ScummVM API documentation
Material_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_BASE_LIGHT_H
29 #define HPL_MATERIAL_BASE_LIGHT_H
30 
31 #include "hpl1/engine/graphics/GPUProgram.h"
32 #include "hpl1/engine/graphics/Material.h"
33 #include "hpl1/engine/scene/Light3D.h"
34 
35 enum eBaseLightProgram {
36  eBaseLightProgram_Point1 = 0,
37  eBaseLightProgram_Point2 = 1,
38  eBaseLightProgram_Point3 = 2,
39  eBaseLightProgram_Spot1 = 3,
40  eBaseLightProgram_Spot2 = 4,
41  eBaseLightProgram_Spot3 = 5,
42  eBaseLightProgram_LastEnum = 6
43 };
44 
45 namespace hpl {
46 
48 public:
49  void Setup(iGpuProgram *apProgram, cRenderSettings *apRenderSettings);
50 };
51 
53 public:
54  iMaterial_BaseLight(const tString &asLightVertexProgram,
55  const tString &asLightFragmentProgram,
56 
57  const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
58  cImageManager *apImageManager, cTextureManager *apTextureManager,
59  cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
60  eMaterialPicture aPicture, cRenderer3D *apRenderer3D);
61 
62  virtual ~iMaterial_BaseLight();
63 
64  tTextureTypeList GetTextureTypes();
65 
66  bool UsesType(eMaterialRenderType aType);
67 
68  iGpuProgram *getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
69  iMaterialProgramSetup *getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
70 
71  bool VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight);
72  bool VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight);
73 
74  eMaterialAlphaMode GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
75  eMaterialBlendMode GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
76  eMaterialChannelMode GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
77 
78  iTexture *GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
79  eMaterialBlendMode GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
80 
81  int GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight);
82 
84  // Old and worthless stuff, only used by 2D renderer
85  void Compile() {}
86  bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { return false; }
87  void EndRendering(eMaterialRenderType aType) {}
88  tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType) { return 0; }
89  bool NextPass(eMaterialRenderType aType) { return false; }
90  bool HasMultiplePasses(eMaterialRenderType aType) { return false; }
91  eMaterialType GetType(eMaterialRenderType aType) { return eMaterialType_Diffuse; }
92  void EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
93  tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {}
94 
95 protected:
96  iTexture *mpNormalizationMap;
97  iTexture *mpSpotNegativeRejectMap;
98 
99  bool mbUsesTwoPassSpot;
100 
101  // properties to set
102  bool mbUseSpecular;
103  bool mbUseNormalMap;
104  bool mbUseColorSpecular;
105 
106  iGpuProgram *_diffuseShader;
107  iGpuProgram *_ambientShader;
108 
109  iGpuProgram *_shaders[eBaseLightProgram_LastEnum];
110 };
111 
112 } // namespace hpl
113 
114 #endif // HPL_MATERIAL_BASE_LIGHT_H
Definition: AI.h:36
void EndRendering(eMaterialRenderType aType)
Definition: Material_BaseLight.h:87
Definition: str.h:59
Definition: Renderer3D.h:77
Definition: Light3D.h:117
Definition: GpuProgramManager.h:39
Definition: Texture.h:88
Definition: list.h:44
Definition: Material.h:181
eMaterialType GetType(eMaterialRenderType aType)
Definition: Material_BaseLight.h:91
Definition: Light.h:38
Definition: Material_BaseLight.h:52
Definition: Renderer2D.h:79
Definition: Renderer3D.h:139
bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight)
Definition: Material_BaseLight.h:86
Definition: Material_BaseLight.h:47
Definition: TextureManager.h:47
bool NextPass(eMaterialRenderType aType)
Definition: Material_BaseLight.h:89
Definition: ImageManager.h:48
Definition: Camera.h:43
Definition: Material.h:203
bool HasMultiplePasses(eMaterialRenderType aType)
Definition: Material_BaseLight.h:90
Definition: LowLevelGraphics.h:200
Definition: GPUProgram.h:62
tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType)
Definition: Material_BaseLight.h:88