本文整理汇总了C++中color_rgba函数的典型用法代码示例。如果您正苦于以下问题:C++ color_rgba函数的具体用法?C++ color_rgba怎么用?C++ color_rgba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color_rgba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: DestroyDragItem
void CUIDragDropReferenceList::ReloadReferences(CInventoryOwner* pActor)
{
if (!pActor)
return;
if(m_drag_item)
DestroyDragItem();
m_container->ClearAll(true);
m_selected_item = NULL;
for(u8 i=0; i<m_container->CellsCapacity().x; i++)
{
CUIStatic* ref = m_references[i];
LPCSTR item_name = ACTOR_DEFS::g_quick_use_slots[i];
if(item_name && xr_strlen(item_name))
{
PIItem itm = pActor->inventory().GetAny(item_name);
if(itm)
{
SetItem(create_cell_item(itm), Ivector2().set(i, 0));
}
else
{
LoadItemTexture(item_name, Ivector2().set(i, 0));
ref->SetTextureColor(color_rgba(255,255,255,100));
}
}
else
{
ref->SetTextureColor(color_rgba(255,255,255,0));
}
}
}
示例2: switch
void CGameObject::dbg_DrawSkeleton ()
{
CCF_Skeleton* Skeleton = smart_cast<CCF_Skeleton*>(collidable.model);
if (!Skeleton) return;
Skeleton->_dbg_refresh();
const CCF_Skeleton::ElementVec& Elements = Skeleton->_GetElements();
for (CCF_Skeleton::ElementVec::const_iterator I=Elements.begin(); I!=Elements.end(); I++){
if (!I->valid()) continue;
switch (I->type){
case SBoneShape::stBox:{
Fmatrix M;
M.invert (I->b_IM);
Fvector h_size = I->b_hsize;
Level().debug_renderer().draw_obb (M, h_size, color_rgba(0, 255, 0, 255));
}break;
case SBoneShape::stCylinder:{
Fmatrix M;
M.c.set (I->c_cylinder.m_center);
M.k.set (I->c_cylinder.m_direction);
Fvector h_size;
h_size.set (I->c_cylinder.m_radius,I->c_cylinder.m_radius,I->c_cylinder.m_height*0.5f);
Fvector::generate_orthonormal_basis(M.k,M.j,M.i);
Level().debug_renderer().draw_obb (M, h_size, color_rgba(0, 127, 255, 255));
}break;
case SBoneShape::stSphere:{
Fmatrix l_ball;
l_ball.scale (I->s_sphere.R, I->s_sphere.R, I->s_sphere.R);
l_ball.translate_add(I->s_sphere.P);
Level().debug_renderer().draw_ellipse(l_ball, color_rgba(0, 255, 0, 255));
}break;
};
};
}
示例3: Level
void CGameObject::OnRender ()
{
if (!ai().get_level_graph())
return;
CDebugRenderer &renderer = Level().debug_renderer();
if (/**bDebug && /**/Visual()) {
float half_cell_size = 1.f*ai().level_graph().header().cell_size()*.5f;
Fvector additional = Fvector().set(half_cell_size,half_cell_size,half_cell_size);
render_box (Visual(),XFORM(),Fvector().set(0.f,0.f,0.f),true,color_rgba(0,0,255,255));
render_box (Visual(),XFORM(),additional,false,color_rgba(0,255,0,255));
}
if (0) {
Fvector bc,bd;
Visual()->getVisData().box.get_CD (bc,bd);
Fmatrix M = Fidentity;
float half_cell_size = ai().level_graph().header().cell_size()*.5f;
bd.add (Fvector().set(half_cell_size,half_cell_size,half_cell_size));
M.scale (bd);
Fmatrix T = XFORM();
T.c.add (bc);
renderer.draw_obb (T,bd,color_rgba(255,255,255,255));
}
}
示例4: color_rgba
void CUIActorMenu::ColorizeItem(CUICellItem* itm, bool colorize)
{
if( colorize )
{
itm->SetColor( color_rgba(255,100,100,255) );
}
else
{
itm->SetColor( color_rgba(255,255,255,255) );
}
}
示例5: UpdateActiveItemInfo
void CUIHudStatesWnd::UpdateActiveItemInfo( CActor* actor )
{
PIItem item = actor->inventory().ActiveItem();
if ( item )
{
if(m_b_force_update)
{
if(item->cast_weapon())
item->cast_weapon()->ForceUpdateAmmo();
m_b_force_update = false;
}
item->GetBriefInfo ( m_item_info );
// UIWeaponBack.SetText ( str_name.c_str() );
m_fire_mode->SetText ( m_item_info.fire_mode.c_str() );
SetAmmoIcon ( m_item_info.icon.c_str() );
m_ui_weapon_cur_ammo->Show ( true );
m_ui_weapon_fmj_ammo->Show ( true );
m_ui_weapon_ap_ammo->Show ( true );
m_fire_mode->Show ( true );
m_ui_grenade->Show ( true );
m_ui_weapon_cur_ammo->SetText ( m_item_info.cur_ammo.c_str() );
m_ui_weapon_fmj_ammo->SetText ( m_item_info.fmj_ammo.c_str() );
m_ui_weapon_ap_ammo->SetText ( m_item_info.ap_ammo.c_str() );
m_ui_grenade->SetText ( m_item_info.grenade.c_str() );
CWeaponMagazinedWGrenade* wpn = smart_cast<CWeaponMagazinedWGrenade*>(item);
if(wpn && wpn->m_bGrenadeMode)
{
m_ui_weapon_fmj_ammo->SetTextColor(color_rgba(238,155,23,150));
m_ui_grenade->SetTextColor(color_rgba(238,155,23,255));
}
else
{
m_ui_weapon_fmj_ammo->SetTextColor(color_rgba(238,155,23,255));
m_ui_grenade->SetTextColor(color_rgba(238,155,23,150));
}
}
else
{
m_ui_weapon_icon->Show ( false );
m_ui_weapon_cur_ammo->Show ( false );
m_ui_weapon_fmj_ammo->Show ( false );
m_ui_weapon_ap_ammo->Show ( false );
m_fire_mode->Show ( false );
m_ui_grenade->Show ( false );
}
}
示例6: color_rgba
void CUIFactionWarWnd::set_amount_enemy_bonus( int value )
{
for ( u32 i = 0; i < max_bonuce; ++i )
{
m_enemy_bonuces[i]->SetColor( color_rgba( 255, 255, 255, 70) );
}
u32 cr = color_rgba( 0, 255, 0, 255);
for ( int i = 0; i < value; ++i )
{
m_enemy_bonuces[i]->SetColor( cr );
}
}
示例7:
IC u32 it_gloss_rev (u32 d, u32 s) {
return color_rgba (
color_get_A(s), // gloss
color_get_B(d),
color_get_G(d),
color_get_R(d) );
}
示例8: r_string
u32 CInifile::r_color( LPCSTR S, LPCSTR L )
{
LPCSTR C = r_string(S,L);
u32 r=0,g=0,b=0,a=255;
sscanf (C,"%d,%d,%d,%d",&r,&g,&b,&a);
return color_rgba(r,g,b,a);
}
示例9: color_rgba
IC u32 it_difference (u32 d, u32 orig, u32 ucomp) {
return color_rgba(
128+(int(color_get_R(orig))-int(color_get_R(ucomp)))*2, // R-error
128+(int(color_get_G(orig))-int(color_get_G(ucomp)))*2, // G-error
128+(int(color_get_B(orig))-int(color_get_B(ucomp)))*2, // B-error
128+(int(color_get_A(orig))-int(color_get_A(ucomp)))*2 ); // A-error
}
示例10: it_height_rev_base
IC u32 it_height_rev_base(u32 d, u32 s) {
return color_rgba (
color_get_A(d), // diff x
color_get_B(d), // diff y
color_get_G(d), // diff z
(color_get_R(s)+color_get_G(s)+color_get_B(s))/3 ); // height
}
示例11:
void CRenderTarget::accum_direct_blend ()
{
// blend-copy
if (!RImplementation.o.fp16_blend) {
u_setrt (rt_Accumulator,NULL,NULL,HW.pBaseZB);
// Common calc for quad-rendering
u32 Offset;
u32 C = color_rgba (255,255,255,255);
float _w = float (Device.dwWidth);
float _h = float (Device.dwHeight);
Fvector2 p0,p1;
p0.set (.5f/_w, .5f/_h);
p1.set ((_w+.5f)/_w, (_h+.5f)/_h );
float d_Z = EPS_S, d_W = 1.f;
// Fill vertex buffer
FVF::TL2uv* pv = (FVF::TL2uv*) RCache.Vertex.Lock (4,g_combine_2UV->vb_stride,Offset);
pv->set (EPS, float(_h+EPS), d_Z, d_W, C, p0.x, p1.y, p0.x, p1.y); pv++;
pv->set (EPS, EPS, d_Z, d_W, C, p0.x, p0.y, p0.x, p0.y); pv++;
pv->set (float(_w+EPS), float(_h+EPS), d_Z, d_W, C, p1.x, p1.y, p1.x, p1.y); pv++;
pv->set (float(_w+EPS), EPS, d_Z, d_W, C, p1.x, p0.y, p1.x, p0.y); pv++;
RCache.Vertex.Unlock (4,g_combine_2UV->vb_stride);
RCache.set_Geometry (g_combine_2UV);
RCache.set_Element (s_accum_mask->E[SE_MASK_ACCUM_2D] );
RCache.set_Stencil (TRUE,D3DCMP_LESSEQUAL,dwLightMarkerID,0xff,0x00);
RCache.Render (D3DPT_TRIANGLELIST,Offset,0,4,0,2 );
}
dwLightMarkerID += 2;
}
示例12: float
void CRenderTarget::reset_light_marker( bool bResetStencil)
{
dwLightMarkerID = 5;
if (bResetStencil)
{
u32 Offset;
float _w = float(Device.dwWidth);
float _h = float(Device.dwHeight);
u32 C = color_rgba (255,255,255,255);
float eps = 0;
float _dw = 0.5f;
float _dh = 0.5f;
FVF::TL* pv = (FVF::TL*) RCache.Vertex.Lock (4,g_combine->vb_stride,Offset);
pv->set (-_dw, _h-_dh, eps, 1.f, C, 0, 0);
pv++;
pv->set (-_dw, -_dh, eps, 1.f, C, 0, 0);
pv++;
pv->set (_w-_dw, _h-_dh, eps, 1.f, C, 0, 0);
pv++;
pv->set (_w-_dw, -_dh, eps, 1.f, C, 0, 0);
pv++;
RCache.Vertex.Unlock (4,g_combine->vb_stride);
RCache.set_Element (s_occq->E[2] );
RCache.set_Geometry (g_combine );
RCache.Render (D3DPT_TRIANGLELIST,Offset,0,4,0,2);
}
}
示例13: color_rgba
void CEnvironment::RenderClouds ()
{
#ifndef _EDITOR
if (0==g_pGameLevel) return ;
#endif
// draw clouds
if (fis_zero(CurrentEnv.clouds_color.w,EPS_L)) return;
::Render->rmFar ();
Fmatrix mXFORM, mScale;
mScale.scale (10,0.4f,10);
mXFORM.rotateY (CurrentEnv.sky_rotation);
mXFORM.mulB_43 (mScale);
mXFORM.translate_over (Device.vCameraPosition);
Fvector wd0,wd1;
Fvector4 wind_dir;
wd0.setHP (PI_DIV_4,0);
wd1.setHP (PI_DIV_4+PI_DIV_8,0);
wind_dir.set (wd0.x,wd0.z,wd1.x,wd1.z).mul(0.5f).add(0.5f).mul(255.f);
u32 i_offset,v_offset;
u32 C0 = color_rgba(iFloor(wind_dir.x),iFloor(wind_dir.y),iFloor(wind_dir.w),iFloor(wind_dir.z));
u32 C1 = color_rgba(iFloor(CurrentEnv.clouds_color.x*255.f),iFloor(CurrentEnv.clouds_color.y*255.f),iFloor(CurrentEnv.clouds_color.z*255.f),iFloor(CurrentEnv.clouds_color.w*255.f));
// Fill index buffer
u16* pib = RCache.Index.Lock (CloudsIndices.size(),i_offset);
CopyMemory (pib,&CloudsIndices.front(),CloudsIndices.size()*sizeof(u16));
RCache.Index.Unlock (CloudsIndices.size());
// Fill vertex buffer
v_clouds* pv = (v_clouds*) RCache.Vertex.Lock (CloudsVerts.size(),clouds_geom.stride(),v_offset);
for (FvectorIt it=CloudsVerts.begin(); it!=CloudsVerts.end(); it++,pv++)
pv->set (*it,C0,C1);
RCache.Vertex.Unlock (CloudsVerts.size(),clouds_geom.stride());
// Render
RCache.set_xform_world (mXFORM);
RCache.set_Geometry (clouds_geom);
RCache.set_Shader (clouds_sh);
RCache.set_Textures (&CurrentEnv.clouds_r_textures);
RCache.Render (D3DPT_TRIANGLELIST,v_offset,0,CloudsVerts.size(),i_offset,CloudsIndices.size()/3);
::Render->rmNormal ();
}
示例14:
void CUIButtonHint::OnRender ()
{
if(m_enabledOnFrame) {
m_text->Update ();
m_border->Update ();
m_border->SetColor (color_rgba(255,255,255,color_get_A(m_text->GetTextColor())));
Draw ();
m_enabledOnFrame = false;
}
}
示例15: it_gloss_rev_base
IC u32 it_gloss_rev_base(u32 d, u32 s) {
u32 occ = color_get_A(d)/3;
u32 def = 8;
u32 gloss = (occ*1+def*3)/4;
return color_rgba (
gloss, // gloss
color_get_B(d),
color_get_G(d),
color_get_R(d)
);
}