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C++ StelPainter::enableTexture2d方法代码示例

本文整理汇总了C++中StelPainter::enableTexture2d方法的典型用法代码示例。如果您正苦于以下问题:C++ StelPainter::enableTexture2d方法的具体用法?C++ StelPainter::enableTexture2d怎么用?C++ StelPainter::enableTexture2d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StelPainter的用法示例。


在下文中一共展示了StelPainter::enableTexture2d方法的12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: drawLines

// Draw constellations lines
void ConstellationMgr::drawLines(StelPainter& sPainter, const StelCore* core) const
{
	sPainter.enableTexture2d(false);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	if (constellationLineThickness>1.f)
		glLineWidth(constellationLineThickness); // set line thickness
	// OpenGL ES 2.0 doesn't have GL_LINE_SMOOTH. But it looks much better.
	#ifdef GL_LINE_SMOOTH
	if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
		glEnable(GL_LINE_SMOOTH);
	#endif

	const SphericalCap& viewportHalfspace = sPainter.getProjector()->getBoundingCap();
	vector < Constellation * >::const_iterator iter;
	for (iter = asterisms.begin(); iter != asterisms.end(); ++iter)
	{
		(*iter)->drawOptim(sPainter, core, viewportHalfspace);
	}
	if (constellationLineThickness>1.f)
		glLineWidth(1.f); // restore line thickness
	// OpenGL ES 2.0 doesn't have GL_LINE_SMOOTH. But it looks much better.
	#ifdef GL_LINE_SMOOTH
	if (QOpenGLContext::currentContext()->format().renderableType()==QSurfaceFormat::OpenGL)
		glDisable(GL_LINE_SMOOTH);
	#endif
}
开发者ID:PhiTheta,项目名称:stellarium,代码行数:28,代码来源:ConstellationMgr.cpp

示例2: drawPointer

void NebulaMgr::drawPointer(const StelCore* core, StelPainter& sPainter)
{
	const StelProjectorP prj = core->getProjection(StelCore::FrameJ2000);

	const QList<StelObjectP> newSelected = GETSTELMODULE(StelObjectMgr)->getSelectedObject("Nebula");
	if (!newSelected.empty())
	{
		const StelObjectP obj = newSelected[0];
		Vec3d pos=obj->getJ2000EquatorialPos(core);

		// Compute 2D pos and return if outside screen
		if (!prj->projectInPlace(pos)) return;		
		if (StelApp::getInstance().getVisionModeNight())
			sPainter.setColor(0.8f,0.0f,0.0f);
		else
			sPainter.setColor(0.4f,0.5f,0.8f);

		texPointer->bind();

		sPainter.enableTexture2d(true);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode

		// Size on screen
		float size = obj->getAngularSize(core)*M_PI/180.*prj->getPixelPerRadAtCenter();

		size+=20.f + 10.f*std::sin(2.f * StelApp::getInstance().getTotalRunTime());
		sPainter.drawSprite2dMode(pos[0]-size/2, pos[1]-size/2, 10, 90);
		sPainter.drawSprite2dMode(pos[0]-size/2, pos[1]+size/2, 10, 0);
		sPainter.drawSprite2dMode(pos[0]+size/2, pos[1]+size/2, 10, -90);
		sPainter.drawSprite2dMode(pos[0]+size/2, pos[1]-size/2, 10, -180);
	}
}
开发者ID:ammarshadiq,项目名称:stellarium-0.11.4,代码行数:33,代码来源:NebulaMgr.cpp

示例3: drawPointer

void StarMgr::drawPointer(StelPainter& sPainter, const StelCore* core)
{
	const QList<StelObjectP> newSelected = objectMgr->getSelectedObject("Star");
	if (!newSelected.empty())
	{
		const StelObjectP obj = newSelected[0];
		Vec3d pos=obj->getJ2000EquatorialPos(core);

		Vec3d screenpos;
		// Compute 2D pos and return if outside screen
		if (!sPainter.getProjector()->project(pos, screenpos))
			return;

		Vec3f c(obj->getInfoColor());
		if (StelApp::getInstance().getVisionModeNight())
			c = StelUtils::getNightColor(c);

		sPainter.setColor(c[0], c[1], c[2]);
		texPointer->bind();
		sPainter.enableTexture2d(true);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode
		sPainter.drawSprite2dMode(screenpos[0], screenpos[1], 13.f, StelApp::getInstance().getTotalRunTime()*40.);
	}
}
开发者ID:ammarshadiq,项目名称:stellarium-0.11.4,代码行数:25,代码来源:StarMgr.cpp

示例4: drawBoundaries

void ConstellationMgr::drawBoundaries(StelPainter& sPainter) const
{
	sPainter.enableTexture2d(false);
	glDisable(GL_BLEND);
	vector < Constellation * >::const_iterator iter;
	for (iter = asterisms.begin(); iter != asterisms.end(); ++iter)
	{
		(*iter)->drawBoundaryOptim(sPainter);
	}	
}
开发者ID:PhiTheta,项目名称:stellarium,代码行数:10,代码来源:ConstellationMgr.cpp

示例5: drawArt

// Draw the art texture
void Constellation::drawArt(StelPainter& sPainter) const
{
	glBlendFunc(GL_ONE, GL_ONE);
	sPainter.enableTexture2d(true);
	glEnable(GL_BLEND);
	glEnable(GL_CULL_FACE);
	SphericalRegionP region = sPainter.getProjector()->getViewportConvexPolygon();
	drawArtOptim(sPainter, *region);

	glDisable(GL_CULL_FACE);
}
开发者ID:NGCyang,项目名称:stellarium,代码行数:12,代码来源:Constellation.cpp

示例6: drawLines

// Draw constellations lines
void ConstellationMgr::drawLines(StelPainter& sPainter, const StelCore* core) const
{
	sPainter.enableTexture2d(false);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	const SphericalCap& viewportHalfspace = sPainter.getProjector()->getBoundingCap();
	vector < Constellation * >::const_iterator iter;
	for (iter = asterisms.begin(); iter != asterisms.end(); ++iter)
	{
		(*iter)->drawOptim(sPainter, core, viewportHalfspace);
	}
}
开发者ID:Astrocoderguy,项目名称:stellarium,代码行数:13,代码来源:ConstellationMgr.cpp

示例7: drawNames

// Draw the names of all the constellations
void ConstellationMgr::drawNames(StelPainter& sPainter) const
{
	glEnable(GL_BLEND);
	sPainter.enableTexture2d(true);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	vector < Constellation * >::const_iterator iter;
	for (iter = asterisms.begin(); iter != asterisms.end(); iter++)
	{
		// Check if in the field of view
		if (sPainter.getProjector()->projectCheck((*iter)->XYZname, (*iter)->XYname))
			(*iter)->drawName(sPainter);
	}
}
开发者ID:Astrocoderguy,项目名称:stellarium,代码行数:14,代码来源:ConstellationMgr.cpp

示例8: drawArt

// Draw constellations art textures
void ConstellationMgr::drawArt(StelPainter& sPainter) const
{
	glBlendFunc(GL_ONE, GL_ONE);
	sPainter.enableTexture2d(true);
	glEnable(GL_BLEND);
	glEnable(GL_CULL_FACE);

	vector < Constellation * >::const_iterator iter;
	SphericalRegionP region = sPainter.getProjector()->getViewportConvexPolygon();
	for (iter = asterisms.begin(); iter != asterisms.end(); ++iter)
	{
		(*iter)->drawArtOptim(sPainter, *region);
	}

	glDisable(GL_CULL_FACE);
}
开发者ID:Astrocoderguy,项目名称:stellarium,代码行数:17,代码来源:ConstellationMgr.cpp

示例9: drawBoundaries

void ConstellationMgr::drawBoundaries(StelPainter& sPainter) const
{
	sPainter.enableTexture2d(false);
	glDisable(GL_BLEND);
#ifndef USE_OPENGL_ES2
	glLineStipple(2, 0x3333);
	glEnable(GL_LINE_STIPPLE);
#endif
	vector < Constellation * >::const_iterator iter;
	for (iter = asterisms.begin(); iter != asterisms.end(); ++iter)
	{
		(*iter)->drawBoundaryOptim(sPainter);
	}
#ifndef USE_OPENGL_ES2
	glDisable(GL_LINE_STIPPLE);
#endif
}
开发者ID:Astrocoderguy,项目名称:stellarium,代码行数:17,代码来源:ConstellationMgr.cpp

示例10: drawPointer

void Novae::drawPointer(StelCore* core, StelPainter &painter)
{
	const QList<StelObjectP> newSelected = GETSTELMODULE(StelObjectMgr)->getSelectedObject("Nova");
	if (!newSelected.empty())
	{
		const StelObjectP obj = newSelected[0];
		Vec3d pos=obj->getJ2000EquatorialPos(core);

		Vec3d screenpos;
		// Compute 2D pos and return if outside screen
		if (!painter.getProjector()->project(pos, screenpos))
			return;

		const Vec3f& c(obj->getInfoColor());
		painter.setColor(c[0],c[1],c[2]);
		texPointer->bind();
		painter.enableTexture2d(true);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode
		painter.drawSprite2dMode(screenpos[0], screenpos[1], 13.f, StelApp::getInstance().getTotalRunTime()*40.);
	}
}
开发者ID:ikuya,项目名称:stellarium,代码行数:22,代码来源:Novae.cpp

示例11: drawBoundaryOptim

void Constellation::drawBoundaryOptim(StelPainter& sPainter) const
{
	if (!boundaryFader.getInterstate())
		return;

	sPainter.enableTexture2d(false);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Normal transparency mode

	sPainter.setColor(boundaryColor[0], boundaryColor[1], boundaryColor[2], boundaryFader.getInterstate());

	unsigned int i, j;
	size_t size;
	Vec3f pt1, pt2;
	Vec3d ptd1, ptd2;
	std::vector<Vec3f> *points;

	if (singleSelected) size = isolatedBoundarySegments.size();
	else size = sharedBoundarySegments.size();

	const SphericalCap& viewportHalfspace = sPainter.getProjector()->getBoundingCap();

	for (i=0;i<size;i++)
	{
		if (singleSelected) points = isolatedBoundarySegments[i];
		else points = sharedBoundarySegments[i];

		for (j=0;j<points->size()-1;j++)
		{
			pt1 = points->at(j);
			pt2 = points->at(j+1);
			if (pt1*pt2>0.9999999f)
				continue;
			ptd1.set(pt1[0], pt1[1], pt1[2]);
			ptd2.set(pt2[0], pt2[1], pt2[2]);
			sPainter.drawGreatCircleArc(ptd1, ptd2, &viewportHalfspace);
		}
	}
}
开发者ID:NGCyang,项目名称:stellarium,代码行数:39,代码来源:Constellation.cpp

示例12: draw

bool SkyLabel::draw(StelCore* core, StelPainter& sPainter)
{
	if(labelFader.getInterstate() <= 0.0)
		return false;

	Vec3d objectPos = labelObject->getJ2000EquatorialPos(core);
	Vec3d labelXY;
	sPainter.getProjector()->project(objectPos,labelXY);

	sPainter.setFont(labelFont);
			
	double xOffset(0.);
	double yOffset(0.);
	char hJustify = 'c';
	char vJustify = 'c';

	if (labelSide.toUpper().contains("N"))
	{
		yOffset = 1.0;
		vJustify = 'b'; // bottom justify text
	}
	else if (labelSide.toUpper().contains("S"))
	{
		yOffset = -1.0;
		vJustify = 't'; // top justufy text
	}

	if (labelSide.toUpper().contains("E"))
	{
		xOffset = 1.0;
		hJustify = 'l'; // right justify text
	}
	else if (labelSide.toUpper().contains("W"))
	{
		xOffset = -1.0;
		hJustify = 'r'; // left justify text
	}

	if (labelDistance >= 0.0)
	{
		xOffset *= labelDistance;
		yOffset *= labelDistance;
	}
	else
	{
		float shift = 4.f + labelObject->getAngularSize(core)*M_PI/180.*sPainter.getProjector()->getPixelPerRadAtCenter()/1.8f;
		// use the object size
		xOffset *= shift;
		yOffset *= shift;
	}

	double jxOffset(0.);
	double jyOffset(0.); 
	if (hJustify == 'r')
		jxOffset = sPainter.getFontMetrics().width(labelText);
	else if (hJustify == 'c')
		jxOffset = sPainter.getFontMetrics().width(labelText) / 2.;

	if (vJustify == 't')
		jyOffset = sPainter.getFontMetrics().height();
	else if (vJustify == 'c')
		jyOffset = sPainter.getFontMetrics().height() / 2.;

	sPainter.setColor(labelColor[0], labelColor[1], labelColor[2], labelFader.getInterstate());
	sPainter.drawText(labelXY[0]+xOffset-jxOffset, labelXY[1]+yOffset-jyOffset, labelText, 0, 0, 0, false);

	if (labelStyle == SkyLabel::Line)
	{
		sPainter.enableTexture2d(false);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

		// screen coordinates of object
		Vec3d objXY;
		sPainter.getProjector()->project(objectPos,objXY);

		double lineEndX = labelXY[0]+xOffset;
		double lineEndY = labelXY[1]+yOffset;

		if (vJustify == 'b')
			lineEndY -= 5;
		else if (vJustify == 't')
			lineEndY += 5;
				
		if (hJustify == 'l')
			lineEndX -= 5;
		else if (hJustify == 'r')
			lineEndX += 5;
				
		sPainter.setColor(labelColor[0], labelColor[1], labelColor[2], labelFader.getInterstate());
		
		sPainter.drawLine2d(lineEndX,lineEndY,objXY[0], objXY[1]);
	}

	return true;
}
开发者ID:huiqingz,项目名称:stellarium-to-oculus,代码行数:96,代码来源:LabelMgr.cpp


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