NazaraEngine/src/Nazara/Graphics/ColorBackground.cpp

71 lines
1.8 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ColorBackground.hpp>
#include <Nazara/Renderer/Renderer.hpp>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace
{
NzRenderStates BuildRenderStates()
{
NzRenderStates states;
states.depthFunc = nzRendererComparison_Equal;
states.faceCulling = nzFaceSide_Back;
states.parameters[nzRendererParameter_DepthBuffer] = true;
states.parameters[nzRendererParameter_DepthWrite] = false;
states.parameters[nzRendererParameter_FaceCulling] = true;
return states;
}
}
NzColorBackground::NzColorBackground(const NzColor& color) :
m_color(color)
{
m_uberShader = NzUberShaderLibrary::Get("Basic");
NzParameterList list;
list.SetParameter("UNIFORM_VERTEX_DEPTH", true);
m_uberShaderInstance = m_uberShader->Get(list);
const NzShader* shader = m_uberShaderInstance->GetShader();
m_materialDiffuseUniform = shader->GetUniformLocation("MaterialDiffuse");
m_vertexDepthUniform = shader->GetUniformLocation("VertexDepth");
}
void NzColorBackground::Draw(const NzAbstractViewer* viewer) const
{
NazaraUnused(viewer);
static NzRenderStates states(BuildRenderStates());
NzRenderer::SetRenderStates(states);
m_uberShaderInstance->Activate();
const NzShader* shader = m_uberShaderInstance->GetShader();
shader->SendColor(m_materialDiffuseUniform, m_color);
shader->SendFloat(m_vertexDepthUniform, 1.f);
NzRenderer::DrawFullscreenQuad();
}
nzBackgroundType NzColorBackground::GetBackgroundType() const
{
return nzBackgroundType_Color;
}
NzColor NzColorBackground::GetColor() const
{
return m_color;
}
void NzColorBackground::SetColor(const NzColor& color)
{
m_color = color;
}