/* 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_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