这篇教程C++ ColorF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ColorF函数的典型用法代码示例。如果您正苦于以下问题:C++ ColorF函数的具体用法?C++ ColorF怎么用?C++ ColorF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ColorF函数的30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: set//--------------------------------------------------------------------------- bool Sky::processArguments(int argc, const char **argv){ if(argc == 0) { set(ColorF(0,0,0)); return true; } if(argc >= 3) { set(ColorF(atof(argv[0]), atof(argv[1]), atof(argv[2]))); if(argc == 3) return true; if(argc == 21) { const char * newDmlName = stringTable.insert( argv[3] ); // int matTag = atoi(argv[3]); // if (!matTag) { // Console->printf("/"%s/" not found in tag dictionary", argv[3]); // return false; // } int tx[16]; for (int i = 0; i < 16; i++) sscanf(argv[5 + i], "%d", &tx[i]); float featureAz = atof(argv[4]); set( newDmlName, featureAz, tx ); return(true); } } Console->printf("Sky: [colR colG colB] [dmlFileName rotZ i1 ... i16]"); return false;}
开发者ID:AltimorTASDK,项目名称:TribesRebirth,代码行数:33,
示例2: ifvoid CPlayerPlugin_InteractiveEntityMonitor::PrecacheLevel(){ XmlNodeRef rootNode = gEnv->pSystem->LoadXmlFromFile(INTERACTIVE_ENTITY__MONITOR_DATA_FILE); if(rootNode) { const char* pLevelName = gEnv->pGame->GetIGameFramework()->GetLevelName(); if(!pLevelName) { pLevelName = "default"; } else if( const char * pTrim = strstr(pLevelName, "/") ) { pLevelName = pTrim+1; } CGameXmlParamReader nodeDataReader(rootNode); XmlNodeRef levelNode = nodeDataReader.FindFilteredChild(pLevelName); if(!levelNode) { levelNode = nodeDataReader.FindFilteredChild("default"); } if(levelNode) { ColorB color; if(levelNode->getAttr("color", color)) { m_silhouetteInteractColor = ColorF(color.r, color.g, color.b, color.a) / 255.f; } if(levelNode->getAttr("shoot_color", color)) { m_silhouetteShootColor = ColorF(color.r, color.g, color.b, color.a) / 255.f; } } }}
开发者ID:Xydrel,项目名称:Infected,代码行数:34,
示例3: SToolboxStylevoid CToolboxApplication::SetupDefaultStyle(){ m_toolboxStyle = SToolboxStyle(); m_toolboxStyle.backgroundColor = ColorF(239 / 255.f, 239 / 255.f, 242 / 255.f); m_toolboxStyle.viewportClearColor = ColorF(0.f); m_toolboxStyle.toolWindowBorderColor = ColorB(214, 214, 214); m_toolboxStyle.delimiterColor = ColorB(150, 150, 147); m_toolboxStyle.delimiterSize = 5; m_toolboxStyle.topBarHeight = 35; m_toolboxStyle.infoBarHeight = 25; m_toolboxStyle.moverColor = ColorB(150, 150, 147); m_toolboxStyle.moverSize = 9; m_toolboxStyle.activeTabColor = ColorB(90, 142, 194); m_toolboxStyle.tabHeight = 20; m_toolboxStyle.tabWidthOffset = 25; m_toolboxStyle.tabPaddingX = 4; m_toolboxStyle.tabPaddingY = 2; m_toolboxStyle.tabFontSize = 16.f; m_toolboxStyle.tabFontColor = ColorB(51, 51, 51); m_toolboxStyle.activeTabFontColor = ColorB(255, 255, 255); m_toolboxStyle.pFont = gEnv->pCryFont->GetFont("roboto"); m_toolboxStyle.defaultFontColor = ColorB(51, 51, 51);}
开发者ID:PoppermostProductions,项目名称:Toolbox,代码行数:30,
示例4: colDefault// ------------------------------------------------------------------------void CInputDevice::CDebugPressedButtons::DebugRender(){ if (g_pInputCVars->i_debugDigitalButtons) { static float deltaY = 15.f; static float startX = 50; static float startY = 400.f; static float fontSize = 1.2f; IRenderer* pRenderer = gEnv->pRenderer; if (pRenderer) { ColorF colDefault(1.f, 1.f, 0.f,1.f); m_textPos2d.x = startX; m_textPos2d.y = startY; pRenderer->Draw2dLabel(m_textPos2d.x, m_textPos2d.y, 1.1f, ColorF(0.f,1.f,0.f,1.f), false, "Controller's Digital Buttons Activity"); m_textPos2d.y+= deltaY; pRenderer->Draw2dLabel(m_textPos2d.x, m_textPos2d.y, 1.1f, ColorF(1.f,1.f,1.f,1.f), false, string().Format("CurrentFrame:[%d]", m_frameCnt)); m_textPos2d.y+= deltaY; for (size_t i=0, kSize=m_history.size(); i< kSize; ++i) { string s = string().Format("[%d] %s [%s]", m_history[i].frame, m_history[i].key.c_str(), m_history[i].state.c_str()); pRenderer->Draw2dLabel(m_textPos2d.x, m_textPos2d.y, fontSize, m_history[i].color, false, s.c_str()); m_textPos2d.y+= deltaY; } ++m_frameCnt; } }}
开发者ID:NightOwlsEntertainment,项目名称:PetBox_A_Journey_to_Conquer_Elementary_Algebra,代码行数:29,
示例5: ColorFMpViewPort3Data::MpViewPort3Data (void){ // 3D clipping clipping = false; // initially no 3d clipping cx1 = -1; cx2 = 1; // clip box volume cy1 = -1; cy2 = 1; cz1 = -1; cz2 = 1; // 3D view (camera position and focus length) fov = defFOV; // field of view angle in degree viewtrafo = defT; // view transformation matrix // viewbox ratios vbx = vby = vbz = 1.0; // viewport frame layout frame3d_color = ColorF(0,0,0); frame3d_width = 1; frame3d_style = Solid; // base block layout (plaster block) draw_base_block = false; // set if 3D base block is drawn base_block_const_shade = true; // use const shade, no lighting base_block_depth = 0.005; // the base block depth (thickness) base_block_color = ColorF(0.8,0.8,0.8); // color of the base block base_block_line_color = ColorF(0,0,0); // color of its outlines base_block_line_width = 1; base_block_line_style = Solid; // back side walls draw_back_walls = false; // back side walls in 3D plots back_wall_const_shade = false; // use const shade, no lighting back_wall_color = ColorF(0.8,0.8,0.8); // color of the backside walls}
开发者ID:lucafuji,项目名称:Gene-Correlation,代码行数:35,
示例6: GetEntityvoid CBattleEvent::Update(SEntityUpdateContext &ctx, int updateSlot){ IEntity* pEntity = GetEntity(); if(pEntity) { Matrix34 tm = pEntity->GetWorldTM(); tm.SetTranslation(m_worldPos); pEntity->SetWorldTM(tm); if(m_numParticles > 0 && !m_pParticleEffect) { // attach the particle effect to this entity now m_pParticleEffect = gEnv->pParticleManager->FindEffect(g_pGameCVars->g_battleDust_effect->GetString()); if (m_pParticleEffect) { pEntity->LoadParticleEmitter(0, m_pParticleEffect, 0, true, true); Matrix34 tm = IParticleEffect::ParticleLoc(Vec3(0,0,0)); pEntity->SetSlotLocalTM(0, tm); } } if(m_pParticleEffect) { SEntitySlotInfo info; pEntity->GetSlotInfo(0, info); if(info.pParticleEmitter) { SpawnParams sp; sp.fCountScale = (float)m_numParticles/60.0f; info.pParticleEmitter->SetSpawnParams(sp); } } if(g_pGameCVars->g_battleDust_debug != 0) { if(g_pGameCVars->g_battleDust_debug >= 2) { if(m_numParticles > 0) { gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, m_numParticles, ColorF(0.0f,1.0f,0.0f,0.2f)); } else { gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(1.0f,0.0f,0.0f,0.2f)); } } else { if(m_numParticles > 0) { gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(0.0f,1.0f,0.0f,0.2f)); } else { gEnv->pRenderer->GetIRenderAuxGeom()->DrawSphere(m_worldPos, 0.5f, ColorF(1.0f,0.0f,0.0f,0.2f)); } } } }}
开发者ID:kitnet,项目名称:project-o,代码行数:60,
示例7: GetEntityvoid CC4Projectile::UpdateLight(float fFrameTime, bool forceColorChange){ const Matrix34& mat = GetEntity()->GetWorldTM(); m_pLightSource->SetMatrix(mat); SC4ExplosiveParams* pExplosiveParams = m_pAmmoParams->pC4ExplosiveParams; if(pExplosiveParams->pulseBeatsPerSecond > 0.f) { float fNewPulseTimer = m_pulseTimer + (fFrameTime * pExplosiveParams->pulseBeatsPerSecond); float timerScaledToWavelength = fNewPulseTimer * gf_PI; timerScaledToWavelength = (float)__fsel(timerScaledToWavelength - gf_PI2, timerScaledToWavelength - gf_PI2, timerScaledToWavelength); float finalMult = sinf(timerScaledToWavelength) * 0.5f + 0.5f; finalMult *= 1.0f - pExplosiveParams->pulseMinColorMultiplier; finalMult += pExplosiveParams->pulseMinColorMultiplier; m_pulseTimer = fNewPulseTimer; CDLight& light = m_pLightSource->GetLightProperties(); light.SetLightColor(ColorF(m_armed && m_OnSameTeam ? pExplosiveParams->armedLightColour * finalMult : pExplosiveParams->disarmedLightColour * finalMult)); } else if(forceColorChange) { CDLight& light = m_pLightSource->GetLightProperties(); light.SetLightColor(ColorF(m_armed && m_OnSameTeam ? pExplosiveParams->armedLightColour : pExplosiveParams->disarmedLightColour)); }}
开发者ID:Xydrel,项目名称:Infected,代码行数:29,
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