/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #include "hpl1/engine/graphics/Material_Fallback02_BaseLight.h" #include "common/algorithm.h" #include "hpl1/engine/graphics/GPUProgram.h" #include "hpl1/engine/graphics/Material_BaseLight.h" #include "hpl1/engine/graphics/Renderer2D.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" #include "hpl1/engine/scene/Light3DSpot.h" #include "hpl1/engine/system/String.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { iMaterial_Fallback02_BaseLight::iMaterial_Fallback02_BaseLight( 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 = false; mbIsGlowing = false; mbUsesLights = true; Common::fill(_gpuPrograms, _gpuPrograms + eBaseLightProgram_LastEnum, nullptr); _gpuPrograms[eBaseLightProgram_Point1] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_p1", "hpl1_Fallback02_Diffuse_Light_p1"); // the second pass is the same as the second pass of fallback01 _gpuPrograms[eBaseLightProgram_Point2] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_p2", "hpl1_Fallback01_Diffuse_Light_p2"); _gpuPrograms[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_p1", "hpl1_Fallback02_Diffuse_Light_p1"); _gpuPrograms[eBaseLightProgram_Spot2] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_Spot_p2", "hpl1_Fallback02_Diffuse_Light_Spot_p2"); _gpuPrograms[eBaseLightProgram_Spot3] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_Spot_p3", "hpl1_Fallback02_Diffuse_Light_Spot_p3"); _diffuseGpuProgram = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Diffuse_Color"); _ambientGpuProgram = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Ambient_Color"); mpNormalizationMap = mpTextureManager->CreateCubeMap("Normalization", false); mpNormalizationMap->SetWrapS(eTextureWrap_ClampToEdge); mpNormalizationMap->SetWrapT(eTextureWrap_ClampToEdge); mpSpotNegativeRejectMap = mpTextureManager->Create1D("core_spot_negative_reject", false); if (mpSpotNegativeRejectMap) { mpSpotNegativeRejectMap->SetWrapS(eTextureWrap_ClampToEdge); mpSpotNegativeRejectMap->SetWrapT(eTextureWrap_ClampToEdge); } } //----------------------------------------------------------------------- iMaterial_Fallback02_BaseLight::~iMaterial_Fallback02_BaseLight() { if (mpNormalizationMap) mpTextureManager->Destroy(mpNormalizationMap); if (mpSpotNegativeRejectMap) mpTextureManager->Destroy(mpSpotNegativeRejectMap); for (int i = 0; i < eBaseLightProgram_LastEnum; i++) { if (_gpuPrograms[i]) mpProgramManager->Destroy(_gpuPrograms[i]); } if (_diffuseGpuProgram) mpProgramManager->Destroy(_diffuseGpuProgram); if (_ambientGpuProgram) mpProgramManager->Destroy(_ambientGpuProgram); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iGpuProgram *iMaterial_Fallback02_BaseLight::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) { eBaseLightProgram program = eBaseLightProgram_Point1; if (apLight) { if (apLight->GetLightType() == eLight3DType_Point) program = eBaseLightProgram_Point1; else if (apLight->GetLightType() == eLight3DType_Spot) program = eBaseLightProgram_Spot1; } if (aType == eMaterialRenderType_Light) return _gpuPrograms[program + alPass]; if (aType == eMaterialRenderType_Z) return _ambientGpuProgram; if (aType == eMaterialRenderType_Diffuse) return _diffuseGpuProgram; return nullptr; } iMaterialProgramSetup *iMaterial_Fallback02_BaseLight::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) { static cAmbProgramSetup ambProgramSetup; if (aType == eMaterialRenderType_Z) return &ambProgramSetup; return nullptr; } //------------------------------------------------------------------------------------ bool iMaterial_Fallback02_BaseLight::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Light) { return true; } return false; } //------------------------------------------------------------------------------------ bool iMaterial_Fallback02_BaseLight::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) { return false; } //------------------------------------------------------------------------------------ eMaterialAlphaMode iMaterial_Fallback02_BaseLight::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z && mbHasAlpha) return eMaterialAlphaMode_Trans; return eMaterialAlphaMode_Solid; } //------------------------------------------------------------------------------------ eMaterialBlendMode iMaterial_Fallback02_BaseLight::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { ////////////////////////////// // Light if (aType == eMaterialRenderType_Light) { if (apLight->GetLightType() == eLight3DType_Point) { if (alPass == 0) return eMaterialBlendMode_Replace; else if (alPass == 1) return eMaterialBlendMode_DestAlphaAdd; } else { switch (alPass) { case 0: return eMaterialBlendMode_Replace; case 1: return eMaterialBlendMode_Mul; case 2: return eMaterialBlendMode_DestAlphaAdd; } } } ////////////////////////////// // Z else if (aType == eMaterialRenderType_Z) return eMaterialBlendMode_Replace; ////////////////////////////// // Other return eMaterialBlendMode_Add; } //------------------------------------------------------------------------------------ eMaterialChannelMode iMaterial_Fallback02_BaseLight::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { //////////////////////////// // Light if (aType == eMaterialRenderType_Light) { if (apLight->GetLightType() == eLight3DType_Point) { if (alPass == 0) return eMaterialChannelMode_A; } else { if (alPass == 0 || alPass == 1) return eMaterialChannelMode_A; } } ////////////////////////////// // Other else if (aType == eMaterialRenderType_Z) { // return eMaterialChannelMode_Z; return eMaterialChannelMode_RGBA; } return eMaterialChannelMode_RGBA; } //----------------------------------------------------------------------- iTexture *iMaterial_Fallback02_BaseLight::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) { //////////////////////////////////////// // Z if (aType == eMaterialRenderType_Z) { // if(alUnit==0 && mbHasAlpha) return mvTexture[eMaterialTexture_Diffuse]; if (alUnit == 0) return mvTexture[eMaterialTexture_Diffuse]; return NULL; } //////////////////////////////////////// // Diffuse else if (aType == eMaterialRenderType_Diffuse) { if (alUnit == 0) return mvTexture[eMaterialTexture_Illumination]; return NULL; } //////////////////////////////////////// // Light else if (aType == eMaterialRenderType_Light) { if (alPass == 0) { switch (alUnit) { case 0: return mpNormalizationMap; case 1: { if (apLight->GetTempTexture(0) == NULL) { iTexture *pTex = apLight->GetFalloffMap(); apLight->SetTempTexture(0, mpTextureManager->CreateAttenuation(pTex->GetName())); } return apLight->GetTempTexture(0); } } } else if (alPass == 1) { if (apLight->GetLightType() == eLight3DType_Point) { if (alUnit == 0) return mvTexture[eMaterialTexture_Diffuse]; } else { if (alUnit == 0) return mpSpotNegativeRejectMap; } } else if (alPass == 2) { switch (alUnit) { case 0: return mvTexture[eMaterialTexture_Diffuse]; case 1: if (apLight->GetLightType() == eLight3DType_Spot) { cLight3DSpot *pSpotLight = static_cast(apLight); return pSpotLight->GetTexture(); }; break; } } } return NULL; } //----------------------------------------------------------------------- eMaterialBlendMode iMaterial_Fallback02_BaseLight::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) { return eMaterialBlendMode_None; } //----------------------------------------------------------------------- int iMaterial_Fallback02_BaseLight::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) { if (aType == eMaterialRenderType_Light) { if (apLight->GetLightType() == eLight3DType_Point) return 2; else return 3; } return 1; } //----------------------------------------------------------------------- bool iMaterial_Fallback02_BaseLight::UsesType(eMaterialRenderType aType) { if (aType == eMaterialRenderType_Diffuse) { if (mvTexture[eMaterialTexture_Illumination]) return true; else return false; } return true; } //----------------------------------------------------------------------- tTextureTypeList iMaterial_Fallback02_BaseLight::GetTextureTypes() { tTextureTypeList vTypes; vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse)); vTypes.push_back(cTextureType("_illum", eMaterialTexture_Illumination)); return vTypes; } //----------------------------------------------------------------------- } // namespace hpl