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

395 lines
13 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_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"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// FRAGMENT PRORGAM SETUP
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cAmbProgramSetup::Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) {
if (apRenderSettings->mpSector)
apProgram->SetColor3f("ambientColor", apRenderSettings->mAmbientColor * apRenderSettings->mpSector->GetAmbientColor());
else
apProgram->SetColor3f("ambientColor", apRenderSettings->mAmbientColor);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iMaterial_BaseLight::iMaterial_BaseLight(const tString &asLightVertexProgram,
const tString &asLightFragmentProgram,
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;
mbUseColorSpecular = false;
Common::fill(_shaders, _shaders + eBaseLightProgram_LastEnum, nullptr);
///////////////////////////////////////////
// Load the light pass vertex program
// Point
_shaders[eBaseLightProgram_Point1] = mpProgramManager->CreateProgram(asLightVertexProgram, asLightFragmentProgram);
////////////////////////////////////////
// Get names for other light programs
tString sSpotVtxProgram = asLightVertexProgram + "_Spot";
//////////////////////////////////////////////////////
// Check if there is enough texture units for 1 pass spot
if (mpLowLevelGraphics->GetCaps(eGraphicCaps_MaxTextureImageUnits) > 4) {
mbUsesTwoPassSpot = false;
tString sSpotFragProgram = asLightFragmentProgram + "_Spot";
_shaders[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram);
} else {
mbUsesTwoPassSpot = true;
tString sSpotFragProgram1 = "Diffuse_Light_Spot_pass1"; // cString::Sub(asLightFragmentProgram,0, (int)asLightFragmentProgram.size() - 5) +
// "Spot_fp_pass1.cg";
tString sSpotFragProgram2 = asLightFragmentProgram + "_Spot_pass2";
_shaders[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram1);
_shaders[eBaseLightProgram_Spot2] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram2);
}
_diffuseShader = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Diffuse_Color");
_ambientShader = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Ambient_Color");
///////////////////////////////////////////
// Normalization map
mpNormalizationMap = mpTextureManager->CreateCubeMap("Normalization", false);
mpNormalizationMap->SetWrapS(eTextureWrap_ClampToEdge);
mpNormalizationMap->SetWrapT(eTextureWrap_ClampToEdge);
///////////////////////////////////////////
// Negative rejection
mpSpotNegativeRejectMap = mpTextureManager->Create1D("core_spot_negative_reject", false);
if (mpSpotNegativeRejectMap) {
mpSpotNegativeRejectMap->SetWrapS(eTextureWrap_ClampToEdge);
mpSpotNegativeRejectMap->SetWrapT(eTextureWrap_ClampToEdge);
}
mbUseSpecular = false;
mbUseNormalMap = false;
}
//-----------------------------------------------------------------------
iMaterial_BaseLight::~iMaterial_BaseLight() {
if (mpNormalizationMap)
mpTextureManager->Destroy(mpNormalizationMap);
if (mpSpotNegativeRejectMap)
mpTextureManager->Destroy(mpSpotNegativeRejectMap);
for (int i = 0; i < eBaseLightProgram_LastEnum; ++i) {
if (_shaders[i])
mpProgramManager->Destroy(_shaders[i]);
}
if (_diffuseShader)
mpProgramManager->Destroy(_diffuseShader);
if (_ambientShader)
mpProgramManager->Destroy(_ambientShader);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iGpuProgram *iMaterial_BaseLight::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light) {
eBaseLightProgram program;
if (apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) {
if (alPass == 0)
program = eBaseLightProgram_Spot1;
else
program = eBaseLightProgram_Spot2;
} else {
if (apLight->GetLightType() == eLight3DType_Point)
program = eBaseLightProgram_Point1;
else if (apLight->GetLightType() == eLight3DType_Spot)
program = eBaseLightProgram_Spot1;
else {
assert(false);
program = static_cast<eBaseLightProgram>(0);
}
}
return _shaders[program];
} else if (aType == eMaterialRenderType_Diffuse) {
return _diffuseShader;
} else if (aType == eMaterialRenderType_Z) {
return _ambientShader;
}
return nullptr;
}
iMaterialProgramSetup *iMaterial_BaseLight::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
static cAmbProgramSetup ambProgramSetup;
if (aType == eMaterialRenderType_Z)
return &ambProgramSetup;
return nullptr;
}
//------------------------------------------------------------------------------------
bool iMaterial_BaseLight::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light)
return true;
return false;
}
//------------------------------------------------------------------------------------
bool iMaterial_BaseLight::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light && mbUseSpecular)
return true;
return false;
}
//------------------------------------------------------------------------------------
eMaterialAlphaMode iMaterial_BaseLight::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Z && mbHasAlpha)
return eMaterialAlphaMode_Trans;
return eMaterialAlphaMode_Solid;
}
//------------------------------------------------------------------------------------
eMaterialBlendMode iMaterial_BaseLight::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
//////////////////////////////
// Spot two pass
if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) {
if (alPass == 0)
return eMaterialBlendMode_Replace;
else if (alPass == 1)
return eMaterialBlendMode_DestAlphaAdd;
}
//////////////////////////////
// Other
if (aType == eMaterialRenderType_Z)
return eMaterialBlendMode_Replace;
return eMaterialBlendMode_Add;
}
//------------------------------------------------------------------------------------
eMaterialChannelMode iMaterial_BaseLight::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
////////////////////////////
// Spot two pass:
if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) {
if (alPass == 0)
return eMaterialChannelMode_A;
}
//////////////////////////////
// Other
else if (aType == eMaterialRenderType_Z) {
// return eMaterialChannelMode_Z;
return eMaterialChannelMode_RGBA;
}
return eMaterialChannelMode_RGBA;
}
//-----------------------------------------------------------------------
iTexture *iMaterial_BaseLight::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Z) {
// if(alUnit==0 && mbHasAlpha) return mvTexture[eMaterialTexture_Diffuse];
if (alUnit == 0)
return mvTexture[eMaterialTexture_Diffuse];
return NULL;
} else if (aType == eMaterialRenderType_Diffuse) {
if (alUnit == 0)
return mvTexture[eMaterialTexture_Illumination];
return NULL;
} else if (aType == eMaterialRenderType_Light) {
//////////////////////////////////////////////
// Two Pass Spot LIght
if (mbUsesTwoPassSpot && apLight->GetLightType() == eLight3DType_Spot) {
if (alPass == 0) {
switch (alUnit) {
// Falloff map
case 0:
return apLight->GetFalloffMap();
// Negative rejection:
case 1:
return mpSpotNegativeRejectMap;
}
} else {
switch (alUnit) {
// Diffuse texture
case 0:
return mvTexture[eMaterialTexture_Diffuse];
// Normalmap
case 1:
if (mbUseNormalMap)
return mvTexture[eMaterialTexture_NMap];
break;
// Normalization map
case 2:
return mpNormalizationMap;
break;
// Spotlight texture
case 3: {
cLight3DSpot *pSpotLight = static_cast<cLight3DSpot *>(apLight);
return pSpotLight->GetTexture();
} break;
}
}
}
//////////////////////////////////////////////
// All Other Lighting
else {
switch (alUnit) {
// Diffuse texture
case 0:
return mvTexture[eMaterialTexture_Diffuse];
// Normalmap
case 1:
if (mbUseNormalMap)
return mvTexture[eMaterialTexture_NMap];
break;
// Normalization map
case 2:
return mpNormalizationMap;
break;
// Falloff map
case 3:
return apLight->GetFalloffMap();
// Spotlight texture
case 4:
if (apLight->GetLightType() == eLight3DType_Spot) {
cLight3DSpot *pSpotLight = static_cast<cLight3DSpot *>(apLight);
return pSpotLight->GetTexture();
};
break;
// Negative rejection
case 5:
if (apLight->GetLightType() == eLight3DType_Spot) {
return mpSpotNegativeRejectMap;
}
break;
// Color specular
case 6:
if (mbUseColorSpecular) {
return mvTexture[eMaterialTexture_Specular];
}
break;
}
}
}
return NULL;
}
//-----------------------------------------------------------------------
eMaterialBlendMode iMaterial_BaseLight::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialBlendMode_None;
}
//-----------------------------------------------------------------------
int iMaterial_BaseLight::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) {
return 2;
}
return 1;
}
//-----------------------------------------------------------------------
bool iMaterial_BaseLight::UsesType(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Diffuse) {
if (mvTexture[eMaterialTexture_Illumination])
return true;
else
return false;
}
return true;
}
//-----------------------------------------------------------------------
tTextureTypeList iMaterial_BaseLight::GetTextureTypes() {
tTextureTypeList vTypes;
vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
if (mbUseNormalMap)
vTypes.push_back(cTextureType("_bump", eMaterialTexture_NMap));
if (mbUseColorSpecular)
vTypes.push_back(cTextureType("_spec", eMaterialTexture_Specular));
vTypes.push_back(cTextureType("_illum", eMaterialTexture_Illumination));
return vTypes;
}
//-----------------------------------------------------------------------
} // namespace hpl