本文整理汇总了C++中TRaster32P::fill方法的典型用法代码示例。如果您正苦于以下问题:C++ TRaster32P::fill方法的具体用法?C++ TRaster32P::fill怎么用?C++ TRaster32P::fill使用的例子?那么恭喜您, 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TRaster32P
的用法示例。
在下文中一共展示了TRaster32P::fill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: fill
QScriptValue ImageBuilder::fill(const QString &colorName) {
QColor color;
QScriptValue err = checkColor(context(), colorName, color);
if (err.isError()) return err;
TPixel32 pix(color.red(), color.green(), color.blue(), color.alpha());
if (m_img) {
if (m_img->getType() != TImage::RASTER)
context()->throwError("Can't fill a non-'Raster' image");
TRaster32P ras = m_img->raster();
if (ras) ras->fill(pix);
} else if (m_width > 0 && m_height > 0) {
TRaster32P ras(m_width, m_height);
ras->fill(pix);
m_img = TRasterImageP(ras);
}
return context()->thisObject();
}
示例2: tglDraw
void tglDraw(const TRectD &rect, const TRaster32P &tex, bool blending)
{
CHECK_ERRORS_BY_GL;
glPushAttrib(GL_ALL_ATTRIB_BITS);
if (blending) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
unsigned int texWidth = 1;
unsigned int texHeight = 1;
while (texWidth < (unsigned int)tex->getLx())
texWidth = texWidth << 1;
while (texHeight < (unsigned int)tex->getLy())
texHeight = texHeight << 1;
double lwTex = 1.0;
double lhTex = 1.0;
TRaster32P texture;
unsigned int texLx = (unsigned int)tex->getLx();
unsigned int texLy = (unsigned int)tex->getLy();
if (texWidth != texLx ||
texHeight != texLy) {
texture = TRaster32P(texWidth, texHeight);
texture->fill(TPixel32(0, 0, 0, 0));
texture->copy(tex);
lwTex = (texLx) / (double)(texWidth);
lhTex = (texLy) / (double)(texHeight);
if (lwTex > 1.0)
lwTex = 1.0;
if (lhTex > 1.0)
lhTex = 1.0;
} else
texture = tex;
GLenum fmt =
#ifdef TNZ_MACHINE_CHANNEL_ORDER_BGRM
GL_BGRA_EXT;
#elif TNZ_MACHINE_CHANNEL_ORDER_MBGR
GL_ABGR_EXT;
#elif TNZ_MACHINE_CHANNEL_ORDER_RGBM
GL_RGBA;
#elif TNZ_MACHINE_CHANNEL_ORDER_MRGB
GL_BGRA;
#else
// Error PLATFORM NOT SUPPORTED
#error "unknown channel order!"
#endif
// Generate a texture id and bind it.
GLuint texId;
glGenTextures(1, &texId);
glBindTexture(GL_TEXTURE_2D, texId);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->getWrap());
texture->lock();
glTexImage2D(GL_TEXTURE_2D,
0,
4,
texWidth,
texHeight,
0,
fmt,
#ifdef TNZ_MACHINE_CHANNEL_ORDER_MRGB
GL_UNSIGNED_INT_8_8_8_8_REV,
#else
GL_UNSIGNED_BYTE,
#endif
texture->getRawData());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
double rectLx = rect.getLx();
double rectLy = rect.getLy();
tglColor(TPixel32(0, 0, 0, 0));
glPushMatrix();
glTranslated(rect.x0, rect.y0, 0.0);
glBegin(GL_POLYGON);
glTexCoord2d(0, 0);
tglVertex(TPointD(0.0, 0.0));
glTexCoord2d(lwTex, 0);
//.........这里部分代码省略.........