ScummVM API documentation
Material_Fallback01_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_FALLBACK01_BASE_LIGHT_H
29#define HPL_MATERIAL_FALLBACK01_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#include "hpl1/engine/graphics/Material_BaseLight.h"
36
37namespace hpl {
38
39//---------------------------------------------------------------
40
42public:
43 iMaterial_Fallback01_BaseLight(bool abNormalMap, bool abSpecular,
44 const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
45 cImageManager *apImageManager, cTextureManager *apTextureManager,
46 cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
47 eMaterialPicture aPicture, cRenderer3D *apRenderer3D);
48
50
51 tTextureTypeList GetTextureTypes();
52
53 bool UsesType(eMaterialRenderType aType);
54
55 iGpuProgram *getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
56 iMaterialProgramSetup *getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
57
58 bool VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight);
59 bool VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight);
60
61 eMaterialAlphaMode GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
62 eMaterialBlendMode GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
63 eMaterialChannelMode GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
64
65 iTexture *GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
66 eMaterialBlendMode GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
67
68 int GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight);
69
71 // Old and worthless stuff, only used by 2D renderer
72 void Compile() {}
73 bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { return false; }
74 void EndRendering(eMaterialRenderType aType) {}
75 tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType) { return 0; }
76 bool NextPass(eMaterialRenderType aType) { return false; }
77 bool HasMultiplePasses(eMaterialRenderType aType) { return false; }
78 eMaterialType GetType(eMaterialRenderType aType) { return eMaterialType_Diffuse; }
79 void EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
80 tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {}
81
82protected:
83 iTexture *mpNormalizationMap;
84 iTexture *mpSpotNegativeRejectMap;
85
86 // properties to set
87 bool mbUseSpecular;
88 bool mbUseNormalMap;
89
90 bool mbUsesTwoPassSpot;
91
92 iTexture *mpAttenuationMap;
93
94 iGpuProgram *_programs[eBaseLightProgram_LastEnum];
95 iGpuProgram *_diffuseShader;
96 iGpuProgram *_ambientShader;
97};
98
100// Diffuse
102
104public:
105 cMaterial_Fallback01_Diffuse(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
106 cImageManager *apImageManager, cTextureManager *apTextureManager,
107 cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
108 eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
109 : iMaterial_Fallback01_BaseLight(false, false,
110 asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
111 aPicture, apRenderer3D) {
112 }
113};
114
116// Bump
118
120public:
121 cMaterial_Fallback01_Bump(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
122 cImageManager *apImageManager, cTextureManager *apTextureManager,
123 cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
124 eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
125 : iMaterial_Fallback01_BaseLight(true, false,
126 asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
127 aPicture, apRenderer3D) {
128 }
129};
130
131//---------------------------------------------------------------
132
133} // namespace hpl
134
135#endif // HPL_MATERIAL_FALLBACK01_BASE_LIGHT_H
Definition: list.h:44
Definition: str.h:59
Definition: GpuProgramManager.h:39
Definition: ImageManager.h:48
Definition: Material_Fallback01_BaseLight.h:119
Definition: Material_Fallback01_BaseLight.h:103
Definition: Renderer2D.h:79
Definition: Renderer3D.h:139
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_Fallback01_BaseLight.h:41
bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight)
Definition: Material_Fallback01_BaseLight.h:73
eMaterialType GetType(eMaterialRenderType aType)
Definition: Material_Fallback01_BaseLight.h:78
bool HasMultiplePasses(eMaterialRenderType aType)
Definition: Material_Fallback01_BaseLight.h:77
bool NextPass(eMaterialRenderType aType)
Definition: Material_Fallback01_BaseLight.h:76
void EndRendering(eMaterialRenderType aType)
Definition: Material_Fallback01_BaseLight.h:74
tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType)
Definition: Material_Fallback01_BaseLight.h:75
Definition: Material.h:203
Definition: Material.h:181
Definition: Texture.h:88