192 lines
7.0 KiB
C++
192 lines
7.0 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/Material_BumpSpec2D.h"
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#include "hpl1/engine/graphics/GPUProgram.h"
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#include "hpl1/engine/graphics/Renderer2D.h"
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#include "hpl1/engine/resources/GpuProgramManager.h"
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#include "hpl1/engine/scene/Camera.h"
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#include "hpl1/engine/scene/Light.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cMaterial_BumpSpec2D::cMaterial_BumpSpec2D(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
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cImageManager *apImageManager, cTextureManager *apTextureManager,
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cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
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eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
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: iMaterial(asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
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aPicture, apRenderer3D) {
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mbIsTransperant = false;
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mbIsGlowing = false;
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mbUsesLights = true;
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mbHasSpecular = true;
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mType = eMaterialType_BumpSpec;
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_shader = mpProgramManager->CreateProgram("hpl1_BumpSpec2D_Light", "hpl1_BumpSpec2D_Light");
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}
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//-----------------------------------------------------------------------
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cMaterial_BumpSpec2D::~cMaterial_BumpSpec2D() {
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if (_shader)
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mpProgramManager->Destroy(_shader);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cMaterial_BumpSpec2D::Compile() {
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}
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//-----------------------------------------------------------------------
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bool cMaterial_BumpSpec2D::StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *apLight) {
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if (aType == eMaterialRenderType_Z) {
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mpLowLevelGraphics->SetBlendActive(false);
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mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_Diffuse));
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mpLowLevelGraphics->SetTextureEnv(eTextureParam_AlphaFunc, eTextureFunc_Replace);
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mpLowLevelGraphics->SetAlphaTestActive(true);
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mpLowLevelGraphics->SetAlphaTestFunc(eAlphaTestFunc_GreaterOrEqual, 0.6f);
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} else if (aType == eMaterialRenderType_Light) {
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cVector3f vLightPos = apLight->GetLightPosition();
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cVector3f vEyePos;
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if (apCam != nullptr) {
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vEyePos = apCam->GetEyePosition();
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}
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mpLowLevelGraphics->SetBlendActive(true);
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mpLowLevelGraphics->SetBlendFunc(eBlendFunc_One, eBlendFunc_One);
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mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_NMap));
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mpLowLevelGraphics->SetTexture(1, mpRenderer->GetLightMap(0));
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_shader->SetMatrixf("worldViewProj",
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eGpuProgramMatrix_ViewProjection,
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eGpuProgramMatrixOp_Identity);
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_shader->SetVec3f("LightPos", vLightPos.x, vLightPos.y, vLightPos.z);
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_shader->SetVec3f("EyePos", vEyePos.x, vEyePos.y, vEyePos.z);
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_shader->SetFloat("LightRadius", apLight->GetFarAttenuation());
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_shader->SetVec4f("LightColor", apLight->GetDiffuseColor().r,
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apLight->GetDiffuseColor().g, apLight->GetDiffuseColor().b,
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apLight->GetDiffuseColor().a);
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_shader->Bind();
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} else if (aType == eMaterialRenderType_Diffuse) {
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mpLowLevelGraphics->SetBlendActive(true);
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mpLowLevelGraphics->SetBlendFunc(eBlendFunc_DestColor, eBlendFunc_DestAlpha);
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mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_Diffuse));
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mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorFunc, eTextureFunc_Add);
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mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorOp1, eTextureOp_OneMinusAlpha);
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}
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return true;
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}
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//-----------------------------------------------------------------------
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void cMaterial_BumpSpec2D::EndRendering(eMaterialRenderType aType) {
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if (aType == eMaterialRenderType_Z) {
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mpLowLevelGraphics->SetAlphaTestActive(false);
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mpLowLevelGraphics->SetTexture(0, NULL);
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mpLowLevelGraphics->SetTextureEnv(eTextureParam_AlphaFunc, eTextureFunc_Modulate);
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}
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if (aType == eMaterialRenderType_Light) {
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mpLowLevelGraphics->SetTexture(0, NULL);
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mpLowLevelGraphics->SetTexture(1, NULL);
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_shader->UnBind();
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} else if (aType == eMaterialRenderType_Diffuse) {
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mpLowLevelGraphics->SetTexture(0, NULL);
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mpLowLevelGraphics->SetBlendActive(false);
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mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorFunc, eTextureFunc_Modulate);
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mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorOp1, eTextureOp_Color);
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}
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mlPassCount = 0;
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}
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//-----------------------------------------------------------------------
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tVtxBatchFlag cMaterial_BumpSpec2D::GetBatchFlags(eMaterialRenderType aType) {
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if (aType == eMaterialRenderType_Light) {
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return eVtxBatchFlag_Position | eVtxBatchFlag_Texture0 |
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eVtxBatchFlag_Normal | eVtxBatchFlag_Color0;
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}
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return eVtxBatchFlag_Position | eVtxBatchFlag_Texture0 | eVtxBatchFlag_Color0;
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}
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//-----------------------------------------------------------------------
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bool cMaterial_BumpSpec2D::NextPass(eMaterialRenderType aType) {
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return false;
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}
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//-----------------------------------------------------------------------
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bool cMaterial_BumpSpec2D::HasMultiplePasses(eMaterialRenderType aType) {
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return false;
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}
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//-----------------------------------------------------------------------
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eMaterialType cMaterial_BumpSpec2D::GetType(eMaterialRenderType aType) {
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if (aType == eMaterialRenderType_Z)
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return eMaterialType_DiffuseAlpha;
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return mType;
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}
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//-----------------------------------------------------------------------
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void cMaterial_BumpSpec2D::EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
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tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {
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}
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//-----------------------------------------------------------------------
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tTextureTypeList cMaterial_BumpSpec2D::GetTextureTypes() {
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tTextureTypeList lstTypes;
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lstTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
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lstTypes.push_back(cTextureType("_bump", eMaterialTexture_NMap));
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return lstTypes;
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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