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scummvm-cursorfix/engines/hpl1/engine/graphics/Material_Fallback01_BaseLight.cpp
2026-02-02 04:50:13 +01:00

306 lines
10 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_Fallback01_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"
//#include <GL/GLee.h>
namespace hpl {
iMaterial_Fallback01_BaseLight::iMaterial_Fallback01_BaseLight(
bool abNormalMap, bool abSpecular,
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) {
Common::fill(_programs, _programs + eBaseLightProgram_LastEnum, nullptr);
mbUseNormalMap = abNormalMap;
mbUseSpecular = abSpecular;
mbIsTransperant = false;
mbIsGlowing = false;
mbUsesLights = true;
const char *firstPassFragment = "";
if (abNormalMap)
firstPassFragment = "hpl1_Fallback01_Bump_Light";
else
firstPassFragment = "hpl1_Fallback01_Diffuse_Light_p1";
_programs[eBaseLightProgram_Point1] = mpProgramManager->CreateProgram("hpl1_Fallback01_Diffuse_Light_p1", firstPassFragment);
_programs[eBaseLightProgram_Point2] = mpProgramManager->CreateProgram("hpl1_Fallback01_Diffuse_Light_p2", "hpl1_Fallback01_Diffuse_Light_p2");
_programs[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram("hpl1_Fallback01_Diffuse_Light_p1", firstPassFragment);
_programs[eBaseLightProgram_Spot2] = mpProgramManager->CreateProgram("hpl1_Fallback01_Diffuse_Light_Spot_p2", "hpl1_Fallback01_Diffuse_Light_Spot");
_diffuseShader = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Diffuse_Color");
_ambientShader = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Ambient_Color");
mpNormalizationMap = mpTextureManager->CreateCubeMap("Normalization", false);
mpNormalizationMap->SetWrapS(eTextureWrap_ClampToEdge);
mpNormalizationMap->SetWrapT(eTextureWrap_ClampToEdge);
mpSpotNegativeRejectMap = mpTextureManager->Create1D("core_spot_negative_reject", false);
if (mpSpotNegativeRejectMap) {
mpSpotNegativeRejectMap->SetWrapS(eTextureWrap_ClampToEdge);
mpSpotNegativeRejectMap->SetWrapT(eTextureWrap_ClampToEdge);
}
}
//-----------------------------------------------------------------------
iMaterial_Fallback01_BaseLight::~iMaterial_Fallback01_BaseLight() {
if (mpNormalizationMap)
mpTextureManager->Destroy(mpNormalizationMap);
if (mpSpotNegativeRejectMap)
mpTextureManager->Destroy(mpSpotNegativeRejectMap);
for (int i = 0; i < eBaseLightProgram_LastEnum; i++) {
if (_programs[i])
mpProgramManager->Destroy(_programs[i]);
}
if (_diffuseShader)
mpProgramManager->Destroy(_diffuseShader);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iGpuProgram *iMaterial_Fallback01_BaseLight::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
eBaseLightProgram program = eBaseLightProgram_Point1;
if (apLight) {
if (apLight->GetLightType() == eLight3DType_Point)
program = eBaseLightProgram_Point1;
else if (apLight->GetLightType() == eLight3DType_Spot)
program = eBaseLightProgram_Spot1;
}
if (aType == eMaterialRenderType_Light) {
return _programs[program + alPass];
}
if (aType == eMaterialRenderType_Z)
return _ambientShader;
if (aType == eMaterialRenderType_Diffuse)
return _diffuseShader;
return nullptr;
}
iMaterialProgramSetup *iMaterial_Fallback01_BaseLight::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
static cAmbProgramSetup ambProgramSetup;
if (aType == eMaterialRenderType_Z)
return &ambProgramSetup;
return nullptr;
}
//------------------------------------------------------------------------------------
bool iMaterial_Fallback01_BaseLight::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light) {
return true;
}
return false;
}
//------------------------------------------------------------------------------------
bool iMaterial_Fallback01_BaseLight::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light && mbUseSpecular)
return true;
return false;
}
//------------------------------------------------------------------------------------
eMaterialAlphaMode iMaterial_Fallback01_BaseLight::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Z && mbHasAlpha)
return eMaterialAlphaMode_Trans;
return eMaterialAlphaMode_Solid;
}
//------------------------------------------------------------------------------------
eMaterialBlendMode iMaterial_Fallback01_BaseLight::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
//////////////////////////////
// Light
if (aType == eMaterialRenderType_Light) {
if (alPass == 0)
return eMaterialBlendMode_Replace;
else if (alPass == 1)
return eMaterialBlendMode_DestAlphaAdd;
}
//////////////////////////////
// Z
else if (aType == eMaterialRenderType_Z)
return eMaterialBlendMode_Replace;
//////////////////////////////
// Other
return eMaterialBlendMode_Add;
}
//------------------------------------------------------------------------------------
eMaterialChannelMode iMaterial_Fallback01_BaseLight::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
////////////////////////////
// Spot two pass:
if (aType == eMaterialRenderType_Light) {
if (alPass == 0)
return eMaterialChannelMode_A;
}
//////////////////////////////
// Other
else if (aType == eMaterialRenderType_Z) {
// return eMaterialChannelMode_Z;
return eMaterialChannelMode_RGBA;
}
return eMaterialChannelMode_RGBA;
}
//-----------------------------------------------------------------------
iTexture *iMaterial_Fallback01_BaseLight::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
////////////////////////////////////////
// Z
if (aType == eMaterialRenderType_Z) {
// if(alUnit==0 && mbHasAlpha) return mvTexture[eMaterialTexture_Diffuse];
if (alUnit == 0)
return mvTexture[eMaterialTexture_Diffuse];
return NULL;
}
////////////////////////////////////////
// Diffuse
else if (aType == eMaterialRenderType_Diffuse) {
if (alUnit == 0)
return mvTexture[eMaterialTexture_Illumination];
return NULL;
}
////////////////////////////////////////
// Light
else if (aType == eMaterialRenderType_Light) {
if (alPass == 0) {
switch (alUnit) {
case 0:
return mpNormalizationMap;
case 1:
if (mbUseNormalMap)
return mvTexture[eMaterialTexture_NMap];
break;
case 2: {
if (apLight->GetTempTexture(0) == NULL) {
iTexture *pTex = apLight->GetFalloffMap();
apLight->SetTempTexture(0, mpTextureManager->CreateAttenuation(pTex->GetName()));
}
return apLight->GetTempTexture(0);
}
}
} else {
switch (alUnit) {
case 0:
return mvTexture[eMaterialTexture_Diffuse];
case 1:
if (apLight->GetLightType() == eLight3DType_Spot) {
cLight3DSpot *pSpotLight = static_cast<cLight3DSpot *>(apLight);
return pSpotLight->GetTexture();
};
break;
case 2:
if (apLight->GetLightType() == eLight3DType_Spot) {
return mpSpotNegativeRejectMap;
}
break;
}
}
}
return NULL;
}
//-----------------------------------------------------------------------
eMaterialBlendMode iMaterial_Fallback01_BaseLight::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialBlendMode_None;
}
//-----------------------------------------------------------------------
int iMaterial_Fallback01_BaseLight::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light)
return 2;
return 1;
}
//-----------------------------------------------------------------------
bool iMaterial_Fallback01_BaseLight::UsesType(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Diffuse) {
if (mvTexture[eMaterialTexture_Illumination])
return true;
else
return false;
}
return true;
}
//-----------------------------------------------------------------------
tTextureTypeList iMaterial_Fallback01_BaseLight::GetTextureTypes() {
tTextureTypeList vTypes;
vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
if (mbUseNormalMap) {
vTypes.push_back(cTextureType("_bump", eMaterialTexture_NMap));
}
vTypes.push_back(cTextureType("_illum", eMaterialTexture_Illumination));
return vTypes;
}
//-----------------------------------------------------------------------
} // namespace hpl