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Aquaria/BBGE/Gradient.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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 2
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, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "Gradient.h"
#include "Core.h"
Gradient::Gradient() : RenderObject()
{
autoWidth = autoHeight = 0;
}
void Gradient::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
if (autoWidth == AUTO_VIRTUALWIDTH)
{
scale.x = core->getVirtualWidth();
}
if (autoHeight == AUTO_VIRTUALHEIGHT)
{
scale.y = core->getVirtualWidth();
}
}
void Gradient::makeVertical(Vector c1, Vector c2)
{
ulc0 = c1;
ulc1 = c1;
ulc2 = c2;
ulc3 = c2;
}
void Gradient::makeHorizontal(Vector c1, Vector c2)
{
ulc0 = c1;
ulc1 = c2;
ulc2 = c2;
ulc3 = c1;
}
void Gradient::onRender()
{
#ifdef BBGE_BUILD_DIRECTX
core->blitD3DGradient
( ulc0.getD3DColor(alpha.x),
ulc1.getD3DColor(alpha.x),
ulc2.getD3DColor(alpha.x),
ulc3.getD3DColor(alpha.x));
#endif
#ifdef BBGE_BUILD_OPENGL
//glNormal3f(0, 0, 1);
glBegin(GL_QUADS);
//glNormal3f(0, 0, 1);
glColor4f(ulc2.x*color.x, ulc2.y*color.y, ulc2.z*color.z, alpha.x);
glVertex3f(-0.5, 0.5, 0.0f);
// 2
glColor4f(ulc3.x*color.x, ulc3.y*color.y, ulc3.z*color.z, alpha.x);
glVertex3f( 0.5, 0.5, 0.0f);
// 3
glColor4f(ulc0.x*color.x, ulc0.y*color.y, ulc0.z*color.z, alpha.x);
glVertex3f( 0.5, -0.5, 0.0f);
// 4
glColor4f(ulc1.x*color.x, ulc1.y*color.y, ulc1.z*color.z, alpha.x);
glVertex3f(-0.5, -0.5, 0.0f);
/*
glColor3f(ulc0.x, ulc0.y, ulc0.z);
glVertex3f(-0.5, -0.5, 0);
glColor3f(ulc1.x, ulc1.y, ulc1.z);
glVertex3f(0.5, -0.5, 0);
glColor3f(ulc2.x, ulc2.y, ulc2.z);
glVertex3f(0.5, 0.5, 0);
glColor3f(ulc3.x, ulc3.y, ulc3.z);
glVertex3f(-0.5, 0.5, 0);
*/
glEnd();
#endif
}