Graphics/Material: Add Basic2D and Translucent2D materials
Former-commit-id: 4c5d24d76d22894985e591036589ebba95f320d9
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@ -911,12 +911,29 @@ namespace Nz
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UberShaderLibrary::Register("PhongLighting", uberShader);
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}
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// Une fois les shaders de base enregistrés, on peut créer le matériau par défaut
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s_defaultMaterial = Material::New();
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// Once the base shaders are registered, we can now set some default materials
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s_defaultMaterial = New();
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s_defaultMaterial->Enable(RendererParameter_FaceCulling, false);
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s_defaultMaterial->SetFaceFilling(FaceFilling_Line);
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MaterialLibrary::Register("Default", s_defaultMaterial);
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MaterialRef mat;
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mat = New();
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mat->Enable(RendererParameter_DepthWrite, false);
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mat->Enable(RendererParameter_FaceCulling, false);
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mat->EnableLighting(false);
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MaterialLibrary::Register("Basic2D", std::move(mat));
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mat = New();
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mat->Enable(RendererParameter_Blend, true);
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mat->Enable(RendererParameter_DepthWrite, false);
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mat->Enable(RendererParameter_FaceCulling, false);
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mat->EnableLighting(false);
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mat->SetDstBlend(BlendFunc_InvSrcAlpha);
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mat->SetSrcBlend(BlendFunc_SrcAlpha);
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MaterialLibrary::Register("Translucent2D", std::move(mat));
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return true;
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}
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