scummvm/engines/hpl1/engine/graphics/Material_Fallback02_BaseLight.cpp
2022-12-25 16:31:57 +01:00

310 lines
10 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/graphics/Material_Fallback02_BaseLight.h"
#include "hpl1/engine/graphics/Material_BaseLight.h"
#include "hpl1/engine/graphics/GPUProgram.h"
#include "hpl1/engine/graphics/Renderer2D.h"
#include "hpl1/engine/math/Math.h"
#include "hpl1/engine/resources/GpuProgramManager.h"
#include "hpl1/engine/resources/TextureManager.h"
#include "hpl1/engine/scene/Camera.h"
#include "hpl1/engine/scene/Light.h"
#include "hpl1/engine/scene/Light3DSpot.h"
#include "hpl1/engine/system/low_level_system.h"
#include "hpl1/engine/system/String.h"
#include "common/algorithm.h"
namespace hpl {
iMaterial_Fallback02_BaseLight::iMaterial_Fallback02_BaseLight(
const tString &asName, iLowLevelGraphics *apLowLevelGraphics,
cImageManager *apImageManager, cTextureManager *apTextureManager,
cRenderer2D *apRenderer, cGpuProgramManager *apProgramManager,
eMaterialPicture aPicture, cRenderer3D *apRenderer3D)
: iMaterial(asName, apLowLevelGraphics, apImageManager, apTextureManager, apRenderer, apProgramManager,
aPicture, apRenderer3D) {
mbIsTransperant = false;
mbIsGlowing = false;
mbUsesLights = true;
Common::fill(_gpuPrograms, _gpuPrograms + eBaseLightProgram_LastEnum, nullptr);
_gpuPrograms[eBaseLightProgram_Point1] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_p1", "hpl1_Fallback02_Diffuse_Light_p1");
//the second pass is the same as the second pass of fallback01
_gpuPrograms[eBaseLightProgram_Point2] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_p2", "hpl1_Fallback01_Diffuse_Light_p2");
_gpuPrograms[eBaseLightProgram_Spot1] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_p1", "hpl1_Fallback02_Diffuse_Light_p1");
_gpuPrograms[eBaseLightProgram_Spot2] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_Spot_p2", "hpl1_Fallback02_Diffuse_Light_Spot_p2");
_gpuPrograms[eBaseLightProgram_Spot3] = mpProgramManager->CreateProgram("hpl1_Fallback02_Diffuse_Light_Spot_p3", "hpl1_Fallback02_Diffuse_Light_Spot_p3");
_diffuseGpuProgram = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Diffuse_Color");
_ambientGpuProgram = mpProgramManager->CreateProgram("hpl1_Diffuse_Color", "hpl1_Ambient_Color");
mpNormalizationMap = mpTextureManager->CreateCubeMap("Normalization", false);
mpNormalizationMap->SetWrapS(eTextureWrap_ClampToEdge);
mpNormalizationMap->SetWrapT(eTextureWrap_ClampToEdge);
mpSpotNegativeRejectMap = mpTextureManager->Create1D("core_spot_negative_reject", false);
if (mpSpotNegativeRejectMap) {
mpSpotNegativeRejectMap->SetWrapS(eTextureWrap_ClampToEdge);
mpSpotNegativeRejectMap->SetWrapT(eTextureWrap_ClampToEdge);
}
}
//-----------------------------------------------------------------------
iMaterial_Fallback02_BaseLight::~iMaterial_Fallback02_BaseLight() {
if (mpNormalizationMap)
mpTextureManager->Destroy(mpNormalizationMap);
if (mpSpotNegativeRejectMap)
mpTextureManager->Destroy(mpSpotNegativeRejectMap);
for (int i = 0; i < eBaseLightProgram_LastEnum; i++) {
if (_gpuPrograms[i])
mpProgramManager->Destroy(_gpuPrograms[i]);
}
if (_diffuseGpuProgram)
mpProgramManager->Destroy(_diffuseGpuProgram);
if (_ambientGpuProgram)
mpProgramManager->Destroy(_ambientGpuProgram);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
iGpuProgram *iMaterial_Fallback02_BaseLight::getGpuProgram(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
eBaseLightProgram program = eBaseLightProgram_Point1;
if (apLight) {
if (apLight->GetLightType() == eLight3DType_Point)
program = eBaseLightProgram_Point1;
else if (apLight->GetLightType() == eLight3DType_Spot)
program = eBaseLightProgram_Spot1;
}
if (aType == eMaterialRenderType_Light)
return _gpuPrograms[program + alPass];
if (aType == eMaterialRenderType_Z)
return _ambientGpuProgram;
if (aType == eMaterialRenderType_Diffuse)
return _diffuseGpuProgram;
return nullptr;
}
iMaterialProgramSetup *iMaterial_Fallback02_BaseLight::getGpuProgramSetup(const eMaterialRenderType aType, const int alPass, iLight3D *apLight) {
static cAmbProgramSetup ambProgramSetup;
if (aType == eMaterialRenderType_Z)
return &ambProgramSetup;
return nullptr;
}
//------------------------------------------------------------------------------------
bool iMaterial_Fallback02_BaseLight::VertexProgramUsesLight(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light) {
return true;
}
return false;
}
//------------------------------------------------------------------------------------
bool iMaterial_Fallback02_BaseLight::VertexProgramUsesEye(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return false;
}
//------------------------------------------------------------------------------------
eMaterialAlphaMode iMaterial_Fallback02_BaseLight::GetAlphaMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
if (aType == eMaterialRenderType_Z && mbHasAlpha)
return eMaterialAlphaMode_Trans;
return eMaterialAlphaMode_Solid;
}
//------------------------------------------------------------------------------------
eMaterialBlendMode iMaterial_Fallback02_BaseLight::GetBlendMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
//////////////////////////////
// Light
if (aType == eMaterialRenderType_Light) {
if (apLight->GetLightType() == eLight3DType_Point) {
if (alPass == 0)
return eMaterialBlendMode_Replace;
else if (alPass == 1)
return eMaterialBlendMode_DestAlphaAdd;
} else {
switch (alPass) {
case 0:
return eMaterialBlendMode_Replace;
case 1:
return eMaterialBlendMode_Mul;
case 2:
return eMaterialBlendMode_DestAlphaAdd;
}
}
}
//////////////////////////////
// Z
else if (aType == eMaterialRenderType_Z)
return eMaterialBlendMode_Replace;
//////////////////////////////
// Other
return eMaterialBlendMode_Add;
}
//------------------------------------------------------------------------------------
eMaterialChannelMode iMaterial_Fallback02_BaseLight::GetChannelMode(eMaterialRenderType aType, int alPass, iLight3D *apLight) {
////////////////////////////
// Light
if (aType == eMaterialRenderType_Light) {
if (apLight->GetLightType() == eLight3DType_Point) {
if (alPass == 0)
return eMaterialChannelMode_A;
} else {
if (alPass == 0 || alPass == 1)
return eMaterialChannelMode_A;
}
}
//////////////////////////////
// Other
else if (aType == eMaterialRenderType_Z) {
// return eMaterialChannelMode_Z;
return eMaterialChannelMode_RGBA;
}
return eMaterialChannelMode_RGBA;
}
//-----------------------------------------------------------------------
iTexture *iMaterial_Fallback02_BaseLight::GetTexture(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
////////////////////////////////////////
// Z
if (aType == eMaterialRenderType_Z) {
// if(alUnit==0 && mbHasAlpha) return mvTexture[eMaterialTexture_Diffuse];
if (alUnit == 0)
return mvTexture[eMaterialTexture_Diffuse];
return NULL;
}
////////////////////////////////////////
// Diffuse
else if (aType == eMaterialRenderType_Diffuse) {
if (alUnit == 0)
return mvTexture[eMaterialTexture_Illumination];
return NULL;
}
////////////////////////////////////////
// Light
else if (aType == eMaterialRenderType_Light) {
if (alPass == 0) {
switch (alUnit) {
case 0:
return mpNormalizationMap;
case 1: {
if (apLight->GetTempTexture(0) == NULL) {
iTexture *pTex = apLight->GetFalloffMap();
apLight->SetTempTexture(0, mpTextureManager->CreateAttenuation(pTex->GetName()));
}
return apLight->GetTempTexture(0);
}
}
} else if (alPass == 1) {
if (apLight->GetLightType() == eLight3DType_Point) {
if (alUnit == 0)
return mvTexture[eMaterialTexture_Diffuse];
} else {
if (alUnit == 0)
return mpSpotNegativeRejectMap;
}
} else if (alPass == 2) {
switch (alUnit) {
case 0:
return mvTexture[eMaterialTexture_Diffuse];
case 1:
if (apLight->GetLightType() == eLight3DType_Spot) {
cLight3DSpot *pSpotLight = static_cast<cLight3DSpot *>(apLight);
return pSpotLight->GetTexture();
};
break;
}
}
}
return NULL;
}
//-----------------------------------------------------------------------
eMaterialBlendMode iMaterial_Fallback02_BaseLight::GetTextureBlend(int alUnit, eMaterialRenderType aType, int alPass, iLight3D *apLight) {
return eMaterialBlendMode_None;
}
//-----------------------------------------------------------------------
int iMaterial_Fallback02_BaseLight::GetNumOfPasses(eMaterialRenderType aType, iLight3D *apLight) {
if (aType == eMaterialRenderType_Light) {
if (apLight->GetLightType() == eLight3DType_Point)
return 2;
else
return 3;
}
return 1;
}
//-----------------------------------------------------------------------
bool iMaterial_Fallback02_BaseLight::UsesType(eMaterialRenderType aType) {
if (aType == eMaterialRenderType_Diffuse) {
if (mvTexture[eMaterialTexture_Illumination])
return true;
else
return false;
}
return true;
}
//-----------------------------------------------------------------------
tTextureTypeList iMaterial_Fallback02_BaseLight::GetTextureTypes() {
tTextureTypeList vTypes;
vTypes.push_back(cTextureType("", eMaterialTexture_Diffuse));
vTypes.push_back(cTextureType("_illum", eMaterialTexture_Illumination));
return vTypes;
}
//-----------------------------------------------------------------------
} // namespace hpl