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C++ Canvas函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中Canvas函数的典型用法代码示例。如果您正苦于以下问题:C++ Canvas函数的具体用法?C++ Canvas怎么用?C++ Canvas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Canvas函数的20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: OvalToPoint

	/* ARGSUSED */
static double
OvalToPoint(
    Tk_Canvas canvas,		/* Canvas containing item. */
    Tk_Item *itemPtr,		/* Item to check against point. */
    double *pointPtr)		/* Pointer to x and y coordinates. */
{
    RectOvalItem *ovalPtr = (RectOvalItem *) itemPtr;
    double width;
    int filled;
    Tk_State state = itemPtr->state;

    if (state == TK_STATE_NULL) {
	state = Canvas(canvas)->canvas_state;
    }

    width = (double) ovalPtr->outline.width;
    if (Canvas(canvas)->currentItemPtr == itemPtr) {
	if (ovalPtr->outline.activeWidth>width) {
	    width = (double) ovalPtr->outline.activeWidth;
	}
    } else if (state == TK_STATE_DISABLED) {
	if (ovalPtr->outline.disabledWidth>0) {
	    width = (double) ovalPtr->outline.disabledWidth;
	}
    }


    filled = ovalPtr->fillGC != None;
    if (ovalPtr->outline.gc == None) {
	width = 0.0;
	filled = 1;
    }
    return TkOvalToPoint(ovalPtr->bbox, width, filled, pointPtr);
}
开发者ID:AlexShiLucky,项目名称:bitkeeper,代码行数:35,代码来源:tkRectOval.c


示例2: RectToArea

	/* ARGSUSED */
static int
RectToArea(
    Tk_Canvas canvas,		/* Canvas containing item. */
    Tk_Item *itemPtr,		/* Item to check against rectangle. */
    double *areaPtr)		/* Pointer to array of four coordinates (x1,
				 * y1, x2, y2) describing rectangular area. */
{
    RectOvalItem *rectPtr = (RectOvalItem *) itemPtr;
    double halfWidth;
    double width;
    Tk_State state = itemPtr->state;

    if (state == TK_STATE_NULL) {
	state = Canvas(canvas)->canvas_state;
    }

    width = rectPtr->outline.width;
    if (Canvas(canvas)->currentItemPtr == itemPtr) {
	if (rectPtr->outline.activeWidth > width) {
	    width = rectPtr->outline.activeWidth;
	}
    } else if (state == TK_STATE_DISABLED) {
	if (rectPtr->outline.disabledWidth > 0) {
	    width = rectPtr->outline.disabledWidth;
	}
    }

    halfWidth = width/2.0;
    if (rectPtr->outline.gc == None) {
	halfWidth = 0.0;
    }

    if ((areaPtr[2] <= (rectPtr->bbox[0] - halfWidth))
	    || (areaPtr[0] >= (rectPtr->bbox[2] + halfWidth))
	    || (areaPtr[3] <= (rectPtr->bbox[1] - halfWidth))
	    || (areaPtr[1] >= (rectPtr->bbox[3] + halfWidth))) {
	return -1;
    }
    if ((rectPtr->fillGC == None) && (rectPtr->outline.gc != None)
	    && (areaPtr[0] >= (rectPtr->bbox[0] + halfWidth))
	    && (areaPtr[1] >= (rectPtr->bbox[1] + halfWidth))
	    && (areaPtr[2] <= (rectPtr->bbox[2] - halfWidth))
	    && (areaPtr[3] <= (rectPtr->bbox[3] - halfWidth))) {
	return -1;
    }
    if ((areaPtr[0] <= (rectPtr->bbox[0] - halfWidth))
	    && (areaPtr[1] <= (rectPtr->bbox[1] - halfWidth))
	    && (areaPtr[2] >= (rectPtr->bbox[2] + halfWidth))
	    && (areaPtr[3] >= (rectPtr->bbox[3] + halfWidth))) {
	return 1;
    }
    return 0;
}
开发者ID:AlexShiLucky,项目名称:bitkeeper,代码行数:54,代码来源:tkRectOval.c


示例3: Canvas

void DebugRenderer::renderBlobs(unsigned char* image, Blobber* blobber, int width, int height) {
	Canvas canvas = Canvas();

	canvas.data = image;
	canvas.width = width;
	canvas.height = height;

	for (int i = 0; i < blobber->getColorCount(); i++) {
		Blobber::Color* color = blobber->getColor(i);

		if (color == NULL) {
			continue;
		}

		if (
			strcmp(color->name, "ball") != 0
			&& strcmp(color->name, "yellow-goal") != 0
			&& strcmp(color->name, "blue-goal") != 0
		) {
			continue;
		}

		Blobber::Blob* blob = blobber->getBlobs(color->name);

		while (blob != NULL) {
			canvas.drawBoxCentered(
				(int)blob->centerX, (int)blob->centerY,
				blob->x2 - blob->x1, blob->y2 - blob->y1,
				color->color.red, color->color.green, color->color.blue
			);

			blob = blob->next;
		}
	}
}
开发者ID:Sean3Don,项目名称:soccervision,代码行数:35,代码来源:DebugRenderer.cpp


示例4: DisplayWindow

FullScreen::FullScreen()
{
#ifdef WIN32
	clan::D3DTarget::set_current();
#else
	clan::OpenGLTarget::set_current();
#endif

	DisplayWindowDescription window_description;
	window_description.set_title("ClanLib FullScreen Example");
	window_description.set_size(Size(700, 600), true);
	window_description.set_allow_resize(true);

	window = DisplayWindow(window_description);

	sc.connect(window.sig_window_close(), clan::bind_member(this, &FullScreen::on_window_close));
	sc.connect(window.get_keyboard().sig_key_down(), clan::bind_member(this, &FullScreen::on_input_down));
	canvas = Canvas(window);

	spr_logo = Sprite(canvas, "../Basic2D/Resources/logo.png");
	spr_background = Sprite(canvas, "../../Display/Path/Resources/lobby_background2.png");

	font = clan::Font("tahoma", 24);
	game_time.reset();
}
开发者ID:doughdemon,项目名称:ClanLib,代码行数:25,代码来源:fullscreen.cpp


示例5: TextToPoint

static double
TextToPoint(
    Tk_Canvas canvas,		/* Canvas containing itemPtr. */
    Tk_Item *itemPtr,		/* Item to check against point. */
    double *pointPtr)		/* Pointer to x and y coordinates. */
{
    TextItem *textPtr;
    Tk_State state = itemPtr->state;
    double value, px, py;

    if (state == TK_STATE_NULL) {
	state = Canvas(canvas)->canvas_state;
    }
    textPtr = (TextItem *) itemPtr;
    px = pointPtr[0] - textPtr->drawOrigin[0];
    py = pointPtr[1] - textPtr->drawOrigin[1];
    value = (double) Tk_DistanceToTextLayout(textPtr->textLayout,
	    (int) (px*textPtr->cosine - py*textPtr->sine),
	    (int) (py*textPtr->cosine + px*textPtr->sine));

    if ((state == TK_STATE_HIDDEN) || (textPtr->color == NULL) ||
	    (textPtr->text == NULL) || (*textPtr->text == 0)) {
	value = 1.0e36;
    }
    return value;
}
开发者ID:tcltk,项目名称:tk,代码行数:26,代码来源:tkCanvText.c


示例6: 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,代码来源:PostProcessLpvIndirect.cpp


示例7: create_window

bool FullScreen::update()
{

	const float virtual_screen_width = 800.0f;
	const float virtual_screen_height = 600.0f;
	game_time.update();

	// Check for fullscreen switch
	if (fullscreen_requested != is_fullscreen)
	{
		is_fullscreen = fullscreen_requested;
		create_window();
	}

	if (window.get_gc() != canvas.get_gc()) 
	{
		canvas = Canvas(window); // Always get the graphic context, the window may have been recreated
	}

	canvas.clear(Colorf(0.0f,0.0f,0.2f));

	int font_size = 28;
	font_size *= canvas.get_width() / virtual_screen_width;
	font.set_height(font_size);
	canvas.set_transform(Mat4f::identity());
	if (is_fullscreen)
	{
		font.draw_text(canvas, 16, font_size, "Full Screen Mode. Press 'F' to switch to resizable window.");
	}
	else
	{
		font.draw_text(canvas, 16, font_size, "Resizable Window. Press 'F' to switch to full screen mode.");
	}

	// Scale the drawing to the screen to a virtual screen size
	Mat4f matrix = Mat4f::scale( (float) canvas.get_width() / virtual_screen_width, (float) canvas.get_height() /virtual_screen_height, 1.0f);
	canvas.set_transform(matrix);

	spr_logo.draw(canvas, virtual_screen_width-spr_logo.get_width(), virtual_screen_height-spr_logo.get_height());

	spr_background.set_scale(0.5f, 0.5f);
	spr_background.draw(canvas, 100, 100);

	// Show a few alpha-blending moving rectangles that moves in circles
	float x = cos(sin_count)*120.0f;
	float y = sin(sin_count)*120.0f;
	sin_count += 2.0f * game_time.get_time_elapsed();
	canvas.fill_rect(Rectf( 320.0f + x -30.0f, 300.0f + y -30.0f, Sizef(60.0f, 60.0f)), Colorf(0.0f, 1.0f, 0.0, 0.5f));
	x = cos(sin_count+3.14159f)*120.0f;
	y = sin(sin_count+3.14159f)*120.0f;
	canvas.fill_rect(Rectf( 320.0f + x -30.0f, 300 + y -30.0f, Sizef(60.0f, 60.0f)), Colorf(1.0f, 1.0f, 0.0, 0.5f));

	window.flip(1);

	return !quit;
}
开发者ID:ARMCoderCHS,项目名称:ClanLib,代码行数:56,代码来源:fullscreen.cpp


示例8: DisplayImage

static void
DisplayImage(
    Tk_Canvas canvas,		/* Canvas that contains item. */
    Tk_Item *itemPtr,		/* Item to be displayed. */
    Display *display,		/* Display on which to draw item. */
    Drawable drawable,		/* Pixmap or window in which to draw item. */
    int x, int y, int width, int height)
/* Describes region of canvas that must be
 * redisplayed (not used). */
{
    ImageItem *imgPtr = (ImageItem *) itemPtr;
    short drawableX, drawableY;
    Tk_Image image;
    Tk_State state = itemPtr->state;

    if (state == TK_STATE_NULL) {
        state = Canvas(canvas)->canvas_state;
    }

    image = imgPtr->image;
    if (Canvas(canvas)->currentItemPtr == itemPtr) {
        if (imgPtr->activeImage != NULL) {
            image = imgPtr->activeImage;
        }
    } else if (state == TK_STATE_DISABLED) {
        if (imgPtr->disabledImage != NULL) {
            image = imgPtr->disabledImage;
        }
    }

    if (image == NULL) {
        return;
    }

    /*
     * Translate the coordinates to those of the image, then redisplay it.
     */

    Tk_CanvasDrawableCoords(canvas, (double) x, (double) y,
                            &drawableX, &drawableY);
    Tk_RedrawImage(image, x - imgPtr->header.x1, y - imgPtr->header.y1,
                   width, height, drawable, drawableX, drawableY);
}
开发者ID:FreddieAkeroyd,项目名称:TkTclTix,代码行数:43,代码来源:tkCanvImg.c


示例9: return

RenderTechnique::PassElm RenderTechnique::addPass( NameID& name, unsigned int texCount, Effect* effect, int width, int height, bool flipH, bool flipV, bool renderToCanvas )
{
	for( PassElm p = m_passes.FirstPointer(); !p.IsEmpty(); p.Next() )
		if( p() && name == p()->name )
			return( PassElm() );
	if( static_cast<int>(texCount) > Global::use().engine->getTextureUnitsCount() )
		return( PassElm() );
	Engine::WindowRect wr;
	Global::use().engine->getWindowRect( wr );
	if( width <= 0 )
		width = wr.width;
	if( height <= 0 )
		height = wr.height;
	Pass* p = new Pass( name );
	PassElm pass = m_passes.AddPointer( p );
	if( pass.IsEmpty() )
	{
		DELETE_OBJECT( p );
		return( PassElm() );
	}
	p->inputTextures.Reserve( texCount );
	p->inputTexturesMine.Reserve( texCount );
	for( unsigned int i = 0; i < p->inputTextures.Size(); i++ )
	{
		p->inputTextures[ i ] = 0;
		p->inputTexturesMine[ i ] = false;
	}
	p->outputMaterial = xnew Material();
	p->outputMaterial->setEffect( effect );
	p->outputScene = xnew SpriteBatch( 1 );
	p->outputScene->setCamera( xnew Camera2D( 0.0f, 0.0f, static_cast<float>(width), static_cast<float>(height), 0.0f ) );
	p->outputQuad = xnew SpriteBatch::Sprite();
	p->outputQuad->setMaterial( p->outputMaterial );
	p->outputQuad->setWidth( static_cast<float>(width) );
	p->outputQuad->setHeight( static_cast<float>(height) );
	if( flipH )
		p->outputQuad->flip( SpriteBatch::Sprite::ftHorizontal );
	if( flipV )
		p->outputQuad->flip( SpriteBatch::Sprite::ftVertical );
	p->outputScene->attach( p->outputQuad );
	if( renderToCanvas )
	{
		p->outputCanvas = xnew Canvas( width, height );
		p->outputScene->setCanvas( p->outputCanvas );
		p->outputCanvas->setClearOnActivate( true );
	}
	return( pass );
}
开发者ID:PsichiX,项目名称:XenonCore2,代码行数:48,代码来源:RenderTechnique.cpp


示例10: window_view

	WindowView_Impl::WindowView_Impl(WindowView *view, const DisplayWindowDescription &desc) : window_view(view), window(desc)
	{
		canvas = Canvas(window);

		slots.connect(window.sig_lost_focus(), clan::bind_member(this, &WindowView_Impl::on_lost_focus));
		slots.connect(window.sig_got_focus(), clan::bind_member(this, &WindowView_Impl::on_got_focus));
		slots.connect(window.sig_resize(), clan::bind_member(this, &WindowView_Impl::on_resize));
		slots.connect(window.sig_paint(), clan::bind_member(this, &WindowView_Impl::on_paint));
		slots.connect(window.sig_window_close(), clan::bind_member(this, &WindowView_Impl::on_window_close));
		slots.connect(window.get_ic().get_keyboard().sig_key_down(), clan::bind_member(this, &WindowView_Impl::on_key_down));
		slots.connect(window.get_ic().get_keyboard().sig_key_up(), clan::bind_member(this, &WindowView_Impl::on_key_up));
		slots.connect(window.get_ic().get_mouse().sig_key_down(), clan::bind_member(this, &WindowView_Impl::on_mouse_down));
		slots.connect(window.get_ic().get_mouse().sig_key_dblclk(), clan::bind_member(this, &WindowView_Impl::on_mouse_dblclk));
		slots.connect(window.get_ic().get_mouse().sig_key_up(), clan::bind_member(this, &WindowView_Impl::on_mouse_up));
		slots.connect(window.get_ic().get_mouse().sig_pointer_move(), clan::bind_member(this, &WindowView_Impl::on_mouse_move));
	}
开发者ID:ARMCoderCHS,项目名称:ClanLib,代码行数:16,代码来源:window_view_impl.cpp


示例11: DisplayWindow

HSV::HSV()
{
	clan::OpenGLTarget::set_current();

	window = DisplayWindow("ClanLib HSV Sprite", 1024, 768);
	sc.connect(window.sig_window_close(), clan::bind_member(this, &HSV::on_close));
	sc.connect(window.get_keyboard().sig_key_up(), clan::bind_member(this, &HSV::on_input_up));
	canvas = Canvas(window);

	font = clan::Font("Tahoma", 11);

	sprite_batcher = std::make_shared<HSVSpriteBatch>(canvas);
	car1 = std::make_shared<HSVSprite>(canvas, sprite_batcher.get(), "Resources/spaceshoot_body_moving1.png");
	car2 = std::make_shared<HSVSprite>(canvas, sprite_batcher.get(), "Resources/ferrari_maranello.png");

	last_fps_update = System::get_time();
	last_time = last_fps_update;
}
开发者ID:ArtHome12,项目名称:ClanLib,代码行数:18,代码来源:hsv.cpp


示例12: DisplayWindow

void FullScreen::create_window()
{
	DisplayWindowDescription window_description;
	window_description.set_title("ClanLib FullScreen Example");
	window_description.set_size(Size(700, 600), true);

	if (is_fullscreen)
	{
		window_description.set_fullscreen(true);
		window_description.show_caption(false);
	}
	else
	{
		window_description.set_allow_resize(true);
	}

	window = DisplayWindow(window_description);

	sc.connect(window.sig_window_close(), clan::bind_member(this, &FullScreen::on_window_close));
	sc.connect(window.get_ic().get_keyboard().sig_key_down(), clan::bind_member(this, &FullScreen::on_input_down));
	canvas = Canvas(window);
}
开发者ID:ARMCoderCHS,项目名称:ClanLib,代码行数:22,代码来源:fullscreen.cpp


示例13: TextToArea

static int
TextToArea(
    Tk_Canvas canvas,		/* Canvas containing itemPtr. */
    Tk_Item *itemPtr,		/* Item to check against rectangle. */
    double *rectPtr)		/* Pointer to array of four coordinates
				 * (x1,y1,x2,y2) describing rectangular
				 * area. */
{
    TextItem *textPtr;
    Tk_State state = itemPtr->state;

    if (state == TK_STATE_NULL) {
	state = Canvas(canvas)->canvas_state;
    }

    textPtr = (TextItem *) itemPtr;
    return TkIntersectAngledTextLayout(textPtr->textLayout,
	    (int) ((rectPtr[0] + 0.5) - textPtr->drawOrigin[0]),
	    (int) ((rectPtr[1] + 0.5) - textPtr->drawOrigin[1]),
	    (int) (rectPtr[2] - rectPtr[0] + 0.5),
	    (int) (rectPtr[3] - rectPtr[1] + 0.5),
	    textPtr->angle);
}
开发者ID:tcltk,项目名称:tk,代码行数:23,代码来源:tkCanvText.c


示例14: CenterButtonImage

//---------------------------------------------------------------------------
void __fastcall CenterButtonImage(TButton * Button)
{
  UncenterButtonImage(Button);

  // with themes disabled, the text seems to be drawn over the icon,
  // so that the padding spaces hide away most of the icon
  if (UseThemes())
  {
    Button->ImageAlignment = iaCenter;
    int ImageWidth = Button->Images->Width;

    std::unique_ptr<TControlCanvas> Canvas(new TControlCanvas());
    Canvas->Control = Button;

    UnicodeString Caption = Button->Caption;
    UnicodeString Padding;
    while (Canvas->TextWidth(Padding) < ImageWidth)
    {
      Padding += L" ";
    }
    Caption = Padding + Caption;
    Button->Caption = Caption;

    int CaptionWidth = Canvas->TextWidth(Caption);
    // The margins seem to extend the area over which the image is centered,
    // so we have to set it to a double of desired padding.
    // Note that (CaptionWidth / 2) - (ImageWidth / 2)
    // is approximatelly same as half of caption width before padding.
    Button->ImageMargins->Left = - 2 * ((CaptionWidth / 2) - (ImageWidth / 2) + ScaleByTextHeight(Button, 2));
  }
  else
  {
    // at least do not draw it so near to the edge
    Button->ImageMargins->Left = 1;
  }
}
开发者ID:mpmartin8080,项目名称:winscp,代码行数:37,代码来源:WinInterface.cpp


示例15: Canvas

Canvas
TopCanvas::Lock()
{
  return Canvas(buffer);
}
开发者ID:jaaaaf,项目名称:LK8000,代码行数:5,代码来源:TopCanvas.cpp


示例16: SCOPED_DRAW_EVENT

void FRCPassPostProcessVisualizeShadingModels::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, PostProcessVisualizeShadingModels);
	const FPooledRenderTargetDesc* InputDesc = GetInputDesc(ePId_Input0);

	const FSceneView& View = Context.View;
	const FViewInfo& ViewInfo = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;
	FIntPoint SrcSize = InputDesc->Extent;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
	Context.SetViewportAndCallRHI(DestRect);

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessVisualizeShadingModelsPS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;	

	SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetPS(Context, ((FViewInfo&)View).ShadingModelMaskInView);

	// 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(),
		DestRect.Size(),
		SrcSize,
		*VertexShader,
		EDRF_UseTriangleOptimization);

	FRenderTargetTemp TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);
	FCanvas Canvas(&TempRenderTarget, NULL, 0, 0, 0, Context.GetFeatureLevel());

	float X = 30;
	float Y = 28;
	const float YStep = 14;
	const float ColumnWidth = 250;

	FString Line;

	Canvas.DrawShadowedString( X, Y += YStep, TEXT("Visualize ShadingModels (mostly to track down bugs)"), GetStatsFont(), FLinearColor(1, 1, 1));

	Y = 160 - YStep - 4;
	
	uint32 Value = ((FViewInfo&)View).ShadingModelMaskInView;

	Line = FString::Printf(TEXT("View.ShadingModelMaskInView = 0x%x"), Value);
	Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f));
	Y += YStep;

	UEnum* Enum = FindObject<UEnum>(NULL, TEXT("Engine.EMaterialShadingModel"));
	check(Enum);

	Y += 5;

	for(uint32 i = 0; i < MSM_MAX; ++i)
	{
		FString Name = Enum->GetEnumName(i);
		Line = FString::Printf(TEXT("%d.  %s"), i, *Name);

		bool bThere = (Value & (1 << i)) != 0;

		Canvas.DrawShadowedString(X + 30, Y, *Line, GetStatsFont(), bThere ? FLinearColor(1, 1, 1) : FLinearColor(0, 0, 0) );
		Y += 20;
	}

	Line = FString::Printf(TEXT("(On CPU, based on what gets rendered)"));
	Canvas.DrawShadowedString( X, Y, *Line, GetStatsFont(), FLinearColor(0.5f, 0.5f, 0.5f)); Y += YStep;

	Canvas.Flush_RenderThread(Context.RHICmdList);

	Context.RHICmdList.CopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());

	// AdjustGBufferRefCount(1) call is done in constructor
	FSceneRenderTargets::Get(Context.RHICmdList).AdjustGBufferRefCount(Context.RHICmdList, -1);
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:91,代码来源:VisualizeShadingModels.cpp


示例17: SCOPED_DRAW_EVENT


//.........这里部分代码省略.........
	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		0, 0,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		SrcSize,
		EDRF_UseTriangleOptimization);

	// Now draw the requested tiles into the grid
	TShaderMapRef<FPostProcessVS> VertexShader(GetGlobalShaderMap());
	TShaderMapRef<FPostProcessVisualizeBufferPS<true> > PixelShader(GetGlobalShaderMap());

	RHISetBlendState(TStaticBlendState<CW_RGB, BO_Add, BF_SourceAlpha, BF_InverseSourceAlpha>::GetRHI());
	static FGlobalBoundShaderState BoundShaderState;

	SetGlobalBoundShaderState(BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetPS(Context);

	// Track the name and position of each tile we draw so we can write text labels over them
	struct LabelRecord
	{
		FString Label;
		int32 LocationX;
		int32 LocationY;
	};

	TArray<LabelRecord> Labels;

	const int32 MaxTilesX = 4;
	const int32 MaxTilesY = 4;
	const int32 TileWidth = DestRect.Width() / MaxTilesX;
	const int32 TileHeight = DestRect.Height() / MaxTilesY;
	int32 CurrentTileIndex = 0; 

	for (TArray<TileData>::TConstIterator It = Tiles.CreateConstIterator(); It; ++It, ++CurrentTileIndex)
	{
		FRenderingCompositeOutputRef Tile = It->Source;

		if (Tile.IsValid())
		{
			FTextureRHIRef Texture = Tile.GetOutput()->PooledRenderTarget->GetRenderTargetItem().TargetableTexture;

			int32 TileX = CurrentTileIndex % MaxTilesX;
			int32 TileY = CurrentTileIndex / MaxTilesX;

			PixelShader->SetSourceTexture(Texture);

			DrawRectangle(
				TileX * TileWidth, TileY * TileHeight,
				TileWidth, TileHeight,
				SrcRect.Min.X, SrcRect.Min.Y,
				SrcRect.Width(), SrcRect.Height(),
				DestRect.Size(),
				SrcSize,
				EDRF_Default);

			Labels.Add(LabelRecord());
			Labels.Last().Label = It->Name;
			Labels.Last().LocationX = 8 + TileX * TileWidth;
			Labels.Last().LocationY = (TileY + 1) * TileHeight - 19;
		}
	}

	// Draw tile labels

	// this is a helper class for FCanvas to be able to get screen size
	class FRenderTargetTemp : public FRenderTarget
	{
	public:
		const FSceneView& View;
		const FTexture2DRHIRef Texture;

		FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture)
			: View(InView), Texture(InTexture)
		{
		}
		virtual FIntPoint GetSizeXY() const
		{
			return View.ViewRect.Size();
		};
		virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
		{
			return Texture;
		}
	} TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);

	FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime);
	FLinearColor LabelColor(1, 1, 0);
	for (auto It = Labels.CreateConstIterator(); It; ++It)
	{
		Canvas.DrawShadowedString(It->LocationX, It->LocationY, *It->Label, GetStatsFont(), LabelColor);
	}
	Canvas.Flush();


	RHICopyToResolveTarget(DestRenderTarget.TargetableTexture, DestRenderTarget.ShaderResourceTexture, false, FResolveParams());
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:101,代码来源:PostProcessVisualizeBuffer.cpp


示例18: window

// The start of the Application
int App::start(const std::vector<std::string> &args)
{
	quit = false;

    clan::SlotContainer cc;
	DisplayWindowDescription win_desc;
	win_desc.set_allow_resize(true);
	win_desc.set_title("Font Example Application");
	win_desc.set_size(Size( 1000, 700 ), false);

	DisplayWindow window(win_desc);
    cc.connect(window.sig_window_close(), std::function<void()>(this, &App::on_window_close));
    cc.connect(window.get_ic().get_keyboard().sig_key_up(), std::function<void(const clan::InputEvent&)>(this, &App::on_input_up));

	resources = clan::XMLResourceManager::create(clan::XMLResourceDocument("Resources/resources.xml"));

	std::string theme;
	if (FileHelp::file_exists("../../../Resources/GUIThemeAero/theme.css"))
		theme = "../../../Resources/GUIThemeAero";
	else if (FileHelp::file_exists("../../../Resources/GUIThemeBasic/theme.css"))
		theme = "../../../Resources/GUIThemeBasic";
	else
		throw Exception("No themes found");

	gui_manager = GUIWindowManagerTexture(window);
	GUIManager gui(gui_manager, theme);

	canvas = Canvas(window);

	GUITopLevelDescription gui_desc;
	gui_desc.set_title("Options");
	gui_desc.set_position(Rect(10, 10, 250, 400), false);
	GUIComponent gui_window(&gui, gui_desc, "window");

	int offset_x = 10;
	int offset_y = 8;
	int width = 200;
	int height = 20;
	const int gap = 26;

	PushButton button_class_system(&gui_window);
	button_class_system.set_geometry(Rect(offset_x, offset_y, offset_x + width, offset_y + height));
	button_class_system.func_clicked() = bind_member(this, &App::on_button_clicked_class_system);
	button_class_system.set_text("Class: System");
	offset_y += gap;

	PushButton button_class_sprite(&gui_window);
	button_class_sprite.set_geometry(Rect(offset_x, offset_y, offset_x + width, offset_y + height));
	button_class_sprite.func_clicked() = bind_member(this, &App::on_button_clicked_class_sprite);
	button_class_sprite.set_text("Class: Sprite");
	offset_y += gap;

	PushButton button_typeface_tahoma(&gui_window);
	button_typeface_tahoma_ptr = &button_typeface_tahoma;
	button_typeface_tahoma.set_geometry(Rect(offset_x, offset_y, offset_x + width, offset_y + height));
	button_typeface_tahoma.func_clicked() = bind_member(this, &App::on_button_clicked_typeface_tahoma);
	button_typeface_tahoma.set_text("Typeface: Tahoma");
	offset_y += gap;

	PushButton button_typeface_sans(&gui_window);
	button_typeface_sans_ptr = &button_typeface_sans;
	button_typeface_sans.set_geometry(Rect(offset_x, offset_y, offset_x + width, offset_y + height));
	button_typeface_sans.func_clicked() = bind_member(this, &App::on_button_clicked_typeface_sans);
	button_typeface_sans.set_text("Typeface: Microsoft Sans Serif");
	offset_y += gap;

	PushButton button_typeface_bitstream(&gui_window);
	button_typeface_bitstream_ptr = &button_typeface_bitstream;
	button_typeface_bitstream.set_geometry(Rect(offset_x, offset_y, offset_x + width, offset_y + height));
	button_typeface_bitstream.func_clicked() = bind_member(this, &App::on_button_clicked_typeface_bitstream);
	button_typeface_bitstream.set_text("Typeface: Bitstream Vera Sans");
	offset_y += gap;

	CheckBox checkbox1(&gui_window);
	checkbox1.set_geometry(Rect(offset_x, offset_y, offset_x + 80, offset_y + height));
	checkbox1.func_state_changed() = bind_member(this, &App::on_checkbox_state_underline);
	checkbox1.set_text("Underline");

	CheckBox checkbox2(&gui_window);
	checkbox2.set_geometry(Rect(offset_x+100, offset_y, offset_x + 180, offset_y + height));
	checkbox2.func_state_changed() = bind_member(this, &App::on_checkbox_state_strikeout);
	checkbox2.set_text("Strikeout");
	offset_y += gap;

	CheckBox checkbox3(&gui_window);
	checkbox3.set_geometry(Rect(offset_x, offset_y, offset_x + 80, offset_y + height));
	checkbox3.func_state_changed() = bind_member(this, &App::on_checkbox_state_italic);
	checkbox3.set_text("Italic");

	CheckBox checkbox4(&gui_window);
	checkbox4.set_checked(true);
	checkbox4.set_geometry(Rect(offset_x+100, offset_y, offset_x + 180, offset_y + height));
	checkbox4.func_state_changed() = bind_member(this, &App::on_checkbox_state_antialias);
	checkbox4.set_text("Anti Alias");
	offset_y += gap;

	CheckBox checkbox5(&gui_window);
	checkbox5.set_checked(true);
	checkbox5.set_geometry(Rect(offset_x, offset_y, offset_x + 120, offset_y + height));
//.........这里部分代码省略.........
开发者ID:punkkeks,项目名称:ClanLib,代码行数:101,代码来源:font.cpp


示例19: flogger

Win32_App::Win32_App()
{
	SourceDLLName = "Game.dll";
	//GameCode = Win32_LoadGameCode(SourceDLLName);

#ifdef _DEBUG
	// Дебажная консоль
	FileLogger flogger("debug.log");
	log_event("SYSTEM", "Logger initialized");
#endif

	try
	{
		// We support all display targets, in order listed here
#ifdef WIN32
		D3DTarget::enable();
#endif
		OpenGLTarget::enable();
	}
	catch (Exception exception)
	{
		// Create a console window for text-output if not available
		ConsoleWindow console("Console", 80, 160);
		Console::write_line("Exception caught: " + exception.get_message_and_stack_trace());
		console.display_close_message();

		quit = true;
	}

	// TODO: сохранять настройки графики
	fullscreen = 0;
	// TODO: Масштабировать окно
	InitScreenSize = Sizef(1024.0f, 768.0f);
	ScreenSize = InitScreenSize;
	DisplayWindowDescription window_description;
	window_description.set_title("Robot Game");
	window_description.set_size(ScreenSize, true);
	window_description.set_allow_resize(true);
	//window_description.set_type(WindowType::tool);
	window = DisplayWindow(window_description);

	canvas = Canvas(window);

	// Подключим коллбэки на слоты пользовательского ввода
	keyboard = window.get_ic().get_keyboard();
	sc.connect(window.sig_window_close(), bind_member(this, &Win32_App::Win32_OnWindowClose));
	sc.connect(window.get_ic().get_keyboard().sig_key_up(), bind_member(this, &Win32_App::Win32_OnKeyUp));
	sc.connect(window.get_ic().get_keyboard().sig_key_down(), bind_member(this, &Win32_App::Win32_OnKeyDown));
	sc.connect(window.get_ic().get_mouse().sig_key_down(), bind_member(this, &Win32_App::Win32_OnMouseDown));

	// Sound
	SoundOutput sound_output(48000);
/*
	SoundBuffer sbuffer("cheer1.ogg");
	sbuffer.play();
*/


	// Game memory
	LPVOID BaseAddress = 0;
	GameMemory.PermanentStorageSize = Megabytes(256);
	GameMemory.TransientStorageSize = Megabytes(256);
	size_t TotalStorageSize = (size_t)(GameMemory.PermanentStorageSize + GameMemory.TransientStorageSize);
	GameMemory.PermanentStorage = VirtualAlloc(BaseAddress, TotalStorageSize, MEM_RESERVE | MEM_COMMIT, PAGE_READWRITE);
	GameMemory.TransientStorage = ((uint8*)GameMemory.PermanentStorage + GameMemory.PermanentStorageSize);

	// Game state
	GameState = (game_state*)GameMemory.PermanentStorage;
	*GameState = {};
	GameState->ScreenSize = ScreenSize;


	// Resources
	//OpenGLTarget::set_current();
	GameState->game_resources = clan::XMLResourceManager::create(clan::XMLResourceDocument("sprites.xml"));

	GameState->LoadGameSpriteFromImage = &LoadGameSpriteFromImage;
	GameState->LoadGameSpriteFromResource = &LoadGameSpriteFromResource;
	GameState->AddGameSpriteFrameFromImage = &AddGameSpriteFrameFromImage;

	// Main display buffers
	//GameState->MainDisplayBuffer = PixelBuffer(1024, 768, TextureFormat::tf_rgba8, GameMemory.TransientStorage);


	// Win32 Timings
	CanSleepSafe = (timeBeginPeriod(1) == TIMERR_NOERROR);
	QueryPerformanceFrequency(&PerfCounterFrequencyQ);
	PerfCounterFrequency = PerfCounterFrequencyQ.QuadPart;

	QueryPerformanceCounter(&LastCounter);

	LastCycleCount = __rdtsc();

	game_time.reset();

	//console.display_close_message();
	//timeEndPeriod(1);
}
开发者ID:MeiHouwang,项目名称:RoboGame,代码行数:98,代码来源:Win32_app.cpp


示例20: SCOPED_DRAW_EVENT

void FRCPassPostProcessTestImage::Process(FRenderingCompositePassContext& Context)
{
	SCOPED_DRAW_EVENT(Context.RHICmdList, TestImage, DEC_SCENE_ITEMS);

	const FSceneView& View = Context.View;
	const FSceneViewFamily& ViewFamily = *(View.Family);
	
	FIntRect SrcRect = View.ViewRect;
	FIntRect DestRect = View.ViewRect;

	const FSceneRenderTargetItem& DestRenderTarget = PassOutputs[0].RequestSurface(Context);

	// Set the view family's render target/viewport.
	SetRenderTarget(Context.RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef());
	Context.SetViewportAndCallRHI(DestRect);

	// set the state
	Context.RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI());
	Context.RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI());
	Context.RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false, CF_Always>::GetRHI());

	TShaderMapRef<FPostProcessVS> VertexShader(Context.GetShaderMap());
	TShaderMapRef<FPostProcessTestImagePS> PixelShader(Context.GetShaderMap());

	static FGlobalBoundShaderState BoundShaderState;
	

	SetGlobalBoundShaderState(Context.RHICmdList, Context.GetFeatureLevel(), BoundShaderState, GFilterVertexDeclaration.VertexDeclarationRHI, *VertexShader, *PixelShader);

	PixelShader->SetPS(Context);

	// Draw a quad mapping scene color to the view's render target
	DrawRectangle(
		Context.RHICmdList,
		0, 0,
		DestRect.Width(), DestRect.Height(),
		SrcRect.Min.X, SrcRect.Min.Y,
		SrcRect.Width(), SrcRect.Height(),
		DestRect.Size(),
		GSceneRenderTargets.GetBufferSizeXY(),
		*VertexShader,
		EDRF_UseTriangleOptimization);

	{
		// this is a helper class for FCanvas to be able to get screen size
		class FRenderTargetTemp : public FRenderTarget
		{
		public:
			const FSceneView& View;
			const FTexture2DRHIRef Texture;

			FRenderTargetTemp(const FSceneView& InView, const FTexture2DRHIRef InTexture)
				: View(InView), Texture(InTexture)
			{
			}
			virtual FIntPoint GetSizeXY() const
			{
				return View.ViewRect.Size();
			};
			virtual const FTexture2DRHIRef& GetRenderTargetTexture() const
			{
				return Texture;
			}
		} TempRenderTarget(View, (const FTexture2DRHIRef&)DestRenderTarget.TargetableTexture);

		FCanvas Canvas(&TempRenderTarget, NULL, ViewFamily.CurrentRealTime, ViewFamily.CurrentWorldTime, ViewFamily.DeltaWorldTime, Context.GetFeatureLevel());

		float X = 30;
		float Y = 8;
		const float YStep = 14;
		const float ColumnWidth = 250;

		FString Line;

		Line = FString::Printf(TEXT("Top bars:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Moving bars using FrameTime"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Black and white raster, Pixel sized, Watch for Moire pattern"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Black and white raster, 2x2 block sized"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("Bottom bars:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   8 bars near white, 4 right bars should appear as one (HDTV)"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   8 bars near black, 4 left bars should appear as one (HDTV)"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("   Linear Greyscale in sRGB from 0 to 255"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont(), FLinearColor(1, 1, 1));
		Line = FString::Printf(TEXT("Color bars:"));
		Canvas.DrawShadowedString( X, Y += YStep, *Line, GetStatsFont 

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