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2026-02-02 04:50:13 +01:00

150 lines
4.9 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_Flat.h"
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/Renderer2D.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/system/low_level_system.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cMaterial_Flat::cMaterial_Flat(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;
}
//-----------------------------------------------------------------------
cMaterial_Flat::~cMaterial_Flat() {
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
bool cMaterial_Flat::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return false;
}
bool cMaterial_Flat::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return false;
}
eMaterialAlphaMode cMaterial_Flat::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Z && mbHasAlpha)
return eMaterialAlphaMode_Trans;
return eMaterialAlphaMode_Solid;
}
eMaterialBlendMode cMaterial_Flat::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Z)
return eMaterialBlendMode_None;
if (alPass == 1)
return eMaterialBlendMode_Add;
else
return eMaterialBlendMode_Replace;
}
eMaterialChannelMode cMaterial_Flat::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Z)
return eMaterialChannelMode_Z;
return eMaterialChannelMode_RGBA;
}
//-----------------------------------------------------------------------
iTexture *cMaterial_Flat::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Z) {
if (alUnit == 0 && mbHasAlpha)
return mvTexture[eMaterialTexture_Diffuse];
return NULL;
}
if (alUnit == 0) {
if (alPass == 0)
return mvTexture[eMaterialTexture_Diffuse];
else
return mvTexture[eMaterialTexture_Illumination];
}
return NULL;
}
eMaterialBlendMode cMaterial_Flat::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialBlendMode_Mul;
}
//-----------------------------------------------------------------------
bool cMaterial_Flat::UsesType(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Diffuse || aType == eMaterialRenderType_Z)
return true;
return false;
}
int cMaterial_Flat::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) {
if (mvTexture[eMaterialTexture_Illumination])
return 2;
return 1;
}
//-----------------------------------------------------------------------
tTextureTypeList cMaterial_Flat::GetTextureTypes() {
tTextureTypeList vTypes;
vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
vTypes.push_back(cTextureType("", eMaterialTexture_Illumination));
return vTypes;
}
//-----------------------------------------------------------------------
} // namespace hpl