28#ifndef HPL_MATERIAL_FALLBACK01_BASE_LIGHT_H
29#define HPL_MATERIAL_FALLBACK01_BASE_LIGHT_H
31#include "hpl1/engine/graphics/GPUProgram.h"
32#include "hpl1/engine/graphics/Material.h"
33#include "hpl1/engine/scene/Light3D.h"
35#include "hpl1/engine/graphics/Material_BaseLight.h"
47 eMaterialPicture aPicture,
cRenderer3D *apRenderer3D);
53 bool UsesType(eMaterialRenderType aType);
55 iGpuProgram *getGpuProgram(
const eMaterialRenderType aType,
const int alPass,
iLight3D *apLight);
58 bool VertexProgramUsesLight(eMaterialRenderType aType,
int alPass,
iLight3D *apLight);
59 bool VertexProgramUsesEye(eMaterialRenderType aType,
int alPass,
iLight3D *apLight);
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);
65 iTexture *GetTexture(
int alUnit, eMaterialRenderType aType,
int alPass,
iLight3D *apLight);
66 eMaterialBlendMode GetTextureBlend(
int alUnit, eMaterialRenderType aType,
int alPass,
iLight3D *apLight);
68 int GetNumOfPasses(eMaterialRenderType aType,
iLight3D *apLight);
76 bool NextPass(eMaterialRenderType aType) {
return false; }
78 eMaterialType
GetType(eMaterialRenderType aType) {
return eMaterialType_Diffuse; }
79 void EditVertexes(eMaterialRenderType aType,
iCamera *apCam,
iLight *pLight,
83 iTexture *mpNormalizationMap;
84 iTexture *mpSpotNegativeRejectMap;
90 bool mbUsesTwoPassSpot;
92 iTexture *mpAttenuationMap;
94 iGpuProgram *_programs[eBaseLightProgram_LastEnum];
95 iGpuProgram *_diffuseShader;
96 iGpuProgram *_ambientShader;
108 eMaterialPicture aPicture,
cRenderer3D *apRenderer3D)
110 asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
111 aPicture, apRenderer3D) {
124 eMaterialPicture aPicture,
cRenderer3D *apRenderer3D)
126 asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
127 aPicture, apRenderer3D) {
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: GPUProgram.h:62
Definition: Light3D.h:117
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