ScummVM API documentation
Material_Water.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_WATER_H
29#define HPL_MATERIAL_WATER_H
30
31#include "hpl1/engine/graphics/GPUProgram.h"
32#include "hpl1/engine/graphics/Material.h"
33
34namespace hpl {
35
36class cMaterial_Water : public iMaterial {
37public:
38 cMaterial_Water(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
39 cImageManager *apImageManager, cTextureManager *apTextureManager,
40 cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
41 eMaterialPicture aPicture, cRenderer3D *apRenderer3D);
42
43 virtual ~cMaterial_Water();
44
45 tTextureTypeList GetTextureTypes();
46
47 bool UsesType(eMaterialRenderType aType);
48
49 void Update(float afTimeStep);
50
51 iGpuProgram *getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
52 iMaterialProgramSetup *getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
53
54 bool VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight);
55 bool VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight);
56
57 eMaterialAlphaMode GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
58 eMaterialBlendMode GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
59 eMaterialChannelMode GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
60
61 iTexture *GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
62 eMaterialBlendMode GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
63
64 int GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) { return 1; }
65
66 iGpuProgram *getRefractionProgram() { return _refractProgram; }
67 bool GetRefractionUsesDiffuse() { return true; }
68 eMaterialTexture GetRefractionDiffuseTexture() { return eMaterialTexture_Specular; }
69 bool GetRefractionUsesEye() { return true; }
70 bool GetRefractionSkipsStandardTrans() { return true; }
71 bool GetRefractionUsesTime() { return true; }
72
74 // Old and worthless stuff, only used by 2D renderer
75 void Compile() {}
76 bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { return false; }
77 void EndRendering(eMaterialRenderType aType) {}
78 tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType) { return 0; }
79 bool NextPass(eMaterialRenderType aType) { return false; }
80 bool HasMultiplePasses(eMaterialRenderType aType) { return false; }
81 eMaterialType GetType(eMaterialRenderType aType) { return eMaterialType_Diffuse; }
82 void EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
83 tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {}
84
85private:
86 iGpuProgram *_fogProgram;
87 iGpuProgram *_diffuseProgram;
88 iGpuProgram *_refractProgram;
89
90 float mfTime;
91};
92
94public:
95 bool IsCorrect(tString asName) {
96 return cString::ToLowerCase(asName) == "water";
97 }
98
99 iMaterial *Create(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
100 cImageManager *apImageManager, cTextureManager *apTextureManager,
101 cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
102 eMaterialPicture aPicture, cRenderer3D *apRenderer3D) {
103 return hplNew(cMaterial_Water, (asName, apLowLevelGraphics,
104 apImageManager, apTextureManager, apRenderer,
105 apProgramManager, aPicture, apRenderer3D));
106 }
107};
108
109} // namespace hpl
110
111#endif // HPL_MATERIAL_WATER_H
Definition: list.h:44
Definition: str.h:59
Definition: GpuProgramManager.h:39
Definition: ImageManager.h:48
Definition: Material_Water.h:36
eMaterialType GetType(eMaterialRenderType aType)
Definition: Material_Water.h:81
void EndRendering(eMaterialRenderType aType)
Definition: Material_Water.h:77
bool HasMultiplePasses(eMaterialRenderType aType)
Definition: Material_Water.h:80
bool NextPass(eMaterialRenderType aType)
Definition: Material_Water.h:79
tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType)
Definition: Material_Water.h:78
bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight)
Definition: Material_Water.h:76
Definition: Material_Water.h:93
Definition: Renderer2D.h:79
Definition: Renderer3D.h:139
static tString ToLowerCase(tString aString)
Definition: TextureManager.h:47
Definition: Camera.h:43
Definition: GPUProgram.h:62
Definition: Light3D.h:117
Definition: Light.h:38
Definition: LowLevelGraphics.h:200
Definition: Material.h:203
Definition: Material.h:181
Definition: Material.h:390
Definition: Texture.h:88