void MGuiSlide::draw(void)
{
	MRenderingContext * render = MGui::getInstance()->getRenderingContext();

	if(! isVisible())
		return;

	if(! isPressed())
		updateFromVariable();

	if(isPressed()) // pressed
	{
		render->setColor4(getPressedColor());

		if(hasPressedTexture())
		{
			render->enableTexture();
			m_button.drawTexturedQuad(getPressedTexture());
		}
		else
		{
			render->disableTexture();
			m_button.drawQuad();
		}
	}
	else if(isHighLight()) // highLight
	{
		render->setColor4(getHighLightColor());

		if(hasHighLightTexture()){
			render->enableTexture();
			m_button.drawTexturedQuad(getHighLightTexture());
		}
		else
		{
			render->disableTexture();
			m_button.drawQuad();
		}
	}
	else // normal
	{
		render->setColor4(getNormalColor());

		if(hasNormalTexture())
		{
			render->enableTexture();
			m_button.drawTexturedQuad(getNormalTexture());
		}
		else
		{
			render->disableTexture();
			m_button.drawQuad();
		}
	}

	MGuiEvent guiEvent;
	guiEvent.type = MGUI_EVENT_DRAW;
	if(m_pointerEvent)
		m_pointerEvent(this, &guiEvent);
}
Beispiel #2
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void MGuiImage::draw(void)
{
	MRenderingContext * render = MGui::getInstance()->getRenderingContext();

	if(! isVisible())
		return;
	
	if(hasNormalTexture())
	{
		render->setColor4(getNormalColor());
		render->enableTexture();
		drawTexturedQuad(getNormalTexture());
		return;
	}

	render->setColor4(getNormalColor());
	render->disableTexture();
	drawQuad();
}
Beispiel #3
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bool Material::isCompatible(const Material& other) const
{
    if (this == &other)
        return true;

    // compatible, if using the same textures, or one uses textures and the
    // other doesn't, or both don't use any textures at all
    if (hasDiffuseTexture() && other.hasDiffuseTexture()) {
        if (getDiffuseTexture() != other.getDiffuseTexture())
            return false;
    }
    if (hasSpecularTexture() && other.hasSpecularTexture()) {
        if (getSpecularTexture() != other.getSpecularTexture())
            return false;
    }
    if (hasEmissiveTexture() && other.hasEmissiveTexture()) {
        if (getEmissiveTexture() != other.getEmissiveTexture())
            return false;

    }
    if (hasGlossyTexture() && other.hasGlossyTexture()) {
        if (getGlossyTexture() != other.getGlossyTexture())
            return false;
    }
    if (hasAlphaTexture() && other.hasAlphaTexture()) {
        if (getAlphaTexture() != other.getAlphaTexture())
            return false;
    }
    if (hasNormalTexture() && other.hasNormalTexture()) {
        if (getNormalTexture() != other.getNormalTexture())
            return false;
    }
    if (hasAmbientTexture() && other.hasAmbientTexture()) {
        if (getAmbientTexture() != other.getAmbientTexture())
            return false;
    }

    return true;
}
Beispiel #4
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	std::vector<const Image *> Material::getTextures() const
	{
		std::vector<const Image *> textures = {getDiffuseTexture(), getNormalTexture()};

		return textures;
	}
Beispiel #5
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void MGui2d::draw(void)
{
	MRenderingContext * render = MGui::getInstance()->getRenderingContext();

	if(! isVisible())
		return;

	if(isPressed()) // pressed
	{  
		render->setColor4(getPressedColor());

		if(hasPressedTexture())
		{
			render->enableTexture();
			drawTexturedQuad(getPressedTexture());
		}
		else
		{
			render->disableTexture();
			drawQuad();
		} 
	}
	else if(isHighLight()) // highLight
	{
		render->setColor4(getHighLightColor());

		if(hasHighLightTexture()){
			render->enableTexture();
			drawTexturedQuad(getHighLightTexture());
		}
		else
		{
			render->disableTexture();
			drawQuad();
		}
	}
	else // normal	
	{
		render->setColor4(getNormalColor());

		if(hasNormalTexture())
		{
			render->enableTexture();
			drawTexturedQuad(getNormalTexture());
		}	  
		else
		{
			render->disableTexture();
			drawQuad();
		}
	}

	if(isDrawingText() && (getText() != NULL))
	{
		render->enableTexture();
		render->setColor4(getTextColor());
		getFont()->draw(getText(), getPosition(), getTextSize());
	}

	// draw shadows
	if(hasShadow())
	{
		render->pushMatrix();
		render->translate(MVector3(getPosition().x, getPosition().y, 0));

		drawShadow();

		render->popMatrix();
	}
}
Beispiel #6
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void MGuiWindow::draw(void)
{
	MRenderingContext * render = MGui::getInstance()->getRenderingContext();

	if(! isVisible())
		return;
	
	MWindow * window = MWindow::getInstance();

	rescaleScrollingBar();
	render->enableScissorTest();
	render->setScissor((int)getPosition().x, window->getHeight() - (int)getPosition().y - (unsigned int)getScale().y, (unsigned int)getScale().x, (unsigned int)getScale().y);

	// normal clear
	if((getNormalColor().w >= 1.0f) && (! hasNormalTexture()))
	{
		render->setClearColor(getNormalColor());
		render->clear(M_BUFFER_COLOR);

		MGuiEvent guiEvent;
		guiEvent.type = MGUI_EVENT_DRAW;

		if(m_pointerEvent)
			m_pointerEvent(this, &guiEvent);

		// 2d mode
		set2dMode(render);
		render->disableDepthTest();
		render->disableCullFace();
		render->disableLighting();
		render->enableBlending();
		render->setBlendingMode(M_BLENDING_ALPHA);
		render->enableTexture();
	}
	else
	{
		// background
		set2dMode(render);
		render->disableDepthTest();
		render->disableCullFace();
		render->disableLighting();
		render->enableBlending();
		render->setBlendingMode(M_BLENDING_ALPHA);

		if(hasNormalTexture()) // texture clear
		{
			render->enableTexture();
			render->setColor4(getNormalColor());
			drawTexturedQuad(getNormalTexture());
		}
		else if(getNormalColor().w < 1.0f)
		{
			render->disableTexture();
			render->setColor4(getNormalColor());
			drawQuad();
		}

		if(m_pointerEvent)
		{
			MGuiEvent guiEvent;
			guiEvent.type = MGUI_EVENT_DRAW;
			m_pointerEvent(this, &guiEvent);

			// 2d mode
			set2dMode(render);
			render->disableDepthTest();
			render->disableCullFace();
			render->disableLighting();
			render->enableBlending();
			render->setBlendingMode(M_BLENDING_ALPHA);
			render->enableTexture();
		}
	}

	// gui
	render->pushMatrix();
	render->translate(MVector3(getPosition().x, getPosition().y, 0));

	render->pushMatrix();
	render->translate(MVector3(getScroll().x, getScroll().y, 0));

	// drawing
	unsigned int i;
	unsigned int oSize = m_objects.size();
	for(i=0; i<oSize; i++)
		m_objects[i]->draw();

	render->popMatrix();

	// draw shadows
	if(hasShadow())
	{
		render->disableScissorTest();
		drawShadow();
		render->enableScissorTest();
	}

	// scolling slides
	if(isHorizontalScroll())
		m_hScrollSlide.draw();

	if(isVerticalScroll())
		m_vScrollSlide.draw();

	render->popMatrix();
}