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自学教程:C++ Blend函数代码示例

51自学网 2021-06-01 19:55:08
  C++
这篇教程C++ Blend函数代码示例写得很实用,希望能帮到您。

本文整理汇总了C++中Blend函数的典型用法代码示例。如果您正苦于以下问题:C++ Blend函数的具体用法?C++ Blend怎么用?C++ Blend使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。

在下文中一共展示了Blend函数的28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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: BackgroundDraw

void cUIControl::Draw() {	if ( mVisible ) {		if ( mFlags & UI_FILL_BACKGROUND )			BackgroundDraw();		if ( mFlags & UI_BORDER )			BorderDraw();		if ( NULL != mSkinState )			mSkinState->Draw( (eeFloat)mScreenPos.x, (eeFloat)mScreenPos.y, (eeFloat)mSize.Width(), (eeFloat)mSize.Height(), 255 );		if ( cUIManager::instance()->HighlightFocus() && cUIManager::instance()->FocusControl() == this ) {			cPrimitives P;			P.FillMode( DRAW_LINE );			P.BlendMode( Blend() );			P.SetColor( cUIManager::instance()->HighlightFocusColor() );			P.DrawRectangle( GetRectf() );		}		if ( cUIManager::instance()->HighlightOver() && cUIManager::instance()->OverControl() == this ) {			cPrimitives P;			P.FillMode( DRAW_LINE );			P.BlendMode( Blend() );			P.SetColor( cUIManager::instance()->HighlightOverColor() );			P.DrawRectangle( GetRectf() );		}	}}
开发者ID:dogtwelve,项目名称:eepp,代码行数:28,


示例2: Blend

void WatchEdit::HighlightLine(int line, Vector<Highlight>& h, int pos){	Color cEven = Blend(SColorInfo, White, 220);	Color cOdd = Blend(SColorInfo, White, 128);	for(int i = 0; i < h.GetCount(); i++)		h[i].paper = (line % 2 ? cOdd : cEven);}
开发者ID:AbdelghaniDr,项目名称:mirror,代码行数:7,


示例3: colonne

// Colonnefloat colonne(in vec3 p, in vec3 a, in vec3 b, float rayon, float e, float R){	float d;	float offset = 0.28;	float offsetCube = 0.15;	d = cylindre(p, a, b, rayon, e, R);		for(float i=0.0;i<12.0; i++){        vec3 pos = vec3(cos(i*3.14/6.0)*(rayon+rayon*offset), 0.0, sin(i*3.14/6.0)*(rayon+rayon*offset) );                vec3 newA = pos + a;//vec3(a.x + cos(i*3.14/6.0)*(rayon+rayon*offset), a.y + 0.0, a.z + sin(i*3.14/6.0)*(rayon+rayon*offset) );		vec3 newB = pos + b;//vec3(b.x + cos(i*3.14/6.0)*(rayon+rayon*offset), b.y - 0.0, b.z + sin(i*3.14/6.0)*(rayon+rayon*offset) );				d = Difference(d, cylindre( p, newA, newB, rayon/6.0, e, R/6.0 ) );					}    float d2 = disque(p, a-vec3(0,R*0.7,0), normalize(b-a),rayon*1.5, e, R);    d2 = Blend(d2,disque(p, b+vec3(0,R*0.7,0), normalize(a-b),rayon*1.5, e, R));    d2 = Blend(d2, cube(p, vec3(a.x, a.y-R, a.z), vec3( (rayon)*4., offsetCube, (rayon)*4. ), e, 0.1 ));	d2 = Blend(d2, cube(p, vec3(b.x, b.y+R, b.z), vec3( (rayon)*4., offsetCube, (rayon)*4. ), e, 0.1 ));	    d = Union(d,d2);    	return d;}
开发者ID:flamingfox,项目名称:-Gamagora--Modelisation_Procedural-TP3,代码行数:26,


示例4: MovingSprite

Candle::Candle(const Reader& lisp)  : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED),     burning(true),     flicker(true),    lightcolor(1.0f, 1.0f, 1.0f),    candle_light_1(sprite_manager->create("images/objects/candle/candle-light-1.sprite")),    candle_light_2(sprite_manager->create("images/objects/candle/candle-light-2.sprite")){  lisp.get("name", name);  lisp.get("burning", burning);  lisp.get("flicker", flicker);  //get color from lisp  std::vector<float> vColor;  lisp.get("color", vColor);  //change the light color if defined  if (vColor.size() >= 3) {    lightcolor = Color(vColor);    candle_light_1->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));    candle_light_2->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));    candle_light_1->set_color(lightcolor);    candle_light_2->set_color(lightcolor);    //the following allows the original candle appearance to be preserved    candle_light_1->set_action("white");    candle_light_2->set_action("white");  }      if (burning) {    sprite->set_action("on");  } else {    sprite->set_action("off");  }}
开发者ID:lowagner,项目名称:supertux,代码行数:33,


示例5: MovingSprite

Candle::Candle(const ReaderMapping& lisp)  : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED),    ExposedObject<Candle, scripting::Candle>(this),    burning(true),    flicker(true),    lightcolor(1.0f, 1.0f, 1.0f),    candle_light_1(SpriteManager::current()->create("images/objects/candle/candle-light-1.sprite")),    candle_light_2(SpriteManager::current()->create("images/objects/candle/candle-light-2.sprite")){  lisp.get("burning", burning, true);  lisp.get("flicker", flicker, true);  std::vector<float> vColor;  if(!lisp.get("color", vColor)) vColor = {1.0f, 1.0f, 1.0f};  //change the light color if defined  if (vColor.size() >= 3) {    lightcolor = Color(vColor);    candle_light_1->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));    candle_light_2->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));    candle_light_1->set_color(lightcolor);    candle_light_2->set_color(lightcolor);    //the following allows the original candle appearance to be preserved    candle_light_1->set_action("white");    candle_light_2->set_action("white");  }  if (burning) {    sprite->set_action("on");  } else {    sprite->set_action("off");  }}
开发者ID:christ2go,项目名称:supertux,代码行数:33,


示例6: UpdateTrayMenuColors

void UpdateTrayMenuColors(){	if (!pEBMenuTray) return;	if (!dwNoOwnerDrawMenu)	{		if (dwUseSystemColors)		{			pEBMenuTray->crFontColorOne = GetSysColor(COLOR_HIGHLIGHTTEXT);			pEBMenuTray->crFontColorTwo = Blend(GetSysColor(COLOR_3DDKSHADOW), GetSysColor(COLOR_HIGHLIGHT), 0.6);			pEBMenuTray->crFontColorThree = GetSysColor(COLOR_MENUTEXT);			pEBMenuTray->crBkColorOne = Blend(GetSysColor(COLOR_WINDOW), GetSysColor(COLOR_HIGHLIGHT), 0.2);			pEBMenuTray->crBkColorTwo = GetSysColor(COLOR_MENU);			pEBMenuTray->crBkColorThree = GetMenuBarColor();			pEBMenuTray->crSelColorOne = GetSysColor(COLOR_HIGHLIGHT);			pEBMenuTray->crSelColorTwo = Blend(GetSysColor(COLOR_WINDOW), GetSysColor(COLOR_HIGHLIGHT), 0.1);			pEBMenuTray->crBrColorOne = Blend(GetSysColor(COLOR_HIGHLIGHT), GetSysColor(COLOR_BTNTEXT), 0.1);			pEBMenuTray->crBrColorTwo = Blend(GetSysColor(COLOR_3DHIGHLIGHT), GetSysColor(COLOR_HIGHLIGHT), 0.1);		}		else		{			pEBMenuTray->crFontColorOne = dwTextColor;			pEBMenuTray->crFontColorTwo = dwTextShadowColor;			pEBMenuTray->crFontColorThree = GetSysColor(COLOR_MENUTEXT);			pEBMenuTray->crBkColorOne = dwBackgroundColor;			pEBMenuTray->crBkColorTwo = GetSysColor(COLOR_MENU);			pEBMenuTray->crBkColorThree = GetMenuBarColor();			pEBMenuTray->crSelColorOne = dwGradientColor1;			pEBMenuTray->crSelColorTwo = dwGradientColor2;			pEBMenuTray->crBrColorOne = dwBorderColor1;			pEBMenuTray->crBrColorTwo = dwBorderColor2;		}	}}
开发者ID:BorisVorontsov,项目名称:easybar,代码行数:33,


示例7: BindTexture

void Renderer::SetupShader(Shader *shader, int lm_index) {  // the light map could change even though we have the same shaders  // check and set new lightmap, leave everthing else the same  if (shader == current_shader_ && lm_index != -1) {    if (lm_index == current_lightmap_) {      return;    }    if (shader->lightmap_stage_ == -1) {      return;    }    current_lightmap_ = lm_index;    BindTexture(shader->lightmap_stage_, textureLoader::GetLightmap(lm_index));    ++num_skipped_shaders_;    return;  }  // THIS ONLY DISABLES BLENDING BUT WE WANT TO ALWAYS BLEND.. maybe  // if (current_shader_ != 0)  //{  //  FinishShader(*current_shader_);  //}  // current_shader_ = shader;  // JUST ENABLE BLENDING ALL THE TIME AND BLEND NON TRANSLUCENT TEXTURES WITH  // ONE ZERO  // only enable blending if stage 0 wants to blend with background  // shaders can only blend with textures  // if (i == 0 && stage.blendfunc[0] == GL_ONE && stage.blendfunc[1] == GL_ONE)  //{  if (shader->q3_shader_.stages_.size() > 0) {    Blend(true);    BlendFunc(shader->q3_shader_.stages_[0].blendfunc[0],              shader->q3_shader_.stages_[0].blendfunc[1]);  } else {    Blend(false);  }  // BlendFunc(GL_ONE, GL_ZERO);  //}  for (unsigned int i = 0; i < shader->q3_shader_.stages_.size(); ++i) {    // maybe put lightmap directly into stage so we dont need this if    // seems we can optimize it by first only checking lm_index    if (i == shader->lightmap_stage_ && lm_index != -1) {      BindTexture(i, textureLoader::GetLightmap(lm_index));      current_lightmap_ = lm_index;    } else {      BindTexture(i, shader->texture_id_[i]);    }  }}
开发者ID:codesuki,项目名称:bsp-renderer,代码行数:56,


示例8: PickColor

void PickColor(float t, float &r, float &g, float &b){	if(t < gSwingDownOptimalTimeMin)		Blend(t * 1.0f / gSwingDownOptimalTimeMin, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, r, g, b);	else if(t > gSwingDownOptimalTimeMax)		Blend(1.0f - ((t - gSwingDownOptimalTimeMax) * gSwingDownLatePunishment), 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, r, g, b);	else	{		r = 0.0f;		b = 0.0f;		g = 1.0f;	}}
开发者ID:dreamsxin,项目名称:golf,代码行数:13,


示例9: Blend

CG32bitPixel CG32bitPixel::Blend3 (CG32bitPixel rgbNegative, CG32bitPixel rgbCenter, CG32bitPixel rgbPositive, double rFade)//	Fade3////	Fades from negative to center to positive.	{	if (rFade < 0.0)		return Blend(rgbNegative, rgbCenter, rFade + 1.0);	else if (rFade > 0.0)		return Blend(rgbCenter, rgbPositive, rFade);	else		return rgbCenter;	}
开发者ID:bmer,项目名称:Alchemy,代码行数:14,


示例10: GetSize

void RightTabs::Paint(Draw& w){	Size sz = GetSize();	w.DrawRect(sz, Blend(SColorFace, SColorPaper));	Color hc = Blend(Yellow, LtRed, 100);	Color inactive = Blend(SColorPaper, SColorShadow);	for(int i = 0; i < tab.GetCount(); i++) {		Tab& t = tab[i];		if(i != cursor)			PaintTab(w, 0, t.y + 2, cx - 1, t.GetHeight() - 1, inactive, t.img, i == hl ? hc : Null);	}	if(cursor >= 0) {		Tab& t = tab[cursor];		PaintTab(w, 0, t.y, cx, t.GetHeight() + 3, SColorPaper, t.img, cursor == hl ? hc : Null);	}}
开发者ID:dreamsxin,项目名称:ultimatepp,代码行数:16,


示例11: glBindTexture

voidGLPainter::draw_surface_part(const DrawingRequest& request){  const SurfacePartRequest* surfacepartrequest    = (SurfacePartRequest*) request.request_data;  const Surface* surface = surfacepartrequest->surface;  std::shared_ptr<GLTexture> gltexture = std::dynamic_pointer_cast<GLTexture>(surface->get_texture());  GLSurfaceData *surface_data = reinterpret_cast<GLSurfaceData *>(surface->get_surface_data());  float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();  float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();  float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->srcrect.p1.x) / surface->get_width();  float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->srcrect.p1.y) / surface->get_height();  float uv_right = surface_data->get_uv_left() + (uv_width * surfacepartrequest->srcrect.p2.x) / surface->get_width();  float uv_bottom = surface_data->get_uv_top() + (uv_height * surfacepartrequest->srcrect.p2.y) / surface->get_height();  GLuint th = gltexture->get_handle();  if (th != s_last_texture) {    s_last_texture = th;    glBindTexture(GL_TEXTURE_2D, th);  }  intern_draw(request.pos.x, request.pos.y,              request.pos.x + surfacepartrequest->dstsize.width,              request.pos.y + surfacepartrequest->dstsize.height,              uv_left,              uv_top,              uv_right,              uv_bottom,              0.0,              request.alpha,              request.color,              Blend(),              request.drawing_effect);}
开发者ID:huzongyao,项目名称:AndroidSuperTux,代码行数:35,


示例12: type

Flower::Flower(BonusType _type) :  type(_type),  sprite(),  drawing_effect(NO_EFFECT),  light(1.0f,1.0f,1.0f),  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite")){  bbox.set_size(32, 32);  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));  if(type == FIRE_BONUS) {    sprite = SpriteManager::current()->create("images/powerups/fireflower/fireflower.sprite");    SoundManager::current()->preload("sounds/fire-flower.wav");    lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));  }  else if(type == ICE_BONUS) {    sprite = SpriteManager::current()->create("images/powerups/iceflower/iceflower.sprite");    SoundManager::current()->preload("sounds/fire-flower.wav");    lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));  }  else if(type == AIR_BONUS) {    sprite = SpriteManager::current()->create("images/powerups/airflower/airflower.sprite");    SoundManager::current()->preload("sounds/fire-flower.wav");    lightsprite->set_color(Color(0.15f, 0.0f, 0.15f));  }  else if(type == EARTH_BONUS) {    sprite = SpriteManager::current()->create("images/powerups/earthflower/earthflower.sprite");    SoundManager::current()->preload("sounds/fire-flower.wav");    lightsprite->set_color(Color(0.0f, 0.3f, 0.0f));  } else {    assert(false);  }  set_group(COLGROUP_TOUCHABLE);}
开发者ID:ACMEware,项目名称:Paper-Hurricane,代码行数:35,


示例13: MovingSprite

PowerUp::PowerUp(const ReaderMapping& lisp) :  MovingSprite(lisp, LAYER_OBJECTS, COLGROUP_MOVING),  physic(),  script(),  no_physics(),  light(0.0f,0.0f,0.0f),  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite")){  if (!lisp.get("script", script)) script = "";  if (!lisp.get("disable-physics", no_physics)) no_physics = false;  physic.enable_gravity(true);  SoundManager::current()->preload("sounds/grow.ogg");  SoundManager::current()->preload("sounds/fire-flower.wav");  SoundManager::current()->preload("sounds/gulp.wav");  //set default light for glow effect for standard sprites  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));  lightsprite->set_color(Color(0.0f, 0.0f, 0.0f));  if (sprite_name == "images/powerups/egg/egg.sprite") {    lightsprite->set_color(Color(0.2f, 0.2f, 0.0f));  } else if (sprite_name == "images/powerups/fireflower/fireflower.sprite") {    lightsprite->set_color(Color(0.3f, 0.0f, 0.0f));  } else if (sprite_name == "images/powerups/iceflower/iceflower.sprite") {    lightsprite->set_color(Color(0.0f, 0.1f, 0.2f));  } else if (sprite_name == "images/powerups/airflower/airflower.sprite") {    lightsprite->set_color(Color(0.15f, 0.0f, 0.15f));  } else if (sprite_name == "images/powerups/earthflower/earthflower.sprite") {    lightsprite->set_color(Color(0.0f, 0.3f, 0.0f));  } else if (sprite_name == "images/powerups/star/star.sprite") {    lightsprite->set_color(Color(0.4f, 0.4f, 0.4f));  }}
开发者ID:MiroslavR,项目名称:supertux,代码行数:32,


示例14: CH_STYLE

NAMESPACE_UPPCH_STYLE(MultiButton, Style, StyleDefault){	for(int i = 0; i < 4; i++) {		simple[i] = left[i] = right[i] = lmiddle[i] = rmiddle[i]			= Button::StyleEdge().look[i];		monocolor[i] = Button::StyleEdge().monocolor[i];		fmonocolor[i] = i == 3 ? SColorDisabled() : SColorText();		look[i] = trivial[i] = ChLookWith(simple[i], CtrlsImg::DA(), monocolor[i]);		edge[i] = EditFieldEdge();	}	activeedge = false;	trivialborder = DPI(1);	border = DPI(1);	pressoffset = Button::StyleEdge().pressoffset;	sep1 = SColorHighlight();	sep2 = SColorLight();	sepm = DPI(2);	stdwidth = FrameButtonWidth();	trivialsep = false;	margin = Rect(DPI(2), 2, DPI(2), 2);	usetrivial = false;	overpaint = loff = roff = 0;	error = Blend(LtRed(), Red());}
开发者ID:kolyden,项目名称:mirror,代码行数:26,


示例15: sprite

SpriteParticle::SpriteParticle(std::string sprite_name, std::string action,                               Vector position, AnchorPoint anchor, Vector velocity, Vector acceleration,                               int drawing_layer) :  sprite(),  position(position),  velocity(velocity),  acceleration(acceleration),  drawing_layer(drawing_layer),  light(0.0f,0.0f,0.0f),  lightsprite(sprite_manager->create("images/objects/lightmap_light/lightmap_light-tiny.sprite")),  glow(false){  sprite = sprite_manager->create(sprite_name);  if (!sprite.get()) throw std::runtime_error("Could not load sprite "+sprite_name);  sprite->set_action(action, 1);  sprite->set_animation_loops(1); //TODO: this is necessary because set_action will not set "loops" when "action" is the default action  this->position -= get_anchor_pos(sprite->get_current_hitbox(), anchor);  if(sprite_name=="images/objects/particles/sparkle.sprite")    glow = true;    if(action=="dark") {      lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));      lightsprite->set_color(Color(0.1f, 0.1f, 0.1f));    }}
开发者ID:lowagner,项目名称:supertux,代码行数:26,


示例16: h_ctl_roll_rate_loop

static inline void h_ctl_roll_rate_loop(){  float err = stateGetBodyRates_f()->p - h_ctl_roll_rate_setpoint;  /* I term calculation */  static float roll_rate_sum_err = 0.;  static uint8_t roll_rate_sum_idx = 0;  static float roll_rate_sum_values[H_CTL_ROLL_RATE_SUM_NB_SAMPLES];  roll_rate_sum_err -= roll_rate_sum_values[roll_rate_sum_idx];  roll_rate_sum_values[roll_rate_sum_idx] = err;  roll_rate_sum_err += err;  roll_rate_sum_idx++;  if (roll_rate_sum_idx >= H_CTL_ROLL_RATE_SUM_NB_SAMPLES) { roll_rate_sum_idx = 0; }  /* D term calculations */  static float last_err = 0;  float d_err = err - last_err;  last_err = err;  float throttle_dep_pgain =    Blend(h_ctl_hi_throttle_roll_rate_pgain, h_ctl_lo_throttle_roll_rate_pgain,          v_ctl_throttle_setpoint / ((float)MAX_PPRZ));  float cmd = throttle_dep_pgain * (err + h_ctl_roll_rate_igain * roll_rate_sum_err / H_CTL_ROLL_RATE_SUM_NB_SAMPLES +                                    h_ctl_roll_rate_dgain * d_err);  h_ctl_aileron_setpoint = TRIM_PPRZ(cmd);}
开发者ID:EwoudSmeur,项目名称:paparazzi,代码行数:28,


示例17: GetSize

void ValueSlider::Paint(Draw &w){	Size sz = GetSize();	/*w.DrawRect(0, 0, sz.cx, 1, Black);	w.DrawRect(0, sz.cy - 1, sz.cx, 1, Black);	w.DrawRect(0, 0, 1, sz.cy, Black);	w.DrawRect(sz.cx - 1, 0, 1, sz.cy, Black);*/			int t = (int) (((pos - minValue) * sz.cx) / (maxValue - minValue));	if(t < 1) t = 1;	if(t > sz.cx - 1) t = sz.cx - 1;		if(shaded)	{		for(int i = 1; i < t; i++)			w.DrawRect(i, 1, 1, sz.cy - 2, Blend(src, dst, 256 * i / (sz.cx - 1)));	}	else	{		w.DrawRect(Rect(1, 1, t, sz.cy - 1), dst);	}	if(t < sz.cx - 1)		w.DrawRect(Rect(t, 1, sz.cx - 1, sz.cy - 1), Color(245, 245, 255));	String s = Format("%s : %.2f", text, pos);	Size tsz = GetTextSize(s, StdFont());	w.DrawText((sz.cx - tsz.cx) / 2, (sz.cy - tsz.cy) / 2, s);}
开发者ID:AbdelghaniDr,项目名称:mirror,代码行数:30,


示例18: physic

Bullet::Bullet(const Vector& pos, float xm, int dir, BonusType type_) :  physic(),  life_count(3),  sprite(),  light(0.0f,0.0f,0.0f),  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light-small.sprite")),  type(type_){  float speed = dir == RIGHT ? BULLET_XM : -BULLET_XM;  physic.set_velocity_x(speed + xm);  if(type == FIRE_BONUS) {    sprite = SpriteManager::current()->create("images/objects/bullets/firebullet.sprite");    lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));    lightsprite->set_color(Color(0.3f, 0.1f, 0.0f)); } else if(type == ICE_BONUS) {    life_count = 10;    sprite = SpriteManager::current()->create("images/objects/bullets/icebullet.sprite");  } else {    log_warning << "Bullet::Bullet called with unknown BonusType" << std::endl;    life_count = 10;    sprite = SpriteManager::current()->create("images/objects/bullets/firebullet.sprite");  }  bbox.set_pos(pos);  bbox.set_size(sprite->get_current_hitbox_width(), sprite->get_current_hitbox_height());}
开发者ID:ACMEware,项目名称:Paper-Hurricane,代码行数:27,


示例19: glBindTexture

voidGLLightmap::draw_surface_part(const DrawingRequest& request){  const SurfacePartRequest* surfacepartrequest    = (SurfacePartRequest*) request.request_data;  const Surface* surface = surfacepartrequest->surface;  boost::shared_ptr<GLTexture> gltexture = boost::dynamic_pointer_cast<GLTexture>(surface->get_texture());  GLSurfaceData *surface_data = reinterpret_cast<GLSurfaceData *>(surface->get_surface_data());  float uv_width = surface_data->get_uv_right() - surface_data->get_uv_left();  float uv_height = surface_data->get_uv_bottom() - surface_data->get_uv_top();  float uv_left = surface_data->get_uv_left() + (uv_width * surfacepartrequest->source.x) / surface->get_width();  float uv_top = surface_data->get_uv_top() + (uv_height * surfacepartrequest->source.y) / surface->get_height();  float uv_right = surface_data->get_uv_left() + (uv_width * (surfacepartrequest->source.x + surfacepartrequest->size.x)) / surface->get_width();  float uv_bottom = surface_data->get_uv_top() + (uv_height * (surfacepartrequest->source.y + surfacepartrequest->size.y)) / surface->get_height();  glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());  intern_draw(request.pos.x, request.pos.y,              request.pos.x + surfacepartrequest->size.x,              request.pos.y + surfacepartrequest->size.y,              uv_left,              uv_top,              uv_right,              uv_bottom,              0.0,              request.alpha,              Color(1.0, 1.0, 1.0),              Blend(),              request.drawing_effect);}
开发者ID:AndroidAppList,项目名称:Android-Supertux,代码行数:31,


示例20:

voidSpotlight::draw(DrawingContext& context){  context.push_target();  context.set_target(DrawingContext::LIGHTMAP);  light->set_color(color);  light->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));  light->set_angle(angle);  light->draw(context, position, 0);  //lightcone->set_angle(angle);  //lightcone->draw(context, position, 0);  context.set_target(DrawingContext::NORMAL);  lights->set_angle(angle);  lights->draw(context, position, 0);  base->set_angle(angle);  base->draw(context, position, 0);  center->draw(context, position, 0);  lightcone->set_angle(angle);  lightcone->draw(context, position, LAYER_FOREGROUND1 + 10);  context.pop_target();}
开发者ID:gabixdev,项目名称:supertux,代码行数:29,


示例21:

voidLight::draw(DrawingContext& context){  sprite->set_color(color);  sprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));  sprite->draw(context.light(), position, 0);}
开发者ID:brmbrmcar,项目名称:supertux,代码行数:7,


示例22: CH_STYLE

CH_STYLE(DockCtrlChStyle, Style, StyleDefault){    font        = StdFont();    barmargins  = Rect(2,2,2,2);    barheight   = font.Info().GetHeight() + 8;      tabheight   = font.Info().GetHeight() + 8;    tabmargin   = 2;    tabsel      = Rect(2, 2, 2, 2);    tabedge     = Rect(6, 6, 6, 6);    tabextendleft = 0;        const TabCtrl::Style* defguistyle = &TabCtrl::StyleDefault();  	barbackground[0] =  defguistyle->normal[0];	DockCtrlImgsLook(barshut, DockCtrlImages::I_DClose, 3);    DockCtrlImgsLook(barhide, DockCtrlImages::I_DHide, 3);    DockCtrlImgsLook(barmenu, DockCtrlImages::I_DMenu, 3);      CtrlsImageLook(tabnormal, CtrlsImg::I_TAB, 4);    CtrlsImageLook(tabfirst, CtrlsImg::I_FTAB, 4);    CtrlsImageLook(tablast, CtrlsImg::I_LTAB, 4);    CtrlsImageLook(tabboth, CtrlsImg::I_BTAB, 4);  	stdhighlight = 	StandardHighlight(Blend(SColorHighlight, SColorPaper, 90), SColorHighlight);	tabhighlight = AlphaHighlight(stdhighlight, 80);     	}
开发者ID:dreamsxin,项目名称:ultimatepp,代码行数:28,


示例23: GetSize

void DropGrid::Paint(Draw& w){	Size sz = GetSize();	Size isz = clear.GetStdSize();	if(clear_button && !notnull && IsEnabled() && IsSelected())	{		clear.Show();		clear.RightPos(3, isz.cx).TopPos((sz.cy - isz.cy) / 2, isz.cy);	}	else		clear.Hide();		GridDisplay &disp = display ? *display : list.GetDisplay();	bool hf = HasFocus();	bool isnull = rowid < 0;	Color fg = hf ? SColorHighlightText() : IsEnabled() ? SColorText() : SColorDisabled();	Color bg = !IsEnabled() || !IsEditable() 		? EditField::StyleDefault().disabled	    : notnull && isnull 	    	? Blend(SColorPaper, Color(255, 0, 0), 32)	        : hf ? SColorHighlight() : SColorPaper();	const int d = 0;		if(isnull)		w.DrawRect(d, d, sz.cx - d * 2, sz.cy - d * 2, bg);	else	{		Font fnt(StdFont());		Paint0(w, 1, 1, d, d, sz.cx - d * 2, sz.cy - d * 2, Format0(Null, rowid), 0, fg, bg, fnt);	}	if(hf)		DrawFocus(w, d - 0, d - 0, sz.cx - (d - 0) * 2, sz.cy - (d - 0) * 2);}
开发者ID:AbdelghaniDr,项目名称:mirror,代码行数:35,


示例24: MovingSprite

Candle::Candle(const ReaderMapping& lisp)  : MovingSprite(lisp, "images/objects/candle/candle.sprite", LAYER_BACKGROUNDTILES+1, COLGROUP_DISABLED),    burning(true),    flicker(true),    lightcolor(1.0f, 1.0f, 1.0f),    candle_light_1(SpriteManager::current()->create("images/objects/candle/candle-light-1.sprite")),    candle_light_2(SpriteManager::current()->create("images/objects/candle/candle-light-2.sprite")){  if(!lisp.get("name", name))  {    log_debug << "Couldn't get /"name/" property for candle." << std::endl;  }  if(!lisp.get("burning", burning))  {    log_debug << "Couldn't get /"burning/" property for candle." << std::endl;  }  if(!lisp.get("flicker", flicker))  {    log_debug << "Couldn't get /"flicker/" property for candle." << std::endl;  }  //get color from lisp  std::vector<float> vColor;  if(lisp.get("color", vColor))  {    log_debug << "Couldn't get /"color/" property for candle." << std::endl;  }  //change the light color if defined  if (vColor.size() >= 3) {    lightcolor = Color(vColor);    candle_light_1->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));    candle_light_2->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));    candle_light_1->set_color(lightcolor);    candle_light_2->set_color(lightcolor);    //the following allows the original candle appearance to be preserved    candle_light_1->set_action("white");    candle_light_2->set_action("white");  }  if (burning) {    sprite->set_action("on");  } else {    sprite->set_action("off");  }}
开发者ID:J-128,项目名称:supertux,代码行数:47,


示例25: stackedicons

FileTabs::FileTabs() :stackedicons(false), greyedicons(true),filecolor(SColorLabel),extcolor(IsDark(SColorFace()) ? Blend(White, LtBlue) : LtBlue){}
开发者ID:AbdelghaniDr,项目名称:mirror,代码行数:8,


示例26: scan_RGBA8_RGBA8

// blit src upon dest, blending with src.alphastatic void scan_RGBA8_RGBA8(RGBA8 const* src, RGBA8* dest, int w){    int x;    for( x=0; x<w; ++x )    {        RGBA8 out = Blend(*src++, *dest);        *dest++ = out;    }}
开发者ID:bcampbell,项目名称:evilpixie,代码行数:10,


示例27: Rock

Lantern::Lantern(const Vector& pos) :  Rock(pos, "images/objects/lantern/lantern.sprite"),  lightcolor(0.0f, 0.0f, 0.0f),  lightsprite(SpriteManager::current()->create("images/objects/lightmap_light/lightmap_light.sprite")){  lightsprite->set_blend(Blend(GL_SRC_ALPHA, GL_ONE));  updateColor();  SoundManager::current()->preload("sounds/willocatch.wav");}
开发者ID:leper,项目名称:supertux,代码行数:9,


示例28: OnRender

void cxAtlas::OnRender(cxRender *render,const cxMatrixF &model){    if(renders.Size() == 0 || Texture() == nullptr){        return;    }    state.Set(cxRenderState::TrianglesVBO);    state.Set(Texture());    state.Set(Blend());    render->Render(renders, model, State(), Flags());}
开发者ID:cxuhua,项目名称:cxengine,代码行数:10,



注:本文中的Blend函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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