395 lines
13 KiB
C++
395 lines
13 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/Material_BaseLight.h"
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#include "common/algorithm.h"
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#include "hpl1/engine/graphics/GPUProgram.h"
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#include "hpl1/engine/graphics/Renderer2D.h"
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#include "hpl1/engine/graphics/Renderer3D.h"
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#include "hpl1/engine/math/Math.h"
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#include "hpl1/engine/resources/GpuProgramManager.h"
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#include "hpl1/engine/resources/TextureManager.h"
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#include "hpl1/engine/scene/Camera.h"
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#include "hpl1/engine/scene/Light.h"
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#include "hpl1/engine/scene/Light3DSpot.h"
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#include "hpl1/engine/scene/PortalContainer.h"
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#include "hpl1/engine/system/String.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// FRAGMENT PRORGAM SETUP
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cAmbProgramSetup::Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings) {
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if (apRenderSettings->mpSector)
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apProgram->SetColor3f("ambientColor", apRenderSettings->mAmbientColor * apRenderSettings->mpSector->GetAmbientColor());
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else
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apProgram->SetColor3f("ambientColor", apRenderSettings->mAmbientColor);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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iMaterial_BaseLight::iMaterial_BaseLight(const tString &asLightVertexProgram,
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const tString &asLightFragmentProgram,
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const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
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cImageManager *apImageManager, cTextureManager *apTextureManager,
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cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
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eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
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: iMaterial(asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
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aPicture, apRenderer3D) {
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mbIsTransperant = false;
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mbIsGlowing = false;
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mbUsesLights = true;
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mbUseColorSpecular = false;
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Common::fill(_shaders, _shaders + eBaseLightProgram_LastEnum, nullptr);
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///////////////////////////////////////////
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// Load the light pass vertex program
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// Point
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_shaders[eBaseLightProgram_Point1] = mpProgramManager->CreateProgram(asLightVertexProgram, asLightFragmentProgram);
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////////////////////////////////////////
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// Get names for other light programs
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tString sSpotVtxProgram = asLightVertexProgram + "_Spot";
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//////////////////////////////////////////////////////
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// Check if there is enough texture units for 1 pass spot
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if (mpLowLevelGraphics->GetCaps(eGraphicCaps_MaxTextureImageUnits) > 4) {
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mbUsesTwoPassSpot = false;
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tString sSpotFragProgram = asLightFragmentProgram + "_Spot";
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_shaders[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram);
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} else {
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mbUsesTwoPassSpot = true;
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tString sSpotFragProgram1 = "Diffuse_Light_Spot_pass1"; // cString::Sub(asLightFragmentProgram,0, (int)asLightFragmentProgram.size() - 5) +
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// "Spot_fp_pass1.cg";
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tString sSpotFragProgram2 = asLightFragmentProgram + "_Spot_pass2";
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_shaders[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram1);
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_shaders[eBaseLightProgram_Spot2] = mpProgramManager->CreateProgram(sSpotVtxProgram, sSpotFragProgram2);
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}
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_diffuseShader = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Diffuse_Color");
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_ambientShader = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Ambient_Color");
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///////////////////////////////////////////
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// Normalization map
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mpNormalizationMap = mpTextureManager->CreateCubeMap("Normalization", false);
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mpNormalizationMap->SetWrapS(eTextureWrap_ClampToEdge);
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mpNormalizationMap->SetWrapT(eTextureWrap_ClampToEdge);
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///////////////////////////////////////////
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// Negative rejection
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mpSpotNegativeRejectMap = mpTextureManager->Create1D("core_spot_negative_reject", false);
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if (mpSpotNegativeRejectMap) {
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mpSpotNegativeRejectMap->SetWrapS(eTextureWrap_ClampToEdge);
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mpSpotNegativeRejectMap->SetWrapT(eTextureWrap_ClampToEdge);
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}
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mbUseSpecular = false;
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mbUseNormalMap = false;
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}
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//-----------------------------------------------------------------------
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iMaterial_BaseLight::~iMaterial_BaseLight() {
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if (mpNormalizationMap)
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mpTextureManager->Destroy(mpNormalizationMap);
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if (mpSpotNegativeRejectMap)
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mpTextureManager->Destroy(mpSpotNegativeRejectMap);
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for (int i = 0; i < eBaseLightProgram_LastEnum; ++i) {
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if (_shaders[i])
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mpProgramManager->Destroy(_shaders[i]);
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}
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if (_diffuseShader)
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mpProgramManager->Destroy(_diffuseShader);
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if (_ambientShader)
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mpProgramManager->Destroy(_ambientShader);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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iGpuProgram *iMaterial_BaseLight::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Light) {
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eBaseLightProgram program;
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if (apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) {
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if (alPass == 0)
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program = eBaseLightProgram_Spot1;
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else
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program = eBaseLightProgram_Spot2;
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} else {
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if (apLight->GetLightType() == eLight3DType_Point)
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program = eBaseLightProgram_Point1;
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else if (apLight->GetLightType() == eLight3DType_Spot)
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program = eBaseLightProgram_Spot1;
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else {
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assert(false);
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program = static_cast<eBaseLightProgram>(0);
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}
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}
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return _shaders[program];
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} else if (aType == eMaterialRenderType_Diffuse) {
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return _diffuseShader;
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} else if (aType == eMaterialRenderType_Z) {
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return _ambientShader;
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}
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return nullptr;
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}
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iMaterialProgramSetup *iMaterial_BaseLight::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
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static cAmbProgramSetup ambProgramSetup;
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if (aType == eMaterialRenderType_Z)
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return &ambProgramSetup;
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return nullptr;
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}
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//------------------------------------------------------------------------------------
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bool iMaterial_BaseLight::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Light)
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return true;
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return false;
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}
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//------------------------------------------------------------------------------------
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bool iMaterial_BaseLight::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Light && mbUseSpecular)
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return true;
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return false;
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}
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//------------------------------------------------------------------------------------
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eMaterialAlphaMode iMaterial_BaseLight::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Z && mbHasAlpha)
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return eMaterialAlphaMode_Trans;
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return eMaterialAlphaMode_Solid;
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}
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//------------------------------------------------------------------------------------
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eMaterialBlendMode iMaterial_BaseLight::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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//////////////////////////////
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// Spot two pass
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if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) {
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if (alPass == 0)
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return eMaterialBlendMode_Replace;
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else if (alPass == 1)
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return eMaterialBlendMode_DestAlphaAdd;
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}
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//////////////////////////////
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// Other
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if (aType == eMaterialRenderType_Z)
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return eMaterialBlendMode_Replace;
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return eMaterialBlendMode_Add;
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}
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//------------------------------------------------------------------------------------
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eMaterialChannelMode iMaterial_BaseLight::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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////////////////////////////
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// Spot two pass:
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if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) {
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if (alPass == 0)
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return eMaterialChannelMode_A;
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}
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//////////////////////////////
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// Other
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else if (aType == eMaterialRenderType_Z) {
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// return eMaterialChannelMode_Z;
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return eMaterialChannelMode_RGBA;
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}
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return eMaterialChannelMode_RGBA;
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}
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//-----------------------------------------------------------------------
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iTexture *iMaterial_BaseLight::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Z) {
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// if(alUnit==0 && mbHasAlpha) return mvTexture[eMaterialTexture_Diffuse];
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if (alUnit == 0)
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return mvTexture[eMaterialTexture_Diffuse];
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return NULL;
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} else if (aType == eMaterialRenderType_Diffuse) {
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if (alUnit == 0)
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return mvTexture[eMaterialTexture_Illumination];
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return NULL;
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} else if (aType == eMaterialRenderType_Light) {
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//////////////////////////////////////////////
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// Two Pass Spot LIght
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if (mbUsesTwoPassSpot && apLight->GetLightType() == eLight3DType_Spot) {
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if (alPass == 0) {
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switch (alUnit) {
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// Falloff map
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case 0:
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return apLight->GetFalloffMap();
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// Negative rejection:
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case 1:
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return mpSpotNegativeRejectMap;
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}
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} else {
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switch (alUnit) {
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// Diffuse texture
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case 0:
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return mvTexture[eMaterialTexture_Diffuse];
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// Normalmap
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case 1:
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if (mbUseNormalMap)
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return mvTexture[eMaterialTexture_NMap];
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break;
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// Normalization map
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case 2:
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return mpNormalizationMap;
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break;
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// Spotlight texture
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case 3: {
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cLight3DSpot *pSpotLight = static_cast<cLight3DSpot *>(apLight);
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return pSpotLight->GetTexture();
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} break;
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}
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}
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}
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//////////////////////////////////////////////
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// All Other Lighting
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else {
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switch (alUnit) {
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// Diffuse texture
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case 0:
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return mvTexture[eMaterialTexture_Diffuse];
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// Normalmap
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case 1:
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if (mbUseNormalMap)
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return mvTexture[eMaterialTexture_NMap];
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break;
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// Normalization map
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case 2:
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return mpNormalizationMap;
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break;
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// Falloff map
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case 3:
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return apLight->GetFalloffMap();
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// Spotlight texture
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case 4:
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if (apLight->GetLightType() == eLight3DType_Spot) {
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cLight3DSpot *pSpotLight = static_cast<cLight3DSpot *>(apLight);
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return pSpotLight->GetTexture();
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};
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break;
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// Negative rejection
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case 5:
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if (apLight->GetLightType() == eLight3DType_Spot) {
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return mpSpotNegativeRejectMap;
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}
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break;
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// Color specular
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case 6:
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if (mbUseColorSpecular) {
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return mvTexture[eMaterialTexture_Specular];
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}
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break;
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}
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------
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eMaterialBlendMode iMaterial_BaseLight::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
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return eMaterialBlendMode_None;
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}
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//-----------------------------------------------------------------------
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int iMaterial_BaseLight::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) {
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if (aType == eMaterialRenderType_Light && apLight->GetLightType() == eLight3DType_Spot && mbUsesTwoPassSpot) {
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return 2;
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}
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return 1;
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}
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//-----------------------------------------------------------------------
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bool iMaterial_BaseLight::UsesType(eMaterialRenderType aType) {
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if (aType == eMaterialRenderType_Diffuse) {
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if (mvTexture[eMaterialTexture_Illumination])
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return true;
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else
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return false;
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}
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return true;
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}
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//-----------------------------------------------------------------------
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tTextureTypeList iMaterial_BaseLight::GetTextureTypes() {
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tTextureTypeList vTypes;
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vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
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if (mbUseNormalMap)
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vTypes.push_back(cTextureType("_bump", eMaterialTexture_NMap));
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if (mbUseColorSpecular)
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vTypes.push_back(cTextureType("_spec", eMaterialTexture_Specular));
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vTypes.push_back(cTextureType("_illum", eMaterialTexture_Illumination));
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return vTypes;
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}
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//-----------------------------------------------------------------------
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} // namespace hpl
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