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

190 lines
6.4 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_Water.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"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// VERTEX PRORGAM SETUP
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
class cFogWaterProgramSetup : public iMaterialProgramSetup {
public:
void Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) {
apProgram->SetFloat("fogStart", apRenderSettings->mfFogStart);
apProgram->SetFloat("fogEnd", apRenderSettings->mfFogEnd);
}
};
//-----------------------------------------------------------------------
static float globalTime = 0;
class cWaterProgramSetup : public iMaterialProgramSetup {
public:
void Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) {
apProgram->SetFloat("timeCount", globalTime);
}
};
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cMaterial_Water::cMaterial_Water(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 = true;
mbIsGlowing = false;
mbUsesLights = false;
_fogProgram = mpProgramManager->CreateProgram("hpl1_Water_Fog", "hpl1_Water_Fog");
_diffuseProgram = mpProgramManager->CreateProgram("hpl1_Water_Diffuse", "hpl1_Water_Diffuse");
_refractProgram = mpProgramManager->CreateProgram("hpl1_refract_water", "hpl1_refract_water");
mfTime = 0;
}
//-----------------------------------------------------------------------
cMaterial_Water::~cMaterial_Water() {
if (_fogProgram)
mpProgramManager->Destroy(_fogProgram);
if (_diffuseProgram)
mpProgramManager->Destroy(_diffuseProgram);
if (_refractProgram)
mpProgramManager->Destroy(_refractProgram);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cMaterial_Water::Update(float afTimeStep) {
mfTime += afTimeStep;
globalTime = mfTime;
}
//-----------------------------------------------------------------------
iGpuProgram *cMaterial_Water::getGpuProgram(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (mpRenderSettings->mbFogActive)
return _fogProgram;
return _diffuseProgram;
}
iMaterialProgramSetup *cMaterial_Water::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
static cFogWaterProgramSetup fogWaterProgramSetup;
static cWaterProgramSetup waterProgramSetup;
if (mpRenderSettings->mbFogActive)
return &fogWaterProgramSetup;
return &waterProgramSetup;
}
bool cMaterial_Water::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return false;
}
bool cMaterial_Water::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return false;
}
eMaterialAlphaMode cMaterial_Water::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialAlphaMode_Solid;
}
eMaterialBlendMode cMaterial_Water::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialBlendMode_Mul; // Add;
}
eMaterialChannelMode cMaterial_Water::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialChannelMode_RGBA;
}
//-----------------------------------------------------------------------
iTexture *cMaterial_Water::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (mpRenderSettings->mbFogActive) {
if (alUnit == 0)
return mvTexture[eMaterialTexture_Diffuse];
else if (alUnit == 1)
return mpRenderer3D->GetFogAddTexture();
} else {
if (alUnit == 0)
return mvTexture[eMaterialTexture_Diffuse];
}
return NULL;
}
eMaterialBlendMode cMaterial_Water::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialBlendMode_Mul;
}
//-----------------------------------------------------------------------
bool cMaterial_Water::UsesType(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Diffuse)
return true;
return false;
}
//-----------------------------------------------------------------------
tTextureTypeList cMaterial_Water::GetTextureTypes() {
tTextureTypeList vTypes;
vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
vTypes.push_back(cTextureType("", eMaterialTexture_Specular));
if (_refractProgram)
vTypes.push_back(cTextureType("", eMaterialTexture_Refraction));
return vTypes;
}
//-----------------------------------------------------------------------
} // namespace hpl