/* 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_DiffuseAlpha2D.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cMaterial_DiffuseAlpha2D::cMaterial_DiffuseAlpha2D(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 = true; // Set to false later on mType = eMaterialType_DiffuseAlpha; } //----------------------------------------------------------------------- cMaterial_DiffuseAlpha2D::~cMaterial_DiffuseAlpha2D() { } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cMaterial_DiffuseAlpha2D::Compile() { } //----------------------------------------------------------------------- bool cMaterial_DiffuseAlpha2D::StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { if (aType == eMaterialRenderType_Diffuse) { mpLowLevelGraphics->SetBlendActive(true); mpLowLevelGraphics->SetBlendFunc(eBlendFunc_SrcAlpha, eBlendFunc_OneMinusSrcAlpha); mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_Diffuse)); // mpLowLevelGraphics->SetTextureParam(eTextureParam_ColorOp1,eTextureOp_Alpha); // mpLowLevelGraphics->SetTextureParam(eTextureParam_ColorFunc, eTextureFunc_Modulate); return true; } return false; } //----------------------------------------------------------------------- void cMaterial_DiffuseAlpha2D::EndRendering(eMaterialRenderType aType) { if (aType == eMaterialRenderType_Diffuse) { // mpLowLevelGraphics->SetTextureParam(eTextureParam_ColorOp1,eTextureOp_Color); // mpLowLevelGraphics->SetTextureParam(eTextureParam_ColorFunc, eTextureFunc_Modulate); } } //----------------------------------------------------------------------- tVtxBatchFlag cMaterial_DiffuseAlpha2D::GetBatchFlags(eMaterialRenderType aType) { return eVtxBatchFlag_Position | eVtxBatchFlag_Texture0 | eVtxBatchFlag_Color0; } //----------------------------------------------------------------------- bool cMaterial_DiffuseAlpha2D::NextPass(eMaterialRenderType aType) { return false; } //----------------------------------------------------------------------- bool cMaterial_DiffuseAlpha2D::HasMultiplePasses(eMaterialRenderType aType) { return false; } //----------------------------------------------------------------------- eMaterialType cMaterial_DiffuseAlpha2D::GetType(eMaterialRenderType aType) { return mType; } //----------------------------------------------------------------------- void cMaterial_DiffuseAlpha2D::EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight, tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) { } //----------------------------------------------------------------------- } // namespace hpl