add diffuse_ramp effect

This commit is contained in:
Chris Danford
2005-03-21 10:49:51 +00:00
parent 9fafedb6dd
commit 1d1a6a95ac
2 changed files with 22 additions and 1 deletions
+16
View File
@@ -211,6 +211,10 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
for(int i=0; i<4; i++)
m_tempState.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors);
break;
case diffuse_ramp:
for(int i=0; i<4; i++)
m_tempState.diffuse[i] = m_effectColor1*fPercentThroughEffect + m_effectColor2*(1.0f-fPercentThroughEffect);
break;
case glow_blink:
m_tempState.glow = bBlinkOn ? m_effectColor1 : m_effectColor2;
m_tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent!
@@ -628,6 +632,18 @@ void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, Rag
m_effectColor2 = c2;
}
void Actor::SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
if( m_Effect != diffuse_ramp )
{
m_Effect = diffuse_ramp;
m_fEffectPeriodSeconds = fEffectPeriodSeconds;
m_fSecsIntoEffect = 0;
}
m_effectColor1 = c1;
m_effectColor2 = c2;
}
void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 )
{
if( m_Effect != glow_blink )