics/Material_Flat.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/Material_Flat.h"
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#include "hpl1/engine/graphics/GPUProgram.h"
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#include "hpl1/engine/graphics/Renderer2D.h"
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#include "hpl1/engine/math/Math.h"
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#include "hpl1/engine/resources/GpuProgramManager.h"
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#include "hpl1/engine/resources/TextureManager.h"
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#include "hpl1/engine/scene/Camera.h"
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#include "hpl1/engine/scene/Light.h"
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#include "hpl1/engine/system/low_level_system.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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cMaterial_Flat::cMaterial_Flat(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(asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
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aPicture, apRenderer3D) {
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mbIsTransperant = false;
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mbIsGlowing = false;
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mbUsesLights = false;
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}
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//-----------------------------------------------------------------------
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cMaterial_Flat::~cMaterial_Flat() {
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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 cMaterial_Flat::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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return false;
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}
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bool cMaterial_Flat::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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return false;
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}
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eMaterialAlphaMode cMaterial_Flat::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Z && mbHasAlpha)
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return eMaterialAlphaMode_Trans;
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return eMaterialAlphaMode_Solid;
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}
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eMaterialBlendMode cMaterial_Flat::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Z)
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return eMaterialBlendMode_None;
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if (alPass == 1)
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return eMaterialBlendMode_Add;
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else
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return eMaterialBlendMode_Replace;
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}
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eMaterialChannelMode cMaterial_Flat::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Z)
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return eMaterialChannelMode_Z;
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return eMaterialChannelMode_RGBA;
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}
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//-----------------------------------------------------------------------
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iTexture *cMaterial_Flat::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Z) {
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if (alUnit == 0 && mbHasAlpha)
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return mvTexture[eMaterialTexture_Diffuse];
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return NULL;
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}
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if (alUnit == 0) {
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if (alPass == 0)
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return mvTexture[eMaterialTexture_Diffuse];
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else
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return mvTexture[eMaterialTexture_Illumination];
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}
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return NULL;
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}
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eMaterialBlendMode cMaterial_Flat::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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return eMaterialBlendMode_Mul;
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}
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//-----------------------------------------------------------------------
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bool cMaterial_Flat::UsesType(eMaterialRenderType aType) {
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if (aType == eMaterialRenderType_Diffuse || aType == eMaterialRenderType_Z)
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return true;
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return false;
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}
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int cMaterial_Flat::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) {
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if (mvTexture[eMaterialTexture_Illumination])
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return 2;
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return 1;
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}
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//-----------------------------------------------------------------------
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tTextureTypeList cMaterial_Flat::GetTextureTypes() {
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tTextureTypeList vTypes;
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vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
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vTypes.push_back(cTextureType("", eMaterialTexture_Illumination));
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return vTypes;
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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