/* 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_Flat.h" #include "hpl1/engine/graphics/GPUProgram.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/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cMaterial_Flat::cMaterial_Flat(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 = false; } //----------------------------------------------------------------------- cMaterial_Flat::~cMaterial_Flat() { } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- bool cMaterial_Flat::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) { return false; } bool cMaterial_Flat::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) { return false; } eMaterialAlphaMode cMaterial_Flat::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z && mbHasAlpha) return eMaterialAlphaMode_Trans; return eMaterialAlphaMode_Solid; } eMaterialBlendMode cMaterial_Flat::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z) return eMaterialBlendMode_None; if (alPass == 1) return eMaterialBlendMode_Add; else return eMaterialBlendMode_Replace; } eMaterialChannelMode cMaterial_Flat::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z) return eMaterialChannelMode_Z; return eMaterialChannelMode_RGBA; } //----------------------------------------------------------------------- iTexture *cMaterial_Flat::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z) { if (alUnit == 0 && mbHasAlpha) return mvTexture[eMaterialTexture_Diffuse]; return NULL; } if (alUnit == 0) { if (alPass == 0) return mvTexture[eMaterialTexture_Diffuse]; else return mvTexture[eMaterialTexture_Illumination]; } return NULL; } eMaterialBlendMode cMaterial_Flat::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) { return eMaterialBlendMode_Mul; } //----------------------------------------------------------------------- bool cMaterial_Flat::UsesType(eMaterialRenderType aType) { if (aType == eMaterialRenderType_Diffuse || aType == eMaterialRenderType_Z) return true; return false; } int cMaterial_Flat::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) { if (mvTexture[eMaterialTexture_Illumination]) return 2; return 1; } //----------------------------------------------------------------------- tTextureTypeList cMaterial_Flat::GetTextureTypes() { tTextureTypeList vTypes; vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse)); vTypes.push_back(cTextureType("", eMaterialTexture_Illumination)); return vTypes; } //----------------------------------------------------------------------- } // namespace hpl