unit UMenuStatic;
interface
uses UTexture, gl;
type
TStatic = class
public
Texture: TTexture; // Button Screen position and size
Visible: boolean;
//Reflection Mod
Reflection: boolean;
Reflectionspacing: Real;
procedure Draw;
constructor Create(Textura: TTexture); overload;
end;
implementation
uses UDrawTexture;
procedure TStatic.Draw;
begin
if Visible then
begin
DrawTexture(Texture);
//Reflection Mod
if (Reflection) then // Draw Reflections
begin
with Texture do
begin
//Bind Tex and GL Attributes
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthRange(0, 10);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, TexNum);
//Draw
glBegin(GL_QUADS);//Top Left
glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
glTexCoord2f(TexX1*TexW, TexY2*TexH);
glVertex3f(x, y+h*scaleH+ Reflectionspacing, z);
//Bottom Left
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
glTexCoord2f(TexX1*TexW, 0.5*TexH+TexY1);
glVertex3f(x, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
//Bottom Right
glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
glTexCoord2f(TexX2*TexW, 0.5*TexH+TexY1);
glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Reflectionspacing, z);
//Top Right
glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
glTexCoord2f(TexX2*TexW, TexY2*TexH);
glVertex3f(x+w*scaleW, y+h*scaleH + Reflectionspacing, z);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
end;
end;
end;
end;
constructor TStatic.Create(Textura: TTexture);
begin
inherited Create;
Texture := Textura;
end;
end.