void TableSectionPainter::paint(const PaintInfo& paintInfo, const LayoutPoint& paintOffset) { ANNOTATE_GRAPHICS_CONTEXT(paintInfo, &m_layoutTableSection); ASSERT(!m_layoutTableSection.needsLayout()); // avoid crashing on bugs that cause us to paint with dirty layout if (m_layoutTableSection.needsLayout()) return; unsigned totalRows = m_layoutTableSection.numRows(); unsigned totalCols = m_layoutTableSection.table()->columns().size(); if (!totalRows || !totalCols) return; LayoutPoint adjustedPaintOffset = paintOffset + m_layoutTableSection.location(); { BoxClipper boxClipper(m_layoutTableSection, paintInfo, adjustedPaintOffset, ForceContentsClip); paintObject(paintInfo, adjustedPaintOffset); } if ((paintInfo.phase == PaintPhaseOutline || paintInfo.phase == PaintPhaseSelfOutline) && m_layoutTableSection.style()->visibility() == VISIBLE) { LayoutRect visualOverflowRect(m_layoutTableSection.visualOverflowRect()); visualOverflowRect.moveBy(adjustedPaintOffset); ObjectPainter(m_layoutTableSection).paintOutline(paintInfo, LayoutRect(adjustedPaintOffset, m_layoutTableSection.size()), visualOverflowRect); } }
void RenderView::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset) { // If we ever require layout but receive a paint anyway, something has gone horribly wrong. ASSERT(!needsLayout()); // RenderViews should never be called to paint with an offset not on device pixels. ASSERT(LayoutPoint(IntPoint(paintOffset.x(), paintOffset.y())) == paintOffset); paintObject(paintInfo, paintOffset); }
void RenderView::paint(PaintInfo& paintInfo, int tx, int ty) { // If we ever require layout but receive a paint anyway, something has gone horribly wrong. ASSERT(!needsLayout()); // Cache the print rect because the dirty rect could get changed during painting. if (printing()) setPrintRect(paintInfo.rect); else setPrintRect(IntRect()); paintObject(paintInfo, tx, ty); }
void RenderView::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset, Vector<RenderBox*>& layers) { // If we ever require layout but receive a paint anyway, something has gone horribly wrong. ASSERT(!needsLayout()); // RenderViews should never be called to paint with an offset not on device pixels. ASSERT(LayoutPoint(IntPoint(paintOffset.x(), paintOffset.y())) == paintOffset); // This avoids painting garbage between columns if there is a column gap. if (m_frameView && style()->isOverflowPaged()) paintInfo.context->fillRect(paintInfo.rect, m_frameView->baseBackgroundColor()); paintObject(paintInfo, paintOffset, layers); }
void RenderView::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset) { // If we ever require layout but receive a paint anyway, something has gone horribly wrong. ASSERT(!needsLayout()); // RenderViews should never be called to paint with an offset not on device pixels. ASSERT(LayoutPoint(IntPoint(paintOffset.x(), paintOffset.y())) == paintOffset); // This avoids painting garbage between columns if there is a column gap. if (m_frameView && m_frameView->pagination().mode != Pagination::Unpaginated) paintInfo.context->fillRect(paintInfo.rect, m_frameView->baseBackgroundColor(), ColorSpaceDeviceRGB); paintObject(paintInfo, paintOffset); }
/** * Override default method. */ void ObjectWidget::paint(QPainter *painter, const QStyleOptionGraphicsItem *option, QWidget *widget) { Q_UNUSED(option); Q_UNUSED(widget); if (m_drawAsActor) paintActor(painter); else paintObject(painter); setPenFromSettings(painter); UMLWidget::paint(painter, option, widget); }
void RenderView::paint(PaintInfo& paintInfo, int tx, int ty) { #if PLATFORM(WKC) CRASH_IF_STACK_OVERFLOW(WKC_STACK_MARGIN_DEFAULT); #endif // If we ever require layout but receive a paint anyway, something has gone horribly wrong. ASSERT(!needsLayout()); // Cache the print rect because the dirty rect could get changed during painting. if (printing()) setPrintRect(paintInfo.rect); else setPrintRect(IntRect()); paintObject(paintInfo, tx, ty); }
/* This function you will have to modify */ void drawRayFunc(int x, int y){ if(drawRay==true){ // Draw a bounding box around the sphere to help debug your intersection Point eyePointP = getEyePoint(); Vector rayV = generateRay(); float t = Intersect(eyePointP, rayV, Matrix()); std::cout << "t: " << t << std::endl; Point isectPointWorldCoord = getIsectPointWorldCoord(eyePointP, rayV, t); if (t > 0) { glColor3f(1, 0, 0); glutWireCube(1.0f); if (paint == 1) { paintObject(isectPointWorldCoord); } else{ glColor3f(red_Scroll / (float)255.0f, green_Scroll / (float)255.0f, blue_Scroll / (float)255.0f); glPushMatrix(); glTranslatef(isectPointWorldCoord[0], isectPointWorldCoord[1], isectPointWorldCoord[2]); glutSolidSphere(0.05f, 10, 10); glPopMatrix(); } } /* You can fill this in if it helps you debug This is the function you should call insersect in and then have some output whether we intersected or not with the object */ } }
void RenderView::paint(PaintInfo& paintInfo, int tx, int ty) { // If we ever require layout but receive a paint anyway, something has gone horribly wrong. ASSERT(!needsLayout()); paintObject(paintInfo, tx, ty); }
void RenderView::paint(PaintInfo& paintInfo, const LayoutPoint& paintOffset) { // If we ever require layout but receive a paint anyway, something has gone horribly wrong. ASSERT(!needsLayout()); paintObject(paintInfo, paintOffset); }