ScummVM API documentation
Material_Modulative.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_MODULATIVE_H
29 #define HPL_MATERIAL_MODULATIVE_H
30 
31 #include "hpl1/engine/graphics/GPUProgram.h"
32 #include "hpl1/engine/graphics/Material.h"
33 
34 namespace hpl {
35 
37 public:
38  cMaterial_Modulative(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
39  cImageManager *apImageManager, cTextureManager *apTextureManager,
40  cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
41  eMaterialPicture aPicture, cRenderer3D *apRenderer3D);
42 
43  virtual ~cMaterial_Modulative();
44 
45  tTextureTypeList GetTextureTypes();
46 
47  bool UsesType(eMaterialRenderType aType);
48 
49  iGpuProgram *getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
50  iMaterialProgramSetup *getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight);
51 
52  bool VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight);
53  bool VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight);
54 
55  eMaterialAlphaMode GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
56  eMaterialBlendMode GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
57  eMaterialChannelMode GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight);
58 
59  iTexture *GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
60  eMaterialBlendMode GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight);
61 
62  int GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) { return 1; }
63 
65  // Old and worthless stuff, only used by 2D renderer
66  void Compile() {}
67  bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight) { return false; }
68  void EndRendering(eMaterialRenderType aType) {}
69  tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType) { return 0; }
70  bool NextPass(eMaterialRenderType aType) { return false; }
71  bool HasMultiplePasses(eMaterialRenderType aType) { return false; }
72  eMaterialType GetType(eMaterialRenderType aType) { return eMaterialType_Diffuse; }
73  void EditVertexes(eMaterialRenderType aType, iCamera *apCam, iLight *pLight,
74  tVertexVec *apVtxVec, cVector3f *apTransform, unsigned int alIndexAdd) {}
75 
76 private:
77  iGpuProgram *_fogShader;
78 };
79 
81 public:
82  bool IsCorrect(tString asName) {
83  return cString::ToLowerCase(asName) == "modulative";
84  }
85 
86  iMaterial *Create(const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
87  cImageManager *apImageManager, cTextureManager *apTextureManager,
88  cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
89  eMaterialPicture aPicture, cRenderer3D *apRenderer3D) {
90  return hplNew(cMaterial_Modulative, (asName, apLowLevelGraphics,
91  apImageManager, apTextureManager, apRenderer,
92  apProgramManager, aPicture, apRenderer3D));
93  }
94 };
95 
96 } // namespace hpl
97 
98 #endif // HPL_MATERIAL_MODULATIVE_H
Definition: AI.h:36
void EndRendering(eMaterialRenderType aType)
Definition: Material_Modulative.h:68
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
bool StartRendering(eMaterialRenderType aType, iCamera *apCam, iLight *pLight)
Definition: Material_Modulative.h:67
Definition: Material.h:181
Definition: Light.h:38
tVtxBatchFlag GetBatchFlags(eMaterialRenderType aType)
Definition: Material_Modulative.h:69
Definition: Renderer2D.h:79
Definition: Renderer3D.h:139
Definition: TextureManager.h:47
eMaterialType GetType(eMaterialRenderType aType)
Definition: Material_Modulative.h:72
Definition: Material_Modulative.h:80
Definition: ImageManager.h:48
bool NextPass(eMaterialRenderType aType)
Definition: Material_Modulative.h:70
Definition: Camera.h:43
Definition: Material.h:203
Definition: Material_Modulative.h:36
Definition: LowLevelGraphics.h:200
Definition: GPUProgram.h:62
bool HasMultiplePasses(eMaterialRenderType aType)
Definition: Material_Modulative.h:71