//=========================================================================== cBackground::cBackground() { // create vertices at each corner m_vertexTL = newVertex(0.0, 1.0, 0.0); m_vertexTR = newVertex(1.0, 1.0, 0.0); m_vertexBL = newVertex(0.0, 0.0, 0.0); m_vertexBR = newVertex(1.0, 0.0, 0.0); cVertex* vertexTL = getVertex(m_vertexTL); cVertex* vertexTR = getVertex(m_vertexTR); cVertex* vertexBL = getVertex(m_vertexBL); cVertex* vertexBR = getVertex(m_vertexBR); // create triangles by connecting above vertices newTriangle(m_vertexTL, m_vertexBL, m_vertexBR); newTriangle(m_vertexTL, m_vertexBR, m_vertexTR); // adjust normal at each vertex cVector3d normal(0.0, 0.0, 1.0); vertexTL->m_normal = normal; vertexTR->m_normal = normal; vertexBL->m_normal = normal; vertexBR->m_normal = normal; // disable material properties, enable colors setUseMaterial(true); setUseVertexColors(true); setUseTransparency(false); setMaintainAspectRatio(true); // set default color cColorf color(1.0, 1.0, 1.0); setUniformColor(color); }
GUIFrame *GUIFrame::create(vec2 size) { auto frame = new GUIFrame(); frame->setUniformColor(vec4(33.0/255,33.0/255,37.0/255,1.0)); frame->setContentSize(size); return frame; }
GUIFrame *GUIFrame::create(vec4 color, vec2 size) { auto frame = new GUIFrame(); frame->setUniformColor(color); frame->setContentSize(size); return frame; }
GUIFrame *GUIFrame::create(vec4 color) { auto frame = new GUIFrame(); frame->setUniformColor(color); return frame; }