void ProcessorList::drawItem(ProcessorListItem* item) { Colour c = findColour(item->colorId); glColor4f(c.getFloatRed(), c.getFloatGreen(), c.getFloatBlue(), 1.0f); // see if this helps drawing issues on Windows: glRectf(0.0, 0.0, 1.0, 1.0); // glBegin(GL_POLYGON); // glVertex2f(0,0); // glVertex2f(1,0); // glVertex2f(1,1); // glVertex2f(0,1); // glEnd(); drawItemName(item); if (item->hasSubItems()) { drawButton(item->isOpen()); } }
/*! @brief Fill in the values for a vertex. @param[in,out] vertexList The vertex data list to be updated. @param[in] px The x coordinate (and x normal) of the vertex. @param[in] py The y coordinate (and y normal) of the vertex. @param[in] pz The z coordinate (and z normal) of the vertex. @param[in] colr The colour of the vertex. @param[in] ts The s texture coordinate of the vertex. @param[in] tt The t texture coordinate of the vertex. */ static void setVertexData(Array<Vertex> & vertexList, const double px, const double py, const double pz, const Colour & colr, const float ts, const float tt) { ODL_ENTER(); ODL_P2("vertexList = ", &vertexList, "color = ", &colr); //#### ODL_D4("px = ", px, "py = ", py, "pz = ", pz, "ts = ", ts);//#### ODL_D1("tt = ", tt); //#### Vertex aVertex; aVertex._position[0] = static_cast<float>(kTipScale * px); aVertex._position[1] = static_cast<float>(kTipScale * py); aVertex._position[2] = static_cast<float>(kTipScale * pz); aVertex._normal[0] = static_cast<float>(px); aVertex._normal[1] = static_cast<float>(py); aVertex._normal[2] = static_cast<float>(pz); aVertex._colour[0] = colr.getFloatRed(); aVertex._colour[1] = colr.getFloatGreen(); aVertex._colour[2] = colr.getFloatBlue(); aVertex._colour[3] = colr.getFloatAlpha(); aVertex._texCoord[0] = ts; aVertex._texCoord[1] = tt; vertexList.add(aVertex); ODL_EXIT(); } // setVertexData
static void createVertexListFromMesh (const WavefrontObjFile::Mesh& mesh, Array<Vertex>& list, Colour colour) { const float scale = 0.2f; WavefrontObjFile::TextureCoord defaultTexCoord = { 0.5f, 0.5f }; WavefrontObjFile::Vertex defaultNormal = { 0.5f, 0.5f, 0.5f }; for (int i = 0; i < mesh.vertices.size(); ++i) { const WavefrontObjFile::Vertex& v = mesh.vertices.getReference (i); const WavefrontObjFile::Vertex& n = i < mesh.normals.size() ? mesh.normals.getReference (i) : defaultNormal; const WavefrontObjFile::TextureCoord& tc = i < mesh.textureCoords.size() ? mesh.textureCoords.getReference (i) : defaultTexCoord; Vertex vert = { { scale * v.x, scale * v.y, scale * v.z, }, { scale * n.x, scale * n.y, scale * n.z, }, { colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue(), colour.getFloatAlpha() }, { tc.x, tc.y } }; list.add (vert); } }
void OpenGLHelpers::clear (Colour colour) { glClearColor (colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue(), colour.getFloatAlpha()); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); }
void LowLevelGraphicsPostScriptRenderer::writeColour (Colour colour) { Colour c (Colours::white.overlaidWith (colour)); if (lastColour != c) { lastColour = c; out << String (c.getFloatRed(), 3) << ' ' << String (c.getFloatGreen(), 3) << ' ' << String (c.getFloatBlue(), 3) << " c\n"; } }
void Quadmesh::setShaderVariableFromColorTrait(OpenGLShaderProgram *shader, const char *key) { OpenGLShaderProgram::Uniform variable(*shader, key); Colour solidColor = Colour::fromString(getTrait(key).toString()); float r = solidColor.getFloatRed(); float g = solidColor.getFloatGreen(); float b = solidColor.getFloatBlue(); float a = solidColor.getFloatAlpha(); if (variable.uniformID < 0) { return; } else { variable.set(r, g, b, a); } }
const D2D1_COLOR_F Direct2DLowLevelGraphicsContext::colourToD2D (const Colour& c) { return D2D1::ColorF::ColorF (c.getFloatRed(), c.getFloatGreen(), c.getFloatBlue(), c.getFloatAlpha()); }
void OpenGLHelpers::setColour (const Colour& colour) { glColor4f (colour.getFloatRed(), colour.getFloatGreen(), colour.getFloatBlue(), colour.getFloatAlpha()); }
void AttributeColorComponent::valueChanged(Value& val) { if (val == m_color) { const Colour col = getColour(); if (col != m_lastcolor) setAttributeValue({(double)col.getFloatRed(), (double)col.getFloatGreen(), (double)col.getFloatBlue(), (double)col.getFloatAlpha()}); m_lastcolor = col; } }
explicit GLColor( const Colour& juceColor ) : r(juceColor.getFloatRed()), g(juceColor.getFloatGreen()), b(juceColor.getFloatBlue()), a(juceColor.getFloatAlpha()) {}