ScummVM API documentation
Material_Fallback02_BaseLight.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of HPL1 Engine.
26  */
27 
28 #ifndef HPL_MATERIAL_FALLBACK02_BASE_LIGHT_H
29 #define HPL_MATERIAL_FALLBACK02_BASE_LIGHT_H
30 
31 #include "hpl1/engine/graphics/Material.h"
32 #include "hpl1/engine/scene/Light3D.h"
33 
34 #include "hpl1/engine/graphics/Material_BaseLight.h"
35 
36 namespace hpl {
37 
38 //---------------------------------------------------------------
39 
41 public:
43  const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
44  cImageManager *apImageManager, cTextureManager *apTextureManager,
45  cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
46  eMaterialPicture aPicture, cRenderer3D *apRenderer3D);
47 
49 
50  tTextureTypeList GetTextureTypes();
51 
52  bool UsesType(eMaterialRenderType aType);
53 
54  iGpuProgram *getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
55  iMaterialProgramSetup *getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
56 
57  bool VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight);
58  bool VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight);
59 
60  eMaterialAlphaMode GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
61  eMaterialBlendMode GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
62  eMaterialChannelMode GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
63 
64  iTexture *GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
65  eMaterialBlendMode GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
66 
67  int GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight);
68 
70  // Old and worthless stuff, only used by 2D renderer
71  void Compile() {}
72  bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { return false; }
73  void EndRendering(eMaterialRenderType aType) {}
74  tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType) { return 0; }
75  bool NextPass(eMaterialRenderType aType) { return false; }
76  bool HasMultiplePasses(eMaterialRenderType aType) { return false; }
77  eMaterialType GetType(eMaterialRenderType aType) { return eMaterialType_Diffuse; }
78  void EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
79  tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {}
80 
81 protected:
82  iTexture *mpNormalizationMap;
83  iTexture *mpSpotNegativeRejectMap;
84 
85  iTexture *mpAttenuationMap;
86 
87  iGpuProgram *_gpuPrograms[eBaseLightProgram_LastEnum];
88  iGpuProgram *_diffuseGpuProgram;
89  iGpuProgram *_ambientGpuProgram;
90 };
91 
92 //---------------------------------------------------------------
93 
95 // Diffuse
97 
99 public:
100  cMaterial_Fallback02_Diffuse(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
101  cImageManager *apImageManager, cTextureManager *apTextureManager,
102  cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
103  eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
105  asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
106  aPicture, apRenderer3D) {
107  }
108 };
109 
110 //---------------------------------------------------------------
111 
112 } // namespace hpl
113 
114 #endif // HPL_MATERIAL_FALLBACK02_BASE_LIGHT_H
Definition: AI.h:36
Definition: str.h:59
Definition: Light3D.h:117
Definition: Material_Fallback02_BaseLight.h:98
Definition: GpuProgramManager.h:39
Definition: Texture.h:88
Definition: list.h:44
Definition: Material.h:181
Definition: Light.h:38
Definition: Renderer2D.h:79
Definition: Renderer3D.h:139
void EndRendering(eMaterialRenderType aType)
Definition: Material_Fallback02_BaseLight.h:73
bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight)
Definition: Material_Fallback02_BaseLight.h:72
Definition: TextureManager.h:47
Definition: Material_Fallback02_BaseLight.h:40
tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType)
Definition: Material_Fallback02_BaseLight.h:74
Definition: ImageManager.h:48
eMaterialType GetType(eMaterialRenderType aType)
Definition: Material_Fallback02_BaseLight.h:77
Definition: Camera.h:43
Definition: Material.h:203
Definition: LowLevelGraphics.h:200
Definition: GPUProgram.h:62
bool HasMultiplePasses(eMaterialRenderType aType)
Definition: Material_Fallback02_BaseLight.h:76
bool NextPass(eMaterialRenderType aType)
Definition: Material_Fallback02_BaseLight.h:75