void FalagardAnimate::drawSelf(float z) { if( d_needsRedraw ) { d_renderCache.clearCachedImagery(); d_needsRedraw = false; // normal 状态是作为永远显示模式出现的 drawNormal( z ); if (isDisabled(true) ) { drawDisabled(z); } else { //If pushed or checked draw "Pushed" Layer if (isPushed() ) { drawPushed(z); } //Draw "Hover" Layer if (isHovering() ) { drawHover(z); } } } Window::drawSelf(z); }
void display() { static const float ambient [] = {0.5, 0.5, 0.5, 1.0}; static const float diffuse [] = {1.0, 0.0, 0.0, 1.0}; static const float specular[] = {1.0, 1.0, 1.0, 1.0}; static const float lightPos[] = {2.0, 2.0, 2.0, 0.0}; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); /* camera transform */ glTranslatef(0.0, 0.0, -zoom); /* zoom transform */ glRotatef(camRotX, 1.0, 0.0, 0.0); /* rotation around x axis */ glRotatef(camRotY, 0.0, 1.0, 0.0); /* rotation around y axis */ /* set the light position */ glLightfv(GL_LIGHT0, GL_POSITION, lightPos); glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, specular); glMaterialf(GL_FRONT, GL_SHININESS, shininess); /* update uniform variable */ if (options[OPT_SHADING_TOGG]) updateShader(); /* draw the scene */ drawScene(); /* draw normals */ drawNormal(); /* Render the hud */ glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0,1,0,1,-1,1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if (options[OPT_LIGHTENING]) glDisable(GL_LIGHTING); /* display current setting */ glTranslatef(0.0, 0.0, -0.5); drawHud(); if (options[OPT_LIGHTENING]) glEnable(GL_LIGHTING); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); glutSwapBuffers(); // Check for gl errors. checkGLErrors(); }
void Cube::draw(){ switch(drawType){ case TEXTURE: drawTexture(); break; case NOCOLOR: drawNoColor(); break; default: drawNormal(); break; } }
void Random::test() { init(); LOGD("uniform test [0,1]"); std::vector<double> uniform = drawUniform(0, 1, 7); LOGD("%lf %lf %lf %lf %lf %lf %lf", uniform[0], uniform[1], uniform[2], uniform[3], uniform[4], uniform[5], uniform[6]); LOGD("uniform test mu:0, sigma = 5"); std::vector<double> normal = drawNormal(0, 5, 7); LOGD("%lf %lf %lf %lf %lf %lf %lf", normal[0], normal[1], normal[2], normal[3], normal[4], normal[5], normal[6]); }
void OBEngine::onDrawSelf(FGGraphics &g) { if ( m_uiMode == UI_PLAYBACK ) { drawPlayback(g); } else { drawNormal(g); } }
void WalkupPlayer::draw() { ofSetColor(255,255,255,alpha); if (isAnimatingIn) { drawAnimatingIn(); } else if (isAnimatingOut) { drawAnimatingOut(); } else if (isTransitioning) { drawTransition(); } else { drawNormal(); } }
void FalagardRewardItem::drawSelf( float z ) { if (d_needsRedraw ) { d_renderCache.clearCachedImagery(); d_needsRedraw = false; drawNormal(z); } if (isChecked()) // 如果按下了,就画按下的蒙字 { drawPushed(z); } Window::drawSelf(z); }
/************************************************************************* Draw method *************************************************************************/ void TabButton::drawSelf(float z) { if (isDisabled()) { drawDisabled(z); } else if (isHovering()) { drawHover(z); } else if (d_selected) { drawPushed(z); } else { drawNormal(z); } }
/************************************************************************* Perform the rendering for this widget. *************************************************************************/ void ButtonBase::drawSelf(float z) { if (isHovering()) { drawHover(z); } else if (isPushed()) { drawPushed(z); } else if (isDisabled()) { drawDisabled(z); } else { drawNormal(z); } }
void phaseDiagram(){ //set-up stuff gROOT->Macro("init.C"); setStyle(); //draw stuff drawCanvas(); drawTransition(); //also draws critical point drawAxis(); drawLabels(); //draws labels and arrows for phases drawExperiments(); //draws where RCIC, LHC etc. lie on curve drawNormal(); //draws normal matter //save stuff if(iSave){ cPhase->Update(); cPhase->SaveAs("phaseDiagram5.eps"); } }
//end void LayerBase::drawWithOpenGL(const Region& clip) const { const DisplayHardware& hw(graphicPlane(0).displayHardware()); const uint32_t fbHeight = hw.getHeight(); const uint32_t fbWidth = hw.getWidth(); const State& s(drawingState()); const SurfaceFlinger::State& sSF = mFlinger->getDrawingState(); GLenum src = mPremultipliedAlpha ? GL_ONE : GL_SRC_ALPHA; if (UNLIKELY(s.alpha < 0xFF)) { const GLfloat alpha = s.alpha * (1.0f/255.0f); if (mPremultipliedAlpha) { glColor4f(alpha, alpha, alpha, alpha); } else { glColor4f(1, 1, 1, alpha); } glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else { glColor4f(1, 1, 1, 1); glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); if (!isOpaque()) { glEnable(GL_BLEND); glBlendFunc(src, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); } } //first judge wheather is 3D module 40641 const uint32_t hw_w_half = hw.getWidth()/2; struct TexCoords { GLfloat u; GLfloat v; }; TexCoords texCoords[4]; //judge if 3D modle switch(sSF.composing3D){ case eSTEREO_OSD_3D_NONE: { drawNormal(clip,fbHeight,mDrawingState.flags); break; } case eSTEREO_OSD_3D_SBSHALFE_PR: { drawSideBySide(clip,hw_w_half,fbHeight,mDrawingState.flags); break; } case eSTEREO_OSD_3D_TPANDBT_PR: { drawTopAndBottom(clip,fbHeight,mDrawingState.flags); break; } default: break; } glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_BLEND); }
void Terrain::draw(Matrix4 c) { draw_bezier ? drawNormal(c) : drawBezier(c); }
void FalagardActionButton::drawSelf( float z ) { if (d_needsRedraw ) { d_renderCache.clearCachedImagery(); d_needsRedraw = false; const StateImagery* imagery; // get WidgetLookFeel for the assigned look. const WidgetLookFeel& wlf = WidgetLookManager::getSingleton().getWidgetLook(d_lookName); if( wlf.isStateImageryPresent( "BackgroundImage" ) ) { imagery = &wlf.getStateImagery( "BackgroundImage" ); // peform the rendering operation. imagery->render(*this); } // 画背景 d_BackImage.draw(d_renderCache); //Empty if(isEmpty()) { if((isHovering() || isPushed()) && !isDisabled(true) )//&& !isGloom()) { drawHover(z); } } else { //Draw normal image drawNormal(z); //Draw percentage Img if(isPercentagePresent()) { drawPercentageImg(z); } //Notin Dragging if(d_dragging && !isGloom()) { drawPushed(z); } else { //Draw disable mask only when disabled if (isDisabled(true) || isGloom() ) { drawDisabled(z); if (isPushed() || isChecked()) { drawPushed(z); } drawAnimate(z); } else { //If pushed or checked draw "Pushed" Layer if (isPushed() || isChecked()) { drawPushed(z); } //Draw "Hover" Layer if (isHovering() && !isChecked()) { drawHover(z); } drawAnimate(z); // If default if(isDefault()) { drawDefault(z); } } //Draw corner character drawCorner(z); drawFlash( z ); } } } Window::drawSelf(z); }
void FalagardActionButton::drawSelf( float z ) { if (d_needsRedraw ) { d_renderCache.clearCachedImagery(); d_needsRedraw = false; //Empty if(isEmpty()) { if((isHovering() || isPushed()) && !isDisabled(true) )//&& !isGloom()) { drawHover(z); } } else { //Draw normal image drawNormal(z); //Notin Dragging if(d_dragging && !isGloom()) { drawPushed(z); } else { //Draw disable mask only when disabled if (isDisabled(true) || isGloom() ) { drawDisabled(z); if (isPushed() || isChecked()) { drawPushed(z); } } else { //If pushed or checked draw "Pushed" Layer if (isPushed() || isChecked()) { drawPushed(z); } //Draw "Hover" Layer if (isHovering() && !isChecked()) { drawHover(z); } drawAnimate(z); // If default if(isDefault()) { drawDefault(z); } } //Draw corner character drawCorner(z); } } } Window::drawSelf(z); }