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 
34 namespace hpl {
35 
36 class cMaterial_Water : public iMaterial {
37 public:
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 
85 private:
86  iGpuProgram *_fogProgram;
87  iGpuProgram *_diffuseProgram;
88  iGpuProgram *_refractProgram;
89 
90  float mfTime;
91 };
92 
94 public:
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: AI.h:36
Definition: Material.h:390
Definition: str.h:59
static tString ToLowerCase(tString aString)
Definition: Light3D.h:117
Definition: GpuProgramManager.h:39
Definition: Texture.h:88
Definition: list.h:44
Definition: Material.h:181
void EndRendering(eMaterialRenderType aType)
Definition: Material_Water.h:77
Definition: Light.h:38
eMaterialType GetType(eMaterialRenderType aType)
Definition: Material_Water.h:81
Definition: Renderer2D.h:79
Definition: Renderer3D.h:139
Definition: TextureManager.h:47
bool HasMultiplePasses(eMaterialRenderType aType)
Definition: Material_Water.h:80
Definition: ImageManager.h:48
bool NextPass(eMaterialRenderType aType)
Definition: Material_Water.h:79
Definition: Camera.h:43
Definition: Material.h:203
bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight)
Definition: Material_Water.h:76
Definition: LowLevelGraphics.h:200
Definition: Material_Water.h:36
tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType)
Definition: Material_Water.h:78
Definition: GPUProgram.h:62
Definition: Material_Water.h:93