/* 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_BaseLight.h" #include "common/algorithm.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" #include "hpl1/engine/scene/Light3DSpot.h" #include "hpl1/engine/scene/PortalContainer.h" #include "hpl1/engine/system/String.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // FRAGMENT PRORGAM SETUP ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cAmbProgramSetup::Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) { if (apRenderSettings->mpSector) apProgram->SetColor3f("ambientColor", apRenderSettings->mAmbientColor * apRenderSettings->mpSector->GetAmbientColor()); else apProgram->SetColor3f("ambientColor", apRenderSettings->mAmbientColor); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iMaterial_BaseLight::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) : iMaterial(asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager, aPicture, apRenderer3D) { mbIsTransperant = false; mbIsGlowing = false; mbUsesLights = true; mbUseColorSpecular = false; Common::fill(_shaders, _shaders + eBaseLightProgram_LastEnum, nullptr); /////////////////////////////////////////// // Load the light pass vertex program // Point _shaders[eBaseLightProgram_Point1] = mpProgramManager->CreateProgram(asLightVertexProgram, asLightFragmentProgram); //////////////////////////////////////// // Get names for other light programs tString sSpotVtxProgram = asLightVertexProgram + "_Spot"; ////////////////////////////////////////////////////// // Check if there is enough texture units for 1 pass spot if (mpLowLevelGraphics->GetCaps(eGraphicCaps_MaxTextureImageUnits) > 4) { mbUsesTwoPassSpot = false; tString sSpotFragProgram = asLightFragmentProgram + "_Spot"; _shaders[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram); } else { mbUsesTwoPassSpot = true; tString sSpotFragProgram1 = "Diffuse_Light_Spot_pass1"; // cString::Sub(asLightFragmentProgram,0, (int)asLightFragmentProgram.size() - 5) + // "Spot_fp_pass1.cg"; tString sSpotFragProgram2 = asLightFragmentProgram + "_Spot_pass2"; _shaders[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram1); _shaders[eBaseLightProgram_Spot2] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram2); } _diffuseShader = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Diffuse_Color"); _ambientShader = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Ambient_Color"); /////////////////////////////////////////// // Normalization map mpNormalizationMap = mpTextureManager->CreateCubeMap("Normalization", false); mpNormalizationMap->SetWrapS(eTextureWrap_ClampToEdge); mpNormalizationMap->SetWrapT(eTextureWrap_ClampToEdge); /////////////////////////////////////////// // Negative rejection mpSpotNegativeRejectMap = mpTextureManager->Create1D("core_spot_negative_reject", false); if (mpSpotNegativeRejectMap) { mpSpotNegativeRejectMap->SetWrapS(eTextureWrap_ClampToEdge); mpSpotNegativeRejectMap->SetWrapT(eTextureWrap_ClampToEdge); } mbUseSpecular = false; mbUseNormalMap = false; } //----------------------------------------------------------------------- iMaterial_BaseLight::~iMaterial_BaseLight() { if (mpNormalizationMap) mpTextureManager->Destroy(mpNormalizationMap); if (mpSpotNegativeRejectMap) mpTextureManager->Destroy(mpSpotNegativeRejectMap); for (int i = 0; i < eBaseLightProgram_LastEnum; ++i) { if (_shaders[i]) mpProgramManager->Destroy(_shaders[i]); } if (_diffuseShader) mpProgramManager->Destroy(_diffuseShader); if (_ambientShader) mpProgramManager->Destroy(_ambientShader); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iGpuProgram *iMaterial_BaseLight::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Light) { eBaseLightProgram program; if (apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) { if (alPass == 0) program = eBaseLightProgram_Spot1; else program = eBaseLightProgram_Spot2; } else { if (apLight->GetLightType() == eLight3DType_Point) program = eBaseLightProgram_Point1; else if (apLight->GetLightType() == eLight3DType_Spot) program = eBaseLightProgram_Spot1; else { assert(false); program = static_cast(0); } } return _shaders[program]; } else if (aType == eMaterialRenderType_Diffuse) { return _diffuseShader; } else if (aType == eMaterialRenderType_Z) { return _ambientShader; } return nullptr; } iMaterialProgramSetup *iMaterial_BaseLight::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) { static cAmbProgramSetup ambProgramSetup; if (aType == eMaterialRenderType_Z) return &ambProgramSetup; return nullptr; } //------------------------------------------------------------------------------------ bool iMaterial_BaseLight::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Light) return true; return false; } //------------------------------------------------------------------------------------ bool iMaterial_BaseLight::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Light && mbUseSpecular) return true; return false; } //------------------------------------------------------------------------------------ eMaterialAlphaMode iMaterial_BaseLight::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z && mbHasAlpha) return eMaterialAlphaMode_Trans; return eMaterialAlphaMode_Solid; } //------------------------------------------------------------------------------------ eMaterialBlendMode iMaterial_BaseLight::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { ////////////////////////////// // Spot two pass if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) { if (alPass == 0) return eMaterialBlendMode_Replace; else if (alPass == 1) return eMaterialBlendMode_DestAlphaAdd; } ////////////////////////////// // Other if (aType == eMaterialRenderType_Z) return eMaterialBlendMode_Replace; return eMaterialBlendMode_Add; } //------------------------------------------------------------------------------------ eMaterialChannelMode iMaterial_BaseLight::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { //////////////////////////// // Spot two pass: if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) { if (alPass == 0) return eMaterialChannelMode_A; } ////////////////////////////// // Other else if (aType == eMaterialRenderType_Z) { // return eMaterialChannelMode_Z; return eMaterialChannelMode_RGBA; } return eMaterialChannelMode_RGBA; } //----------------------------------------------------------------------- iTexture *iMaterial_BaseLight::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z) { // if(alUnit==0 && mbHasAlpha) return mvTexture[eMaterialTexture_Diffuse]; if (alUnit == 0) return mvTexture[eMaterialTexture_Diffuse]; return NULL; } else if (aType == eMaterialRenderType_Diffuse) { if (alUnit == 0) return mvTexture[eMaterialTexture_Illumination]; return NULL; } else if (aType == eMaterialRenderType_Light) { ////////////////////////////////////////////// // Two Pass Spot LIght if (mbUsesTwoPassSpot && apLight->GetLightType() == eLight3DType_Spot) { if (alPass == 0) { switch (alUnit) { // Falloff map case 0: return apLight->GetFalloffMap(); // Negative rejection: case 1: return mpSpotNegativeRejectMap; } } else { switch (alUnit) { // Diffuse texture case 0: return mvTexture[eMaterialTexture_Diffuse]; // Normalmap case 1: if (mbUseNormalMap) return mvTexture[eMaterialTexture_NMap]; break; // Normalization map case 2: return mpNormalizationMap; break; // Spotlight texture case 3: { cLight3DSpot *pSpotLight = static_cast(apLight); return pSpotLight->GetTexture(); } break; } } } ////////////////////////////////////////////// // All Other Lighting else { switch (alUnit) { // Diffuse texture case 0: return mvTexture[eMaterialTexture_Diffuse]; // Normalmap case 1: if (mbUseNormalMap) return mvTexture[eMaterialTexture_NMap]; break; // Normalization map case 2: return mpNormalizationMap; break; // Falloff map case 3: return apLight->GetFalloffMap(); // Spotlight texture case 4: if (apLight->GetLightType() == eLight3DType_Spot) { cLight3DSpot *pSpotLight = static_cast(apLight); return pSpotLight->GetTexture(); }; break; // Negative rejection case 5: if (apLight->GetLightType() == eLight3DType_Spot) { return mpSpotNegativeRejectMap; } break; // Color specular case 6: if (mbUseColorSpecular) { return mvTexture[eMaterialTexture_Specular]; } break; } } } return NULL; } //----------------------------------------------------------------------- eMaterialBlendMode iMaterial_BaseLight::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) { return eMaterialBlendMode_None; } //----------------------------------------------------------------------- int iMaterial_BaseLight::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) { if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) { return 2; } return 1; } //----------------------------------------------------------------------- bool iMaterial_BaseLight::UsesType(eMaterialRenderType aType) { if (aType == eMaterialRenderType_Diffuse) { if (mvTexture[eMaterialTexture_Illumination]) return true; else return false; } return true; } //----------------------------------------------------------------------- tTextureTypeList iMaterial_BaseLight::GetTextureTypes() { tTextureTypeList vTypes; vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse)); if (mbUseNormalMap) vTypes.push_back(cTextureType("_bump", eMaterialTexture_NMap)); if (mbUseColorSpecular) vTypes.push_back(cTextureType("_spec", eMaterialTexture_Specular)); vTypes.push_back(cTextureType("_illum", eMaterialTexture_Illumination)); return vTypes; } //----------------------------------------------------------------------- } // namespace hpl