/* 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_EnvMap_Reflect.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/Camera3D.h" #include "hpl1/engine/scene/Light.h" #include "hpl1/engine/system/low_level_system.h" namespace hpl { ////////////////////////////////////////////////////////////////////////// // MATERIAL SETUP ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- void cEnvMapReflect_SetUp::Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) { apProgram->SetVec3f("eyeWorldPos", apRenderSettings->mpCamera->GetPosition()); } //----------------------------------------------------------------------- void cEnvMapReflect_SetUp::SetupMatrix(cMatrixf *apModelMatrix, cRenderSettings *apRenderSettings) { // Put here so it is updated with every matrix, just as well... if (apModelMatrix) apRenderSettings->gpuProgram->SetMatrixf("objectWorldMatrix", *apModelMatrix); else { apRenderSettings->gpuProgram->SetMatrixf("objectWorldMatrix", cMatrixf::Identity); } } ////////////////////////////////////////////////////////////////////////// // CONSTRUCTORS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- cMaterial_EnvMap_Reflect::cMaterial_EnvMap_Reflect(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; _diffuseProgram = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Diffuse_Color"); _diffuseReflectProgram = mpProgramManager->CreateProgram("hpl1_Diffuse_EnvMap_Reflect", "hpl1_Diffuse_EnvMap_Reflect"); } //----------------------------------------------------------------------- cMaterial_EnvMap_Reflect::~cMaterial_EnvMap_Reflect() { if (_diffuseProgram) mpProgramManager->Destroy(_diffuseProgram); if (_diffuseReflectProgram) mpProgramManager->Destroy(_diffuseReflectProgram); } //----------------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // PUBLIC METHODS ////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------- iGpuProgram *cMaterial_EnvMap_Reflect::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z) return _diffuseProgram; return _diffuseReflectProgram; } iMaterialProgramSetup *cMaterial_EnvMap_Reflect::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) { static cEnvMapReflect_SetUp envMaterialSetup; if (aType == eMaterialRenderType_Diffuse) return &envMaterialSetup; return nullptr; } bool cMaterial_EnvMap_Reflect::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) { return false; } bool cMaterial_EnvMap_Reflect::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) { return false; } eMaterialAlphaMode cMaterial_EnvMap_Reflect::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { return eMaterialAlphaMode_Solid; } eMaterialBlendMode cMaterial_EnvMap_Reflect::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z) return eMaterialBlendMode_None; return eMaterialBlendMode_Replace; } eMaterialChannelMode cMaterial_EnvMap_Reflect::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z) return eMaterialChannelMode_Z; return eMaterialChannelMode_RGBA; } //----------------------------------------------------------------------- iTexture *cMaterial_EnvMap_Reflect::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) { if (aType == eMaterialRenderType_Z) return NULL; if (alUnit == 0) return mvTexture[eMaterialTexture_Diffuse]; if (alUnit == 1) return mvTexture[eMaterialTexture_CubeMap]; return NULL; } eMaterialBlendMode cMaterial_EnvMap_Reflect::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) { return eMaterialBlendMode_Mul; } //----------------------------------------------------------------------- bool cMaterial_EnvMap_Reflect::UsesType(eMaterialRenderType aType) { if (aType == eMaterialRenderType_Diffuse || aType == eMaterialRenderType_Z) return true; return false; } //----------------------------------------------------------------------- tTextureTypeList cMaterial_EnvMap_Reflect::GetTextureTypes() { tTextureTypeList vTypes; vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse)); vTypes.push_back(cTextureType("cube", eMaterialTexture_CubeMap)); return vTypes; } //----------------------------------------------------------------------- } // namespace hpl