void LowLevelGraphicsPostScriptRenderer::writeColour (const 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()); }
explicit GLColor( const Colour& juceColor ) : r(juceColor.getFloatRed()), g(juceColor.getFloatGreen()), b(juceColor.getFloatBlue()), a(juceColor.getFloatAlpha()) {}