本文整理汇总了C++中ColorF函数的典型用法代码示例。如果您正苦于以下问题:C++ ColorF函数的具体用法?C++ ColorF怎么用?C++ ColorF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ColorF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: set
//---------------------------------------------------------------------------
bool Sky::processArguments(int argc, const char **argv)
{
if(argc == 0)
{
set(ColorF(0,0,0));
return true;
}
if(argc >= 3)
{
set(ColorF(atof(argv[0]), atof(argv[1]), atof(argv[2])));
if(argc == 3)
return true;
if(argc == 21)
{
const char * newDmlName = stringTable.insert( argv[3] );
// int matTag = atoi(argv[3]);
// if (!matTag) {
// Console->printf("\"%s\" not found in tag dictionary", argv[3]);
// return false;
// }
int tx[16];
for (int i = 0; i < 16; i++)
sscanf(argv[5 + i], "%d", &tx[i]);
float featureAz = atof(argv[4]);
set( newDmlName, featureAz, tx );
return(true);
}
}
Console->printf("Sky: [colR colG colB] [dmlFileName rotZ i1 ... i16]");
return false;
}
示例2: if
void CPlayerPlugin_InteractiveEntityMonitor::PrecacheLevel()
{
XmlNodeRef rootNode = gEnv->pSystem->LoadXmlFromFile(INTERACTIVE_ENTITY__MONITOR_DATA_FILE);
if(rootNode)
{
const char* pLevelName = gEnv->pGame->GetIGameFramework()->GetLevelName();
if(!pLevelName)
{
pLevelName = "default";
}
else if( const char * pTrim = strstr(pLevelName, "/") )
{
pLevelName = pTrim+1;
}
CGameXmlParamReader nodeDataReader(rootNode);
XmlNodeRef levelNode = nodeDataReader.FindFilteredChild(pLevelName);
if(!levelNode)
{
levelNode = nodeDataReader.FindFilteredChild("default");
}
if(levelNode)
{
ColorB color;
if(levelNode->getAttr("color", color))
{
m_silhouetteInteractColor = ColorF(color.r, color.g, color.b, color.a) / 255.f;
}
if(levelNode->getAttr("shoot_color", color))
{
m_silhouetteShootColor = ColorF(color.r, color.g, color.b, color.a) / 255.f;
}
}
}
}
示例3: SToolboxStyle
void CToolboxApplication::SetupDefaultStyle()
{
m_toolboxStyle = SToolboxStyle();
m_toolboxStyle.backgroundColor = ColorF(239 / 255.f, 239 / 255.f, 242 / 255.f);
m_toolboxStyle.viewportClearColor = ColorF(0.f);
m_toolboxStyle.toolWindowBorderColor = ColorB(214, 214, 214);
m_toolboxStyle.delimiterColor = ColorB(150, 150, 147);
m_toolboxStyle.delimiterSize = 5;
m_toolboxStyle.topBarHeight = 35;
m_toolboxStyle.infoBarHeight = 25;
m_toolboxStyle.moverColor = ColorB(150, 150, 147);
m_toolboxStyle.moverSize = 9;
m_toolboxStyle.activeTabColor = ColorB(90, 142, 194);
m_toolboxStyle.tabHeight = 20;
m_toolboxStyle.tabWidthOffset = 25;
m_toolboxStyle.tabPaddingX = 4;
m_toolboxStyle.tabPaddingY = 2;
m_toolboxStyle.tabFontSize = 16.f;
m_toolboxStyle.tabFontColor = ColorB(51, 51, 51);
m_toolboxStyle.activeTabFontColor = ColorB(255, 255, 255);
m_toolboxStyle.pFont = gEnv->pCryFont->GetFont("roboto");
m_toolboxStyle.defaultFontColor = ColorB(51, 51, 51);
}
示例4: colDefault
// ------------------------------------------------------------------------
void CInputDevice::CDebugPressedButtons::DebugRender()
{
if (g_pInputCVars->i_debugDigitalButtons)
{
static float deltaY = 15.f;
static float startX = 50;
static float startY = 400.f;
static float fontSize = 1.2f;
IRenderer* pRenderer = gEnv->pRenderer;
if (pRenderer)
{
ColorF colDefault(1.f, 1.f, 0.f,1.f);
m_textPos2d.x = startX;
m_textPos2d.y = startY;
pRenderer->Draw2dLabel(m_textPos2d.x, m_textPos2d.y, 1.1f, ColorF(0.f,1.f,0.f,1.f), false, "Controller's Digital Buttons Activity"); m_textPos2d.y+= deltaY;
pRenderer->Draw2dLabel(m_textPos2d.x, m_textPos2d.y, 1.1f, ColorF(1.f,1.f,1.f,1.f), false, string().Format("CurrentFrame:[%d]", m_frameCnt)); m_textPos2d.y+= deltaY;
for (size_t i=0, kSize=m_history.size(); i< kSize; ++i)
{
string s = string().Format("[%d] %s [%s]", m_history[i].frame, m_history[i].key.c_str(), m_history[i].state.c_str());
pRenderer->Draw2dLabel(m_textPos2d.x, m_textPos2d.y, fontSize, m_history[i].color, false, s.c_str());
m_textPos2d.y+= deltaY;
}
++m_frameCnt;
}
}
}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:29,代码来源:InputDevice.cpp
示例5: ColorF
MpViewPort3Data::MpViewPort3Data (void)
{
// 3D clipping
clipping = false; // initially no 3d clipping
cx1 = -1; cx2 = 1; // clip box volume
cy1 = -1; cy2 = 1;
cz1 = -1; cz2 = 1;
// 3D view (camera position and focus length)
fov = defFOV; // field of view angle in degree
viewtrafo = defT; // view transformation matrix
// viewbox ratios
vbx = vby = vbz = 1.0;
// viewport frame layout
frame3d_color = ColorF(0,0,0);
frame3d_width = 1;
frame3d_style = Solid;
// base block layout (plaster block)
draw_base_block = false; // set if 3D base block is drawn
base_block_const_shade = true; // use const shade, no lighting
base_block_depth = 0.005; // the base block depth (thickness)
base_block_color = ColorF(0.8,0.8,0.8); // color of the base block
base_block_line_color = ColorF(0,0,0); // color of its outlines
base_block_line_width = 1;
base_block_line_style = Solid;
// back side walls
draw_back_walls = false; // back side walls in 3D plots
back_wall_const_shade = false; // use const shade, no lighting
back_wall_color = ColorF(0.8,0.8,0.8); // color of the backside walls
}
示例6: GetEntity
void CBattleEvent::Update(SEntityUpdateContext &ctx, int updateSlot)
{
IEntity* pEntity = GetEntity();
if(pEntity)
{
Matrix34 tm = pEntity->GetWorldTM();
tm.SetTranslation(m_worldPos);
pEntity->SetWorldTM(tm);
if(m_numParticles > 0 && !m_pParticleEffect)
{
// attach the particle effect to this entity now
m_pParticleEffect = gEnv->pParticleManager->FindEffect(g_pGameCVars->g_battleDust_effect->GetString());
if (m_pParticleEffect)
{
pEntity->LoadParticleEmitter(0, m_pParticleEffect, 0, true, true);
Matrix34 tm = IParticleEffect::ParticleLoc(Vec3(0,0,0));
pEntity->SetSlotLocalTM(0, tm);
}
}
if(m_pParticleEffect)
{
SEntitySlotInfo info;
pEntity->GetSlotInfo(0, info);
if(info.pParticleEmitter)
{
SpawnParams sp;
sp.fCountScale = (float)m_numParticles/60.0f;
info.pParticleEmitter->SetSpawnParams(sp);
}
}
if(g_pGameCVars->g_battleDust_debug != 0)
{
if(g_pGameCVars->g_battleDust_debug >= 2)
{
if(m_numParticles > 0)
{
gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, m_numParticles, ColorF(0.0f,1.0f,0.0f,0.2f));
}
else
{
gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(1.0f,0.0f,0.0f,0.2f));
}
}
else
{
if(m_numParticles > 0)
{
gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(0.0f,1.0f,0.0f,0.2f));
}
else
{
gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(1.0f,0.0f,0.0f,0.2f));
}
}
}
}
}
示例7: GetEntity
void CC4Projectile::UpdateLight(float fFrameTime, bool forceColorChange)
{
const Matrix34& mat = GetEntity()->GetWorldTM();
m_pLightSource->SetMatrix(mat);
SC4ExplosiveParams* pExplosiveParams = m_pAmmoParams->pC4ExplosiveParams;
if(pExplosiveParams->pulseBeatsPerSecond > 0.f)
{
float fNewPulseTimer = m_pulseTimer + (fFrameTime * pExplosiveParams->pulseBeatsPerSecond);
float timerScaledToWavelength = fNewPulseTimer * gf_PI;
timerScaledToWavelength = (float)__fsel(timerScaledToWavelength - gf_PI2, timerScaledToWavelength - gf_PI2, timerScaledToWavelength);
float finalMult = sinf(timerScaledToWavelength) * 0.5f + 0.5f;
finalMult *= 1.0f - pExplosiveParams->pulseMinColorMultiplier;
finalMult += pExplosiveParams->pulseMinColorMultiplier;
m_pulseTimer = fNewPulseTimer;
CDLight& light = m_pLightSource->GetLightProperties();
light.SetLightColor(ColorF(m_armed && m_OnSameTeam ? pExplosiveParams->armedLightColour * finalMult : pExplosiveParams->disarmedLightColour * finalMult));
}
else if(forceColorChange)
{
CDLight& light = m_pLightSource->GetLightProperties();
light.SetLightColor(ColorF(m_armed && m_OnSameTeam ? pExplosiveParams->armedLightColour : pExplosiveParams->disarmedLightColour));
}
}
示例8: ResetScene
/// <summary>
/// カメラ、ライト、フォグ、画質の設定を初期設定に戻します。
/// </summary>
/// <returns>
/// なし
/// </returns>
inline void ResetScene()
{
SetAmbientLight(ColorF(0.1));
SetAmbientLightForward(ColorF(0.1));
SetLight(0, Light::Default());
for (uint32 i = 1; i <= MaxLightIndex; ++i)
{
SetLight(i, Light::None());
}
SetLightForward(0, Light::Default());
for (uint32 i = 1; i <= MaxLightIndexForward; ++i)
{
SetLightForward(i, Light::None());
}
SetFog(Fog::None());
SetFogForward(Fog::None());
SetCamera(Camera());
SetAntiAliasing(AntiAliasing::Default);
SetLightBufferQuality(100);
}
示例9: CHANGED_NETWORK_STATE
void CNetPlayerInput::DoSetState(const SSerializedPlayerInput& input )
{
m_newInterpolation |= (input.position != m_curInput.position) || (input.deltaMovement != m_curInput.deltaMovement);
const bool wasSprinting = m_curInput.sprint;
m_curInput = input;
CHANGED_NETWORK_STATE(m_pPlayer, CPlayer::ASPECT_INPUT_CLIENT );
if(wasSprinting != input.sprint)
{
SInputEventData inputEventData( SInputEventData::EInputEvent_Sprint, m_pPlayer->GetEntityId(), CCryName("sprint"), input.sprint ? eAAM_OnPress : eAAM_OnRelease, 0.f );
m_pPlayer->StateMachineHandleEventMovement( SStateEventPlayerInput( &inputEventData ) );
}
// not having these set seems to stop a remote avatars rotation being reflected
m_curInput.aiming = true;
m_curInput.allowStrafing = true;
m_curInput.usinglookik = true;
IAIActor* pAIActor = CastToIAIActorSafe(m_pPlayer->GetEntity()->GetAI());
if (pAIActor)
pAIActor->GetState().bodystate=input.bodystate;
CMovementRequest moveRequest;
moveRequest.SetStance( (EStance)m_curInput.stance );
if(IsDemoPlayback())
{
Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection);
Ang3 deltaAngles(asinf(localVDir.z),0,atan2_tpl(-localVDir.x,localVDir.y));
moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime());
}
moveRequest.SetPseudoSpeed(CalculatePseudoSpeed());
moveRequest.SetAllowStrafing(input.allowStrafing);
m_pPlayer->GetMovementController()->RequestMovement(moveRequest);
#if !defined(_RELEASE)
// debug..
if (g_pGameCVars->g_debugNetPlayerInput & 1)
{
IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug();
pPD->Begin( string("net_player_input_") + m_pPlayer->GetEntity()->GetName(), true );
pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,1), 1.0f );
// pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,1), 1.0f );
Vec3 wp(m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2));
pPD->AddDirection( wp, 1.5f, m_curInput.deltaMovement, ColorF(1,0,0,1), 1.0f );
pPD->AddDirection( wp, 1.5f, m_curInput.lookDirection, ColorF(0,1,0,1), 1.0f );
}
#endif
}
示例10: ColorF
void GuiColorPickerCtrl::resetProfileSettings()
{
mPickColor = mPickColorCopy;
mBaseColor = mBaseColorCopy;
colorWhite = ColorF(1.,1.,1.);
colorWhiteBlend = ColorF(1.,1.,1.,.75);
colorBlack = ColorF(.0,.0,.0);
colorAlpha = ColorF(0.0f, 0.0f, 0.0f, 0.0f);
colorAlphaW = ColorF(1.0f, 1.0f, 1.0f, 0.0f);
Parent::resetProfileSettings();
}
示例11: mDegToRad
// This function is meant to be used with a button to put everything back to default settings.
void GuiMaterialPreview::resetViewport()
{
// Reset the camera's orientation.
mCameraRot.set( mDegToRad(30.0f), 0, mDegToRad(-30.0f) );
mCameraPos.set(0.0f, 1.75f, 1.25f);
mOrbitDist = 5.0f;
mOrbitPos = mModel->getShape()->center;
// Reset the viewport's lighting.
GuiMaterialPreview::mFakeSun->setColor( ColorF( 1.0f, 1.0f, 1.0f ) );
GuiMaterialPreview::mFakeSun->setAmbient( ColorF( 0.5f, 0.5f, 0.5f ) );
GuiMaterialPreview::mFakeSun->setDirection( VectorF( 0.0f, 0.707f, -0.707f ) );
}
示例12: GuiGradientSwatchCtrl
void GuiGradientCtrl::reInitSwatches( GuiGradientCtrl::PickMode )
{
//liable to crash in the guiEditor, needs fix
for( S32 i = 0;i < mColorRange.size(); i++ )
{
if(mColorRange[i].swatch != NULL)
{
mColorRange[i].pos = mColorRange[i].swatch->getPosition().x;
mColorRange[i].color = mColorRange[i].swatch->getColor();
mColorRange[i].swatch->deleteObject();
mColorRange[i].swatch = NULL;
}
}
for( S32 i = 0;i < mAlphaRange.size(); i++ )
{
if(mAlphaRange[i].swatch != NULL)
{
mAlphaRange[i].pos = mAlphaRange[i].swatch->getPosition().x;
mAlphaRange[i].color = mAlphaRange[i].swatch->getColor();
mAlphaRange[i].swatch->deleteObject();
mAlphaRange[i].swatch = NULL;
}
}
S32 b = mBlendRangeBox.extent.y - mSwatchFactor;
if( mDisplayMode == pHorizColorRange )
{
for( S32 i = 0;i < mColorRange.size(); i++ )
{
mColorRange[i].swatch = new GuiGradientSwatchCtrl();
mColorRange[i].swatch->registerObject();
addObject(mColorRange[i].swatch);
mColorRange[i].swatch->setPosition( Point2I( mColorRange[i].pos, b ) );// needs to be adjusted
mColorRange[i].swatch->setColor(ColorF(mColorRange[i].color));
}
}
else if( mDisplayMode == pHorizAlphaRange )
{
for( S32 i = 0;i < mAlphaRange.size(); i++ )
{
mAlphaRange[i].swatch = new GuiGradientSwatchCtrl();
mAlphaRange[i].swatch->registerObject();
addObject(mAlphaRange[i].swatch);
mAlphaRange[i].swatch->setPosition( Point2I( mAlphaRange[i].pos, b ) );// needs to be adjusted
mAlphaRange[i].swatch->setColor(ColorF(mAlphaRange[i].color));
}
}
}
示例13: setExtent
//--------------------------------------------------------------------------
GuiColorPickerCtrl::GuiColorPickerCtrl()
{
setExtent(140, 30);
mDisplayMode = pPallet;
mBaseColor = ColorF(1.,.0,1.);
mPickColor = ColorF(.0,.0,.0);
mSelectorPos = Point2I(0,0);
mMouseDown = mMouseOver = false;
mActive = true;
mPositionChanged = false;
mSelectorGap = 1;
mActionOnMove = false;
mShowReticle = true;
}
示例14: localVDir
void CNetPlayerInput::DoSetState(const SSerializedPlayerInput& input )
{
m_curInput = input;
m_pPlayer->GetGameObject()->ChangedNetworkState( INPUT_ASPECT );
CMovementRequest moveRequest;
moveRequest.SetStance( (EStance)m_curInput.stance );
if(IsDemoPlayback())
{
Vec3 localVDir(m_pPlayer->GetViewQuatFinal().GetInverted() * m_curInput.lookDirection);
Ang3 deltaAngles(asin(localVDir.z),0,cry_atan2f(-localVDir.x,localVDir.y));
moveRequest.AddDeltaRotation(deltaAngles*gEnv->pTimer->GetFrameTime());
}
//else
{
moveRequest.SetLookTarget( m_pPlayer->GetEntity()->GetWorldPos() + 10.0f * m_curInput.lookDirection );
moveRequest.SetAimTarget(moveRequest.GetLookTarget());
}
float pseudoSpeed = 0.0f;
if (m_curInput.deltaMovement.len2() > 0.0f)
{
pseudoSpeed = m_pPlayer->CalculatePseudoSpeed(m_curInput.sprint);
}
moveRequest.SetPseudoSpeed(pseudoSpeed);
moveRequest.SetAllowStrafing(true);
float lean=0.0f;
if (m_curInput.leanl)
lean-=1.0f;
if (m_curInput.leanr)
lean+=1.0f;
moveRequest.SetLean(lean);
m_pPlayer->GetMovementController()->RequestMovement(moveRequest);
// debug..
if (g_pGameCVars->g_debugNetPlayerInput & 1)
{
IPersistantDebug * pPD = gEnv->pGame->GetIGameFramework()->GetIPersistantDebug();
pPD->Begin( string("net_player_input_") + m_pPlayer->GetEntity()->GetName(), true );
pPD->AddSphere( moveRequest.GetLookTarget(), 0.5f, ColorF(1,0,1,1), 1.0f );
// pPD->AddSphere( moveRequest.GetMoveTarget(), 0.5f, ColorF(1,1,0,1), 1.0f );
Vec3 wp(m_pPlayer->GetEntity()->GetWorldPos() + Vec3(0,0,2));
pPD->AddDirection( wp, 1.5f, m_curInput.deltaMovement, ColorF(1,0,0,1), 1.0f );
pPD->AddDirection( wp, 1.5f, m_curInput.lookDirection, ColorF(0,1,0,1), 1.0f );
}
}
示例15: ColorF
void CModel::Draw(const Float3 pos, const Float3 size, const Float3 rota, MODE mode, double alpha)
{
for (auto& node : model->nodes)
{
if (mode == MODE::TEX_ALPHA)
node.mesh.scale(size).rotate(rota).translate(pos).draw(*texture, ColorF(1, 1, 1, alpha), *CLoad::TextureAlphaRenderer);
else if (mode == MODE::TEX_NORMAL)
node.mesh.scale(size).rotate(rota).translate(pos).draw(*texture, ColorF(1, 1, 1, alpha));
else if (mode == MODE::MATERIAL)
node.mesh.scale(size).rotate(rota).translate(pos).draw(node.material.diffuse.col);
}
}