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105 lines
2.3 KiB
C++
105 lines
2.3 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "Gradient.h"
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#include "Core.h"
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Gradient::Gradient() : RenderObject()
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{
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autoWidth = autoHeight = 0;
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}
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void Gradient::onUpdate(float dt)
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{
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RenderObject::onUpdate(dt);
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if (autoWidth == AUTO_VIRTUALWIDTH)
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{
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scale.x = core->getVirtualWidth();
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}
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if (autoHeight == AUTO_VIRTUALHEIGHT)
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{
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scale.y = core->getVirtualWidth();
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}
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}
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void Gradient::makeVertical(Vector c1, Vector c2)
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{
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ulc0 = c1;
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ulc1 = c1;
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ulc2 = c2;
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ulc3 = c2;
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}
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void Gradient::makeHorizontal(Vector c1, Vector c2)
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{
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ulc0 = c1;
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ulc1 = c2;
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ulc2 = c2;
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ulc3 = c1;
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}
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void Gradient::onRender()
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{
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#ifdef BBGE_BUILD_DIRECTX
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core->blitD3DGradient
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( ulc0.getD3DColor(alpha.x),
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ulc1.getD3DColor(alpha.x),
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ulc2.getD3DColor(alpha.x),
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ulc3.getD3DColor(alpha.x));
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#endif
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#ifdef BBGE_BUILD_OPENGL
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//glNormal3f(0, 0, 1);
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glBegin(GL_QUADS);
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//glNormal3f(0, 0, 1);
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glColor4f(ulc2.x*color.x, ulc2.y*color.y, ulc2.z*color.z, alpha.x);
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glVertex3f(-0.5, 0.5, 0.0f);
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// 2
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glColor4f(ulc3.x*color.x, ulc3.y*color.y, ulc3.z*color.z, alpha.x);
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glVertex3f( 0.5, 0.5, 0.0f);
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// 3
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glColor4f(ulc0.x*color.x, ulc0.y*color.y, ulc0.z*color.z, alpha.x);
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glVertex3f( 0.5, -0.5, 0.0f);
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// 4
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glColor4f(ulc1.x*color.x, ulc1.y*color.y, ulc1.z*color.z, alpha.x);
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glVertex3f(-0.5, -0.5, 0.0f);
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/*
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glColor3f(ulc0.x, ulc0.y, ulc0.z);
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glVertex3f(-0.5, -0.5, 0);
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glColor3f(ulc1.x, ulc1.y, ulc1.z);
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glVertex3f(0.5, -0.5, 0);
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glColor3f(ulc2.x, ulc2.y, ulc2.z);
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glVertex3f(0.5, 0.5, 0);
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glColor3f(ulc3.x, ulc3.y, ulc3.z);
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glVertex3f(-0.5, 0.5, 0);
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*/
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glEnd();
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#endif
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}
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