void main(void) { unsigned char light=0; unsigned char lastkey=0; // Mark key to be off P0=~0x00; // Light off for (;;) { if (getSwitch() == 1) { if (lastkey == 0) // Switch is from Off to On { lastkey = 1; // Mark switch is on now if (light == 0) // Light is Off { setLight(1); // Turn on the light now light = 1; // Mark light to On } else // Light is on { setLight(0); // Turn off the light now light = 0; // Mark light to Off } } } else { lastkey = 0; // Switch is off } // delay(30000); // for debug use } } /* main */
void KisColorSelector::loadSettings() { KisConfig cfg; setColorSpace(KisColor::Type(cfg.readEntry<qint32>("ArtColorSel.ColorSpace" , KisColor::HSY))); setNumLightPieces(cfg.readEntry("ArtColorSel.LightPieces", 19)); m_selectedColor.setH(cfg.readEntry<float>("ArtColorSel.SelColorH", 0.0f)); m_selectedColor.setS(cfg.readEntry<float>("ArtColorSel.SelColorS", 0.0f)); m_selectedColor.setX(cfg.readEntry<float>("ArtColorSel.SelColorX", 0.0f)); m_selectedColor.setA(1.0f); setInverseSaturation(cfg.readEntry<bool>("ArtColorSel.InversedSaturation", false)); setLight(cfg.readEntry<float>("ArtColorSel.Light", 0.5f), cfg.readEntry<bool>("ArtColorSel.RelativeLight", false)); recalculateRings( cfg.readEntry("ArtColorSel.NumRings" , 11), cfg.readEntry("ArtColorSel.RingPieces", 12) ); QList<float> angles = cfg.readList<float>("ArtColorSel.RingAngles"); for (int i = 0; i < m_colorRings.size(); ++i) { if (i < angles.size() && i < m_colorRings.size()) { m_colorRings[i].angle = angles[i]; } } selectColor(m_selectedColor); update(); }
void init(void) { //背景色 glClearColor(0.2, 0.2, 0.3, 1.0); setCamera();//視点を求める setLight(); //光源設定 glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); printf("マウス/キー操作の説明には'h'キーをプッシュ \n"); glGenTextures(2, texName);//テクスチャオブジェクトの名前付け //Terrainデータの作成 makeTerrainData(); Bitmap* bm0 = new Bitmap(); loadBitmap(bm0, "../../bmp/altgrad4.bmp"); makeTerrainImage(bm0); setTerrainTexture(0); //particle用テクスチャ Bitmap* bm1 = new Bitmap(); loadBitmap(bm1, "../../bmp/snow1.bmp"); makeParticleImage(bm1); setParticleTexture(1); //時間計測 lastTime = timeGetTime(); elapseTime1 = 0.0; elapseTime2 = 0.0; countP = 0.0; }
void KisColorSelector::mousePressEvent(QMouseEvent* event) { m_clickPos = mapCoord(event->posF(), m_renderArea); m_mouseMoved = false; m_pressedButtons = event->buttons(); m_clickedRing = getSaturationIndex(m_clickPos); qint8 clickedLightPiece = getLightIndex(event->posF()); if (clickedLightPiece >= 0) { setLight(getLight(event->posF()), m_relativeLight); m_selectedLightPiece = clickedLightPiece; setSelectedColor(m_selectedColor, !(m_pressedButtons & Qt::RightButton), true); m_mouseMoved = true; } else if (m_clickedRing >= 0) { if (getNumPieces() > 1) { for(int i=0; i<getNumRings(); ++i) m_colorRings[i].setTemporaries(m_selectedColor); } else { Radian angle = std::atan2(m_clickPos.x(), m_clickPos.y()) - RAD_90; m_selectedColor.setH(angle.scaled(0.0f, 1.0f)); m_selectedColor.setS(getSaturation(m_clickedRing)); m_selectedColor.setX(getLight(m_light, m_selectedColor.getH(), m_relativeLight)); setSelectedColor(m_selectedColor, !(m_pressedButtons & Qt::RightButton), true); m_selectedRing = m_clickedRing; m_mouseMoved = true; update(); } } }
void SceneView::inheritCullSettings(const osg::CullSettings& settings, unsigned int inheritanceMask) { if (_camera.valid() && _camera->getView()) { if (inheritanceMask & osg::CullSettings::LIGHTING_MODE) { LightingMode newLightingMode = _lightingMode; switch(_camera->getView()->getLightingMode()) { case(osg::View::NO_LIGHT): newLightingMode = NO_SCENEVIEW_LIGHT; break; case(osg::View::HEADLIGHT): newLightingMode = HEADLIGHT; break; case(osg::View::SKY_LIGHT): newLightingMode = SKY_LIGHT; break; } if (newLightingMode != _lightingMode) { setLightingMode(newLightingMode); } } if (inheritanceMask & osg::CullSettings::LIGHT) { setLight(_camera->getView()->getLight()); } } osg::CullSettings::inheritCullSettings(settings, inheritanceMask); }
void init(void) { //背景色 glClearColor(0.2, 0.2, 0.3, 1.0); setCamera();//視点を求める setLight(); //光源設定 glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); printf("マウス/キー操作の説明には'h'キーをプッシュ \n"); //テクスチャの設定 setCubeMap(); //pet robot アニメーション pet.unitTime = 0.05;//1フレーム当たりの時間(最初は仮の値) //フレームデータを作成 pet.numFrame0 = 0; pet.vPos.x = 1.0; pet.vPos.z = -1.0; pet.vAng.y = -90.0; pet.numFrame0 = 0; frameCount = 0; pet.walk(2.0, 0.2, 1.0); pet.turn(180.0, 2.0); pet.walk(2.0, 0.2, 1.0); pet.turn(-180.0, 2.0); pet.walk(2.0, 0.2, 1.0); pet.turn(180, 2.0); pet.walk(2.0, 0.2, 1.0); pet.turn(-180.0, 2.0); printf("numFrame0=%d \n", pet.numFrame0); }
void Intervalometer::init() { Serial.begin(9600); while(!Serial){} pinMode (shuterPin,OUTPUT); pinMode (displayPin,OUTPUT); pinMode (brightnessPin, OUTPUT); digitalWrite (shuterPin,LOW); digitalWrite (displayPin,HIGH); p_lcd-> init(); p_buttonLightUp-> init(); p_buttonLightDown-> init(); p_buttonUp-> init(); p_buttonDown-> init(); p_buttonOk-> init(); p_buttonBack-> init(); p_led-> init(); p_lcd-> createChar(2, kamera); p_lcd -> createChar(1,PfeilDown); p_lcd -> createChar(0,PfeilUp); setLight(); intro(); p_lcd->clear(); Serial.println("SETUP DONE"); }
void init(void) { //背景色 glClearColor(0.2, 0.2, 0.3, 1.0); setCamera();//視点を求める setLight(); //光源設定 glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); printf("マウス/キー操作の説明には'h'キーをプッシュ \n"); //Terrainデータの作成 makeTerrainData(); Bitmap* bm0 = new Bitmap(); loadBitmap(bm0, "../../bmp/altgrad4.bmp"); makeTerrainImage(bm0); setTerrainTexture(); //particle countP = 0; fps = 0; elapseTime1 = 0.0;//1sec間以内の経過時間 elapseTime2 = 0.0; //init()後の総経過時間 for(int i = 0; i < NUM_PARTICLE; i++) p[i] = CParticle(); for(int i = 0; i < NUM_PARTICLE2; i++) q[i] = CParticle2(); frameCount = 0; }
Spawn::Spawn(Spawn* s, uint16_t id) : Item(tSpawn, id) { setName(s->name()); setLastName(s->lastName()); Item::setPoint(s->x(), s->y(), s->z()); setPetOwnerID(s->petOwnerID()); setLight(s->light()); setGender(s->gender()); setDeity(s->deity()); setRace(s->race()); setClassVal(s->classVal()); setHP(s->HP()); setMaxHP(s->maxHP()); setGuildID(s->guildID()); setLevel(s->level()); for (int i = 0; i <= tLastCoreWearSlot; i++) setEquipment(i, s->equipment(i)); setEquipment(tUnknown1, SlotEmpty); setTypeflag(s->typeflag()); setGM(s->gm()); setNPC(s->NPC()); setAnimation(s->animation()); setDeltas(s->deltaX(), s->deltaY(), s->deltaZ()); setHeading(s->heading(), s->deltaHeading()); setConsidered(s->considered()); // the new copy will own the spawn track list m_spawnTrackList.setAutoDelete(false); m_spawnTrackList = s->m_spawnTrackList; s->m_spawnTrackList.setAutoDelete(false); m_spawnTrackList.setAutoDelete(true); }
Spawn::Spawn(uint16_t id, int16_t x, int16_t y, int16_t z, int16_t deltaX, int16_t deltaY, int16_t deltaZ, int8_t heading, int8_t deltaHeading, uint8_t animation) : Item(tSpawn, id) { // apply the unknown mob values m_name = "unknown"; setNPC(SPAWN_NPC_UNKNOWN); // set what is known setPos(x, y, z); setDeltas(deltaX, deltaY, deltaZ); setHeading(heading, deltaHeading); setAnimation(animation); // initialize what isn't to 0 setPetOwnerID(0); setLight(0); setGender(0); setDeity(0); setRace(0); setClassVal(0); setHP(0); setMaxHP(0); setLevel(0); for (int i = 0; i < tNumWearSlots; i++) setEquipment(i, 0); setTypeflag(0); setConsidered(false); // turn on auto delete for the track list m_spawnTrackList.setAutoDelete(true); }
bool ClydeDev::init() { // -- pins pinMode(eye_r_pin, OUTPUT); pinMode(eye_g_pin, OUTPUT); pinMode(eye_b_pin, OUTPUT); pinMode(eye_ir_pin, INPUT); pinMode(white_pin, OUTPUT); setLight(0); if(LOG_LEVEL <= DEBUG) *debug_stream << "Beginning initialisation of Clyde" << endl; current_colour[0] = 0; current_colour[1] = 0; current_colour[2] = 0; current_hue = 0; // -- eye / ir sample related last_calibrated = 0; last_sampled = 0; sample_count = 0; ir_total = 0; ir_range_avg = 0; done_calibration = false; // the raw, un-averaged, ir vals from analog in current_ir_raw = 0; previous_ir_raw = 0; ir_min_raw = 0; ir_max_raw = 0; // the averaged reading ir vals over time current_ir_val = 0; previous_ir_val = 0; // eye button press related press_thresh = 0; press_start = 0; is_pressed = false; press_sample_count = 0; last_press = 0; initEye(); return true; }
Spawn::Spawn(Spawn& s, uint16_t id) : Item(tSpawn, id) { setName(s.name()); setLastName(s.lastName()); Item::setPoint(s.x(), s.y(), s.z()); setPetOwnerID(s.petOwnerID()); setLight(s.light()); setGender(s.gender()); setDeity(s.deity()); setRace(s.race()); setClassVal(s.classVal()); setHP(s.HP()); setMaxHP(s.maxHP()); setGuildID(s.GuildID()); setLevel(s.level()); for (int i = 0; i <= tLastCoreWearSlot; i++) setEquipment(i, s.equipment(i)); setEquipment(tUnknown1, 0); setTypeflag(s.typeflag()); setNPC(s.NPC()); setAnimation(s.animation()); setDeltas(s.deltaX(), s.deltaY(), s.deltaZ()); setHeading(s.heading(), s.deltaHeading()); setConsidered(s.considered()); // the new copy will own the spawn track list m_spawnTrackList.setAutoDelete(false); m_spawnTrackList = s.m_spawnTrackList; s.m_spawnTrackList.setAutoDelete(false); m_spawnTrackList.setAutoDelete(true); }
/* Start a new level */ void startLevel(int newlev) { int i,j,x; light *p = board; /* Set up variables */ moves = 0; level = newlev; memset(board,0,boardsize); memset(solution,0,boardsize); /* Make random moves */ for (x=level;x;x--) { i = random() % boardwidth; j = random() % boardheight; invertLightNoupdate(i,j); invertLightNoupdate(i-1,j); invertLightNoupdate(i+1,j); invertLightNoupdate(i,j-1); invertLightNoupdate(i,j+1); SOLUTION(i,j) ^= 1; } /* Set the gropnode states */ for (j=0;j<boardheight;j++) for (i=0;i<boardwidth;i++) setLight(i,j,*(p++)); pgWriteCmd(wCanvas,PGCANVAS_INCREMENTAL,0); /* Update the status message and run pgUpdate() */ updateStatus(); }
void init(){ //codes for initialization drawgrid=1; drawaxes=1; // cameraHeight=144.0; // cameraAngle=1.0; angle=0; zRotation = 0.0; //clear the screen glClearColor(0,0,0,0); setLight(); /************************ / set-up projection here ************************/ //load the PROJECTION matrix glMatrixMode(GL_PROJECTION); //initialize the matrix glLoadIdentity(); //give PERSPECTIVE parameters gluPerspective(80, 1, 1, 10000.0); //field of view in the Y (vertically) //aspect ratio that determines the field of view in the X direction (horizontally) //near distance //far distance }
void GameManager::setOpenGLStates() { //Set clear color glClearColor(0.0f,0.0f,0.0f,0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); //Enable culling glEnable(GL_CULL_FACE); //glEnable(GL_NORMALIZE); glShadeModel(GL_SMOOTH); //AA glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); // Enable texturing glEnable(GL_TEXTURE_2D); //Fog glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_EXP2); glFogf(GL_FOG_DENSITY, 0.01f); glHint(GL_FOG_HINT, GL_NICEST); //Apply light setLight(); ResizeWindow(window_width, window_height); }
void Intervalometer::displayOn() { displayStat = true; digitalWrite(displayPin, HIGH); p_lcd->init(); setLight(); }
/****************************************************************************** * Mouse move event handler * * @param e the event ******************************************************************************/ void SampleViewer::mouseMoveEvent( QMouseEvent* e ) { //if (_light1->grabsMouse()) if ( _moveLight ) { int mx = e->x(); int my = e->y(); _light[ 4 ] += ( _light[ 5 ] - e->x() ) / 100.0f; _light[ 5 ] = e->x(); _light[ 3 ] += -( _light[ 6 ] - e->y() ) / 100.0f; _light[ 6 ] = e->y(); if ( _light[ 3 ] < 0.0f ) { _light[ 3 ] = 0.0f; } if ( _light[ 3 ] > (float)M_PI ) { _light[3] = (float)M_PI; } setLight( _light[ 3 ], _light[ 4 ] ); } else { QGLViewer::mouseMoveEvent( e ); } }
char processLightCommand(char commandCode, void* commandData, void* responseDate) { switch(commandCode) { case SET_LIGHT: setLight(*((char*)commandData)); break; } }
void displayNavigateSubwindow() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); setNavigateSubwindowCamera(&estado.camera, modelo.objecto); setLight(); glCallList(modelo.labirinto[JANELA_NAVIGATE]); glCallList(modelo.chao[JANELA_NAVIGATE]); if(!estado.vista[JANELA_NAVIGATE]) { glPushMatrix(); glTranslatef(modelo.objecto.pos.x,modelo.objecto.pos.y,modelo.objecto.pos.z); glRotatef(GRAUS(modelo.objecto.dir),0,1,0); glRotatef(-90,1,0,0); glScalef(SCALE_HOMER,SCALE_HOMER,SCALE_HOMER); mdlviewer_display(modelo.homer[JANELA_NAVIGATE]); glPopMatrix(); } desenhaBussola(glutGet(GLUT_WINDOW_WIDTH),glutGet(GLUT_WINDOW_HEIGHT)); glutSwapBuffers(); }
//---------------------------------------------------------------------- // Spawn Spawn::Spawn() : Item(tSpawn, 0) { m_name = "fake"; setNPC(SPAWN_NPC_UNKNOWN); Item::setPos(0, 0, 0); setDeltas(0, 0, 0); setHeading(0, 0); setAnimation(0); setPetOwnerID(0); setLight(0); setGender(0); setDeity(0); setRace(0); setClassVal(0); setHP(0); setMaxHP(0); setGuildID(0xffff); setGuildTag(NULL); setLevel(0); setTypeflag(0); for (int i = 0; i < tNumWearSlots; i++) setEquipment(i, 0); // just clear the considred flag since data would be outdated setConsidered(false); // finally, note when this update occurred. updateLast(); }
void LightingHandler::setMode(uint8_t which, uint8_t value) { lightModes[which] = value; switch(value) { case 0: setLight(which,(lightValues[which]--)+1); break; } }
void cmd_light( BaseChannel *chp, int argc, char * argv [] ) { (void)chp; if ( argc > 0 ) { if ( argv[0][0] != '0' ) { setLight( 1 ); chprintf( chp, "ok:ledon" ); } else { setLight( 0 ); chprintf( chp, "ok:ledoff" ); } } }
char processLightCommand(char commandCode, void* commandData, Response* responseData) { responseData->size = 0; switch(commandCode) { case SET_LIGHT: setLight(*((char*)commandData)); break; } return 1; }
/* Toggle the light at the specified coordinates and update the groplist */ void invertLight(int lx,int ly) { light l; if (lx < 0 || lx >= boardwidth || ly < 0 || ly >= boardheight) return; l = LIGHT(lx,ly) = !LIGHT(lx,ly); setLight(lx,ly,l); }
void init(void) { //背景色 glClearColor(0.2, 0.2, 0.3, 1.0); setCamera(); //視点を求める setLight(); //光源設定 glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); printf("マウス/キー操作の説明には'h'キーをプッシュ \n"); }
// Default constructor Scene::Scene() { defaultColor = Color::WHITE; defaultTransformation = mat4(1.0f); defaultShaderID = 1; defaultTextureID0 = 999; defaultTextureID1 = 999; GLfloat lightPosition[] = { 0.0, 5.0, 0.0, 1.0 }; GLfloat lightPower = 1.0; setLight(lightPosition, lightPower); }
void Intervalometer::stopRunning() { digitalWrite(displayPin, HIGH); p_lcd->init(); setLight(); p_lcd-> setCursor (0, 0); p_lcd-> print ("Gestopt "); delay(1000); p_lcd-> clear(); }
/** * Attached a named light to this display item * @param pName Used as a system/user name to lookup the light object */ /*public*/ void LightIcon::setLight(QString pName) { if (InstanceManager::getNullableDefault("LightManager") != nullptr) { light = ((ProxyLightManager*)InstanceManager::lightManagerInstance())->provideLight(pName); setLight(light); } else { log->error("No LightManager for this protocol, icon won't see changes"); } }
void foreground(void) { /* postion camera */ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMultMatrixf(curview); setLight(); /* position lights after camera transformation */ /* draw objects after this line */ }
//! [7] void GLWidget::paintGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); //set light setLight(); glTranslatef(0.0, 0.0, -10.0f); glScalef(1/scale, 1/scale, 1/scale); glRotatef(xRot / 16.0, 1.0, 0.0, 0.0); glRotatef(yRot / 16.0, 0.0, 1.0, 0.0); glRotatef(zRot / 16.0, 0.0, 0.0, 1.0); //logo->draw(static_cast<QOpenGLFunctions_1_1 *>(this)); //glPushMatrix(); glBegin(GL_LINES); glColor3f(1, 0, 0); glVertex3f(-50, -2, -20); glVertex3f(50, -2, -20); glColor3f(0, 1, 0); glVertex3f(0, -50, -20); glVertex3f(0, 50, -20); glColor3f(0, 0, 1); glVertex3f(0, -2, -100); glVertex3f(0, -2, 10); glEnd(); if(select) { int viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); float modelview_data[16]; float project_data[16]; glGetFloatv(GL_MODELVIEW_MATRIX, modelview_data); glGetFloatv(GL_PROJECTION_MATRIX, project_data); //qDebug() << "select!"; if(selectMode) obj.select(QMatrix4x4(modelview_data), QMatrix4x4(project_data), viewport, viewHeight); else obj.fix(QMatrix4x4(modelview_data), QMatrix4x4(project_data), viewport, viewHeight); pd.setObj(this->obj); select = false; } obj.draw(static_cast<QOpenGLFunctions_1_1 *>(this)); //glPopMatrix(); }