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C++ Color4f函数代码示例

本文整理汇总了C++中Color4f函数的典型用法代码示例。如果您正苦于以下问题:C++ Color4f函数的具体用法?C++ Color4f怎么用?C++ Color4f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Color4f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: ManageFade

void ManageFade()
{
	arxtime.update();
	
	// TODO can this really become negative ?
	long tim = long(arxtime.now_ul() - FADESTART);
	if(tim <= 0)
		return;

	float Visibility = tim / (float)FADEDURATION;

	if(FADEDIR > 0)
		Visibility = 1.f - Visibility;

	if(Visibility > 1.f)
		Visibility = 1.f;

	if(Visibility < 0.f) {
		FADEDIR = 0;
		return;
	}

	LAST_FADEVALUE=Visibility;
	GRenderer->SetBlendFunc(BlendSrcAlpha, BlendInvSrcAlpha);
	GRenderer->SetRenderState(Renderer::DepthWrite, false);
	GRenderer->SetRenderState(Renderer::AlphaBlending, true);
	
	Color color = Color4f(FADECOLOR, Visibility).to<u8>();
	EERIEDrawBitmap(Rectf(g_size), 0.0001f, NULL, color);

	GRenderer->SetRenderState(Renderer::AlphaBlending, false);
	GRenderer->SetRenderState(Renderer::DepthWrite, true);
}
开发者ID:Mixone-FinallyHere,项目名称:ArxLibertatis,代码行数:33,代码来源:Fade.cpp

示例2: GL

void GL2HudRenderer::render() {
	if (client->getStateId() != Client::StateId::PLAYING)
		return;

	const Character &character = client->getLocalCharacter();
	if (!character.isValid())
		return;

	GL(Enable(GL_TEXTURE_2D));
	vec2f texs[4];
	GL2TextureManager::Entry tex_entry = renderer->getTextureManager()->get(client->getLocalCharacter().getBlock());
	GL2TextureManager::getTextureCoords(tex_entry.index, tex_entry.type, texs);
	GL(BindTexture(GL_TEXTURE_2D, tex_entry.tex));

	GL(Color4f(1.0f, 1.0f, 1.0f, 1.0f));

	GL(PushMatrix());
	float d = (client->getGraphics()->getWidth() < client->getGraphics()->getHeight() ? client->getGraphics()->getWidth() : client->getGraphics()->getHeight()) * 0.05f;
	GL(Translatef(-client->getGraphics()->getDrawWidth() * 0.48f, -client->getGraphics()->getDrawHeight() * 0.48f, 0));
	glBegin(GL_QUADS);
		glTexCoord2f(texs[0][0], texs[0][1]); glVertex2f(0, 0);
		glTexCoord2f(texs[1][0], texs[1][1]); glVertex2f(d, 0);
		glTexCoord2f(texs[2][0], texs[2][1]); glVertex2f(d, d);
		glTexCoord2f(texs[3][0], texs[3][1]); glVertex2f(0, d);
	glEnd();
	LOG_OPENGL_ERROR;

	GL(PopMatrix());
}
开发者ID:Backson,项目名称:3dgamecpp,代码行数:29,代码来源:gl2_hud_renderer.cpp

示例3: mousePressed

    virtual void mousePressed(const MouseEventUnrecPtr e)
    {
        if(dynamic_cast<WindowEventProducer*>(e->getSource())->getKeyModifiers() & KeyEvent::KEY_MODIFIER_COMMAND)
        {
            mgr->mouseButtonPress(e->getButton(), e->getLocation().x(), e->getLocation().y());
        }
        else
        {
            Line TheRay;
            if(e->getButton() == MouseEvent::BUTTON1)
            {

                mgr->getCamera()->calcViewRay(TheRay,e->getLocation().x(),e->getLocation().y(),*(mgr->getWindow()->getPort(0)));
                std::cout<<"Velocity "<<TheRay.getDirection()<<std::endl;
            }
            RocketParticleSystem->addParticle(TheRay.getPosition(),
                                              Vec3f(0.0,1.0f,0.0f),
                                              Color4f(1.0,0.0,0.0,1.0), 
                                              Vec3f(1.0,1.0,1.0), 
                                              10, 
                                              Vec3f(TheRay.getDirection()*50), //Velocity
                                              Vec3f(0.0f,0.0f,0.0f)
                                             );
        }
    }
开发者ID:danguilliams,项目名称:OpenSGToolbox,代码行数:25,代码来源:20RocketLauncher.cpp

示例4: Color4f

//-----------------------------------------------------------------------------
void Particle::Update(long _lTime)
{
	ulTime += _lTime;
	iTexTime += _lTime;
	fTimeSec = _lTime * ( 1.0f / 1000 );

	if (ulTime < ulTTL)
	{
		float ft = fOneOnTTL * ulTime;

		// backup old pos
		p3OldPos.x = p3Pos.x;
		p3OldPos.y = p3Pos.y;
		p3OldPos.z = p3Pos.z;

		// update new pos
		p3Pos.x += p3Velocity.x * fTimeSec; 
		p3Pos.y += p3Velocity.y * fTimeSec; 
		p3Pos.z += p3Velocity.z * fTimeSec;

		fSize = fSizeStart + (fSizeEnd - fSizeStart) * ft;
		fColor[0] = fColorStart[0] + (fColorEnd[0] - fColorStart[0]) * ft;
		fColor[1] = fColorStart[1] + (fColorEnd[1] - fColorStart[1]) * ft;
		fColor[2] = fColorStart[2] + (fColorEnd[2] - fColorStart[2]) * ft;
		fColor[3] = fColorStart[3] + (fColorEnd[3] - fColorStart[3]) * ft;

		ulColor = Color4f(fColor[0], fColor[1], fColor[2], fColor[3]).to<u8>();
	}
}
开发者ID:lemmel,项目名称:ArxLibertatis,代码行数:30,代码来源:Particle.cpp

示例5: addChannel

bool SampleBase::onInit()
{
	m_frameCount = 0;
	m_fps = 0.0f;

	addChannel( MSG_DEV );

	if ( !WinFrame::create( "Sample Test" , g_ScreenWidth , g_ScreenHeight ,
		   SysMsgHandler::MsgProc , false ) )
		return false;

	if ( !CFly::initSystem() )
		return  false;
	mWorld =  WorldManager::getInstance().createWorld( getHWnd() , g_ScreenWidth , g_ScreenHeight , 32 , false );

	CFly::PluginManager::getInstance().registerLinker( "CW3" , new Cw3FileLinker );

	if ( !mWorld )
		return false;

	mWorld->setDir( DIR_OBJECT , SAMPLE_DATA_DIR );
	mWorld->setDir( DIR_ACTOR  , SAMPLE_DATA_DIR"/NPC" );
	mWorld->setDir( DIR_TEXTURE, SAMPLE_DATA_DIR );
	mWorld->setDir( DIR_SHADER , SAMPLE_DATA_DIR"/Shader" );
	mMainViewport = mWorld->createViewport( 0 , 0 , g_ScreenWidth , g_ScreenHeight );
	mMainScene    = mWorld->createScene( 1 );
	mMainScene->setAmbientLight( Color4f(1,1,1) );

	mMainCamera = mMainScene->createCamera();
	mMainCamera->setAspect( float(  g_ScreenWidth ) / g_ScreenHeight );
	mMainCamera->setNear(5.0f);
	mMainCamera->setFar(100000.0f);

	return onSetupSample();
}
开发者ID:uvbs,项目名称:GameProject,代码行数:35,代码来源:SampleBase.cpp

示例6: Renderer

Panzerfaust::Panzerfaust()
{
	
	m_renderer = Renderer();
	//debugUnitTest(m_elements);
	m_internalTime = 0.f;
	m_isQuitting = m_renderer.m_fatalError;
	m_console.m_log = ConsoleLog();
	//m_world = World();
	m_worldCamera = Camera();

	m_displayConsole = false;

	//HACK test values
	m_console.m_log.appendLine("This is a test of the emergency broadcast system");
	m_console.m_log.appendLine("Do not be alarmed or concerned");
	m_console.m_log.appendLine("This is only a test");

	UnitTestXMLParser(".\\Data\\UnitTest.xml");
	unitTestEventSystem();
	//g_serverConnection = new Connection("129.119.246.221", "5000");
	g_serverConnection = new Connection("127.0.0.1", "8080");
	g_localUser = User();
	g_localUser.m_unit = Entity();
	g_localUser.m_unit.m_color = Color4f(0.2f, 1.0f, 0.2f, 1.f);
	g_localUser.m_userType = USER_LOCAL;
	g_localUser.m_unit.m_position = Vector2f(0,0);
	CommandParser::RegisterCommand("connect", ChangeServer);
	CommandParser::RegisterCommand("color", ChangeColor);
}
开发者ID:Grindl,项目名称:SD6A2ForReal,代码行数:30,代码来源:Panzerfaust.cpp

示例7: onSetupSample

	bool onSetupSample()
	{
		createCoorditeAxis( 120 );

		mMainCamera->setLookAt( Vector3( 0,0,150 ) , Vector3(0,0,0), Vector3(0,1,0) );

		Vertex vtx[4] =
		{
			{ 0 , 0 , 0 , 0 , 0 , 1 } ,
			{ 100 , 0 , 0 , 1 , 0 , 0 } ,
			{ 100 , 100 , 0 , 1 , 1 , 1 } ,
			{ 0 , 100 , 0 , 0 , 1 , 0 } ,
		};

		int idx[6] = 
		{
			0 , 1 , 2 ,
			0 , 2 , 3 ,
		};

		Material* mat = mWorld->createMaterial(  0 , 0 , 0 , 1 , Color4f( 1 , 1 , 1 , 1 ) );
		ShaderEffect* shader = mat->addShaderEffect( "CoordTest" ,"CoordTest" );
		shader->addParam( SP_WVP   , "mWVP" );

		mat->setLightingColor( CFLC_EMISSIVE , CFMC_VERTEX_C1 );
		Object* obj = mMainScene->createObject();
		obj->createIndexedTriangle( mat , CFVT_XYZ_CF1 , (float*)vtx , 4 , idx , 2 );
		return true; 
	}
开发者ID:uvbs,项目名称:GameProject,代码行数:29,代码来源:SampleCoordTest.cpp

示例8: getTexCoord1

void TexturedQuadUIDrawObject::draw(const GraphicsWeakPtr Graphics, Real32 Opacity) const
{
    //TODO: add Color Field to TexturedQuadUIDrawObject
	Graphics->drawQuad(getPoint1(),getPoint2(),getPoint3(),getPoint4(),
                       getTexCoord1(), getTexCoord2(), getTexCoord3(), getTexCoord4(),
                       Color4f(1.0f,1.0f,1.0f,1.0f), getTexture(),
                       getOpacity()*Opacity);
}
开发者ID:Langkamp,项目名称:OpenSGToolbox,代码行数:8,代码来源:OSGTexturedQuadUIDrawObject.cpp

示例9: GD_ASSERT

void ModelBrowserTool::Render()
{
    Renderer* renderer = GraphicSubsystem::Instance()->GetRenderer();
    GD_ASSERT(renderer);

    renderer->SetViewport( 0, 0, mModelBrowserWindow->mViewerFrame->width(), mModelBrowserWindow->mViewerFrame->height() );
    renderer->SetClearColor( Color4f( 0.1f, 0.2f, 0.4f, 1.0f) );

    renderer->SetCulling( Renderer::CullBackFace );
    
    // Render.
	renderer->Clear( Renderer::ColorBuffer | Renderer::DepthBuffer );
    
    renderer->SetRenderState( Renderer::DepthTest, true );

    // Camera.
    renderer->SetMatrixMode(Renderer::ProjectionMatrix);
    renderer->LoadIdentity();
    renderer->Perspective(mCamera.GetFovAngle(), 
                          (float)mModelBrowserWindow->mViewerFrame->width() / (float)mModelBrowserWindow->mViewerFrame->height(),
                          mCamera.GetNearView(), mCamera.GetFarView());

    renderer->SetMatrixMode(Renderer::ModelViewMatrix);
    renderer->LoadIdentity();
    renderer->SetView( mCamera.GetPosition(), mObjectCenter - mCamera.GetPosition(), mCamera.GetUp() );

    Light light;
    light.mPosition = mCamera.GetPosition();
    light.mAmbient = Color4f(0.1f,0.1f, 0.1f,1.0f);
    light.mDiffuse = Color4f(0.9f,0.9f, 0.9f,1.0f);
    light.mType = Renderer::LightPoint;
    renderer->SetRenderState( Renderer::Light_i, true, 0 );
    renderer->SetLight( 0, light );   
    renderer->SetRenderState( Renderer::Lighting, true );

    renderer->SetColor(Color4f(1.0f, 1.0f, 1.0f, 1.0f));
    
	// Change the orientation.
    static Float pAngle = 0;
    pAngle += 0.05f;
    mModel->SetOrientation(Quaternionf( Vector3f(0,1,0), pAngle ));

	renderer->Translate(mModel->GetPosition());
	renderer->Rotate(mModel->GetOrientation());
    mModel->Render();
}
开发者ID:SebastienLussier,项目名称:Gamedesk,代码行数:46,代码来源:ModelBrowserTool.cpp

示例10: Color3b

void Panzerfaust::update(float deltaTime)
{
	bool forwardVelocity = m_IOHandler.m_keyIsDown['W'];
	bool backwardVelocity = m_IOHandler.m_keyIsDown['S'];
	bool leftwardVelocity = m_IOHandler.m_keyIsDown['A'];
	bool rightwardVelocity = m_IOHandler.m_keyIsDown['D'];

	//HACK
	const float SPEED_OF_CAMERA = 50.f;

	g_localUser.m_unit.m_target.x += (rightwardVelocity - leftwardVelocity)*SPEED_OF_CAMERA*deltaTime;
	g_localUser.m_unit.m_target.y += (forwardVelocity - backwardVelocity)*SPEED_OF_CAMERA*deltaTime;
	g_localUser.update(deltaTime);

	GamePacket currentPacket;
	do 
	{
		bool newUser = true;
		currentPacket = g_serverConnection->receivePackets();
		if (currentPacket.ID != 0)
		{
			Color3b packetColor = Color3b();
			packetColor.r = currentPacket.r;
			packetColor.g = currentPacket.g;
			packetColor.b = currentPacket.b;

			for (unsigned int ii = 0; ii < g_users.size(); ii++)
			{
				
				if (Color3b(g_users[ii].m_unit.m_color) == packetColor)
				{
					newUser = false;
					g_users[ii].m_unit.m_target = Vector2f(currentPacket.x, currentPacket.y);
				}
			}
			if (newUser)
			{
				User tempUser = User();
				tempUser.m_unit.m_position = Vector2f(currentPacket.x, currentPacket.y);
				tempUser.m_unit.m_target = Vector2f(currentPacket.x, currentPacket.y);
				tempUser.m_unit.m_color = Color4f(packetColor.r/255.f, packetColor.g/255.f, packetColor.b/255.f, 1.f);
				tempUser.m_userType = USER_REMOTE;
				g_users.push_back(tempUser);
			}
		}
	} while (currentPacket.ID != 0);

	for (unsigned int ii = 0; ii < g_users.size(); ii++)
	{
		g_users[ii].update(deltaTime);
	}

	mouseUpdate();

	m_internalTime += deltaTime;

	//m_world.update(deltaTime);
}
开发者ID:Grindl,项目名称:SD6A2ForReal,代码行数:58,代码来源:Panzerfaust.cpp

示例11: ComponentTransitPtr

ComponentTransitPtr DefaultTableCellEditor::getTableCellEditorComponent(Table* const table, const boost::any& value, bool isSelected, UInt32 row, UInt32 column)
{
    if(value.empty()){
        return ComponentTransitPtr(NULL);
    }
    TextFieldRefPtr TheTextField = TextField::create();
    std::string tempString;
    try
    {
        tempString = lexical_cast(value);
    }
    catch (boost::bad_lexical_cast &)
    {
        //Could not convert to string
    }
    TheTextField->setText(tempString);
    TheTextField->setPreferredSize(Vec2f(100,30));
    TheTextField->setAlignment(Vec2f(0.5,0.5));
    TheTextField->selectAll();
    TheTextField->setCaretPosition(TheTextField->getText().size());
    ColorLayerRefPtr tempBackground;
    tempBackground = ColorLayer::create();

    TheTextField->setBackground(tempBackground);

    //if(isSelected){
    //	tempBackground->setColor(Color4f(0.4, 0.4, 1.0, 1.0));
    //}
    //else{
    tempBackground->setColor(Color4f(1.0, 1.0, 1.0, 1.0));
    //}

    LineBorderRefPtr tempBorder;

    tempBorder = LineBorder::create();
    tempBorder->setColor(Color4f(0.0, 0.0, 1.0, 1.0));

    TheTextField->setBorder(tempBorder);

    setDefaultStringEditor(TheTextField);
    _EditorActionConnection = getDefaultStringEditor()->connectActionPerformed(boost::bind(&DefaultTableCellEditor::handleEditorAction, this, _1));
    _EditorFocusLostConnection = getDefaultStringEditor()->connectFocusLost(boost::bind(&DefaultTableCellEditor::handleEditorFocusLost, this, _1));
    _EditorKeyPressedConnection = getDefaultStringEditor()->connectKeyPressed(boost::bind(&DefaultTableCellEditor::handleEditorKeyPressed, this, _1));
    return ComponentTransitPtr(getDefaultStringEditor());
}
开发者ID:ahuballah,项目名称:OpenSGToolbox,代码行数:45,代码来源:OSGDefaultTableCellEditor.cpp

示例12: Inherited

FogChunkBase::FogChunkBase(void) :
    Inherited(),
    _sfMode                   (GLenum(GL_EXP)),
    _sfColor                  (Color4f(0.f, 0.f, 0.f, 0.f)),
    _sfStart                  (Real32(0.f)),
    _sfEnd                    (Real32(1.f)),
    _sfDensity                (Real32(1.f))
{
}
开发者ID:marcusl,项目名称:OpenSG,代码行数:9,代码来源:OSGFogChunkBase.cpp

示例13:

MaterialUnrecPtr Graphics3DExtrude::createDefaultMaterial(void)
{
	MaterialChunkUnrecPtr TheMaterialChunk = MaterialChunk::create();

		TheMaterialChunk->setAmbient(Color4f(0.4,0.4,0.4,1.0));
		TheMaterialChunk->setDiffuse(Color4f(0.8,0.8,0.8,1.0));
		TheMaterialChunk->setSpecular(Color4f(0.85,0.85,0.85,1.0));
		TheMaterialChunk->setEmission(Color4f(0.0,0.0,0.0,1.0));
		TheMaterialChunk->setShininess(50.0);
		TheMaterialChunk->setLit(true);
		TheMaterialChunk->setColorMaterial(true);
	
	ChunkMaterialUnrecPtr TheMaterial = ChunkMaterial::create();

    TheMaterial->addChunk(TheMaterialChunk);

	return TheMaterial;
}
开发者ID:msteners,项目名称:OpenSGToolbox,代码行数:18,代码来源:OSGGraphics3DExtrude.cpp

示例14: Inherited

LineUIDrawObjectBase::LineUIDrawObjectBase(void) :
    Inherited(),
    _sfTopLeft                (Pnt2f(0,0)),
    _sfBottomRight            (Pnt2f(0,0)),
    _sfWidth                  (Real32(1)),
    _sfColor                  (Color4f(1.0,1.0,1.0,1.0)),
    _sfOpacity                (Real32(1.0))
{
}
开发者ID:Himbeertoni,项目名称:OpenSGToolbox,代码行数:9,代码来源:OSGLineUIDrawObjectBase.cpp

示例15: Inherited

LabelBase::LabelBase(void) :
    Inherited(),
    _sfPosition               (Pnt3f(0,0,0)),
    _sfPixelOffset            (Vec2f(0,0)),
    _sfOrientation            (Real32(0.0)),
    _sfHorizontalAlign        (UInt8(1)),
    _sfVerticalAlign          (UInt8(1)),
    _sfMargin                 (Vec2f(0,0)),
    _sfColor                  (Color4f(1,1,1,1)),
    _sfBgColor                (Color4f(0,0,0,0)),
    _sfShadowColor            (Color4f(0,0,0,1)),
    _sfShadowOffset           (Vec2f(1,-1)),
    _sfBorderColor            (Color4f(0,0,0,0)),
    _sfBorderOffset           (Vec2f(4,4)),
    _sfImportance             (Real32(1)),
    _sfTextureObject          (NULL)
{
}
开发者ID:whztt07,项目名称:OSGAddOnsGV,代码行数:18,代码来源:OSGLabelBase.cpp


注:本文中的Color4f函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。