Graphics/Material: Add Basic2D and Translucent2D materials

Former-commit-id: 4c5d24d76d22894985e591036589ebba95f320d9
This commit is contained in:
Lynix 2016-05-13 12:47:43 +02:00
parent 35544ba82d
commit 24e23be7ea
1 changed files with 19 additions and 2 deletions

View File

@ -911,12 +911,29 @@ namespace Nz
UberShaderLibrary::Register("PhongLighting", uberShader);
}
// Une fois les shaders de base enregistrés, on peut créer le matériau par défaut
s_defaultMaterial = Material::New();
// Once the base shaders are registered, we can now set some default materials
s_defaultMaterial = New();
s_defaultMaterial->Enable(RendererParameter_FaceCulling, false);
s_defaultMaterial->SetFaceFilling(FaceFilling_Line);
MaterialLibrary::Register("Default", s_defaultMaterial);
MaterialRef mat;
mat = New();
mat->Enable(RendererParameter_DepthWrite, false);
mat->Enable(RendererParameter_FaceCulling, false);
mat->EnableLighting(false);
MaterialLibrary::Register("Basic2D", std::move(mat));
mat = New();
mat->Enable(RendererParameter_Blend, true);
mat->Enable(RendererParameter_DepthWrite, false);
mat->Enable(RendererParameter_FaceCulling, false);
mat->EnableLighting(false);
mat->SetDstBlend(BlendFunc_InvSrcAlpha);
mat->SetSrcBlend(BlendFunc_SrcAlpha);
MaterialLibrary::Register("Translucent2D", std::move(mat));
return true;
}