/* 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. */ #ifndef HPL_MATERIAL_BASE_LIGHT_H #define HPL_MATERIAL_BASE_LIGHT_H #include "hpl1/engine/graphics/GPUProgram.h" #include "hpl1/engine/graphics/Material.h" #include "hpl1/engine/scene/Light3D.h" enum eBaseLightProgram { eBaseLightProgram_Point1 = 0, eBaseLightProgram_Point2 = 1, eBaseLightProgram_Point3 = 2, eBaseLightProgram_Spot1 = 3, eBaseLightProgram_Spot2 = 4, eBaseLightProgram_Spot3 = 5, eBaseLightProgram_LastEnum = 6 }; namespace hpl { class cAmbProgramSetup : public iMaterialProgramSetup { public: void Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings); }; class iMaterial_BaseLight : public iMaterial { public: iMaterial_BaseLight(const tString &asLightVertexProgram, const tString &asLightFragmentProgram, const tString &asName, iLowLevelGraphics *apLowLevelGraphics, cImageManager *apImageManager, cTextureManager *apTextureManager, cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager, eMaterialPicture aPicture, cRenderer3D *apRenderer3D); virtual ~iMaterial_BaseLight(); tTextureTypeList GetTextureTypes(); bool UsesType(eMaterialRenderType aType); iGpuProgram *getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight); iMaterialProgramSetup *getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight); bool VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight); bool VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight); eMaterialAlphaMode GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight); eMaterialBlendMode GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight); eMaterialChannelMode GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight); iTexture *GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight); eMaterialBlendMode GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight); int GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight); ////////////////////////////////////////////////////////////////// // Old and worthless stuff, only used by 2D renderer void Compile() {} bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { return false; } void EndRendering(eMaterialRenderType aType) {} tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType) { return 0; } bool NextPass(eMaterialRenderType aType) { return false; } bool HasMultiplePasses(eMaterialRenderType aType) { return false; } eMaterialType GetType(eMaterialRenderType aType) { return eMaterialType_Diffuse; } void EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight, tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {} protected: iTexture *mpNormalizationMap; iTexture *mpSpotNegativeRejectMap; bool mbUsesTwoPassSpot; // properties to set bool mbUseSpecular; bool mbUseNormalMap; bool mbUseColorSpecular; iGpuProgram *_diffuseShader; iGpuProgram *_ambientShader; iGpuProgram *_shaders[eBaseLightProgram_LastEnum]; }; } // namespace hpl #endif // HPL_MATERIAL_BASE_LIGHT_H