本文整理汇总了C++中LLColor4::set方法的典型用法代码示例。如果您正苦于以下问题:C++ LLColor4::set方法的具体用法?C++ LLColor4::set怎么用?C++ LLColor4::set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类LLColor4
的用法示例。
在下文中一共展示了LLColor4::set方法的3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: beamColorFromData
LLColor4U lggBeamMaps::beamColorFromData(lggBeamsColors data)
{
F32 r, g, b;
LLColor4 output;
LLColor4U toReturn;
F32 timeinc = timer.getElapsedTimeF32()*0.3f*((data.rotateSpeed+.01f)) * (360/(data.endHue-data.startHue));
S32 diference = llround(data.endHue - data.startHue);
if(diference == 360 || diference == 720)
{
//full rainbow
//liner one
hslToRgb(fmod(timeinc,1.0f), 1.0f, 0.5f, r, g, b);
}else
{
F32 variance = ((data.endHue/360.0f)-(data.startHue/360.0f))/2.0f;
hslToRgb((data.startHue/360.0f) + variance + (sinf(timeinc)*(variance)), 1.0f, 0.5f, r, g, b);
}
output.set(r, g, b);
toReturn.setVecScaleClamp(output);
return toReturn;
}
示例2: renderRigged
void LLDrawPoolAvatar::renderRigged(LLVOAvatar* avatar, U32 type, bool glow)
{
if ((avatar->isSelf() && !gAgent.needsRenderAvatar()) || !gMeshRepo.meshRezEnabled())
{
return;
}
stop_glerror();
for (U32 i = 0; i < mRiggedFace[type].size(); ++i)
{
LLFace* face = mRiggedFace[type][i];
LLDrawable* drawable = face->getDrawable();
if (!drawable)
{
continue;
}
LLVOVolume* vobj = drawable->getVOVolume();
if (!vobj)
{
continue;
}
LLVolume* volume = vobj->getVolume();
S32 te = face->getTEOffset();
if (!volume || volume->getNumVolumeFaces() <= te || !volume->isMeshAssetLoaded())
{
continue;
}
LLUUID mesh_id = volume->getParams().getSculptID();
if (mesh_id.isNull())
{
continue;
}
const LLMeshSkinInfo* skin = gMeshRepo.getSkinInfo(mesh_id, vobj);
if (!skin)
{
continue;
}
//stop_glerror();
//const LLVolumeFace& vol_face = volume->getVolumeFace(te);
//updateRiggedFaceVertexBuffer(avatar, face, skin, volume, vol_face);
//stop_glerror();
U32 data_mask = LLFace::getRiggedDataMask(type);
LLVertexBuffer* buff = face->getVertexBuffer();
if (buff)
{
if (sShaderLevel > 0)
{ //upload matrix palette to shader
LLMatrix4 mat[JOINT_COUNT];
U32 count = llmin((U32) skin->mJointNames.size(), (U32) JOINT_COUNT);
for (U32 i = 0; i < count; ++i)
{
LLJoint* joint = avatar->getJoint(skin->mJointNames[i]);
if(!joint)
{
joint = avatar->getJoint("mRoot");
}
if (joint)
{
LLMatrix4a tmp;
tmp.loadu((F32*)skin->mInvBindMatrix[i].mMatrix);
tmp.setMul(joint->getWorldMatrix(),tmp);
mat[i] = LLMatrix4(tmp.getF32ptr());
}
}
stop_glerror();
F32 mp[JOINT_COUNT*12];
for (U32 i = 0; i < count; ++i)
{
F32* m = (F32*) mat[i].mMatrix;
U32 idx = i*12;
mp[idx+0] = m[0];
mp[idx+1] = m[1];
mp[idx+2] = m[2];
mp[idx+3] = m[12];
mp[idx+4] = m[4];
mp[idx+5] = m[5];
mp[idx+6] = m[6];
mp[idx+7] = m[13];
//.........这里部分代码省略.........
示例3: draw
void lggBeamColorMapFloater::draw()
{
//set the color of the preview thing
LLColorSwatchCtrl* colorctrl = getChild<LLColorSwatchCtrl>("BeamColor_Preview");
LLColor4 bColor = LLColor4(lggBeamMaps::beamColorFromData(myData));
colorctrl->set(bColor,TRUE);
//Try draw rectangle attach beam
LLRect swatch_rect;
LLButton* createButton = empanel->getChild<LLButton>("BeamColor_new");
createButton->localRectToOtherView(createButton->getLocalRect(), &swatch_rect, this);
LLRect local_rect = getLocalRect();
if (gFocusMgr.childHasKeyboardFocus(this) && empanel->isInVisibleChain() && mContextConeOpacity > 0.001f)
{
gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
LLGLEnable(GL_CULL_FACE);
gGL.begin(LLRender::QUADS);
{
F32 r = bColor.mV[0];
F32 g = bColor.mV[1];
F32 b = bColor.mV[2];
gGL.color4f(r, g, b, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity);
gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mTop);
gGL.vertex2i(swatch_rect.mRight, swatch_rect.mTop);
gGL.color4f(r, g, b, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity);
gGL.vertex2i(local_rect.mRight, local_rect.mTop);
gGL.vertex2i(local_rect.mLeft, local_rect.mTop);
gGL.color4f(r, g, b, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity);
gGL.vertex2i(local_rect.mLeft, local_rect.mTop);
gGL.vertex2i(local_rect.mLeft, local_rect.mBottom);
gGL.color4f(r, g, b, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity);
gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mBottom);
gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mTop);
gGL.color4f(r, g, b, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity);
gGL.vertex2i(local_rect.mRight, local_rect.mBottom);
gGL.vertex2i(local_rect.mRight, local_rect.mTop);
gGL.color4f(r, g, b, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity);
gGL.vertex2i(swatch_rect.mRight, swatch_rect.mTop);
gGL.vertex2i(swatch_rect.mRight, swatch_rect.mBottom);
gGL.color4f(r, g, b, CONTEXT_CONE_OUT_ALPHA * mContextConeOpacity);
gGL.vertex2i(local_rect.mLeft, local_rect.mBottom);
gGL.vertex2i(local_rect.mRight, local_rect.mBottom);
gGL.color4f(r, g, b, CONTEXT_CONE_IN_ALPHA * mContextConeOpacity);
gGL.vertex2i(swatch_rect.mRight, swatch_rect.mBottom);
gGL.vertex2i(swatch_rect.mLeft, swatch_rect.mBottom);
}
gGL.end();
}
static LLCachedControl<F32> opacity(gSavedSettings, "PickerContextOpacity");
mContextConeOpacity = lerp(mContextConeOpacity, opacity, LLCriticalDamp::getInterpolant(CONTEXT_FADE_TIME));
//Draw Base Stuff
LLFloater::draw();
//Draw hues and pointers at color
gGL.pushMatrix();
F32 r, g, b;
LLColor4 output;
for (int i = 0;i <= 720;i++)
{
int hi =i%360;
hslToRgb1((hi/360.0f), 1.0f, 0.5f, r, g, b);
output.set(r, g, b);
gl_line_2d(
convertHueToX(i),201,
convertHueToX(i),277,output);
}
S32 X1 = convertHueToX(myData.startHue);
S32 X2 = convertHueToX(myData.endHue);
LLFontGL* font = LLFontGL::getFontSansSerifSmall();
gGL.color4fv(LLColor4::white.mV);
gl_circle_2d(X1,238,9.0f,(S32)30,false);
gGL.color4fv(LLColor4::black.mV);
gl_circle_2d(X1,238,8.0f,(S32)30,false);
gGL.color4fv(LLColor4::white.mV);
gl_circle_2d(X1,238,7.0f,(S32)30,false);
gl_line_2d(X1+1,210,X1+1,266,LLColor4::white);
gl_line_2d(X1-1,210,X1-1,266,LLColor4::white);
gl_line_2d(X1,210,X1,266,LLColor4::black);
gl_line_2d(X1-25,238+1,X1+25,238+1,LLColor4::white);
gl_line_2d(X1-25,238-1,X1+25,238-1,LLColor4::white);
gl_line_2d(X1-25,238,X1+25,238,LLColor4::black);
font->renderUTF8(
"Start Hue", 0,
//.........这里部分代码省略.........