本文整理汇总了C++中CColor函数的典型用法代码示例。如果您正苦于以下问题:C++ CColor函数的具体用法?C++ CColor怎么用?C++ CColor使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CColor函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: defined
//=============================================================================
//レンダリング
//=============================================================================
void CPlayer::Rendering()
{
#if defined ( DEBUG ) | ( _DEBUG )
Collision::CBox Box[] =
{
m_CapChkBox,
m_ShootChkBox,
};
CColor Color[] =
{
CColor( 255, 255, 255 ),
CColor( 255, 0, 0 ),
};
const int BOX_NUM = 2;//ボックスの数
/*デバッグ用の箱の描画*/
m_pLine3D->Begin();
for( int i = 0;i < BOX_NUM;++i )
{
m_pLine3D->PushBox( Box[i], Color[i] );
}
m_pLine3D->End();
#endif
CCharacter::Rendering();
}
示例2: CColor
CColor CVXS_SimGLView::GetCollisionBondColor(CVXS_BondCollision* pBond)
{
if (!pSim->IsFeatureEnabled(VXSFEAT_COLLISIONS)) return CColor(0.0, 0.0, 0.0, 0.0); //Hide me
vfloat Force = pBond->GetForce1().Length(); //check which force to use!
if (Force == 0.0) return CColor(0.3, 0.3,1.0, 1.0);
else return CColor(1.0, 0.0, 0.0, 1.0);
}
示例3: RotationY
// 武器の移動(ガン)
void CWeapon_Gun::Move() {
//ブレード左手に持たせる
CModelBone* b = Owner->GetBone(L"R_kobusi_Joint");
//地上攻撃角度
if (gun_hande_Angle == normal_on) {
Rotation = RotationY(0.027f)*RotationX(0.245f)*RotationY(-0.02f)*b->Rotation;
Position = b->Position + CVector(0.23f, -2.0f, 0.5f)*b->Rotation;
}
//空中攻撃角度
if (gun_hande_Angle == air_on) {
Rotation = RotationY(0.043f)*RotationX(0.22f)*RotationZ(0.0025f)*b->Rotation;
Position = b->Position + CVector(0.23f, -2.0f, 0.5f)*b->Rotation;
}
if (gun != 0) {
//ガン出現
Color = CColor(1, 1, 1, 1.0f);
}
else if (gun == 0) {
//ガン透明
Color = CColor(1, 1, 1, 0.0f);
}
if (beam_launch == beam_on) {
Weapon_GunList.Apply([&](CMover* g) {
New<CBullet>(Position + CVector(0.0f, 0.0f, 5.2f)*g->Rotation);
});
}
}
示例4: RenderSubmit
void RenderSubmit(SceneCollector& collector)
{
// (This is only called if a > 0)
collector.Submit(&m_Overlay);
if (ICmpSelectable::ms_EnableDebugOverlays)
{
// allocate debug overlays on-demand
if (!m_DebugBoundingBoxOverlay) m_DebugBoundingBoxOverlay = new SOverlayLine;
if (!m_DebugSelectionBoxOverlay) m_DebugSelectionBoxOverlay = new SOverlayLine;
CmpPtr<ICmpVisual> cmpVisual(GetSimContext(), GetEntityId());
if (cmpVisual)
{
SimRender::ConstructBoxOutline(cmpVisual->GetBounds(), *m_DebugBoundingBoxOverlay);
m_DebugBoundingBoxOverlay->m_Thickness = 2;
m_DebugBoundingBoxOverlay->m_Color = CColor(1.f, 0.f, 0.f, 1.f);
SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), *m_DebugSelectionBoxOverlay);
m_DebugSelectionBoxOverlay->m_Thickness = 2;
m_DebugSelectionBoxOverlay->m_Color = CColor(0.f, 1.f, 0.f, 1.f);
collector.Submit(m_DebugBoundingBoxOverlay);
collector.Submit(m_DebugSelectionBoxOverlay);
}
}
else
{
// reclaim debug overlay line memory when no longer debugging (and make sure to set to zero after deletion)
if (m_DebugBoundingBoxOverlay) SAFE_DELETE(m_DebugBoundingBoxOverlay);
if (m_DebugSelectionBoxOverlay) SAFE_DELETE(m_DebugSelectionBoxOverlay);
}
}
示例5: GetColorAtPoint
virtual CColor GetColorAtPoint(Real f_x,
Real f_y) {
/* Compute coordinates on the image */
UInt32 x = (f_x + m_cHalfArenaSize.GetX()) * m_fArenaToImageCoordinateXFactor;
UInt32 y = (f_y + m_cHalfArenaSize.GetY()) * m_fArenaToImageCoordinateYFactor;
/* Check the bit depth */
if(m_cImage.getBitsPerPixel() <= 8) {
RGBQUAD* ptColorPalette;
BYTE tPixelIndex;
/* 1, 4 or 8 bits per pixel */
if(! m_cImage.getPixelIndex(x, y, &tPixelIndex)) {
THROW_ARGOSEXCEPTION("Unable to access image pixel at (" << x << "," << y <<
"). Image size (" << m_cImage.getWidth() << "," <<
m_cImage.getHeight() << ")");
}
ptColorPalette = m_cImage.getPalette();
return CColor(ptColorPalette[tPixelIndex].rgbRed,
ptColorPalette[tPixelIndex].rgbGreen,
ptColorPalette[tPixelIndex].rgbBlue);
}
else {
/* 16, 24 or 32 bits per pixel */
RGBQUAD tColorPixel;
if(! m_cImage.getPixelColor(x, y, &tColorPixel)) {
THROW_ARGOSEXCEPTION("Unable to access image pixel at (" << x << "," << y <<
"). Image size (" << m_cImage.getWidth() << "," <<
m_cImage.getHeight() << ")");
}
return CColor(tColorPixel.rgbRed,
tColorPixel.rgbGreen,
tColorPixel.rgbBlue);
}
}
示例6: TOBJMaterial
/// Constructeur par défaut.
TOBJMaterial(const CString& mname = CString()) :
name (mname),
ambient (CColor(102, 102, 102)),
diffuse (CColor(204, 204, 204)),
specular (CColor(76, 76, 76)),
transparency (1.0f),
shininess (60.0f),
illumination (false) { }
示例7: CColor
void CWidget_Button::Draw() {
CColor color = isMouseHovered ? CColor(255, 255, 255) : CColor(128, 128, 128);
if(isMouseHovered) {
CVector2f textSize = font->GetTextSize(text);
float selectWidth = textSize.x * 2.0f;
graphics->DrawRect(CRect(CVector2f(pos.x - selectWidth / 2, pos.y - (textSize.y / 2)), (int)selectWidth, 32), CColor(0, 0, 0, 128));
}
graphics->DrawText(font, pos, color, text, true);
}
示例8: DEFAULT
void CClientVariables::LoadDefaults ( void )
{
#define DEFAULT(__x,__y) if(!Exists(__x)) \
Set(__x,__y)
#define _S(__x) std::string(__x)
if(!Exists("nick"))
{
DEFAULT ( "nick", _S(GenerateNickname()) ); // nickname
CCore::GetSingleton ().RequestNewNickOnStart(); // Request the user to set a new nickname
}
DEFAULT ( "host", _S("127.0.0.1") ); // hostname
DEFAULT ( "port", 22003 ); // port
DEFAULT ( "password", _S("") ); // password
DEFAULT ( "qc_host", _S("127.0.0.1") ); // quick connect hostname
DEFAULT ( "qc_port", 22003 ); // quick connect port
DEFAULT ( "qc_password", _S("") ); // quick connect password
DEFAULT ( "debugfile", _S("") ); // debug filename
DEFAULT ( "console_pos", CVector2D ( 0, 0 ) ); // console position
DEFAULT ( "console_size", CVector2D ( 200, 200 ) ); // console size
DEFAULT ( "serverbrowser_size", CVector2D ( 720.0f, 495.0f ) ); // serverbrowser size
DEFAULT ( "fps_limit", 100 ); // frame limiter
DEFAULT ( "chat_font", 0 ); // chatbox font type
DEFAULT ( "chat_lines", 7 ); // chatbox lines
DEFAULT ( "chat_color", CColor (0,0,128,100) ); // chatbox color
DEFAULT ( "chat_input_color", CColor (0,0,191,110) ); // chatbox input color
DEFAULT ( "chat_input_prefix_color", CColor (172,213,254,255) ); // chatbox prefix input color
DEFAULT ( "chat_input_text_color", CColor (172,213,254,255) ); // chatbox text input color
DEFAULT ( "chat_scale", CVector2D ( 1.0f, 1.0f ) ); // chatbox scale
DEFAULT ( "chat_width", 1.0f ); // chatbox width
DEFAULT ( "chat_css_style_text", false ); // chatbox css/hl style text
DEFAULT ( "chat_css_style_background", false ); // chatbox css/hl style background
DEFAULT ( "chat_line_life", 12000 ); // chatbox line life time
DEFAULT ( "chat_line_fade_out", 3000 ); // chatbox line fade out time
DEFAULT ( "chat_use_cegui", false ); // chatbox uses cegui
DEFAULT ( "text_scale", 1.0f ); // text scale
DEFAULT ( "invert_mouse", false ); // mouse inverting
DEFAULT ( "fly_with_mouse", false ); // flying with mouse controls
DEFAULT ( "steer_with_mouse", false ); // steering with mouse controls
DEFAULT ( "classic_controls", false ); // classic/standard controls
DEFAULT ( "mtavolume", 1.0f ); // custom sound's volume
DEFAULT ( "voicevolume", 1.0f ); // voice chat output volume
DEFAULT ( "async_loading", 1 ); // loading while crashing
DEFAULT ( "mapalpha", 155 ); // map alpha
DEFAULT ( "browser_speed", 2 ); // Browser speed
DEFAULT ( "single_download", 0 ); // Single connection for downloads
DEFAULT ( "code_path", 0 ); // Code path
DEFAULT ( "update_build_type", 0 ); // 0-stable 1-test 2-nightly
DEFAULT ( "volumetric_shadows", 0 ); // Enable volumetric shadows
DEFAULT ( "aspect_ratio", 0 ); // Display aspect ratio
// We will default this one at CClientGame.cpp, because we need a valid direct3d device to give a proper default value.
#if 0
DEFAULT ( "streaming_memory", 50 ); // Streaming memory
#endif
}
示例9: qDebug
/*static*/ bool CSubTriangle::IntersectSubdevidedTriangles(const CRay &ray, CIntersactionInfo &intersectionInfo, const std::vector<CSubTriangle*>& aSubTriangles, bool bDebug)
{
int nSize = aSubTriangles.size();
float fModifier = 8.0f / static_cast<float>(nSize);
if (bDebug)
{
qDebug()<<"Checking " << nSize << " patches";
}
bool bIntersected = false;
for (int i = 0; i < nSize; i++)
{
if( aSubTriangles[i]->Intersect(ray, intersectionInfo,bDebug) )
{
int nId = aSubTriangles[i]->m_nSubtriangleID;
if (false)
{
int nSubtriangleId = aSubTriangles[i]->m_nSubtriangleID;
bool bR = ((nSubtriangleId / 4) > 0);
bool bG = (((nSubtriangleId % 4) / 2) > 0);
bool bB = (((nSubtriangleId % 4) % 2) > 0);
float fR = bR ? fModifier * static_cast<float>(nSubtriangleId) * 0.125f : 0.0f;
float fG = bG ? fModifier * static_cast<float>(nSubtriangleId) * 0.125f : 0.0f;
float fB = bB ? fModifier * static_cast<float>(nSubtriangleId) * 0.125f : 0.0f;
intersectionInfo.color = CColor(fR, fG, fB);
}
if (false)
{
int nSubtriangleId = aSubTriangles[i]->m_nSubtriangleID;
bool bR = ((nSubtriangleId % 3) == 0);
bool bG = ((nSubtriangleId % 3) == 1);
bool bB = ((nSubtriangleId % 3) == 2);
float fR = bR ? 1.0f : 0.0f;
float fG = bG ? 1.0f : 0.0f;
float fB = bB ? 1.0f : 0.0f;
intersectionInfo.color = CColor(fR, fG, fB);
}
intersectionInfo.pSubTriangle = aSubTriangles[i];
intersectionInfo.m_nSubTriangleId = nId;
bIntersected = true;
}
}
return bIntersected;
}
示例10: CColor
///////////////////////////////////////////////////////////////////
// Construction/Destruction
WaterManager::WaterManager()
{
// water
m_RenderWater = false; // disabled until textures are successfully loaded
m_WaterHeight = 5.0f;
m_WaterCurrentTex = 0;
m_ReflectionTexture = 0;
m_RefractionTexture = 0;
m_RefTextureSize = 0;
m_ReflectionFbo = 0;
m_RefractionFbo = 0;
m_FancyEffectsFBO = 0;
m_WaterTexTimer = 0.0;
m_WindAngle = 0.0f;
m_Waviness = 8.0f;
m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f);
m_WaterTint = CColor(0.28f, 0.3f, 0.59f, 1.0f);
m_Murkiness = 0.45f;
m_RepeatPeriod = 16.0f;
m_DistanceHeightmap = NULL;
m_BlurredNormalMap = NULL;
m_WindStrength = NULL;
m_ShoreWaves_VBIndices = NULL;
m_WaterUgly = false;
m_WaterFancyEffects = false;
m_WaterRealDepth = false;
m_WaterRefraction = false;
m_WaterReflection = false;
m_WaterShadows = false;
m_WaterType = L"ocean";
m_NeedsReloading = false;
m_NeedInfoUpdate = true;
m_depthTT = 0;
m_FancyTextureNormal = 0;
m_FancyTextureOther = 0;
m_FancyTextureDepth = 0;
m_ReflFboDepthTexture = 0;
m_RefrFboDepthTexture = 0;
m_MapSize = 0;
m_updatei0 = 0;
m_updatej0 = 0;
m_updatei1 = 0;
m_updatej1 = 0;
}
示例11: CColor
void CQOpenGL::GLDrawAxes() //draws axes
{
if (!GLGetDim(&CurEnv, &CurEnvOff))
return;
float AxisScale = (float)((CurEnv.x+CurEnv.y+CurEnv.z)/15);
float AxisRad = AxisScale*0.02f;
// glColor3d(0.6,0.6,0.6);
CGL_Utils::DrawSphere(Vec3D<>(0,0, 0), AxisScale*0.04, Vec3D<>(1,1,1), CColor(0.6, 0.6, 0.6));
CGL_Utils::DrawArrowD(Vec3D<>(0,0,AxisScale*0.0305), Vec3D<>(0, 0, AxisScale), CColor(0.4,0.4,0.8));
CGL_Utils::DrawArrowD(Vec3D<>(0,AxisScale*0.0305,0), Vec3D<>(0, AxisScale, 0), CColor(0.25,0.5,0.25));
CGL_Utils::DrawArrowD(Vec3D<>(AxisScale*0.0305, 0,0), Vec3D<>(AxisScale, 0, 0), CColor(0.7,0.3,0.3));
}
示例12: m_alpha_animation
ActorWithAlphaAnimation::ActorWithAlphaAnimation():
m_alpha_animation()
{
m_pActor = NULL;
m_vertex_color = CColor(0xff,0xff,0xff);
m_position = Math::Vector3D(0,0,0);
}
示例13: GetTexture
//BOSS顔判定
void CEnemy10::Reset() {
Texture = GetTexture(L"Boss_kao.png");
Color = CColor(1, 0, 1, 0.0f);
//Scale = CVector(1, 1, 1)*0.1f;
}
示例14: cLamber
QRgb CShader::Shade(const CRay &ray, CIntersactionInfo &intersectionInfo)
{
CColor cLamber(0.3f, 0.3f, 0.3f);
const float fLow = 0.05f;
const float fHigh = 1.0f - fLow;
if (GetSettings()->m_bWireframe)
{
if (intersectionInfo.m_vBarCoordsLocal.X() < fLow || intersectionInfo.m_vBarCoordsLocal.X() > fHigh ||
intersectionInfo.m_vBarCoordsLocal.Y() < fLow || intersectionInfo.m_vBarCoordsLocal.Y() > fHigh ||
intersectionInfo.m_vBarCoordsLocal.Z() < fLow || intersectionInfo.m_vBarCoordsLocal.Z() > fHigh)
{
cLamber = CColor(0.0f, 1.0f, 0.5f);
}
else
{
cLamber += ShadeLambert(ray, intersectionInfo);
// cLamber += ShadeGloss(ray, intersectionInfo);
}
}
else
{
cLamber += ShadeLambert(ray, intersectionInfo);
// cLamber += ShadeGloss(ray, intersectionInfo);
}
return cLamber.GetRGB();
}
示例15: CString
BOOL CCmdColor::execute(CString& params)
{
//Decode parameters
CStringList paramStrList;
CScriptParser::StringSplit(paramStrList, params, CString(' '));
//Need at least 3 params for r, g, b
const int kNumParams = 3;
if(paramStrList.GetCount() < kNumParams)
{
return FALSE;
}
float channels[kNumParams];
POSITION pos = paramStrList.GetHeadPosition();
for(int i = 0; i < kNumParams; ++i)
{
CString paramStr = paramStrList.GetNext(pos);
channels[i] = (float)wcstod(paramStr, NULL);
}
CStateManager::GetInstance()->SetColor(CColor(channels[0], channels[1], channels[2]));
return TRUE;
}