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自学教程:C++ FLinearColor函数代码示例

51自学网 2021-06-01 20:42:32
  C++
这篇教程C++ FLinearColor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FLinearColor函数的典型用法代码示例。如果您正苦于以下问题:C++ FLinearColor函数的具体用法?C++ FLinearColor怎么用?C++ FLinearColor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FLinearColor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: ShouldBeEnabled

int32 SHistogram::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const{	static double TotalTime = 0.0f;	static uint32 NumCalls = 0;	const double StartTime = FPlatformTime::Seconds();	const TSharedRef< FSlateFontMeasure > FontMeasureService = FSlateApplication::Get().GetRenderer()->GetFontMeasureService();	// Rendering info.	const bool bEnabled  = ShouldBeEnabled( bParentEnabled );	ESlateDrawEffect::Type DrawEffects = bEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;	const FSlateBrush* TimelineAreaBrush = FEditorStyle::GetBrush("Profiler.LineGraphArea");	const FSlateBrush* WhiteBrush = FEditorStyle::GetBrush("WhiteTexture");	const FSlateBrush* FillImage  = FEditorStyle::GetBrush("TaskGraph.Mono");	// Draw background.	FSlateDrawElement::MakeBox	(		OutDrawElements,		LayerId,		AllottedGeometry.ToPaintGeometry( FVector2D(0,0), FVector2D(AllottedGeometry.Size.X,AllottedGeometry.Size.Y) ),		TimelineAreaBrush,		MyClippingRect,		DrawEffects,		TimelineAreaBrush->GetTint( InWidgetStyle ) * InWidgetStyle.GetColorAndOpacityTint()	);	LayerId++;	const float LabelBuffer = 25.0f;	// draw the grid lines	uint32 CountX = (uint32)((AllottedGeometry.Size.X-LabelBuffer*2.0f) / Description.GetBinCount());	float StartX = LabelBuffer;	static const FLinearColor GridColor = FLinearColor(0.0f,0.0f,0.0f, 0.25f);	static const FLinearColor GridTextColor = FLinearColor(1.0f,1.0f,1.0f, 0.25f);	static const FLinearColor BorderColor = FLinearColor(0.0f,0.0f,0.0f,1.0f);	FSlateFontInfo SummaryFont(FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Regular.ttf"), 8 );	const float MaxFontCharHeight = FontMeasureService->Measure( TEXT("!"), SummaryFont ).Y;	TArray<FVector2D> LinePoints;	// draw the histogram box	LinePoints.Add( FVector2D(StartX-1, LabelBuffer-1) );	LinePoints.Add( FVector2D(StartX + Description.GetBinCount()*CountX+1, LabelBuffer-1) );	LinePoints.Add( FVector2D(StartX + Description.GetBinCount()*CountX+1, AllottedGeometry.Size.Y - LabelBuffer+1) );	LinePoints.Add( FVector2D(StartX-1, AllottedGeometry.Size.Y - LabelBuffer+1) );	LinePoints.Add( FVector2D(StartX-1, LabelBuffer-1) );	FSlateDrawElement::MakeLines		(		OutDrawElements,		LayerId,		AllottedGeometry.ToPaintGeometry(),		LinePoints,		MyClippingRect,		DrawEffects,		BorderColor		);	LinePoints.Empty();	LayerId++;		// draw the vertical lines	for (int32 Index = 0; Index < Description.GetBinCount(); ++Index)	{		float MarkerPosX = StartX + Index * CountX;		LinePoints.Add( FVector2D(MarkerPosX, LabelBuffer-1) );		LinePoints.Add( FVector2D(MarkerPosX, AllottedGeometry.Size.Y - LabelBuffer+1) );		FSlateDrawElement::MakeLines			(			OutDrawElements,			LayerId,			AllottedGeometry.ToPaintGeometry(),			LinePoints,			MyClippingRect,			DrawEffects,			GridColor			);		LinePoints.Empty();		// Bottom - X-Axes numbers, starting from MinValue		const FString XLabel = FString::Printf(TEXT("%.0f"), Description.MinValue + Index*Description.Interval);		float FontCharWidth = FontMeasureService->Measure(XLabel, SummaryFont).X;		FSlateDrawElement::MakeText			(			OutDrawElements, 			LayerId, 			AllottedGeometry.ToOffsetPaintGeometry( FVector2D(MarkerPosX-FontCharWidth/2.0f,AllottedGeometry.Size.Y-LabelBuffer/2.0f-MaxFontCharHeight/2.0f) ),			XLabel,			SummaryFont, 			MyClippingRect, 			DrawEffects, 			FLinearColor::White			);	}	LayerId++;	// draw the horizontal lines	float CountY = (AllottedGeometry.Size.Y-LabelBuffer*2.0f) / 4;	float StartY = LabelBuffer;	for (int32 Index = 0; Index < 5; ++Index)	{		float MarkerPosY = StartY + Index * CountY;//.........这里部分代码省略.........
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:101,


示例2: FSlateColor

void SARInventoryItemWidget::OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent){	TextColor = FSlateColor(FLinearColor(0, 1, 0, 1));}
开发者ID:ChuckKanuck,项目名称:ActionRPGGame,代码行数:4,


示例3: FLinearColor

FLinearColor UAnimGraphNode_LocalToComponentSpace::GetNodeTitleColor() const{	return FLinearColor(0.7f, 0.7f, 0.7f);}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:4,


示例4: GetNodeTitle

void UK2Node_Timeline::FindDiffs( class UEdGraphNode* OtherNode, struct FDiffResults& Results ){    UK2Node_Timeline* Timeline1 = this;    UK2Node_Timeline* Timeline2 = Cast<UK2Node_Timeline>(OtherNode);    UBlueprint* Blueprint1 = Timeline1->GetBlueprint();    int32 Index1 = FBlueprintEditorUtils::FindTimelineIndex(Blueprint1,Timeline1->TimelineName);    UBlueprint* Blueprint2 = Timeline2->GetBlueprint();    int32 Index2 = FBlueprintEditorUtils::FindTimelineIndex(Blueprint2,Timeline2->TimelineName);    if(Index1 != INDEX_NONE && Index2 != INDEX_NONE)    {        UTimelineTemplate* Template1 = Blueprint1->Timelines[Index1];        UTimelineTemplate* Template2 = Blueprint2->Timelines[Index2];        FDiffSingleResult Diff;        Diff.Node1 = Timeline2;        Diff.Node2 = Timeline1;        if(Template1->bAutoPlay != Template2->bAutoPlay)        {            Diff.Diff = EDiffType::TIMELINE_AUTOPLAY;            FText NodeName = GetNodeTitle(ENodeTitleType::ListView);            FFormatNamedArguments Args;            Args.Add(TEXT("NodeName"), NodeName);            Diff.ToolTip =  FText::Format(LOCTEXT("DIF_TimelineAutoPlayToolTip", "Timeline '{NodeName}' had its AutoPlay state changed"), Args);            Diff.DisplayColor = FLinearColor(0.15f,0.61f,0.15f);            Diff.DisplayString = FText::Format(LOCTEXT("DIF_TimelineAutoPlay", "Timeline AutoPlay Changed '{NodeName}'"), Args);            Results.Add(Diff);        }        if(Template1->bLoop != Template2->bLoop)        {            Diff.Diff = EDiffType::TIMELINE_LOOP;            FText NodeName = GetNodeTitle(ENodeTitleType::ListView);            FFormatNamedArguments Args;            Args.Add(TEXT("NodeName"), NodeName);            Diff.ToolTip =  FText::Format(LOCTEXT("DIF_TimelineLoopingToolTip", "Timeline '{NodeName}' had its looping state changed"), Args);            Diff.DisplayColor = FLinearColor(0.75f,0.1f,0.75f);            Diff.DisplayString =  FText::Format(LOCTEXT("DIF_TimelineLooping", "Timeline Loop Changed '{NodeName}'"), Args);            Results.Add(Diff);        }        if(Template1->TimelineLength != Template2->TimelineLength)        {            FText NodeName = GetNodeTitle(ENodeTitleType::ListView);            FFormatNamedArguments Args;            Args.Add(TEXT("NodeName"), NodeName);            Args.Add(TEXT("TimelineLength1"), Template1->TimelineLength);            Args.Add(TEXT("TimelineLength2"), Template2->TimelineLength);            Diff.Diff = EDiffType::TIMELINE_LENGTH;            Diff.ToolTip = FText::Format(LOCTEXT("DIF_TimelineLengthToolTip", "Length of Timeline '{NodeName}' has changed. Was {TimelineLength1}, but is now {TimelineLength2}"), Args);            Diff.DisplayColor = FLinearColor(0.25f,0.1f,0.15f);            Diff.DisplayString =  FText::Format(LOCTEXT("DIF_TimelineLength", "Timeline Length '{NodeName}' [{TimelineLength1} -> {TimelineLength2}]"), Args);            Results.Add(Diff);        }        if (Template1->bIgnoreTimeDilation != Template2->bIgnoreTimeDilation)        {            Diff.Diff = EDiffType::TIMELINE_IGNOREDILATION;            FText NodeName = GetNodeTitle(ENodeTitleType::ListView);            FFormatNamedArguments Args;            Args.Add(TEXT("NodeName"), NodeName);            Diff.ToolTip = FText::Format(LOCTEXT("DIF_TimelineIgnoreDilationToolTip", "Timeline '{NodeName}' had its ignore time dilation state changed"), Args);            Diff.DisplayColor = FLinearColor(0.75f, 0.1f, 0.75f);            Diff.DisplayString = FText::Format(LOCTEXT("DIF_TimelineIgnoreDilation", "Timeline IgnoreTimeDilation Changed '{NodeName}'"), Args);            Results.Add(Diff);        }        //something specific inside has changed        if(Diff.Diff == EDiffType::NO_DIFFERENCE)        {            FindExactTimelineDifference(Results, Diff, Template1->EventTracks, Template2->EventTracks, LOCTEXT("Event", "Event").ToString());            FindExactTimelineDifference(Results, Diff, Template1->FloatTracks, Template2->FloatTracks, LOCTEXT("Float", "Float").ToString());            FindExactTimelineDifference(Results, Diff, Template1->VectorTracks, Template2->VectorTracks,  LOCTEXT("Vector", "Vector").ToString() );        }    }}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:84,


示例5: FLinearColor

/** Converts an XYZ color to xyzY, where xy and z are chrominance measures and Y is the brightness. */FLinearColor FLinearColorUtils::XYZToxyzY(const FLinearColor& InColor){	const float InvTotal = 1.0f / FMath::Max(InColor.R + InColor.G + InColor.B, (float)SMALL_NUMBER);	return FLinearColor(InColor.R * InvTotal, InColor.G * InvTotal, InColor.B * InvTotal, InColor.G);}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:6,


示例6: SCOPED_DRAW_EVENT

void FRCPassPostProcessNoiseBlur::Process(FRenderingCompositePassContext& Context){	SCOPED_DRAW_EVENT(Context.RHICmdList, NoiseBlur);	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);	if(!InputDesc)	{		// input is not hooked up correctly		return;	}	const FSceneView& View = Context.View;	const FSceneViewFamily& ViewFamily = *(View.Family);	FIntPoint SrcSize = InputDesc->Extent;	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;	// e.g. 4 means the input texture is 4x smaller than the buffer size	uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;	FIntRect SrcRect = View.ViewRect / ScaleFactor;	FIntRect DestRect = SrcRect;	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);	// Set the view family's render target/viewport.	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());	// is optimized away if possible (RT size=view size, )	Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, DestRect);	Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );	// set the state	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());		if(Quality == 0)	{		SetNoiseBlurShader<0>(Context, Radius);	}	else if(Quality == 1)	{		SetNoiseBlurShader<1>(Context, Radius);	}	else	{		SetNoiseBlurShader<2>(Context, Radius);	}	// Draw a quad mapping scene color to the view's render target	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());	DrawRectangle(		Context.RHICmdList,		DestRect.Min.X, DestRect.Min.Y,		DestRect.Width(), DestRect.Height(),		SrcRect.Min.X, SrcRect.Min.Y,		SrcRect.Width(), SrcRect.Height(),		DestSize,		SrcSize,		*VertexShader,		EDRF_UseTriangleOptimization);	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:67,


示例7: DiffR_PinTypeChanged

/** Diff result when a pin type was changed */static void DiffR_PinTypeChanged(FDiffResults& Results, class UEdGraphPin* Pin2, class UEdGraphPin* Pin1){	if(Results)	{		FEdGraphPinType Type1 = Pin1->PinType;		FEdGraphPinType Type2 = Pin2->PinType;		FDiffSingleResult Diff;		const UObject* T1Obj = Type1.PinSubCategoryObject.Get();		const UObject* T2Obj = Type2.PinSubCategoryObject.Get();		if(Type1.PinCategory != Type2.PinCategory)		{			Diff.Diff = EDiffType::PIN_TYPE_CATEGORY;			Diff.ToolTip = FText::Format(LOCTEXT("DIF_PinCategoryToolTipFmt", "Pin '{0}' Category was '{1}', but is now '{2}"), FText::FromString(Pin2->PinName), FText::FromString(Pin1->PinType.PinCategory), FText::FromString(Pin2->PinType.PinCategory));			Diff.DisplayColor = FLinearColor(0.15f,0.53f,0.15f);			Diff.DisplayString = FText::Format(LOCTEXT("DIF_PinCategoryFmt", "Pin Category '{0}' ['{1}' -> '{2}']"), FText::FromString(Pin2->PinName), FText::FromString(Pin1->PinType.PinCategory), FText::FromString(Pin2->PinType.PinCategory));		}		else if(Type1.PinSubCategory != Type2.PinSubCategory)		{			Diff.Diff = EDiffType::PIN_TYPE_SUBCATEGORY;			Diff.ToolTip = FText::Format(LOCTEXT("DIF_PinSubCategoryToolTipFmt", "Pin '{0}' SubCategory was '{1}', but is now '{2}"), FText::FromString(Pin2->PinName), FText::FromString(Pin1->PinType.PinSubCategory), FText::FromString(Pin2->PinType.PinSubCategory));			Diff.DisplayColor = FLinearColor(0.45f,0.53f,0.65f);			Diff.DisplayString = FText::Format(LOCTEXT("DIF_PinSubCategoryFmt", "Pin SubCategory '{0}'  ['{1}' -> '{2}']"), FText::FromString(Pin2->PinName), FText::FromString(Pin1->PinType.PinSubCategory), FText::FromString(Pin2->PinType.PinSubCategory));		}		else if(T1Obj != T2Obj && (T1Obj && T2Obj ) &&			(T1Obj->GetFName() != T2Obj->GetFName()))		{			FString Obj1 = T1Obj->GetFName().ToString();			FString Obj2 = T2Obj->GetFName().ToString();			Diff.Diff = EDiffType::PIN_TYPE_SUBCATEGORY_OBJECT;			Diff.ToolTip = FText::Format(LOCTEXT("DIF_PinSubCategorObjToolTipFmt", "Pin '{0}' was SubCategoryObject '{1}', but is now '{2}"), FText::FromString(Pin2->PinName), FText::FromString(Obj1), FText::FromString(Obj2));			Diff.DisplayColor = FLinearColor(0.45f,0.13f,0.25f);			Diff.DisplayString = FText::Format(LOCTEXT("DIF_PinSubCategoryObjFmt", "Pin SubCategoryObject '{0}' ['{1}' -> '{2}']"), FText::FromString(Pin2->PinName), FText::FromString(Obj1), FText::FromString(Obj2));		}		else if(Type1.bIsArray != Type2.bIsArray)		{			Diff.Diff = EDiffType::PIN_TYPE_IS_ARRAY;			FText IsArray1 = Pin1->PinType.bIsArray ? LOCTEXT("true", "true") : LOCTEXT("false", "false");			FText IsArray2 = Pin2->PinType.bIsArray ? LOCTEXT("true", "true") : LOCTEXT("false", "false");			Diff.ToolTip = FText::Format(LOCTEXT("DIF_PinIsArrayToolTipFmt", "PinType IsArray for '{0}' modified. Was '{1}', but is now '{2}"), FText::FromString(Pin2->PinName), IsArray1, IsArray2);			Diff.DisplayString = FText::Format(LOCTEXT("DIF_PinIsArrayFmt", "Pin IsArray '{0}' ['{1}' -> '{2}']"), FText::FromString(Pin2->PinName), IsArray1, IsArray2);			Diff.DisplayColor = FLinearColor(0.45f,0.33f,0.35f);		}		else if(Type1.bIsReference != Type2.bIsReference)		{			Diff.Diff = EDiffType::PIN_TYPE_IS_REF;			FText IsRef1 = Pin1->PinType.bIsReference ? LOCTEXT("true", "true") : LOCTEXT("false", "false");			FText IsRef2 = Pin2->PinType.bIsReference ? LOCTEXT("true", "true") : LOCTEXT("false", "false");			Diff.ToolTip = FText::Format(LOCTEXT("DIF_PinIsRefToolTipFmt", "PinType IsReference for '{0}' modified. Was '{1}', but is now '{2}"), FText::FromString(Pin2->PinName), IsRef1, IsRef2);			Diff.DisplayColor = FLinearColor(0.25f,0.43f,0.35f);			Diff.DisplayString = FText::Format(LOCTEXT("DIF_PinIsRefFmt", "Pin IsReference '{0}' ['{1}' -> '{2}']"), FText::FromString(Pin2->PinName), IsRef1, IsRef2);		}		Diff.Pin1 = Pin1;		Diff.Pin2 = Pin2;		Results.Add(Diff);	}}
开发者ID:Codermay,项目名称:Unreal4,代码行数:64,


示例8: TileItem

void AAbilitySystemDebugHUD::DrawWithBackground(UFont* InFont, const FString& Text, const FColor& TextColor, EAlignHorizontal::Type HAlign, float& OffsetX, EAlignVertical::Type VAlign, float& OffsetY, float Alpha){	float SizeX, SizeY;	Canvas->StrLen(InFont, Text, SizeX, SizeY);	const float PosX = (HAlign == EAlignHorizontal::Center) ? OffsetX + (Canvas->ClipX - SizeX) * 0.5f :		(HAlign == EAlignHorizontal::Left) ? Canvas->OrgX + OffsetX :		Canvas->ClipX - SizeX - OffsetX;	const float PosY = (VAlign == EAlignVertical::Center) ? OffsetY + (Canvas->ClipY - SizeY) * 0.5f :		(VAlign == EAlignVertical::Top) ? Canvas->OrgY + OffsetY :		Canvas->ClipY - SizeY - OffsetY;	const float BoxPadding = 5.0f;	const float X = PosX - BoxPadding;	const float Y = PosY - BoxPadding;	const float Z = 0.1f;	FCanvasTileItem TileItem(FVector2D(X, Y), FVector2D(SizeX + BoxPadding * 2.0f, SizeY + BoxPadding * 2.0f), FLinearColor(0.75f, 0.75f, 0.75f, Alpha));	Canvas->DrawItem(TileItem);	FLinearColor TextCol(TextColor);	TextCol.A = Alpha;	FCanvasTextItem TextItem(FVector2D(PosX, PosY), FText::FromString(Text), GEngine->GetSmallFont(), TextCol);	Canvas->DrawItem(TextItem);	OffsetY += 25;}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:28,


示例9: PrintString

void AGameplayDebuggingHUDComponent::DrawEQSItemDetails(int32 ItemIdx, class UGameplayDebuggingComponent *DebugComponent){#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS	const float PosY = DefaultContext.CursorY + 1.0f;	float PosX = DefaultContext.CursorX;	const int32 EQSIndex = DebugComponent->EQSLocalData.Num() > 0 ? FMath::Clamp(DebugComponent->CurrentEQSIndex, 0, DebugComponent->EQSLocalData.Num() - 1) : INDEX_NONE;	auto& CurrentLocalData = DebugComponent->EQSLocalData[EQSIndex];	const EQSDebug::FItemData& ItemData = CurrentLocalData.Items[ItemIdx];	PrintString(DefaultContext, FColor::White, ItemData.Desc, PosX, PosY);	PosX += ItemDescriptionWidth;	FString ScoreDesc = FString::Printf(TEXT("%.2f"), ItemData.TotalScore);	PrintString(DefaultContext, FColor::Yellow, ScoreDesc, PosX, PosY);	PosX += ItemScoreWidth;	FCanvasTileItem ActiveTileItem(FVector2D(0, PosY + 15.0f), GWhiteTexture, FVector2D(0, 2.0f), FLinearColor::Yellow);	FCanvasTileItem BackTileItem(FVector2D(0, PosY + 15.0f), GWhiteTexture, FVector2D(0, 2.0f), FLinearColor(0.1f, 0.1f, 0.1f));	const float BarWidth = 80.0f;	const int32 NumTests = ItemData.TestScores.Num();	float TotalWeightedScore = 0.0f;	for (int32 Idx = 0; Idx < NumTests; Idx++)	{		TotalWeightedScore += ItemData.TestScores[Idx];	}	for (int32 Idx = 0; Idx < NumTests; Idx++)	{		const float ScoreW = ItemData.TestScores[Idx];		const float ScoreN = ItemData.TestValues[Idx];		FString DescScoreW = FString::Printf(TEXT("%.2f"), ScoreW);		FString DescScoreN = (ScoreN == UEnvQueryTypes::SkippedItemValue) ? TEXT("SKIP") : FString::Printf(TEXT("%.2f"), ScoreN);		FString TestDesc = DescScoreW + FString(" {LightBlue}") + DescScoreN;		float Pct = (TotalWeightedScore > KINDA_SMALL_NUMBER) ? (ScoreW / TotalWeightedScore) : 0.0f;		ActiveTileItem.Position.X = PosX;		ActiveTileItem.Size.X = BarWidth * Pct;		BackTileItem.Position.X = PosX + ActiveTileItem.Size.X;		BackTileItem.Size.X = FMath::Max(BarWidth * (1.0f - Pct), 0.0f);		DrawItem(DefaultContext, ActiveTileItem, ActiveTileItem.Position.X, ActiveTileItem.Position.Y);		DrawItem(DefaultContext, BackTileItem, BackTileItem.Position.X, BackTileItem.Position.Y);		PrintString(DefaultContext, FColor::Green, TestDesc, PosX, PosY);		PosX += TestScoreWidth;	}#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:51,


示例10: check

void FSteamVRHMD::RenderTexture_RenderThread(FRHICommandListImmediate& RHICmdList, FTexture2DRHIParamRef BackBuffer, FTexture2DRHIParamRef SrcTexture) const{	check(IsInRenderingThread());	UpdateLayerTextures();	if (bSplashIsShown)	{		SetRenderTarget(RHICmdList, SrcTexture, FTextureRHIRef());		RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, (float)ERHIZBuffer::FarPlane, false, 0, FIntRect());	}	if (WindowMirrorMode != 0)	{		const uint32 ViewportWidth = BackBuffer->GetSizeX();		const uint32 ViewportHeight = BackBuffer->GetSizeY();		SetRenderTarget(RHICmdList, BackBuffer, FTextureRHIRef());		RHICmdList.SetViewport(0, 0, 0, ViewportWidth, ViewportHeight, 1.0f);		RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());		RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());		RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());		const auto FeatureLevel = GMaxRHIFeatureLevel;		auto ShaderMap = GetGlobalShaderMap(FeatureLevel);		TShaderMapRef<FScreenVS> VertexShader(ShaderMap);		TShaderMapRef<FScreenPS> PixelShader(ShaderMap);		static FGlobalBoundShaderState BoundShaderState;		SetGlobalBoundShaderState(RHICmdList, FeatureLevel, BoundShaderState, RendererModule->GetFilterVertexDeclaration().VertexDeclarationRHI, *VertexShader, *PixelShader);		PixelShader->SetParameters(RHICmdList, TStaticSamplerState<SF_Bilinear>::GetRHI(), SrcTexture);		if (WindowMirrorMode == 1)		{			// need to clear when rendering only one eye since the borders won't be touched by the DrawRect below			RHICmdList.Clear(true, FLinearColor::Black, false, 0, false, 0, FIntRect());			RendererModule->DrawRectangle(				RHICmdList,				ViewportWidth / 4, 0,				ViewportWidth / 2, ViewportHeight,				0.1f, 0.2f,				0.3f, 0.6f,				FIntPoint(ViewportWidth, ViewportHeight),				FIntPoint(1, 1),				*VertexShader,				EDRF_Default);		}		else if (WindowMirrorMode == 2)		{			RendererModule->DrawRectangle(				RHICmdList,				0, 0,				ViewportWidth, ViewportHeight,				0.0f, 0.0f,				1.0f, 1.0f,				FIntPoint(ViewportWidth, ViewportHeight),				FIntPoint(1, 1),				*VertexShader,				EDRF_Default);		}	}}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:66,


示例11: ShouldBeEnabled

int32 SObjectNameEditableTextBox::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const{	int32 StartLayer = SCompoundWidget::OnPaint( Args, AllottedGeometry, MyClippingRect, OutDrawElements, LayerId, InWidgetStyle, bParentEnabled );	const int32 TextLayer = 1;	// See if a disabled effect should be used	bool bEnabled = ShouldBeEnabled( bParentEnabled );	ESlateDrawEffect::Type DrawEffects = (bEnabled) ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;	const double CurrentTime = FSlateApplication::Get().GetCurrentTime();	// Draw highlight targeting effect	const float TimeSinceHighlightInteraction = (float)( CurrentTime - LastCommittedTime );	if( TimeSinceHighlightInteraction <= HighlightTargetEffectDuration )	{		// Compute animation progress		float EffectAlpha = FMath::Clamp( TimeSinceHighlightInteraction / HighlightTargetEffectDuration, 0.0f, 1.0f );		EffectAlpha = 1.0f - EffectAlpha * EffectAlpha;  // Inverse square falloff (looks nicer!)		float EffectOpacity = EffectAlpha;		// Figure out a universally visible highlight color.		FLinearColor HighlightTargetColorAndOpacity = ( (FLinearColor::White - ColorAndOpacity.Get())*0.5f + FLinearColor(+0.4f, +0.1f, -0.2f)) * InWidgetStyle.GetColorAndOpacityTint();		HighlightTargetColorAndOpacity.A = HighlightTargetOpacity * EffectOpacity * 255.0f;		// Compute the bounds offset of the highlight target from where the highlight target spring		// extents currently lie.  This is used to "grow" or "shrink" the highlight as needed.		const float CommittingAnimOffset = CommittingAnimOffsetPercent * AllottedGeometry.Size.Y;		// Choose an offset amount depending on whether we're highlighting, or clearing highlight		const float EffectOffset = EffectAlpha * CommittingAnimOffset;		const float HighlightLeftX = HighlightTargetLeftSpring.GetPosition() - EffectOffset;		const float HighlightRightX = HighlightTargetRightSpring.GetPosition() + EffectOffset;		const float HighlightTopY = 0.0f - EffectOffset;		const float HighlightBottomY = AllottedGeometry.Size.Y + EffectOffset;		const FVector2D DrawPosition = FVector2D( HighlightLeftX, HighlightTopY );		const FVector2D DrawSize = FVector2D( HighlightRightX - HighlightLeftX, HighlightBottomY - HighlightTopY );		const FSlateBrush* StyleInfo = FEditorStyle::GetBrush("DetailsView.NameChangeCommitted");		// NOTE: We rely on scissor clipping for the highlight rectangle		FSlateDrawElement::MakeBox(			OutDrawElements,			LayerId + TextLayer,			AllottedGeometry.ToPaintGeometry( DrawPosition, DrawSize ),	// Position, Size, Scale			StyleInfo,													// Style			MyClippingRect,												// Clipping rect			DrawEffects,												// Effects to use			HighlightTargetColorAndOpacity );							// Color	}	return LayerId + TextLayer;}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:56,


示例12: FLinearColor

FLinearColor UK2Node_Switch::GetNodeTitleColor() const{	// Use yellow for now	return FLinearColor(255.0f, 255.0f, 0.0f);}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:5,


示例13: FLinearColor

FLinearColor FCurveAssetEditor::GetWorldCentricTabColorScale() const{	return FLinearColor( 0.0f, 0.0f, 0.2f, 0.5f );}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:4,


示例14: SCOPED_DRAW_EVENT

void FRCPassPostProcessScreenSpaceReflections::Process(FRenderingCompositePassContext& Context){	SCOPED_DRAW_EVENT(Context.RHICmdList, ScreenSpaceReflections);	const FSceneView& View = Context.View;	const auto FeatureLevel = Context.GetFeatureLevel();	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);	// Set the view family's render target/viewport.	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());	Context.RHICmdList.Clear(true, FLinearColor(0, 0, 0, 0), false, 1.0f, false, 0, FIntRect());	Context.SetViewportAndCallRHI(View.ViewRect);	// set the state	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());	int SSRQuality = ComputeSSRQuality(View.FinalPostProcessSettings.ScreenSpaceReflectionQuality);	SSRQuality = FMath::Clamp(SSRQuality, 1, 4);		uint32 iPreFrame = bPrevFrame ? 1 : 0;	if (View.Family->EngineShowFlags.VisualizeSSR)	{		iPreFrame = 0;		SSRQuality = 0;	}	TShaderMapRef< FPostProcessVS > VertexShader(Context.GetShaderMap());	#define CASE(A, B) /		case (A + 2 * (B + 3 * 0 )): /		{ /			TShaderMapRef< FPostProcessScreenSpaceReflectionsPS<A, B> > PixelShader(Context.GetShaderMap()); /			static FGlobalBoundShaderState BoundShaderState; /			SetGlobalBoundShaderState(Context.RHICmdList, FeatureLevel, BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader); /			VertexShader->SetParameters(Context); /			PixelShader->SetParameters(Context); /		}; /		break	switch (iPreFrame + 2 * (SSRQuality + 3 * 0))	{		CASE(0,0);		CASE(0,1);	CASE(1,1);		CASE(0,2);	CASE(1,2);		CASE(0,3);	CASE(1,3);		CASE(0,4);	CASE(1,4);		default:			check(!"Missing case in FRCPassPostProcessScreenSpaceReflections");	}	#undef CASE	// Draw a quad mapping scene color to the view's render target	DrawRectangle( 		Context.RHICmdList,		0, 0,		View.ViewRect.Width(), View.ViewRect.Height(),		View.ViewRect.Min.X, View.ViewRect.Min.Y, 		View.ViewRect.Width(), View.ViewRect.Height(),		View.ViewRect.Size(),		GSceneRenderTargets.GetBufferSizeXY(),		*VertexShader,		EDRF_UseTriangleOptimization);	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:71,


示例15: MakeShareable

void FCodeEditorStyle::Initialize(){	// Only register once	if( StyleSet.IsValid() )	{		return;	}	StyleSet = MakeShareable(new FSlateStyleSet("CodeEditor") );	StyleSet->SetContentRoot(FPaths::EnginePluginsDir() / TEXT("Experimental/CodeEditor/Resources"));	// Icons	{		StyleSet->Set("CodeEditor.TabIcon", new IMAGE_BRUSH("UI/CodeEditor_16x", Icon16x16));		StyleSet->Set("CodeEditor.Save", new IMAGE_BRUSH("UI/Save_40x", Icon40x40));		StyleSet->Set("CodeEditor.Save.Small", new IMAGE_BRUSH("UI/Save_40x", Icon16x16));		StyleSet->Set("CodeEditor.SaveAll", new IMAGE_BRUSH("UI/SaveAll_40x", Icon40x40));		StyleSet->Set("CodeEditor.SaveAll.Small", new IMAGE_BRUSH("UI/SaveAll_40x", Icon16x16));	}	const FSlateFontInfo Consolas10  = TTF_FONT("Font/DroidSansMono", 9);	const FTextBlockStyle NormalText = FTextBlockStyle()		.SetFont(Consolas10)		.SetColorAndOpacity(FLinearColor::White)		.SetShadowOffset(FVector2D::ZeroVector)		.SetShadowColorAndOpacity(FLinearColor::Black)		.SetHighlightColor(FLinearColor(0.02f, 0.3f, 0.0f))		.SetHighlightShape(BOX_BRUSH("UI/TextBlockHighlightShape", FMargin(3.f / 8.f)));	// Text editor	{		StyleSet->Set("TextEditor.NormalText", NormalText);		StyleSet->Set("SyntaxHighlight.CPP.Normal", FTextBlockStyle(NormalText).SetColorAndOpacity(FLinearColor(FColor(0xffdfd706))));// yellow		StyleSet->Set("SyntaxHighlight.CPP.Operator", FTextBlockStyle(NormalText).SetColorAndOpacity(FLinearColor(FColor(0xffcfcfcf)))); // light grey		StyleSet->Set("SyntaxHighlight.CPP.Keyword", FTextBlockStyle(NormalText).SetColorAndOpacity(FLinearColor(FColor(0xff006ab4)))); // blue		StyleSet->Set("SyntaxHighlight.CPP.String", FTextBlockStyle(NormalText).SetColorAndOpacity(FLinearColor(FColor(0xff9e4a1e)))); // pinkish		StyleSet->Set("SyntaxHighlight.CPP.Number", FTextBlockStyle(NormalText).SetColorAndOpacity(FLinearColor(FColor(0xff6db3a8)))); // cyan		StyleSet->Set("SyntaxHighlight.CPP.Comment", FTextBlockStyle(NormalText).SetColorAndOpacity(FLinearColor(FColor(0xff57a64a)))); // green		StyleSet->Set("SyntaxHighlight.CPP.PreProcessorKeyword", FTextBlockStyle(NormalText).SetColorAndOpacity(FLinearColor(FColor(0xffcfcfcf)))); // light grey		StyleSet->Set("TextEditor.Border", new BOX_BRUSH("UI/TextEditorBorder", FMargin(4.0f/16.0f), FLinearColor(0.02f,0.02f,0.02f,1)));		const FEditableTextBoxStyle EditableTextBoxStyle = FEditableTextBoxStyle()			.SetBackgroundImageNormal( FSlateNoResource() )			.SetBackgroundImageHovered( FSlateNoResource() )			.SetBackgroundImageFocused( FSlateNoResource() )			.SetBackgroundImageReadOnly( FSlateNoResource() );				StyleSet->Set("TextEditor.EditableTextBox", EditableTextBoxStyle);	}	// Project editor	{		StyleSet->Set("ProjectEditor.Border", new BOX_BRUSH("UI/TextEditorBorder", FMargin(4.0f/16.0f), FLinearColor(0.048f,0.048f,0.048f,1)));		StyleSet->Set("ProjectEditor.Icon.Project", new IMAGE_BRUSH("UI/FolderClosed", Icon16x16, FLinearColor(0.25f,0.25f,0.25f,1)));		StyleSet->Set("ProjectEditor.Icon.Folder", new IMAGE_BRUSH("UI/FolderClosed", Icon16x16, FLinearColor(0.25f,0.25f,0.25f,1)));		StyleSet->Set("ProjectEditor.Icon.File", new IMAGE_BRUSH("UI/GenericFile", Icon16x16));		StyleSet->Set("ProjectEditor.Icon.GenericFile", new IMAGE_BRUSH("UI/GenericFile", Icon16x16));	}	FSlateStyleRegistry::RegisterSlateStyle( *StyleSet.Get() );}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:67,


示例16: BuildDistortionTextures

void ULeapMotionImageComponent::UpdateImageTexture(){	FLeapMotionDevice* Device = FLeapMotionControllerPlugin::GetLeapDeviceSafe();	if (Device && Device->IsConnected())	{		Device->SetReferenceFrameOncePerTick();	}		if (Device && Device->IsConnected() && Device->Frame().images().count() > 1)	{		Leap::ImageList ImageList = Device->Frame().images();				for (int eye = 0; eye < 2; eye++)		{			Leap::Image Image = ImageList[eye];			bool isRGB = Image.format() != Leap::Image::INFRARED;			UTexture2D*& Texture = eye ? ImagePassthroughRight : ImagePassthroughLeft;			UTexture2D*& Distortion = eye ? DistortionTextureRight : DistortionTextureLeft;						// Recreate the image & distortion textures.			if (!Texture || Image.width() != Texture->PlatformData->SizeX || Image.height() != Texture->PlatformData->SizeY)			{				EPixelFormat PixelFormat = !isRGB ? PF_G8 : PF_R8G8B8A8;				Texture = UTexture2D::CreateTransient(Image.width(), Image.height(), PixelFormat);				Texture->SRGB = 0;				Texture->UpdateResource();				Distortion = BuildDistortionTextures(Image);				if (isRGB)				{					DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("BaseTextureRGB_Right") : TEXT("BaseTextureRGB"), Texture);					DynamicPassthroughMaterial->SetScalarParameterValue(TEXT("ImageFormat"), 1.0);				}				else				{					DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("BaseTextureIR_Right") : TEXT("BaseTextureIR"), Texture);					DynamicPassthroughMaterial->SetScalarParameterValue(TEXT("ImageFormat"), -1.0);				}				DynamicPassthroughMaterial->SetTextureParameterValue(eye ? TEXT("DistortionTextureRight") : TEXT("DistortionTexture"), Distortion);				if (GEngine && GEngine->GameViewport && GEngine->GameViewport->Viewport)				{					FIntPoint Resolution = GEngine->GameViewport->Viewport->GetSizeXY();					FLinearColor ScreenRes = FLinearColor(Resolution.X, Resolution.Y, 0.f, 0.f);					DynamicPassthroughMaterial->SetVectorParameterValue(TEXT("ScreenResolution"), ScreenRes);				}								AttachDisplaySurface();			}			// Extract the image 			{				UTexture2D*& Texture = eye ? ImagePassthroughRight : ImagePassthroughLeft;				const uint8* LeapData = Image.data();				const int LeapDataSize = Image.width() * Image.height() * Image.bytesPerPixel();				//Check for dragonfly				if (!isRGB)				{					uint8* Dest = (uint8*)Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);					FMemory::Memcpy(Dest, LeapData, LeapDataSize);				}				else				{					uint32* Dest = (uint32*)Texture->PlatformData->Mips[0].BulkData.Lock(LOCK_READ_WRITE);					FMemory::Memcpy(Dest, LeapData, LeapDataSize);				}				Texture->PlatformData->Mips[0].BulkData.Unlock();				Texture->UpdateResource();			}			// Hack: need to update distortion texture every frame to handle device flipping.			UpdateDistortionTextures(Image, Distortion);		}		const bool bUsingHmd = GEngine->HMDDevice.IsValid() && GEngine->HMDDevice->IsHeadTrackingAllowed();		DynamicPassthroughMaterial->SetScalarParameterValue("HorizontalTanHalfFOV", bUsingHmd ? 1.4f : 1.0f);	}	else	{		// We can't find two images, that might be due to device being detached & maybe exchanged later -- trigger reset.		ImagePassthroughLeft = nullptr;		ImagePassthroughRight = nullptr;		DistortionTextureLeft = nullptr;		DistortionTextureRight = nullptr;	}}
开发者ID:ccrismond,项目名称:ueLeapChanges,代码行数:93,


示例17: RangeToScreen

int32 FVisualLoggerTimeSliderController::OnPaintSectionView( const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, bool bEnabled, bool bDisplayTickLines, bool bDisplayScrubPosition  ) const{	const ESlateDrawEffect::Type DrawEffects = bEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;	TRange<float> LocalViewRange = TimeSliderArgs.ViewRange.Get();	float LocalScrubPosition = TimeSliderArgs.ScrubPosition.Get();	float ViewRange = LocalViewRange.Size<float>();	float PixelsPerInput = ViewRange > 0 ? AllottedGeometry.Size.X / ViewRange : 0;	float LinePos =  (LocalScrubPosition - LocalViewRange.GetLowerBoundValue()) * PixelsPerInput;	FScrubRangeToScreen RangeToScreen( LocalViewRange, AllottedGeometry.Size );	if( bDisplayTickLines )	{		// Draw major tick lines in the section area		FDrawTickArgs Args;		Args.AllottedGeometry = AllottedGeometry;		Args.bMirrorLabels = false;		Args.bOnlyDrawMajorTicks = true;		Args.TickColor = FLinearColor( 0.3f, 0.3f, 0.3f, 0.3f );		Args.ClippingRect = MyClippingRect;		Args.DrawEffects = DrawEffects;		// Draw major ticks under sections		Args.StartLayer = LayerId-1;		// Draw the tick the entire height of the section area		Args.TickOffset = 0.0f;		Args.MajorTickHeight = AllottedGeometry.Size.Y;		DrawTicks( OutDrawElements, RangeToScreen, Args );	}	if( bDisplayScrubPosition )	{		// Draw cursor size		const float CursorHalfSize = TimeSliderArgs.CursorSize.Get() * 0.5f;		const float CursorHalfLength = AllottedGeometry.Size.X * CursorHalfSize;		FPaintGeometry CursorGeometry = AllottedGeometry.ToPaintGeometry(FVector2D(LinePos - CursorHalfLength, 0), FVector2D(2 * CursorHalfLength, AllottedGeometry.Size.Y));		FSlateDrawElement::MakeBox(			OutDrawElements,			++LayerId,			CursorGeometry,			CursorBackground,			MyClippingRect,			DrawEffects,			FLinearColor::White.CopyWithNewOpacity(0.08f)			);		// Draw a line for the scrub position		TArray<FVector2D> LinePoints;		LinePoints.AddUninitialized(2);		LinePoints[0] = FVector2D( 1.0f, 0.0f );		LinePoints[1] = FVector2D( 1.0f, FMath::RoundToFloat( AllottedGeometry.Size.Y ) );		FSlateDrawElement::MakeLines(			OutDrawElements,			++LayerId,			AllottedGeometry.ToPaintGeometry( FVector2D(LinePos, 0.0f ), FVector2D(1.0f,1.0f) ),			LinePoints,			MyClippingRect,			DrawEffects,			FLinearColor::White.CopyWithNewOpacity(0.39f),			false			);	}	return LayerId;}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:70,


示例18: SNew

TSharedRef<SWidget> SCAQueryTableRow::GenerateWidgetForColumn(const FName& ColumnName){	TSharedPtr<SCollisionAnalyzer> OwnerAnalyzerWidget = OwnerAnalyzerWidgetPtr.Pin();	// GROUP	if(Item->bIsGroup)	{		if (ColumnName == TEXT("ID"))		{			return	SNew(SExpanderArrow, SharedThis(this));		}		else if (ColumnName == TEXT("Frame") && OwnerAnalyzerWidget->GroupBy == EQueryGroupMode::ByFrameNum)		{			return	SNew(STextBlock)					.Font(FEditorStyle::GetFontStyle("BoldFont"))					.Text(FText::AsNumber(Item->FrameNum));		}		else if (ColumnName == TEXT("Tag") && OwnerAnalyzerWidget->GroupBy == EQueryGroupMode::ByTag)		{			return	SNew(STextBlock)					.Font(FEditorStyle::GetFontStyle("BoldFont"))					.Text(FText::FromName(Item->GroupName));		}		else if (ColumnName == TEXT("Owner") && OwnerAnalyzerWidget->GroupBy == EQueryGroupMode::ByOwnerTag)		{			return	SNew(STextBlock)					.Font(FEditorStyle::GetFontStyle("BoldFont"))					.Text(FText::FromName(Item->GroupName));		}		else if (ColumnName == TEXT("Time"))		{			return	SNew(STextBlock)					.Font(FEditorStyle::GetFontStyle("BoldFont"))					.Text(this, &SCAQueryTableRow::GetTotalTimeText);		}	}	// ITEM	else	{		const int32 QueryId = Item->QueryIndex;		if(QueryId >= OwnerAnalyzerWidget->Analyzer->Queries.Num())		{			return	SNew(STextBlock)					.Text( LOCTEXT("ErrorMessage", "ERROR") );		}		FCAQuery& Query = OwnerAnalyzerWidget->Analyzer->Queries[QueryId];		if (ColumnName == TEXT("ID"))		{				return	SNew(STextBlock)					.Text( FText::AsNumber(QueryId) );		}		else if (ColumnName == TEXT("Frame"))		{			return	SNew(STextBlock)					.Text( FText::AsNumber(Query.FrameNum) );		}		else if (ColumnName == TEXT("Type"))		{			return	SNew(STextBlock)					.Text(FText::FromString(SCollisionAnalyzer::QueryTypeToString(Query.Type)));		}		else if (ColumnName == TEXT("Shape"))		{			return	SNew(STextBlock)					.Text(FText::FromString(SCollisionAnalyzer::QueryShapeToString(Query.Shape)));		}		else if (ColumnName == TEXT("Tag"))		{			return	SNew(STextBlock)					.Text(FText::FromName(Query.Params.TraceTag));		}		else if (ColumnName == TEXT("Owner"))		{			return	SNew(STextBlock)					.Text(FText::FromName(Query.Params.OwnerTag));		}		else if (ColumnName == TEXT("NumBlock"))		{			FHitResult* FirstHit = FHitResult::GetFirstBlockingHit(Query.Results);			bool bStartPenetrating = (FirstHit != NULL) && FirstHit->bStartPenetrating;			// Draw number in red if we start penetrating			return	SNew(STextBlock)					.Text(FText::AsNumber(FHitResult::GetNumBlockingHits(Query.Results)))					.ColorAndOpacity(bStartPenetrating ? FLinearColor(1.f,0.25f,0.25f) : FSlateColor::UseForeground() );		}		else if (ColumnName == TEXT("NumTouch"))		{			return	SNew(STextBlock)					.Text(FText::AsNumber(FHitResult::GetNumOverlapHits(Query.Results)));		}		else if (ColumnName == TEXT("Time"))		{			static const FNumberFormattingOptions TimeFormatOptions = FNumberFormattingOptions()				.SetMinimumFractionalDigits(3)				.SetMaximumFractionalDigits(3);			return	SNew(STextBlock)					.Text(FText::AsNumber(Query.CPUTime, &TimeFormatOptions));//.........这里部分代码省略.........
开发者ID:Codermay,项目名称:Unreal4,代码行数:101,


示例19: FLinearColor

FLinearColor UAnimGraphNode_RotateRootBone::GetNodeTitleColor() const{	return FLinearColor(0.7f, 0.7f, 0.7f);}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:4,


示例20: FLinearColor

FLinearColor UAnimGraphNode_Mirror::GetNodeTitleColor() const{	return FLinearColor(0, 12, 12, 1);}
开发者ID:ganoncl,项目名称:UAnimMirrorPlugin,代码行数:4,


示例21: FLinearColor

FLinearColor UK2Node_Timeline::GetNodeTitleColor() const{    return FLinearColor(1.0f, 0.51f, 0.0f);}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:4,


示例22: FLinearColor

UWALandscapeNode::UWALandscapeNode(){	BackgroundColor = FLinearColor(0.0f, 0.0f, 0.0f, 1.0f);}
开发者ID:iniside,项目名称:ActionRPGGame,代码行数:4,


示例23: SCOPED_DRAW_EVENT

void FRCPassPostProcessMotionBlurSetup::Process(FRenderingCompositePassContext& Context){	SCOPED_DRAW_EVENT(Context.RHICmdList, MotionBlurSetup);	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);	if(!InputDesc)	{		// input is not hooked up correctly		return;	}	const FSceneView& View = Context.View;	const FSceneViewFamily& ViewFamily = *(View.Family);	FIntPoint SrcSize = InputDesc->Extent;	FIntPoint DestSize = PassOutputs[0].RenderTargetDesc.Extent;	// e.g. 4 means the input texture is 4x smaller than the buffer size	uint32 ScaleFactor = GSceneRenderTargets.GetBufferSizeXY().X / SrcSize.X;	FIntRect SrcRect = View.ViewRect / ScaleFactor;	// Viewport size not even also causes issue	FIntRect DestRect = FIntRect::DivideAndRoundUp(SrcRect, 2);	const FSceneRenderTargetItem& DestRenderTarget0 = PassOutputs[0].RequestSurface(Context);	const FSceneRenderTargetItem& DestRenderTarget1 = PassOutputs[1].RequestSurface(Context);	// Set the view family's render target/viewport.	FTextureRHIParamRef RenderTargets[] =	{		DestRenderTarget0.TargetableTexture,		DestRenderTarget1.TargetableTexture	};	SetRenderTargets(Context.RHICmdList, ARRAY_COUNT(RenderTargets), RenderTargets, FTextureRHIParamRef(), 0, NULL);	// is optimized away if possible (RT size=view size, )	FLinearColor ClearColors[2] = {FLinearColor(0,0,0,0), FLinearColor(0,0,0,0)};	Context.RHICmdList.ClearMRT(true, 2, ClearColors, false, 1.0f, false, 0, DestRect);	Context.SetViewportAndCallRHI(0, 0, 0.0f, DestSize.X, DestSize.Y, 1.0f );	// set the state	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());	TShaderMapRef<FPostProcessMotionBlurSetupVS> VertexShader(Context.GetShaderMap());	{		TShaderMapRef<FPostProcessMotionBlurSetupPS > PixelShader(Context.GetShaderMap());		static FGlobalBoundShaderState BoundShaderState;				SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);		PixelShader->SetParameters(Context);		VertexShader->SetParameters(Context);	}	// Draw a quad mapping scene color to the view's render target	DrawRectangle(		Context.RHICmdList,		DestRect.Min.X, DestRect.Min.Y,		DestRect.Width(), DestRect.Height(),		SrcRect.Min.X, SrcRect.Min.Y,		SrcRect.Width(), SrcRect.Height(),		DestSize,		SrcSize,		*VertexShader,		EDRF_UseTriangleOptimization);	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget0.TargetableTexture, DestRenderTarget0.ShaderResourceTexture, false, FResolveParams());	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget1.TargetableTexture, DestRenderTarget1.ShaderResourceTexture, false, FResolveParams());}
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:76,


示例24: UpdatePlanarReflectionContents_RenderThread

static void UpdatePlanarReflectionContents_RenderThread(	FRHICommandListImmediate& RHICmdList, 	FSceneRenderer* MainSceneRenderer, 	FSceneRenderer* SceneRenderer, 	const FPlanarReflectionSceneProxy* SceneProxy,	FRenderTarget* RenderTarget, 	FTexture* RenderTargetTexture, 	const FPlane& MirrorPlane,	const FName OwnerName, 	const FResolveParams& ResolveParams, 	bool bUseSceneColorTexture){	QUICK_SCOPE_CYCLE_COUNTER(STAT_RenderPlanarReflection);	FBox PlanarReflectionBounds = SceneProxy->WorldBounds;	bool bIsInAnyFrustum = false;	for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)	{		FViewInfo& View = SceneRenderer->Views[ViewIndex];		if (View.ViewFrustum.IntersectBox(PlanarReflectionBounds.GetCenter(), PlanarReflectionBounds.GetExtent()))		{			bIsInAnyFrustum = true;			break;		}	}	if (bIsInAnyFrustum)	{		bool bIsVisibleInAnyView = true;		for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)		{			FViewInfo& View = SceneRenderer->Views[ViewIndex];			FSceneViewState* ViewState = View.ViewState;			if (ViewState)			{				FIndividualOcclusionHistory& OcclusionHistory = ViewState->PlanarReflectionOcclusionHistories.FindOrAdd(SceneProxy->PlanarReflectionId);				// +1 to buffered frames because the query is submitted late into the main frame, but read at the beginning of a reflection capture frame				const int32 NumBufferedFrames = FOcclusionQueryHelpers::GetNumBufferedFrames() + 1;				// +1 to frame counter because we are operating before the main view's InitViews, which is where OcclusionFrameCounter is incremented				uint32 OcclusionFrameCounter = ViewState->OcclusionFrameCounter + 1;				FRenderQueryRHIRef& PastQuery = OcclusionHistory.GetPastQuery(OcclusionFrameCounter, NumBufferedFrames);				if (IsValidRef(PastQuery))				{					uint64 NumSamples = 0;					QUICK_SCOPE_CYCLE_COUNTER(STAT_PlanarReflectionOcclusionQueryResults);					if (RHIGetRenderQueryResult(PastQuery.GetReference(), NumSamples, true))					{						bIsVisibleInAnyView = NumSamples > 0;						if (bIsVisibleInAnyView)						{							break;						}					}				}			}		}		if (bIsVisibleInAnyView)		{			FMemMark MemStackMark(FMemStack::Get());			// update any resources that needed a deferred update			FDeferredUpdateResource::UpdateResources(RHICmdList);			{#if WANTS_DRAW_MESH_EVENTS				FString EventName;				OwnerName.ToString(EventName);				SCOPED_DRAW_EVENTF(RHICmdList, SceneCapture, TEXT("PlanarReflection %s"), *EventName);#else				SCOPED_DRAW_EVENT(RHICmdList, UpdatePlanarReflectionContent_RenderThread);#endif				const FRenderTarget* Target = SceneRenderer->ViewFamily.RenderTarget;				SetRenderTarget(RHICmdList, Target->GetRenderTargetTexture(), NULL, true);				// Note: relying on GBuffer SceneColor alpha being cleared to 1 in the main scene rendering				check(GetSceneColorClearAlpha() == 1.0f);				RHICmdList.Clear(true, FLinearColor(0, 0, 0, 1), false, (float)ERHIZBuffer::FarPlane, false, 0, FIntRect());				// Reflection view late update				if (SceneRenderer->Views.Num() > 1)				{					const FMirrorMatrix MirrorMatrix(MirrorPlane);					for (int32 ViewIndex = 0; ViewIndex < SceneRenderer->Views.Num(); ++ViewIndex)					{						FViewInfo& ReflectionViewToUpdate = SceneRenderer->Views[ViewIndex];						const FViewInfo& UpdatedParentView = MainSceneRenderer->Views[ViewIndex];						ReflectionViewToUpdate.UpdatePlanarReflectionViewMatrix(UpdatedParentView, MirrorMatrix);					}				}				// Render the scene normally				{//.........这里部分代码省略.........
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:101,


示例25: check

void SGraphTitleBar::Construct( const FArguments& InArgs ){	EdGraphObj = InArgs._EdGraphObj;	OnDifferentGraphCrumbClicked = InArgs._OnDifferentGraphCrumbClicked;	check(EdGraphObj);	Kismet2Ptr = InArgs._Kismet2;	check(Kismet2Ptr.IsValid());	bEditingFunction = false;	// Set-up shared breadcrumb defaults	FMargin BreadcrumbTrailPadding = FMargin(4.f, 2.f);	const FSlateBrush* BreadcrumbButtonImage = FEditorStyle::GetBrush("BreadcrumbTrail.Delimiter");		this->ChildSlot	[		SNew(SBorder)		.BorderImage( FEditorStyle::GetBrush( TEXT("Graph.TitleBackground") ) )		.HAlign(HAlign_Fill)		.AddMetaData<FTagMetaData>(FTagMetaData(TEXT("EventGraphTitleBar")))		[			SNew(SVerticalBox)			// Title text/icon			+SVerticalBox::Slot()			.AutoHeight()			[				SNew(SHorizontalBox)				+SHorizontalBox::Slot()				.AutoWidth()				[					InArgs._HistoryNavigationWidget.ToSharedRef()				]				+SHorizontalBox::Slot()				.HAlign(HAlign_Center)				.FillWidth(1.f)				[					SNew(SHorizontalBox)					+SHorizontalBox::Slot()					.AutoWidth()					.Padding( 10,5 )					.VAlign(VAlign_Center)					[						SNew(SImage)						.Image( this, &SGraphTitleBar::GetTypeGlyph )					]					// show fake 'root' breadcrumb for the title					+SHorizontalBox::Slot()					.AutoWidth()					.VAlign(VAlign_Center)					.Padding(BreadcrumbTrailPadding)					[						SNew(STextBlock)						.Text(this, &SGraphTitleBar::GetBlueprintTitle )						.TextStyle( FEditorStyle::Get(), TEXT("GraphBreadcrumbButtonText") )						.Visibility( this, &SGraphTitleBar::IsGraphBlueprintNameVisible )					]					+SHorizontalBox::Slot()					.AutoWidth()					.VAlign(VAlign_Center)					[						SNew(SImage)						.Image( BreadcrumbButtonImage )						.Visibility( this, &SGraphTitleBar::IsGraphBlueprintNameVisible )					]					// New style breadcrumb					+SHorizontalBox::Slot()					.AutoWidth()					.VAlign(VAlign_Center)					[						SAssignNew(BreadcrumbTrail, SBreadcrumbTrail<UEdGraph*>)						.ButtonStyle(FEditorStyle::Get(), "GraphBreadcrumbButton")						.TextStyle(FEditorStyle::Get(), "GraphBreadcrumbButtonText")						.ButtonContentPadding( BreadcrumbTrailPadding )						.DelimiterImage( BreadcrumbButtonImage )						.PersistentBreadcrumbs( true )						.OnCrumbClicked( this, &SGraphTitleBar::OnBreadcrumbClicked )					]					+SHorizontalBox::Slot()					.AutoWidth()					.VAlign(VAlign_Center)					[						SNew(STextBlock)						.Font( FSlateFontInfo(FPaths::EngineContentDir() / TEXT("Slate/Fonts/Roboto-Regular.ttf"), 14 ) )						.ColorAndOpacity( FLinearColor(1,1,1,0.5) )						.Text( this, &SGraphTitleBar::GetTitleExtra )					]				]			]		]	];	RebuildBreadcrumbTrail();	UBlueprint* BlueprintObj = FBlueprintEditorUtils::FindBlueprintForGraph(this->EdGraphObj);//.........这里部分代码省略.........
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:101,


示例26: FLinearColor

FLinearColor UAnimGraphNode_TwoWayBlend::GetNodeTitleColor() const{	return FLinearColor(0.75f, 0.75f, 0.75f);}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,


示例27: SCOPED_DRAW_EVENT

void FRCPassPostProcessVisualizeLPV::Process(FRenderingCompositePassContext& Context){	SCOPED_DRAW_EVENT(Context.RHICmdList, VisualizeLPV);	const FSceneView& View = Context.View;	const FSceneViewFamily& ViewFamily = *(View.Family);	//	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);	const TRefCountPtr<IPooledRenderTarget> RenderTarget = GetInput(ePId_Input0)->GetOutput()->PooledRenderTarget;	const FSceneRenderTargetItem& DestRenderTarget = RenderTarget->GetRenderTargetItem();	// Set the view family's render target/viewport.	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());	{		FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);		FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, View.GetFeatureLevel());		float X = 30;		float Y = 28;		const float YStep = 14;		const float ColumnWidth = 250;		Canvas.DrawShadowedString( X, Y += YStep, TEXT("VisualizeLightPropagationVolume"), GetStatsFont(), FLinearColor(0.2f, 0.2f, 1));		Y += YStep;		const FLightPropagationVolumeSettings& Dest = View.FinalPostProcessSettings.BlendableManager.GetSingleFinalDataConst<FLightPropagationVolumeSettings>();#define ENTRY(name)/		Canvas.DrawShadowedString( X, Y += YStep, TEXT(#name) TEXT(":"), GetStatsFont(), FLinearColor(1, 1, 1));/		Canvas.DrawShadowedString( X + ColumnWidth, Y, *FString::Printf(TEXT("%g"), Dest.name), GetStatsFont(), FLinearColor(1, 1, 1));		ENTRY(LPVIntensity)		ENTRY(LPVVplInjectionBias)		ENTRY(LPVSize)		ENTRY(LPVSecondaryOcclusionIntensity)		ENTRY(LPVSecondaryBounceIntensity)		ENTRY(LPVGeometryVolumeBias)		ENTRY(LPVEmissiveInjectionIntensity)		ENTRY(LPVDirectionalOcclusionIntensity)		ENTRY(LPVDirectionalOcclusionRadius)		ENTRY(LPVDiffuseOcclusionExponent)		ENTRY(LPVSpecularOcclusionExponent)		ENTRY(LPVDiffuseOcclusionIntensity)		ENTRY(LPVSpecularOcclusionIntensity)#undef ENTRY		Canvas.Flush_RenderThread(Context.RHICmdList);	}	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());		// to satify following passws	FRenderingCompositeOutput* Output = GetOutput(ePId_Output0);		Output->PooledRenderTarget = RenderTarget;}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:58,


示例28: FLinearColor

FLinearColor UGameplayTagsK2Node_LiteralGameplayTag::GetNodeTitleColor() const{	return FLinearColor(1.0f, 0.51f, 0.0f);}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:4,



注:本文中的FLinearColor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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