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C++ RenderBatchTriangle::draw_sprite方法代码示例

本文整理汇总了C++中RenderBatchTriangle::draw_sprite方法的典型用法代码示例。如果您正苦于以下问题:C++ RenderBatchTriangle::draw_sprite方法的具体用法?C++ RenderBatchTriangle::draw_sprite怎么用?C++ RenderBatchTriangle::draw_sprite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RenderBatchTriangle的用法示例。


在下文中一共展示了RenderBatchTriangle::draw_sprite方法的1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: draw


//.........这里部分代码省略.........
	target_rotation_hotspot.x = float(pixDestX + target_rotation_hotspot.x * p_scale.x);
	target_rotation_hotspot.y = float(pixDestY + target_rotation_hotspot.y * p_scale.y);

	// Calculate unit vectors for rotated surface:
	// (cached for speed reasons)
	static float vect_rotate_x[2] = { 1.0f, 0.0f };
	static float vect_rotate_y[2] = { 0.0f, 1.0f };
	static Angle last_angle(0, angle_radians);

	Angle target_rotate_angle = angle - base_angle;
	if (last_angle != target_rotate_angle)
	{
		float angle_degrees = target_rotate_angle.to_degrees();
		if (angle_degrees == 0.0f)
		{
			vect_rotate_x[0] = 1.0;
			vect_rotate_x[1] = 0.0;
			vect_rotate_y[0] = 0.0;
			vect_rotate_y[1] = 1.0;
		}
		else if (angle_degrees == 90.0f)
		{
			vect_rotate_x[0] = 0.0;
			vect_rotate_x[1] = 1.0;
			vect_rotate_y[0] = -1.0;
			vect_rotate_y[1] = 0.0;
		}
		else if (angle_degrees == 180.0f)
		{
			vect_rotate_x[0] = -1.0;
			vect_rotate_x[1] = 0.0;
			vect_rotate_y[0] = 0.0;
			vect_rotate_y[1] = -1.0;
		}
		else if (angle_degrees == 270.0f)
		{
			vect_rotate_x[0] = 0.0;
			vect_rotate_x[1] = -1.0;
			vect_rotate_y[0] = 1.0;
			vect_rotate_y[1] = 0.0;
		}
		else
		{
			float angle_rad = target_rotate_angle.to_radians();
			vect_rotate_x[0] = cos(angle_rad);
			vect_rotate_x[1] = sin(angle_rad);
			vect_rotate_y[0] = cos(PI/2+angle_rad);
			vect_rotate_y[1] = sin(PI/2+angle_rad);
		}
	}

	// Calculate final source rectangle points for render:
	const Texture2D &texture = frames[current_frame].texture;
	float texture_width = texture.get_width();
	float texture_height = texture.get_height();

	Pointf texture_position[4];	// Scaled to the range of 0.0f to 1.0f
	Pointf dest_position[4];

	texture_position[0].x = (((float) p_src.left) ) / texture_width;
	texture_position[1].x = (((float) p_src.left+src_width) ) / texture_width;
	texture_position[2].x = (((float) p_src.left) ) / texture_width;
	texture_position[3].x = (((float) p_src.left+src_width) ) / texture_width;

	texture_position[0].y = (((float) p_src.top) ) / texture_height;
	texture_position[1].y = (((float) p_src.top) ) / texture_height;
	texture_position[2].y = (((float) p_src.top+src_height) ) / texture_height;
	texture_position[3].y = (((float) p_src.top+src_height) ) / texture_height;

	// Calculate final destination rectangle points for surface rectangle:
	if (target_rotate_angle.to_radians() == 0.0f)
	{
		dest_position[0].x = pixDestX;
		dest_position[1].x = pixDestX+destWidth;
		dest_position[2].x = pixDestX;
		dest_position[3].x = pixDestX+destWidth;

		dest_position[0].y = pixDestY;
		dest_position[1].y = pixDestY;
		dest_position[2].y = pixDestY+destHeight;
		dest_position[3].y = pixDestY+destHeight;
	}
	else
	{
		// Roll
		dest_position[0].x = calc_rotate_x(pixDestX, pixDestY, target_rotation_hotspot.x, target_rotation_hotspot.y, vect_rotate_x[0], vect_rotate_y[0]);
		dest_position[1].x = calc_rotate_x(pixDestX+destWidth, pixDestY, target_rotation_hotspot.x, target_rotation_hotspot.y, vect_rotate_x[0], vect_rotate_y[0]);
		dest_position[2].x = calc_rotate_x(pixDestX, pixDestY+destHeight, target_rotation_hotspot.x, target_rotation_hotspot.y, vect_rotate_x[0], vect_rotate_y[0]);
		dest_position[3].x = calc_rotate_x(pixDestX+destWidth, pixDestY+destHeight, target_rotation_hotspot.x, target_rotation_hotspot.y, vect_rotate_x[0], vect_rotate_y[0]);

		dest_position[0].y = calc_rotate_y(pixDestX, pixDestY, target_rotation_hotspot.x, target_rotation_hotspot.y, vect_rotate_x[1], vect_rotate_y[1]);
		dest_position[1].y = calc_rotate_y(pixDestX+destWidth, pixDestY, target_rotation_hotspot.x, target_rotation_hotspot.y, vect_rotate_x[1], vect_rotate_y[1]);
		dest_position[2].y = calc_rotate_y(pixDestX, pixDestY+destHeight, target_rotation_hotspot.x, target_rotation_hotspot.y, vect_rotate_x[1], vect_rotate_y[1]);
		dest_position[3].y = calc_rotate_y(pixDestX+destWidth, pixDestY+destHeight, target_rotation_hotspot.x, target_rotation_hotspot.y, vect_rotate_x[1], vect_rotate_y[1]);
	}

	RenderBatchTriangle *batcher = canvas.impl->batcher.get_triangle_batcher();
	batcher->draw_sprite(canvas, texture_position, dest_position, frames[current_frame].texture, color);

}
开发者ID:lonelylife,项目名称:ClanLib,代码行数:101,代码来源:sprite_impl.cpp


注:本文中的RenderBatchTriangle::draw_sprite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。