Example #1
0
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
Example #3
0
        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";
    }
}
Example #6
0
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());
}
Example #9
0
	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;
		}
	}
Example #10
0
 explicit GLColor( const Colour& juceColor ) 
   : r(juceColor.getFloatRed()), 
     g(juceColor.getFloatGreen()),
     b(juceColor.getFloatBlue()),
     a(juceColor.getFloatAlpha())
 {}