GUIQuad::GUIQuad(Graphics::GUIElement::GUIElementType type, const Common::UString &texture, float x1 , float y1 , float x2 , float y2, float tX1, float tY1, float tX2, float tY2) : GUIElement(type), _r(1.0f), _g(1.0f), _b(1.0f), _a(1.0f), _angle(0.0f), _x1 (x1) , _y1 (y1) , _x2 (x2) , _y2 (y2) , _tX1(tX1), _tY1(tY1), _tX2(tX2), _tY2(tY2), _xscale(1.0f), _yscale(1.0f), _scissorX(0), _scissorY(0), _scissorWidth(0), _scissorHeight(0), _xor(false), _scissor(false), _blendMode(kBlendDefault), _material(0), _shaderRenderable() { try { if (!texture.empty()) _texture = TextureMan.get(texture); } catch (...) { _texture.clear(); _r = _g = _b = _a = 0.0f; } if (!_texture.empty() && (_texture.getTexture().getTXI().getFeatures().blending == TXI::kBlendingAdditive)) { _blendMode = kBlendAdditive; } _distance = -FLT_MAX; buildMaterial(); }
void GUIQuad::setTexture(TextureHandle texture) { lockFrameIfVisible(); _texture = texture; buildMaterial(); unlockFrameIfVisible(); }
GoboComponent::GoboComponent( const std::string& textureName, PyTypePlus * pType ): SimpleGUIComponent( textureName, pType ), pDiffuseMap_( NULL ), pBlurMap_( NULL ), pBackBuffer_( NULL ) { material_ = NULL; buildMaterial(); }
/** ----------------------------------------------------------------------------- TerrainCircleDecorator ----------------------------------------------------------------------------- */ TerrainCircleDecorator::TerrainCircleDecorator(const String& name, Scene* scene) :mScene(scene) ,mBoldSize(1) ,mColour(ColourValue::Green) ,mOgreManualObject(NULL) ,mRadius(2) ,mBuildPointCount(-1) { buildMaterial(); createOgreManualObject(); buildMesh(); }
GUIQuad::GUIQuad(TextureHandle texture, float x1 , float y1 , float x2 , float y2, float tX1, float tY1, float tX2, float tY2) : GUIElement(GUIElement::kGUIElementFront), _texture(texture), _r(1.0f), _g(1.0f), _b(1.0f), _a(1.0f), _angle(0.0f), _x1 (x1) , _y1 (y1) , _x2 (x2) , _y2 (y2) , _tX1(tX1), _tY1(tY1), _tX2(tX2), _tY2(tY2), _xscale(1.0f), _yscale(1.0f), _scissorX(0), _scissorY(0), _scissorWidth(0), _scissorHeight(0), _xor(false), _scissor(false), _blendMode(kBlendDefault), _material(0), _shaderRenderable() { _distance = -FLT_MAX; buildMaterial(); }
void GUIQuad::setTexture(const Common::UString &texture) { lockFrameIfVisible(); try { if (texture.empty()) _texture.clear(); else _texture = TextureMan.get(texture); } catch (...) { _texture.clear(); _r = _g = _b = _a = 0.0f; } buildMaterial(); unlockFrameIfVisible(); }