void QgsMarkerSymbolLayer::drawPreviewIcon( QgsSymbolRenderContext &context, QSize size ) { startRender( context ); QgsPaintEffect *effect = paintEffect(); if ( effect && effect->enabled() ) { QgsEffectPainter p( context.renderContext(), effect ); renderPoint( QPointF( size.width() / 2, size.height() / 2 ), context ); } else { renderPoint( QPointF( size.width() / 2, size.height() / 2 ), context ); } stopRender( context ); }
void PathGroup::render() { Renderer* g = ARK2D::getRenderer(); g->setDrawColor(Color::white); // render points. for(unsigned int i = 0; i < paths.size(); i++) { for(unsigned int j = 0; j < paths.at(i)->subpaths.at(0)->points.size(); j++) { Vector2<float>* p = paths.at(i)->subpaths.at(0)->points.at(j); renderPoint(p->getX(), p->getY(), (j == 0 || j == paths.at(i)->subpaths.at(0)->points.size()-1)); } } // render curve. renderCurve(); // render straight lines. for(unsigned int i = 0; i < paths.size(); i++) { SubPath* mainPath = paths.at(i)->subpaths.at(0); for(unsigned int j = 0; j < mainPath->points.size(); j++) { if (j+1 != mainPath->points.size()) { renderLine( mainPath->points.at(j)->getX(), mainPath->points.at(j)->getY(), mainPath->points.at(j+1)->getX(), mainPath->points.at(j+1)->getY() ); } } } }
void asciimage::Shape::render(QPainter* painter, int scale, const Style& style) const { painter->save(); if (style.isCutting()) { painter->setCompositionMode(QPainter::CompositionMode_Clear); } switch (type()) { case Type::EMPTY: // nothing to do break; case Type::POINT: renderPoint(painter, scale, style); break; case Type::LINE: renderLine(painter, scale, style); break; case Type::POLYGON: renderPolygon(painter, scale, style); break; case Type::ELLIPSE: renderEllipse(painter, scale, style); break; } painter->restore(); }
void LLNetMap::renderScaledPointGlobal( const LLVector3d& pos, const LLColor4U &color, F32 radius_meters ) { LLVector3 local_pos; local_pos.setVec( pos - mObjectImageCenterGlobal ); S32 diameter_pixels = llround(2 * radius_meters * mObjectMapTPM); renderPoint( local_pos, color, diameter_pixels ); }
void BodyPart::render(SDL_Renderer *renderer) { SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); int x; int y; for(x=_xPos-2; x<=_xPos+2; x++) for(y=_yPos-2; y<=_yPos+2; y++) renderPoint(renderer, x, y); }
void LLNetMap::renderScaledPointGlobal( const LLVector3d& pos, const LLColor4U &color, F32 radius_meters ) { LLVector3 local_pos; local_pos.setVec( pos - mObjectImageCenterGlobal ); // DEV-17370 - megaprims of size > 4096 cause lag. (go figger.) const F32 MAX_RADIUS = 256.0f; F32 radius_clamped = llmin(radius_meters, MAX_RADIUS); S32 diameter_pixels = llround(2 * radius_clamped * mObjectMapTPM); renderPoint( local_pos, color, diameter_pixels ); }
void QgsMarkerSymbolLayerV2::drawPreviewIcon( QgsSymbolV2RenderContext& context, QSize size ) { startRender( context ); renderPoint( QPointF( size.width() / 2, size.height() / 2 ), context ); stopRender( context ); }
// unsere redering funktion GLvoid display ( GLvoid ) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); // Objekt drehen und bewegen glTranslatef(posx,posy,posz); glRotatef(rotx, 0.0f, 1.0f, 0.0f); glRotatef(roty, 1.0f, 0.0f, 0.0f); glRotatef(225.0f, 0.0f, 0.0f, 1.0f); // licht setzen und anzeigen glPushMatrix(); glRotatef(rotly, 1.0f, 0.0f, 0.0f); glRotatef(rotlx, 0.0f, 1.0f, 0.0f); float l[3]; l[0] = (float)apoint.x; l[1] = (float)apoint.y; l[2] = (float)apoint.z; // lichtpunkt anzeigen glColor3f( 1.0f, 1.0f, 0.0f); glPointSize(6.0f); renderPoint(apoint); glLightfv(GL_LIGHT0, GL_POSITION, l); glPopMatrix(); // bbox der datenpunkte anzeigen glColor3f( 0.0f, 1.0f, 0.0f); model->box->render(); glEnable(GL_LIGHTING); // model anzeigen glColor3f( 1.0f, 1.0f, 1.0f); // off Daten anzeigen glPointSize(2.0f); if (visModel) model->render(); if(visFacesOpt) renderFaces(model2->faces); if(visFaces) renderFaces(modelNormal->faces); glDisable(GL_LIGHTING); glColor3f( 1.0f, 1.0f, 1.0f); if(visEdgesOpt) renderEdges(model2->edges, number); if(visEdges) renderEdges(modelNormal->edges, number); //KD-tree anzeigen if(visStruktur) { glDisable(GL_DEPTH_TEST); model->visStructure(); glEnable(GL_DEPTH_TEST); } // daten raus "spülen" ;) und back/front buffer swappen glFlush(); glutSwapBuffers ( ); }