本文整理汇总了C#中SlimDX.Color4类的典型用法代码示例。如果您正苦于以下问题:C# Color4类的具体用法?C# Color4怎么用?C# Color4使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Color4类属于SlimDX命名空间,在下文中一共展示了Color4类的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: DrawLine
public static void DrawLine(Location from, Location to, Color4 color)
{
var vertices = new PositionColored[2];
vertices[0] = new PositionColored(from.ToVector3(), color.ToArgb());
vertices[1] = new PositionColored(to.ToVector3(), color.ToArgb());
Device.DrawUserPrimitives(PrimitiveType.LineList, 1, vertices);
}
示例2: Text
public Text(int x, int y, string text, Color4 color)
{
X = x;
Y = y;
String = text;
Color = color;
}
示例3: SkyBox
public SkyBox(SourceMap map, string texturename, Entity light_environment)
{
Init(texturename);
Color4 skyColor = new Color4(2f, 255f, 255f, 255f);
if (light_environment != null)
{
// This makes the skybox blend in better with the rest of the world
string lightval = light_environment.Values["_light"];
string[] vals = lightval.Split(' ');
if (vals.Length == 4)
{
// Try to get sun light color
float r, g, b;
r = int.Parse(vals[0]);
g = int.Parse(vals[1]);
b = int.Parse(vals[2]);
float brightness = int.Parse(vals[3]);
skyColor = new Color4(brightness, r, g, b);
}
}
// Create a tiny lightmap, and take white+ maxExponent from the map as a color
// Grab brightness of environment light and convert to exponent offset
tex2 = TextureManager.CreateTexture(1,1,Format.A16B16G16R16F, skyColor);
SharedTexture2 = true;
}
示例4: ClearRenderTarget
public override void ClearRenderTarget(DeviceContext context, Color4 color)
{
foreach (RenderTargetView view in renderTargetView)
{
context.ClearRenderTargetView(view, color);
}
}
示例5: Clear
public void Clear(Color4 clearcolor)
{
foreach (IDX11RenderTargetView view in this.rtvs)
{
this.context.CurrentDeviceContext.ClearRenderTargetView(view.RTV, clearcolor);
}
}
示例6: Evaluate
public void Evaluate(int SpreadMax)
{
if (this.FInAddressU.IsChanged
|| this.FInAddressV.IsChanged
|| this.FInAddressW.IsChanged
|| this.FInBorderColor.IsChanged
|| this.FInComparison.IsChanged
|| this.FInFilterMode.IsChanged
|| this.FInMaximumAnisotropy.IsChanged
|| this.FInMaximumLod.IsChanged
|| this.FInMinimumLod.IsChanged
|| this.FInMipLodBias.IsChanged)
{
this.FOutSampler.SliceCount = 1;
RGBAColor c = this.FInBorderColor[0];
Color4 col = new Color4((float)c.R, (float)c.G, (float)c.B, (float)c.A);
SamplerDescription sampler = new SamplerDescription()
{
AddressU = this.FInAddressU[0],
AddressV = this.FInAddressV[0],
AddressW = this.FInAddressW[0],
BorderColor = col,
ComparisonFunction = this.FInComparison[0],
Filter = this.FInFilterMode[0],
MaximumAnisotropy = this.FInMaximumAnisotropy[0],
MaximumLod = this.FInMaximumLod[0],
MinimumLod = this.FInMinimumLod[0],
MipLodBias = this.FInMipLodBias[0]
};
this.FOutSampler.SliceCount = SpreadMax;
this.FOutSampler[0] = sampler;
}
}
示例7: DrawFullRectangle
public static ShapeDescription DrawFullRectangle(Vector3 position, Size size, IGradientShader linearShader, Color4 fillColor, Thickness borderSize, BorderStyle borderStyle, Color4 borderColor)
{
Color4[] shadedColors = linearShader.Method(linearShader, 4,Shape.Rectangle);
Color4[] borderColors;
switch (borderStyle)
{
case BorderStyle.None:
borderColors = LinearShader.FillColorArray(new Color4(0), 4);
break;
case BorderStyle.Flat:
borderColors = LinearShader.FillColorArray(borderColor, 4);
break;
case BorderStyle.Raised:
borderColors = LinearShader.BorderRaised(borderColor, 4);
break;
case BorderStyle.Sunken:
borderColors = LinearShader.BorderSunken(borderColor, 4);
break;
default:
throw new ArgumentOutOfRangeException("borderStyle");
}
ShapeDescription inside = DrawRectangle(position, size, shadedColors);
ShapeDescription outline = DrawRectangularOutline(position, size, borderSize.All, borderColors, borderStyle, Borders.All);
ShapeDescription result = ShapeDescription.Join(inside, outline);
result.Shape = Shape.RectangleWithOutline;
return result;
}
示例8: RenderRectangle
/**
* Draws a rectangle
*/
internal void RenderRectangle(int x, int y, int width, int height, Color4 color)
{
RenderLine(x, y, color, x + width, y, color);
RenderLine(x + width, y, color, x + width, y + height, color);
RenderLine(x + width, y + height, color, x, y + height, color);
RenderLine(x, y + height, color, x, y, color);
}
示例9: DrawBox
public override void DrawBox(ref Vector3 bbMin, ref Vector3 bbMax, Color4 color)
{
var p1 = bbMin;
var p2 = new Vector3(bbMax.X, bbMin.Y, bbMin.Z);
var p3 = new Vector3(bbMax.X, bbMax.Y, bbMin.Z);
var p4 = new Vector3(bbMin.X, bbMax.Y, bbMin.Z);
var p5 = new Vector3(bbMin.X, bbMin.Y, bbMax.Z);
var p6 = new Vector3(bbMax.X, bbMin.Y, bbMax.Z);
var p7 = bbMax;
var p8 = new Vector3(bbMin.X, bbMax.Y, bbMax.Z);
int intColor = color.ToArgb();
PositionColored[] vertices = new PositionColored[] {
new PositionColored(p1, intColor), new PositionColored(p2, intColor),
new PositionColored(p2, intColor), new PositionColored(p3, intColor),
new PositionColored(p3, intColor), new PositionColored(p4, intColor),
new PositionColored(p4, intColor), new PositionColored(p1, intColor),
new PositionColored(p1, intColor), new PositionColored(p5, intColor),
new PositionColored(p2, intColor), new PositionColored(p6, intColor),
new PositionColored(p3, intColor), new PositionColored(p7, intColor),
new PositionColored(p4, intColor), new PositionColored(p8, intColor),
new PositionColored(p5, intColor), new PositionColored(p6, intColor),
new PositionColored(p6, intColor), new PositionColored(p7, intColor),
new PositionColored(p7, intColor), new PositionColored(p8, intColor),
new PositionColored(p8, intColor), new PositionColored(p5, intColor),
};
device.DrawUserPrimitives(PrimitiveType.LineList, 12, vertices);
}
示例10: DrawLine
public override void DrawLine(ref Vector3 from, ref Vector3 to, Color4 fromColor, Color4 toColor)
{
PositionColored[] vertices = new PositionColored[2];
vertices[0] = new PositionColored(from, fromColor.ToArgb());
vertices[1] = new PositionColored(to, toColor.ToArgb());
device.DrawUserPrimitives(PrimitiveType.LineList, 1, vertices);
}
示例11: ClearTarget
internal void ClearTarget()
{
DayWatch watch = DayWatch.Now;
BackgroundColor = Color4.Lerp(new Color4(0.8f, 0.8f, 1f), new Color4(0f, 0f, 0f), 1f - watch.SunHeight);
device.ImmediateContext.ClearRenderTargetView(renderView, BackgroundColor);
device.ImmediateContext.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0);
}
示例12: VertexPositonNormalColorTexture
public VertexPositonNormalColorTexture(Vector3 Position, Vector3 normal, Color4 Color, Vector2 texcoords)
{
this.Position = Position;
this.Color = Color.ToArgb();
this.texcoords = texcoords;
this.Normal = normal;
}
示例13: RadialManual
public static Color4[] RadialManual(GradientStop[] gradient, int numVertex, int offsetIndex)
{
Color4[] colors = new Color4[numVertex];
for (int i = 0; i < numVertex; i++)
colors[i] = gradient[offsetIndex].Color;
return colors;
}
示例14: DrawContactPoint
public override void DrawContactPoint(ref Vector3 pointOnB, ref Vector3 normalOnB, float distance, int lifeTime, Color4 color)
{
int intColor = color.ToArgb();
PositionColored[] vertices = new PositionColored[2];
vertices[0] = new PositionColored(pointOnB, intColor);
vertices[1] = new PositionColored(pointOnB + normalOnB, intColor);
device.DrawUserPrimitives(PrimitiveType.LineList, 1, vertices);
}
示例15: CreateBox
public static VertexPositionColor[] CreateBox(Vector3 mins, Vector3 maxs, Color4 color)
{
VertexPositionColor[] verts = new VertexPositionColor[36];
// Front face
verts[0] = new VertexPositionColor(new Vector3(mins.X, maxs.Y, maxs.Z), color);
verts[1] = new VertexPositionColor(new Vector3(mins.X, mins.Y, maxs.Z), color);
verts[2] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, maxs.Z), color);
verts[3] = new VertexPositionColor(new Vector3(mins.X, mins.Y, maxs.Z), color);
verts[4] = new VertexPositionColor(new Vector3(maxs.X, mins.Y, maxs.Z), color);
verts[5] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, maxs.Z), color);
// Back face (remember this is facing *away* from the camera, so vertices should be
// clockwise order)
verts[6] = new VertexPositionColor(new Vector3(mins.X, maxs.Y, mins.Z), color);
verts[7] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, mins.Z), color);
verts[8] = new VertexPositionColor(new Vector3(mins.X, mins.Y, mins.Z), color);
verts[9] = new VertexPositionColor(new Vector3(mins.X, mins.Y, mins.Z), color);
verts[10] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, mins.Z), color);
verts[11] = new VertexPositionColor(new Vector3(maxs.X, mins.Y, mins.Z), color);
// Top face
verts[12] = new VertexPositionColor(new Vector3(mins.X, maxs.Y, maxs.Z), color);
verts[13] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, mins.Z), color);
verts[14] = new VertexPositionColor(new Vector3(mins.X, maxs.Y, mins.Z), color);
verts[15] = new VertexPositionColor(new Vector3(mins.X, maxs.Y, maxs.Z), color);
verts[16] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, maxs.Z), color);
verts[17] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, mins.Z), color);
// Bottom face (remember this is facing *away* from the camera, so vertices should be
// clockwise order)
verts[18] = new VertexPositionColor(new Vector3(mins.X, mins.Y, maxs.Z), color);
verts[19] = new VertexPositionColor(new Vector3(mins.X, mins.Y, mins.Z), color);
verts[20] = new VertexPositionColor(new Vector3(maxs.X, mins.Y, mins.Z), color);
verts[21] = new VertexPositionColor(new Vector3(mins.X, mins.Y, maxs.Z), color);
verts[22] = new VertexPositionColor(new Vector3(maxs.X, mins.Y, mins.Z), color);
verts[23] = new VertexPositionColor(new Vector3(maxs.X, mins.Y, maxs.Z), color);
// Left face
verts[24] = new VertexPositionColor(new Vector3(mins.X, maxs.Y, maxs.Z), color);
verts[25] = new VertexPositionColor(new Vector3(mins.X, mins.Y, mins.Z), color);
verts[26] = new VertexPositionColor(new Vector3(mins.X, mins.Y, maxs.Z), color);
verts[27] = new VertexPositionColor(new Vector3(mins.X, maxs.Y, mins.Z), color);
verts[28] = new VertexPositionColor(new Vector3(mins.X, mins.Y, mins.Z), color);
verts[29] = new VertexPositionColor(new Vector3(mins.X, maxs.Y, maxs.Z), color);
// Right face (remember this is facing *away* from the camera, so vertices should be
// clockwise order)
verts[30] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, maxs.Z), color);
verts[31] = new VertexPositionColor(new Vector3(maxs.X, mins.Y, maxs.Z), color);
verts[32] = new VertexPositionColor(new Vector3(maxs.X, mins.Y, mins.Z), color);
verts[33] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, mins.Z), color);
verts[34] = new VertexPositionColor(new Vector3(maxs.X, maxs.Y, maxs.Z), color);
verts[35] = new VertexPositionColor(new Vector3(maxs.X, mins.Y, mins.Z), color);
return verts;
}