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自学教程:C++ ColorF函数代码示例

51自学网 2021-06-01 20:12:21
  C++
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: if

void 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: SToolboxStyle

void 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: ColorF

MpViewPort3Data::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: GetEntity

void 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: GetEntity

void 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,


示例8: ResetScene

		/// <summary>		/// カメラ、ライト、フォグ、画
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