text: /*********************************************************\
   *  File: SPMaterialPreview.cpp                          *
   *
   *  Copyright (C) 2002-2013 The PixelLight Team (http://www.pixellight.org/)
   *
   *  This file is part of PixelLight.
   *
   *  Permission is hereby granted, free of charge, to any person obtaining a copy of this software
   *  and associated documentation files (the "Software"), to deal in the Software without
   *  restriction, including without limitation the rights to use, copy, modify, merge, publish,
   *  distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
   *  Software is furnished to do so, subject to the following conditions:
   *
   *  The above copyright notice and this permission notice shall be included in all copies or
   *  substantial portions of the Software.
   *
   *  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
   *  BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
   *  NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   *  DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
   *  FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  \*********************************************************/
  
  
  //[-------------------------------------------------------]
  //[ Includes                                              ]
  //[-------------------------------------------------------]
  #include "PLRenderer/RendererContext.h"
  #include "PLRenderer/Renderer/DrawHelpers.h"
  #include "PLRenderer/Renderer/SamplerStates.h"
  #include "PLRenderer/Material/MaterialManager.h"
  #include "PLRenderer/Material/SPMaterialPreview.h"
  
  
  //[-------------------------------------------------------]
  //[ Namespace                                             ]
  //[-------------------------------------------------------]
  using namespace PLCore;
  using namespace PLMath;
  using namespace PLGraphics;
  namespace PLRenderer {
  
  
  //[-------------------------------------------------------]
  //[ RTTI interface                                        ]
  //[-------------------------------------------------------]
  pl_implement_class(SPMaterialPreview)
  
  
  //[-------------------------------------------------------]
  //[ Public functions                                      ]
  //[-------------------------------------------------------]
  /**
  *  @brief
  *    Constructor
  */
  SPMaterialPreview::SPMaterialPreview(Renderer &cRenderer) : SPPreview(cRenderer)
  {
  }
  
  /**
  *  @brief
  *    Destructor
  */
  SPMaterialPreview::~SPMaterialPreview()
  {
  }
  
  
  //[-------------------------------------------------------]
  //[ Private virtual SurfacePainter functions              ]
  //[-------------------------------------------------------]
  void SPMaterialPreview::OnPaint(Surface &cSurface)
  {
  	// Get the used renderer
  	Renderer &cRenderer = GetRenderer();
  
  	// Set all render states to known default settings
  	cRenderer.Reset();
  
  	// Clear the frame buffer
  	cRenderer.Clear();
  
  	// Get the used material
  	Material *pMaterial = cRenderer.GetRendererContext().GetMaterialManager().GetByName(m_sMaterial);
  	if (pMaterial) {
  		// Begin 2D mode
  		DrawHelpers &cDrawHelpers = cRenderer.GetDrawHelpers();
  		cDrawHelpers.Begin2DMode();
  
  			// Draw image (we have to flip the result upside-down...)
  			SamplerStates cSamplerStates;
  			for (uint32 i=0; i<pMaterial->GetNumOfPasses(); i++) {
  				pMaterial->SetupPass(i);
  				TextureBuffer *pTextureBuffer = cRenderer.GetTextureBuffer(0);
  				if (pTextureBuffer) {
  					cRenderer.SetRenderState(RenderState::CullMode, Cull::None);
  					cDrawHelpers.DrawImage(*pTextureBuffer, cSamplerStates, Vector2(m_vCameraPosition.x-m_vCameraPosition.z, m_vCameraPosition.y-m_vCameraPosition.z), Vector2(m_vCameraPosition.z*2, m_vCameraPosition.z*2),
  										   Color4::White, 1.0f, Vector2::One, Vector2::NegativeOne);
  				}
  			}
  
  		// End 2D mode
  		cDrawHelpers.End2DMode();
  	}
  }
  
  
  //[-------------------------------------------------------]
  //[ Namespace                                             ]
  //[-------------------------------------------------------]
  } // PLRenderer
  