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C++ CL_GraphicContext::reset_texture方法代码示例

本文整理汇总了C++中CL_GraphicContext::reset_texture方法的典型用法代码示例。如果您正苦于以下问题:C++ CL_GraphicContext::reset_texture方法的具体用法?C++ CL_GraphicContext::reset_texture怎么用?C++ CL_GraphicContext::reset_texture使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CL_GraphicContext的用法示例。


在下文中一共展示了CL_GraphicContext::reset_texture方法的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: prim_array

void CL_RenderBatch3D::flush(CL_GraphicContext &gc)
{
	if (position > 0)
	{
		gc.set_modelview(CL_Mat4f::identity());
		gc.set_program_object(cl_program_sprite);

		if (use_glyph_program)
		{
			CL_BlendMode old_blend_mode = gc.get_blend_mode();
			CL_BlendMode blend_mode;
			blend_mode.set_blend_color(constant_color);
			blend_mode.set_blend_function(cl_blend_constant_color, cl_blend_one_minus_src_color, cl_blend_zero, cl_blend_one);
			gc.set_blend_mode(blend_mode);

			for (int i = 0; i < num_current_textures; i++)
				gc.set_texture(i, current_textures[i]);
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(0, &vertices[0].position, sizeof(SpriteVertex));
			prim_array.set_attributes(1, &vertices[0].color, sizeof(SpriteVertex));
			prim_array.set_attributes(2, &vertices[0].texcoord, sizeof(SpriteVertex));
			prim_array.set_attributes(3, &vertices[0].texindex, sizeof(SpriteVertex));
			gc.draw_primitives(cl_triangles, position, prim_array);
			for (int i = 0; i < num_current_textures; i++)
				gc.reset_texture(i);

			gc.set_blend_mode(old_blend_mode);
		}
		else
		{
			for (int i = 0; i < num_current_textures; i++)
				gc.set_texture(i, current_textures[i]);
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(0, &vertices[0].position, sizeof(SpriteVertex));
			prim_array.set_attributes(1, &vertices[0].color, sizeof(SpriteVertex));
			prim_array.set_attributes(2, &vertices[0].texcoord, sizeof(SpriteVertex));
			prim_array.set_attributes(3, &vertices[0].texindex, sizeof(SpriteVertex));
			gc.draw_primitives(cl_triangles, position, prim_array);
			for (int i = 0; i < num_current_textures; i++)
				gc.reset_texture(i);
		}

		gc.reset_program_object();
		gc.set_modelview(modelview);
		position = 0;
		for (int i = 0; i < num_current_textures; i++)
			current_textures[i] = CL_Texture();
		num_current_textures = 0;
	}
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:50,代码来源:render_batch3d.cpp

示例2: Draw

void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix)
{
	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);

	if (!vbo_texcoords.is_null())
	{
		prim_array.set_attributes(2, vbo_texcoords, 2, cl_type_float, (void *) 0);
		gc.set_texture(0, gs->texture_underwater);
		gc.set_texture(1, gs->texture_background);
		gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
		gs->shader_texture.Use(gc);
	}
	else
	{
		throw CL_Exception("What! no texure coordinates?");
	}

	gc.draw_primitives(cl_triangles, vbo_size, prim_array);

	gc.reset_texture(0);
	gc.reset_texture(0);

}
开发者ID:Zenol,项目名称:clanlib-2.4,代码行数:28,代码来源:model.cpp

示例3: render_night_vision

void App::render_night_vision(CL_GraphicContext &gc, CL_Texture &source_texture, CL_Texture &mask_texture, CL_Texture &noise_texture, CL_ProgramObject &program_object)
{
	program_object.set_uniform1i("sceneBuffer", 0);
	program_object.set_uniform1i("noiseTex", 1);
	program_object.set_uniform1i("maskTex", 2);

	program_object.set_uniform1f("elapsedTime", elapsedTime);
	program_object.set_uniform1f("luminanceThreshold", luminanceThreshold);
	program_object.set_uniform1f("colorAmplification", colorAmplification);
	program_object.set_uniform1f("effectCoverage", effectCoverage);

	gc.set_texture(0, source_texture);
	gc.set_texture(1, noise_texture);
	gc.set_texture(2, mask_texture);
	
	gc.set_program_object(program_object, cl_program_matrix_modelview_projection);

	draw_texture(gc, CL_Rectf(0,0,gc.get_width(),gc.get_height()), CL_Colorf::white, CL_Rectf(0.0f, 0.0f, 1.0f, 1.0f));

	gc.reset_program_object();
	gc.reset_texture(2);
	gc.reset_texture(1);
	gc.reset_texture(0);
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:24,代码来源:app.cpp

示例4: draw_text

void ExampleText::draw_text(CL_GraphicContext &gc, CL_Texture &texture, CL_Angle angle)
{
	gc.set_texture(0, texture);

	gc.push_modelview();

	gc.mult_translate(gc.get_width()/2.0f, gc.get_height()/2.0f);
	gc.mult_rotate(angle, 0.0f, 0.0f, 1.0f);

	CL_Draw::texture(gc, CL_Rectf(-300.0f, -300.0f, 300.0f, 300.0f), CL_Colorf(1.0f, 1.0f, 1.0f, 0.7f));

	gc.pop_modelview();

	gc.reset_texture(0);
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:15,代码来源:Text.cpp

示例5: Draw

void ObjectPolygon::Draw(CL_GraphicContext &gc, CL_Texture &texture_image)
{
	ObjectVertex *vptr = m_pVertex;
	CL_Vec3f positions[6];
	CL_Vec3f texture_positions[6];
	CL_Vec3f normals[6];

	// We convert quads into triangles. This is silly, and this entire example should be rewritten to just use triangles

	if (m_NumVertex!=4) throw CL_Exception("Ooops");

	positions[0] = m_pVertex[0].m_Point;
	texture_positions[0] = m_pVertex[0].m_TexturePoint;
	normals[0] = m_Normal;
	positions[1] = m_pVertex[1].m_Point;
	texture_positions[1] = m_pVertex[1].m_TexturePoint;
	normals[1] = m_Normal;
	positions[2] = m_pVertex[2].m_Point;
	texture_positions[2] = m_pVertex[2].m_TexturePoint;
	normals[2] = m_Normal;

	positions[3] = m_pVertex[2].m_Point;
	texture_positions[3] = m_pVertex[2].m_TexturePoint;
	normals[3] = m_Normal;
	positions[4] = m_pVertex[3].m_Point;
	texture_positions[4] = m_pVertex[3].m_TexturePoint;
	normals[4] = m_Normal;
	positions[5] = m_pVertex[0].m_Point;
	texture_positions[5] = m_pVertex[0].m_TexturePoint;
	normals[5] = m_Normal;


	CL_PrimitivesArray prim_array(gc);

	gc.set_texture(0, texture_image);

	prim_array.set_attributes(cl_attrib_position, positions);
	prim_array.set_attribute(cl_attrib_color, CL_Colorf(1.0f,1.0f,1.0f, 1.0f));
	prim_array.set_attributes(cl_attrib_texture_position, texture_positions);
	prim_array.set_attributes(cl_attrib_normal, normals);
	gc.set_primitives_array(prim_array);

	gc.draw_primitives_array(cl_triangles, 6);

	gc.reset_texture(0);

	gc.reset_primitives_array();
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:48,代码来源:object.cpp

示例6: render_gaussian_blur

void App::render_gaussian_blur(CL_GraphicContext &gc, float blur_amount, CL_Texture &source_texture, CL_ProgramObject &program_object, float dx, float dy)
{
	int sampleCount = 15;

	float *sampleWeights = new float[sampleCount];
	CL_Vec2f *sampleOffsets = new CL_Vec2f[sampleCount];

	sampleWeights[0] = compute_gaussian(0, blur_amount);
	sampleOffsets[0] = CL_Vec2f(0.0, 0.0);

	float totalWeights = sampleWeights[0];

	for (int i = 0; i < sampleCount / 2; i++)
	{
		float weight = compute_gaussian(i + 1.0f, blur_amount);

		sampleWeights[i * 2 + 1] = weight;
		sampleWeights[i * 2 + 2] = weight;

		totalWeights += weight * 2;

		float sampleOffset = i * 2 + 1.5f;

		CL_Vec2f delta = CL_Vec2f(dx * sampleOffset, dy * sampleOffset);

		sampleOffsets[i * 2 + 1] = delta;
		sampleOffsets[i * 2 + 2] = CL_Vec2f(-delta.x, -delta.y);
	}

	for (int i = 0; i < sampleCount; i++)
	{
		sampleWeights[i] /= totalWeights;
	}

	program_object.set_uniform1i("SourceTexture", 0);
	program_object.set_uniformfv("SampleOffsets", 2, sampleCount, (float *)sampleOffsets);
	program_object.set_uniformfv("SampleWeights", 1, sampleCount, sampleWeights);

	gc.set_texture(0, source_texture);
	gc.set_program_object(program_object, cl_program_matrix_modelview_projection);

	draw_texture(gc, CL_Rectf(0,0,gc.get_width(),gc.get_height()), CL_Colorf::white, CL_Rectf(0.0f, 0.0f, 1.0f, 1.0f));

	gc.reset_program_object();
	gc.reset_texture(0);
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:46,代码来源:app.cpp

示例7: render

void Skybox::render(CL_GraphicContext &gc, const Camera &camera)
{
	Camera cam = camera;
	cam.get_position().set_position(0,0,0);
	cam.setup_gc(gc, 0.1f, 10.0f);

	gc.set_texture(0, skybox_texture);
	gc.set_program_object(program_object);
	program_object.set_uniform1i(("texture1"), 0);

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	gc.draw_primitives(cl_triangles, 6*6, prim_array);

	gc.reset_program_object();
	gc.reset_texture(0);

}
开发者ID:animehunter,项目名称:Space-Game-3D,代码行数:18,代码来源:skybox.cpp

示例8: flush

void HSVSpriteBatch::flush(CL_GraphicContext &gc)
{
	if (fill_position > 0)
	{
		CL_PrimitivesArray primarray(gc);
		primarray.set_attributes(0, positions);
		primarray.set_attributes(1, hue_offsets);
		primarray.set_attributes(2, tex1_coords);

		gc.set_texture(0, current_texture);
		gc.set_program_object(program, cl_program_matrix_modelview_projection);
		gc.draw_primitives(cl_triangles, fill_position, primarray);
		gc.reset_program_object();
		gc.reset_texture(0);

		fill_position = 0;
		current_texture = CL_Texture();
	}
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:19,代码来源:hsv_sprite_batch.cpp

示例9: end

void ShaderImpl::end(CL_GraphicContext &p_gc)
{
	G_ASSERT(m_initialized);
	G_ASSERT(m_began);

	// detach frame buffer
	p_gc.reset_frame_buffer();
	m_frameBuffer.detach_color_buffer(0, m_texture);

	// prepare shader
	m_program.set_uniform1i("tex", 0);
	m_program.set_uniform1i("textureWidth", m_drawRect.get_width());
	m_program.set_uniform1i("textureHeight", m_drawRect.get_height());

	m_parent->setUniforms(m_program);

	// draw texture using shader
	p_gc.set_modelview(CL_Mat4f::identity());
	p_gc.mult_translate(m_drawRect.left, m_drawRect.top);
	p_gc.mult_scale(m_drawRect.get_width(), m_drawRect.get_height());

	p_gc.set_texture(0, m_texture);
	p_gc.set_program_object(m_program);

	p_gc.draw_primitives(cl_quads, 4, m_quad);

	p_gc.reset_program_object();
	p_gc.reset_texture(0);

#if defined(DRAW_WIREFRAME)
	CL_Draw::line(p_gc, 0, 0, 1, 0, CL_Colorf::red);
	CL_Draw::line(p_gc, 1, 0, 1, 1, CL_Colorf::red);
	CL_Draw::line(p_gc, 1, 1, 0, 1, CL_Colorf::red);
	CL_Draw::line(p_gc, 0, 1, 0, 0, CL_Colorf::red);
#endif // DRAW_WIREFRAME

	// reset modelview matrix
	p_gc.pop_modelview();

	m_began = false;
}
开发者ID:genail,项目名称:gear,代码行数:41,代码来源:Shader.cpp

示例10: Draw

void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix, bool is_draw_shadow)
{
	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, vbo_positions, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, vbo_normals, 3, cl_type_float, (void *) 0);

	if (is_draw_shadow)
	{
		gs->shader_depth.Use(gc);
		gc.draw_primitives(cl_triangles, vbo_size, prim_array);
	}
	else
	{
		if (!vbo_texcoords.is_null())
		{
			prim_array.set_attributes(2, vbo_texcoords, 2, cl_type_float, (void *) 0);
			gs->shader_texture.SetShadowMatrix(gs->shadow_matrix);
			gc.set_texture(0, gs->texture_brick);
			gc.set_texture(1, gs->texture_shadow);
			gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_texture.Use(gc);
		}
		else
		{
			gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_color.Use(gc);
		}

		gc.draw_primitives(cl_triangles, vbo_size, prim_array);

		gc.reset_texture(0);
		gc.reset_texture(1);
	}
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:37,代码来源:model.cpp

示例11: texture

void CL_Draw::texture(
	CL_GraphicContext &gc,
	const CL_Texture &texture,
	const CL_Quadf &quad,
	const CL_Colorf &color,
	const CL_Rectf &texture_unit1_coords)
{
	CL_Vec2f positions[6] =
	{
		CL_Vec2f(quad.p),
		CL_Vec2f(quad.q),
		CL_Vec2f(quad.s),
		CL_Vec2f(quad.q),
		CL_Vec2f(quad.s),
		CL_Vec2f(quad.r)
	};

	CL_Vec2f tex1_coords[6] =
	{
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	CL_PrimitivesArray prim_array(gc);
	prim_array.set_attributes(0, positions);
	prim_array.set_attribute(1, color);
	prim_array.set_attributes(2, tex1_coords);
	gc.set_texture(0, texture);
	gc.set_program_object(cl_program_single_texture);
	gc.draw_primitives(cl_triangles, 6, prim_array);
	gc.reset_program_object();
	gc.reset_texture(0);
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:37,代码来源:draw.cpp

示例12: render_texture

void HSV::render_texture(CL_GraphicContext &gc, CL_ProgramObject &program, CL_Texture &texture, float hue_offset)
{
	CL_Rectf rect(0.0f, 0.0f, (float)gc.get_width(), (float)gc.get_height());
	CL_Rectf texture_unit1_coords(0.0f, 0.0f, 1.0f, 1.0f);

	CL_Vec2f positions[6] =
	{
		CL_Vec2f(rect.left, rect.top),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.top),
		CL_Vec2f(rect.left, rect.bottom),
		CL_Vec2f(rect.right, rect.bottom)
	};

	CL_Vec2f tex1_coords[6] =
	{
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.top),
		CL_Vec2f(texture_unit1_coords.left, texture_unit1_coords.bottom),
		CL_Vec2f(texture_unit1_coords.right, texture_unit1_coords.bottom)
	};

	CL_PrimitivesArray primarray(gc);
	primarray.set_attributes(0, positions);
	primarray.set_attribute(1, CL_Vec1f(hue_offset));
	primarray.set_attributes(2, tex1_coords);

	gc.set_texture(0, texture);
	gc.set_program_object(program, cl_program_matrix_modelview_projection);
	gc.draw_primitives(cl_triangles, 6, primarray);
	gc.reset_program_object();
	gc.reset_texture(0);
}
开发者ID:animehunter,项目名称:clanlib-2.3,代码行数:36,代码来源:hsv.cpp

示例13: Draw

void Model_Impl::Draw(CL_GraphicContext &gc, GraphicStore *gs, const CL_Mat4f &modelview_matrix, bool use_geometry_shader)
{
	if (!object_positions.size())
		return;

	if (update_vbo)
	{
		update_vbo = false;
		if (object_texcoords.size())
		{
			object_texcoords_vbo = CL_VertexArrayBuffer(gc, &object_texcoords[0], sizeof(CL_Vec2f) * object_texcoords.size());
		}
		object_positions_vbo = CL_VertexArrayBuffer(gc, &object_positions[0], sizeof(CL_Vec3f) * object_positions.size());
		object_normals_vbo = CL_VertexArrayBuffer(gc, &object_normals[0], sizeof(CL_Vec3f) * object_normals.size());

	}

	gc.set_modelview(modelview_matrix);

	CL_PrimitivesArray prim_array(gc);

	prim_array.set_attributes(0, object_positions_vbo, 3, cl_type_float, (void *) 0);
	prim_array.set_attributes(1, object_normals_vbo, 3, cl_type_float, (void *) 0);

	if (!use_geometry_shader)
	{
		if (object_texcoords.size())
		{
			prim_array.set_attributes(2, object_texcoords_vbo, 2, cl_type_float, (void *) 0);
			gc.set_texture(0, gs->texture_brick);
			gs->shader_texture.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_texture.Use(gc);
		}
		else
		{
			gs->shader_color.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
			gs->shader_color.Use(gc);
		}
	}
	else
	{
		if (object_texcoords.size())
			throw CL_Exception("Shader not supported");

		gs->shader_color_geometry.SetMaterial(material_shininess, material_emission, material_ambient, material_specular);
		gs->shader_color_geometry.Use(gc);

		clDisable(CL_CULL_FACE);	// For for example, so you can see inside the teapot

	}

	gc.draw_primitives(cl_triangles, object_positions.size(), prim_array);

	if (use_geometry_shader)
		clEnable(CL_CULL_FACE);

	if (object_texcoords.size())
	{
		gc.reset_texture(0);
	}
}
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:61,代码来源:model.cpp

示例14: start


//.........这里部分代码省略.........
	{
		throw CL_Exception(cl_format("Unable to compile vertex shader object: %1", vertex_shader.get_info_log()));
	}

	CL_ShaderObject fragment_shader(gc, cl_shadertype_fragment, text_shader_fragment);
	if(!fragment_shader.compile())
	{
		throw CL_Exception(cl_format("Unable to compile fragment shader object: %1", fragment_shader.get_info_log()));
	}

	CL_ProgramObject program_object(gc);
	program_object.attach(vertex_shader);
	program_object.attach(fragment_shader);
	program_object.bind_attribute_location(0, "InPosition");
	program_object.bind_attribute_location(1, "InColor");
	if (!program_object.link())
	{
		throw CL_Exception(cl_format("Unable to link program object: %1", program_object.get_info_log()));
	}

	options->request_repaint();

	unsigned int time_last = CL_System::get_time();

	while (!quit)
	{
		unsigned int time_now = CL_System::get_time();
		float time_diff = (float) (time_now - time_last);
		time_last = time_now;

		wm.process();
		wm.draw_windows(gc);

		int num_particles = options->num_particles;
		if (num_particles > max_particles)
			num_particles = max_particles;

		move_particles(time_diff, num_particles);

		const float grid_xpos = 10.0f;
		const float grid_ypos = 10.0f;

		// Draw the grid
		image_grid.draw(gc, grid_xpos, grid_ypos);

		if (num_particles > 0)
		{
			std::vector<CL_Vec2f> positions;
			std::vector<CL_Vec4f> colors;
			positions.resize(num_particles);
			colors.resize(num_particles);

			for (int cnt=0; cnt<num_particles; cnt++)
			{
				positions[cnt] = CL_Vec2f(grid_xpos + particles[cnt].xpos, grid_ypos + particles[cnt].ypos);
				switch (cnt % 3)
				{
					case 0:
						colors[cnt] = CL_Vec4f(1.0f, 0.0f, 0.0f, 1.0f);
						break;
					case 1:
						colors[cnt] = CL_Vec4f(0.0f, 1.0f, 0.0f, 1.0f);
						break;
					case 2:
						colors[cnt] = CL_Vec4f(0.0f, 0.0f, 1.0f, 1.0f);
						break;
				}
			};

			CL_BlendMode blend;
			blend.enable_blending(true);
			blend.set_blend_function(cl_blend_src_alpha, cl_blend_one, cl_blend_src_alpha, cl_blend_one);
			gc.set_blend_mode(blend);
			CL_Pen pen;
			pen.enable_point_sprite(true);
			pen.set_point_size(options->point_size);
			pen.set_point_sprite_origin(cl_point_sprite_origin_upper_left);
			gc.set_pen(pen);

			program_object.set_uniform1i("Texture0", 0);

			gc.set_texture(0, texture_particle);
			CL_PrimitivesArray prim_array(gc);
			prim_array.set_attributes(0, &positions[0]);
			prim_array.set_attributes(1, &colors[0]);
			gc.set_program_object(program_object);
			gc.draw_primitives(cl_points, num_particles, prim_array);
			gc.reset_program_object();
			gc.reset_texture(0);
			gc.reset_blend_mode();

			gc.reset_pen();
		}

		window.flip(1);

		CL_KeepAlive::process();
	}
	return 0;
}
开发者ID:Zenol,项目名称:clanlib-2.4,代码行数:101,代码来源:app.cpp

示例15: start


//.........这里部分代码省略.........
			small_font.draw_text(gc, 80, 209, "centre = white, outer = red");

	// CL_Draw::triangle()
			{
				const float offset_y = 220.0f;
				const float size = 12.0f;
				CL_Draw::triangle(gc, CL_Pointf(0.0f, offset_y), CL_Pointf(0.0f, offset_y + size), CL_Pointf(size, offset_y + size), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));

				float offset_x = 16.0f;
				CL_Draw::triangle(gc, CL_Pointf(offset_x + 0.0f, offset_y + size), CL_Pointf(offset_x + size, offset_y + size), CL_Pointf(offset_x + 0.0f, offset_y), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));

				offset_x = 32.0f;
				CL_Draw::triangle(gc, CL_Pointf(offset_x + size, offset_y + size), CL_Pointf(offset_x + 0.0f, offset_y), CL_Pointf(offset_x + 0.0f, offset_y + size), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f));
			}
			small_font.draw_text(gc, 48, 229, "3 Triangles (12 pixel size) (Left vertical edge).");
			small_font.draw_text(gc, 48, 239, "Top Left: (0,220)  (16,220)  (32,220)");

	// CL_Draw::texture()
			gc.set_texture(0, texture_image);
			{
				float offset_x = 0.0f;
				float offset_y = 250.0f;
				CL_Rectf src_rect(offset_x, offset_y, CL_Sizef(31, 47));
				CL_Rectf texture_coords(0.0, 0.0, 1.0f, 1.0f);
				CL_Colorf color(1.0f, 1.0f, 1.0f, 1.0f);
				CL_Draw::texture(gc, src_rect, color, texture_coords);

				offset_x = 33.0f;
				src_rect = CL_Rectf(offset_x, offset_y, CL_Sizef(31, 47));
				texture_coords = CL_Rectf(0.25f, 0.25f, 0.75f, 0.75f);
				color = CL_Colorf(1.0f, 0.0f, 0.0f, 1.0f);
				CL_Draw::texture(gc, src_rect, color, texture_coords);
			}
			gc.reset_texture(0);
			small_font.draw_text(gc, 76, 260, "Texture (0, 250) size=(31,47)");
			small_font.draw_text(gc, 76, 275, "Texture (33, 250) size=(31,47) (red, magnify*2)");

	// CL_RoundedRect
			{
				CL_RoundedRect roundedrect(CL_Sizef(64.0f, 32.0f), 15.0f);

				float offset_x = 0.0f;
				float offset_y = 300.0f;
				CL_Origin origin = origin_top_left;
				roundedrect.draw(gc, CL_Pointf(offset_x, offset_y), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f), origin);

				offset_y = 340.0f;
				roundedrect.fill(gc, CL_Pointf(offset_x, offset_y), CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f), origin);

				offset_y = 380.0f;
				CL_Gradient gradient;
				gradient.top_left = CL_Colorf(1.0f, 1.0f, 1.0f, 1.0f);
				gradient.top_right = CL_Colorf(1.0f, 0.0f, 0.0f, 1.0f);
				gradient.bottom_left = CL_Colorf(0.0f, 0.0f, 1.0f, 1.0f);
				gradient.bottom_right = CL_Colorf(0.0f, 1.0f, 0.0f, 1.0f);
				roundedrect.fill(gc, CL_Pointf(offset_x, offset_y), gradient, origin);

				offset_y = 420.0f;
				roundedrect.set_control_point_bl(CL_Pointf(0.4f, 0.8f));
				roundedrect.set_rounding_bottom_left(CL_Sizef(0.2f, 0.6f));

				roundedrect.set_control_point_tl(CL_Pointf(0.2f, 0.4f));
				roundedrect.set_rounding_top_left(CL_Sizef(0.4f, 0.2f));

				roundedrect.set_control_point_tr(CL_Pointf(0.6f, 0.2f));
				roundedrect.set_rounding_top_right(CL_Sizef(0.8f, 0.4f));
开发者ID:PaulFSherwood,项目名称:cplusplus,代码行数:67,代码来源:2d.cpp


注:本文中的CL_GraphicContext::reset_texture方法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。