本文整理汇总了C++中StelPainter::enableClientStates方法的典型用法代码示例。如果您正苦于以下问题:C++ StelPainter::enableClientStates方法的具体用法?C++ StelPainter::enableClientStates怎么用?C++ StelPainter::enableClientStates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StelPainter
的用法示例。
在下文中一共展示了StelPainter::enableClientStates方法的2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
// returns true if visible
// Assumes that we are in local frame
void MeteorStream::draw(const StelCore* core, StelPainter& sPainter)
{
if(!alive)
return;
Vec3d spos = position;
Vec3d epos = posTrain;
// convert to equ
spos.transfo4d(viewMatrix);
epos.transfo4d(viewMatrix);
// convert to local and correct for earth radius
//[since equ and local coordinates in stellarium use same 0 point!]
spos = core->j2000ToAltAz(spos);
epos = core->j2000ToAltAz(epos);
spos[2] -= EARTH_RADIUS;
epos[2] -= EARTH_RADIUS;
// 1216 is to scale down under 1 for desktop version
spos/=1216;
epos/=1216;
// connect this point with last drawn point
double tmag = mag*distMultiplier;
QVector<Vec4f> colorArray;
QVector<Vec3d> vertexArray;
// last point - dark
colorArray.push_back(Vec4f(0,0,0,0));
vertexArray.push_back(epos);
// compute intermediate points to curve along projection distortions
int segments = 10;
for (int i=1; i<segments; i++) {
Vec3d posi = posInternal;
posi[2] = posTrain[2] + i*(position[2] - posTrain[2])/segments;
posi.transfo4d(viewMatrix);
posi = core->j2000ToAltAz(posi);
posi[2] -= EARTH_RADIUS;
posi/=1216;
colorArray.push_back(Vec4f(1,1,1,i*tmag/segments));
vertexArray.push_back(posi);
}
// first point - light
colorArray.push_back(Vec4f(1,1,1,tmag));
vertexArray.push_back(spos);
sPainter.setColorPointer(4, GL_FLOAT, colorArray.constData());
sPainter.setVertexPointer(3, GL_DOUBLE, vertexArray.constData());
sPainter.enableClientStates(true, false, true);
sPainter.drawFromArray(StelPainter::LineStrip, vertexArray.size(), 0, true);
sPainter.enableClientStates(false);
}
示例2: draw
// returns true if visible
// Assumes that we are in local frame
void Meteor::draw(const StelCore* core, StelPainter& sPainter)
{
if (!alive)
return;
const StelProjectorP proj = sPainter.getProjector();
Vec3d spos = position;
Vec3d epos = posTrain;
// convert to equ
spos.transfo4d(mmat);
epos.transfo4d(mmat);
// convert to local and correct for earth radius [since equ and local coordinates in stellarium use same 0 point!]
spos = core->equinoxEquToAltAz( spos );
epos = core->equinoxEquToAltAz( epos );
spos[2] -= EARTH_RADIUS;
epos[2] -= EARTH_RADIUS;
// 1216 is to scale down under 1 for desktop version
spos/=1216;
epos/=1216;
// qDebug("[%f %f %f] (%d, %d) (%d, %d)\n", position[0], position[1], position[2], (int)start[0], (int)start[1], (int)end[0], (int)end[1]);
if (train)
{
// connect this point with last drawn point
double tmag = mag*distMultiplier;
// compute an intermediate point so can curve slightly along projection distortions
Vec3d posi = posInternal;
posi[2] = position[2] + (posTrain[2] - position[2])/2;
posi.transfo4d(mmat);
posi = core->equinoxEquToAltAz( posi );
posi[2] -= EARTH_RADIUS;
posi/=1216;
// draw dark to light
Vec4f colorArray[3];
colorArray[0].set(0,0,0,0);
colorArray[1].set(1,1,1,tmag*0.5);
colorArray[2].set(1,1,1,tmag);
Vec3d vertexArray[3];
vertexArray[0]=epos;
vertexArray[1]=posi;
vertexArray[2]=spos;
sPainter.setColorPointer(4, GL_FLOAT, colorArray);
sPainter.setVertexPointer(3, GL_DOUBLE, vertexArray);
// TODO the crash doesn't appear when the last true is set to false
sPainter.enableClientStates(true, false, true);
sPainter.drawFromArray(StelPainter::LineStrip, 3, 0, true);
sPainter.enableClientStates(false);
}
else
{
sPainter.setPointSize(1.f);
Vec3d start;
proj->project(spos, start);
sPainter.drawPoint2d(start[0],start[1]);
}
train = 1;
}