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scummvm-cursorfix/engines/hpl1/engine/graphics/Material_BumpSpec2D.cpp
2026-02-02 04:50:13 +01:00

192 lines
7.0 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/graphics/Material_BumpSpec2D.h"
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/Renderer2D.h"
#include "hpl1/engine/resources/GpuProgramManager.h"
#include "hpl1/engine/scene/Camera.h"
#include "hpl1/engine/scene/Light.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cMaterial_BumpSpec2D::cMaterial_BumpSpec2D(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;
mbHasSpecular = true;
mType = eMaterialType_BumpSpec;
_shader = mpProgramManager->CreateProgram("hpl1_BumpSpec2D_Light", "hpl1_BumpSpec2D_Light");
}
//-----------------------------------------------------------------------
cMaterial_BumpSpec2D::~cMaterial_BumpSpec2D() {
if (_shader)
mpProgramManager->Destroy(_shader);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cMaterial_BumpSpec2D::Compile() {
}
//-----------------------------------------------------------------------
bool cMaterial_BumpSpec2D::StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *apLight) {
if (aType == eMaterialRenderType_Z) {
mpLowLevelGraphics->SetBlendActive(false);
mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_Diffuse));
mpLowLevelGraphics->SetTextureEnv(eTextureParam_AlphaFunc, eTextureFunc_Replace);
mpLowLevelGraphics->SetAlphaTestActive(true);
mpLowLevelGraphics->SetAlphaTestFunc(eAlphaTestFunc_GreaterOrEqual, 0.6f);
} else if (aType == eMaterialRenderType_Light) {
cVector3f vLightPos = apLight->GetLightPosition();
cVector3f vEyePos;
if (apCam != nullptr) {
vEyePos = apCam->GetEyePosition();
}
mpLowLevelGraphics->SetBlendActive(true);
mpLowLevelGraphics->SetBlendFunc(eBlendFunc_One, eBlendFunc_One);
mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_NMap));
mpLowLevelGraphics->SetTexture(1, mpRenderer->GetLightMap(0));
_shader->SetMatrixf("worldViewProj",
eGpuProgramMatrix_ViewProjection,
eGpuProgramMatrixOp_Identity);
_shader->SetVec3f("LightPos", vLightPos.x, vLightPos.y, vLightPos.z);
_shader->SetVec3f("EyePos", vEyePos.x, vEyePos.y, vEyePos.z);
_shader->SetFloat("LightRadius", apLight->GetFarAttenuation());
_shader->SetVec4f("LightColor", apLight->GetDiffuseColor().r,
apLight->GetDiffuseColor().g, apLight->GetDiffuseColor().b,
apLight->GetDiffuseColor().a);
_shader->Bind();
} else if (aType == eMaterialRenderType_Diffuse) {
mpLowLevelGraphics->SetBlendActive(true);
mpLowLevelGraphics->SetBlendFunc(eBlendFunc_DestColor, eBlendFunc_DestAlpha);
mpLowLevelGraphics->SetTexture(0, GetTexture(eMaterialTexture_Diffuse));
mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorFunc, eTextureFunc_Add);
mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorOp1, eTextureOp_OneMinusAlpha);
}
return true;
}
//-----------------------------------------------------------------------
void cMaterial_BumpSpec2D::EndRendering(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Z) {
mpLowLevelGraphics->SetAlphaTestActive(false);
mpLowLevelGraphics->SetTexture(0, NULL);
mpLowLevelGraphics->SetTextureEnv(eTextureParam_AlphaFunc, eTextureFunc_Modulate);
}
if (aType == eMaterialRenderType_Light) {
mpLowLevelGraphics->SetTexture(0, NULL);
mpLowLevelGraphics->SetTexture(1, NULL);
_shader->UnBind();
} else if (aType == eMaterialRenderType_Diffuse) {
mpLowLevelGraphics->SetTexture(0, NULL);
mpLowLevelGraphics->SetBlendActive(false);
mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorFunc, eTextureFunc_Modulate);
mpLowLevelGraphics->SetTextureEnv(eTextureParam_ColorOp1, eTextureOp_Color);
}
mlPassCount = 0;
}
//-----------------------------------------------------------------------
tVtxBatchFlag cMaterial_BumpSpec2D::GetBatchFlags(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Light) {
return eVtxBatchFlag_Position | eVtxBatchFlag_Texture0 |
eVtxBatchFlag_Normal | eVtxBatchFlag_Color0;
}
return eVtxBatchFlag_Position | eVtxBatchFlag_Texture0 | eVtxBatchFlag_Color0;
}
//-----------------------------------------------------------------------
bool cMaterial_BumpSpec2D::NextPass(eMaterialRenderType aType) {
return false;
}
//-----------------------------------------------------------------------
bool cMaterial_BumpSpec2D::HasMultiplePasses(eMaterialRenderType aType) {
return false;
}
//-----------------------------------------------------------------------
eMaterialType cMaterial_BumpSpec2D::GetType(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Z)
return eMaterialType_DiffuseAlpha;
return mType;
}
//-----------------------------------------------------------------------
void cMaterial_BumpSpec2D::EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {
}
//-----------------------------------------------------------------------
tTextureTypeList cMaterial_BumpSpec2D::GetTextureTypes() {
tTextureTypeList lstTypes;
lstTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
lstTypes.push_back(cTextureType("_bump", eMaterialTexture_NMap));
return lstTypes;
}
//-----------------------------------------------------------------------
} // namespace hpl