本文整理汇总了C++中StelPainter::setColor方法的典型用法代码示例。如果您正苦于以下问题:C++ StelPainter::setColor方法的具体用法?C++ StelPainter::setColor怎么用?C++ StelPainter::setColor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::setColor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: 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);
}
}
示例2: draw
void Quasar::draw(StelCore* core, StelPainter& painter)
{
StelSkyDrawer* sd = core->getSkyDrawer();
Vec3f color = sd->indexToColor(BvToColorIndex(bV))*0.75f;
Vec3f dcolor = Vec3f(1.2f,0.5f,0.4f);
if (StelApp::getInstance().getVisionModeNight())
dcolor = StelUtils::getNightColor(dcolor);
float rcMag[2], size, shift;
double mag;
StelUtils::spheToRect(qRA, qDE, XYZ);
mag = getVMagnitude(core, true);
if (GETSTELMODULE(Quasars)->getDisplayMode())
{
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
painter.setColor(dcolor[0], dcolor[1], dcolor[2], 1);
Quasar::markerTexture->bind();
size = getAngularSize(NULL)*M_PI/180.*painter.getProjector()->getPixelPerRadAtCenter();
shift = 5.f + size/1.6f;
if (labelsFader.getInterstate()<=0.f)
{
painter.drawSprite2dMode(XYZ, 4);
painter.drawText(XYZ, " ", 0, shift, shift, false);
}
}
else
{
sd->preDrawPointSource(&painter);
if (mag <= sd->getLimitMagnitude())
{
sd->computeRCMag(mag, rcMag);
//sd->drawPointSource(&painter, Vec3f(XYZ[0], XYZ[1], XYZ[2]), rcMag, sd->indexToColor(BvToColorIndex(bV)), false);
sd->drawPointSource(&painter, XYZ, rcMag, sd->indexToColor(BvToColorIndex(bV)), false);
painter.setColor(color[0], color[1], color[2], 1);
size = getAngularSize(NULL)*M_PI/180.*painter.getProjector()->getPixelPerRadAtCenter();
shift = 6.f + size/1.8f;
if (labelsFader.getInterstate()<=0.f)
{
painter.drawText(XYZ, designation, 0, shift, shift, false);
}
}
sd->postDrawPointSource(&painter);
}
}
示例3: drawComa
void Comet::drawComa(StelCore* core, StelProjector::ModelViewTranformP transfo)
{
// Find rotation matrix from 0/0/1 to viewdirection! crossproduct for axis (normal vector), dotproduct for angle.
Vec3d eclposNrm=eclipticPos - core->getObserverHeliocentricEclipticPos() ; eclposNrm.normalize();
Mat4d comarot=Mat4d::rotation(Vec3d(0.0, 0.0, 1.0)^(eclposNrm), std::acos(Vec3d(0.0, 0.0, 1.0).dot(eclposNrm)) );
StelProjector::ModelViewTranformP transfo2 = transfo->clone();
transfo2->combine(comarot);
StelPainter* sPainter = new StelPainter(core->getProjection(transfo2));
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
glDisable(GL_CULL_FACE);
// GZ: For the coma, we can use extinction via atmosphere.
// In addition, light falloff is a bit reduced for better visibility. Power basis should be 0.4, we use 0.6.
float minSkyMag=core->getSkyDrawer()->getLimitMagnitude();
float mag100pct=minSkyMag-6.0f; // should be 5, but let us draw it a bit brighter.
float magDrop=getVMagnitudeWithExtinction(core)-mag100pct;
float magFactor=std::pow(0.6f , magDrop);
magFactor=qMin(magFactor, 2.0f); // Limit excessively bright display.
comaTexture->bind();
sPainter->setColor(magFactor,magFactor,0.6f*magFactor);
sPainter->setArrays((Vec3d*)comaVertexArr.constData(), (Vec2f*)comaTexCoordArr.constData());
sPainter->drawFromArray(StelPainter::Triangles, comaVertexArr.size()/3);
glDisable(GL_BLEND);
if (sPainter)
delete sPainter;
sPainter=NULL;
}
示例4: drawLabel
void Nebula::drawLabel(StelPainter& sPainter, float maxMagLabel)
{
float lim = mag;
if (lim > 50) lim = 15.f;
// temporary workaround of this bug: https://bugs.launchpad.net/stellarium/+bug/1115035 --AW
if (getEnglishName().contains("Pleiades"))
lim = 5.f;
if (lim>maxMagLabel)
return;
Vec3f col(labelColor[0], labelColor[1], labelColor[2]);
sPainter.setColor(col[0], col[1], col[2], hintsBrightness);
float size = getAngularSize(NULL)*M_PI/180.*sPainter.getProjector()->getPixelPerRadAtCenter();
float shift = 4.f + size/1.8f;
QString str;
if (!nameI18.isEmpty())
str = getNameI18n();
else
{
if (M_nb > 0)
str = QString("M %1").arg(M_nb);
else if (C_nb > 0)
str = QString("C %1").arg(C_nb);
else if (NGC_nb > 0)
str = QString("NGC %1").arg(NGC_nb);
else if (IC_nb > 0)
str = QString("IC %1").arg(IC_nb);
}
sPainter.drawText(XY[0]+shift, XY[1]+shift, str, 0, 0, 0, false);
}
示例5: drawName
void Constellation::drawName(StelPainter& sPainter, ConstellationMgr::ConstellationDisplayStyle style) const
{
if (!nameFader.getInterstate())
return;
if (checkVisibility())
{
QString name;
switch (style)
{
case ConstellationMgr::constellationsTranslated:
name=nameI18;
break;
case ConstellationMgr::constellationsNative:
name=nativeName;
break;
case ConstellationMgr::constellationsEnglish:
name=englishName;
break;
case ConstellationMgr::constellationsAbbreviated:
name=(abbreviation.startsWith('.') ? "" : abbreviation);
break;
Q_ASSERT(0);
}
sPainter.setColor(labelColor[0], labelColor[1], labelColor[2], nameFader.getInterstate());
sPainter.drawText(XYname[0], XYname[1], name, 0., -sPainter.getFontMetrics().width(name)/2, 0, false);
}
}
示例6: draw
void Galaxy::draw(StelCore* core, StelPainter& painter, float)
{
StelSkyDrawer* sd = core->getSkyDrawer();
Vec3f color = Vec3f(0.4f,0.5f,1.2f);
if (StelApp::getInstance().getVisionModeNight())
color = StelUtils::getNightColor(color);
double mag = getVMagnitude(core, true);
StelUtils::spheToRect(RA, DE, XYZ);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
painter.setColor(color[0], color[1], color[2], Galaxy::galaxyBrightness);
glColor4f(color[0],color[1],color[2], Galaxy::galaxyBrightness);
if (mag <= sd->getLimitMagnitude())
{
Galaxy::markerTexture->bind();
float size = getAngularSize(NULL)*M_PI/180.*painter.getProjector()->getPixelPerRadAtCenter();
float shift = 5.f + size/1.6f;
if (GETSTELMODULE(POGS)->getDisplayMode())
{
painter.drawSprite2dMode(XYZ, 6);
painter.drawText(XYZ, " ", 0, shift, shift, false);
}
else
{
painter.drawSprite2dMode(XYZ, 6);
painter.drawText(XYZ, designation, 0, shift, shift, false);
}
}
}
示例7: draw
void Supernova::draw(StelCore* core, StelPainter& painter)
{
StelSkyDrawer* sd = core->getSkyDrawer();
Vec3f color = Vec3f(1.f,1.f,1.f);
if (StelApp::getInstance().getVisionModeNight())
color = StelUtils::getNightColor(color);
float rcMag[2], size, shift;
double mag;
StelUtils::spheToRect(snra, snde, XYZ);
mag = getVMagnitude(core, true);
sd->preDrawPointSource(&painter);
if (mag <= sd->getLimitMagnitude())
{
sd->computeRCMag(mag, rcMag);
// sd->drawPointSource(&painter, Vec3f(XYZ[0], XYZ[1], XYZ[2]), rcMag, color, false);
sd->drawPointSource(&painter, XYZ, rcMag, color, false);
painter.setColor(color[0], color[1], color[2], 1);
size = getAngularSize(NULL)*M_PI/180.*painter.getProjector()->getPixelPerRadAtCenter();
shift = 6.f + size/1.8f;
if (labelsFader.getInterstate()<=0.f)
{
painter.drawText(XYZ, designation, 0, shift, shift, false);
}
}
sd->postDrawPointSource(&painter);
}
示例8: 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.);
}
}
示例9: draw
bool ScreenLabel::draw(StelCore*, StelPainter& sPainter)
{
if (labelFader.getInterstate() <= 0.0)
return false;
sPainter.setColor(labelColor[0], labelColor[1], labelColor[2], labelFader.getInterstate());
sPainter.setFont(labelFont);
sPainter.drawText(screenX, screenY, labelText, 0, 0, 0, false);
return true;
}
示例10: drawOrbit
void TleTraj::drawOrbit(StelPainter &painter)
{
StelVertexArray vertexArray(StelVertexArray::LineStrip);
for (QList<Vec3d>::iterator it = trajectory.begin(); it != trajectory.end(); ++it)
{
vertexArray.vertex.append(*it);
}
painter.setColor(orbitColor->redF(), orbitColor->greenF(), orbitColor->blueF());
painter.drawGreatCircleArcs(vertexArray, &viewportHalfspace);
}
示例11: drawArtOptim
void Constellation::drawArtOptim(StelPainter& sPainter, const SphericalRegion& region) const
{
if (checkVisibility())
{
const float intensity = artFader.getInterstate();
if (artTexture && intensity && region.intersects(boundingCap))
{
sPainter.setColor(intensity,intensity,intensity);
// The texture is not fully loaded
if (artTexture->bind()==false)
return;
sPainter.drawStelVertexArray(artPolygon);
}
}
}
示例12: drawHints
void Nebula::drawHints(StelPainter& sPainter, float maxMagHints)
{
float lim = mag;
if (lim > 50) lim = 15.f;
// temporary workaround of this bug: https://bugs.launchpad.net/stellarium/+bug/1115035 --AW
if (getEnglishName().contains("Pleiades"))
lim = 5.f;
if (lim>maxMagHints)
return;
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE);
float lum = 1.f;//qMin(1,4.f/getOnScreenSize(core))*0.8;
Vec3f col(circleColor[0]*lum*hintsBrightness, circleColor[1]*lum*hintsBrightness, circleColor[2]*lum*hintsBrightness);
sPainter.setColor(col[0], col[1], col[2], 1);
switch (nType)
{
case NebGx:
Nebula::texGalaxy->bind();
break;
case NebOc:
Nebula::texOpenCluster->bind();
break;
case NebGc:
Nebula::texGlobularCluster->bind();
break;
case NebN:
Nebula::texDiffuseNebula->bind();
break;
case NebPn:
Nebula::texPlanetaryNebula->bind();
break;
case NebCn:
Nebula::texOpenClusterWithNebulosity->bind();
break;
default:
Nebula::texCircle->bind();
}
sPainter.drawSprite2dMode(XY[0], XY[1], 6);
}
示例13: drawOptim
void Constellation::drawOptim(StelPainter& sPainter, const StelCore* core, const SphericalCap& viewportHalfspace) const
{
if (lineFader.getInterstate()<=0.0001f)
return;
if (checkVisibility())
{
sPainter.setColor(lineColor[0], lineColor[1], lineColor[2], lineFader.getInterstate());
Vec3d star1;
Vec3d star2;
for (unsigned int i=0;i<numberOfSegments;++i)
{
star1=asterism[2*i]->getJ2000EquatorialPos(core);
star2=asterism[2*i+1]->getJ2000EquatorialPos(core);
star1.normalize();
star2.normalize();
sPainter.drawGreatCircleArc(star1, star2, &viewportHalfspace);
}
}
}
示例14: 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.);
}
}
示例15: drawPointer
void Pulsars::drawPointer(StelCore* core, StelPainter& painter)
{
const StelProjectorP prj = core->getProjection(StelCore::FrameJ2000);
const QList<StelObjectP> newSelected = GETSTELMODULE(StelObjectMgr)->getSelectedObject("Pulsar");
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.setBlending(true);
painter.drawSprite2dMode(screenpos[0], screenpos[1], 13.f, StelApp::getInstance().getTotalRunTime()*40.);
}
}