示例#1
0
void PaletteEditorAdvanced::onToggleBuildEffects(bool on)
{
    if (on) {
        for (int i = 0; i < QPalette::NColorGroups; i++)
            buildEffect(QPalette::ColorGroup(i));
    }
}
示例#2
0
TerrainClient::TerrainClient(UINT vertRows, UINT vertCols, float dx, float dz, 
		std::string heightmap, std::string tex0, std::string tex1, 
		std::string tex2, std::string blendMap, float heightScale, 
		float yOffset) : Terrain(vertRows, vertCols, dx, dz, heightmap, heightScale, yOffset)
{

	HR(D3DXCreateTextureFromFile(gd3dDevice, tex0.c_str(), &mTex0));
	HR(D3DXCreateTextureFromFile(gd3dDevice, tex1.c_str(), &mTex1));
	HR(D3DXCreateTextureFromFile(gd3dDevice, tex2.c_str(), &mTex2));
	HR(D3DXCreateTextureFromFile(gd3dDevice, blendMap.c_str(), &mBlendMap));

	buildGeometry();
	buildEffect();
}
示例#3
0
void PaletteEditorAdvanced::onChooseCentralColor()
{
    QPalette::ColorGroup group = groupFromIndex(selectedPalette);
    editPalette.setColor(group, centralFromIndex(ui->comboCentral->currentIndex()),
                         buttonCentral->color());

    buildEffect(group);
    if (group == QPalette::Active) {
        if(ui->checkBuildInactive->isChecked())
            build(QPalette::Inactive);
        if(ui->checkBuildDisabled->isChecked())
            build(QPalette::Disabled);
    }

    updateColorButtons();
}
示例#4
0
void PaletteEditorAdvanced::build(QPalette::ColorGroup colorGroup)
{
    if (colorGroup != QPalette::Active) {
        for (int i = 0; i < QPalette::NColorRoles; i++)
            editPalette.setColor(colorGroup, QPalette::ColorRole(i),
                                 editPalette.color(QPalette::Active, QPalette::ColorRole(i)));

        if (colorGroup == QPalette::Disabled) {
            editPalette.setColor(colorGroup, QPalette::ButtonText, Qt::darkGray);
            editPalette.setColor(colorGroup, QPalette::WindowText, Qt::darkGray);
            editPalette.setColor(colorGroup, QPalette::Text, Qt::darkGray);
            editPalette.setColor(colorGroup, QPalette::HighlightedText, Qt::darkGray);
        }

        if (ui->checkBuildEffect->isChecked())
            buildEffect(colorGroup);
        else
            updateColorButtons();
    }
}
示例#5
0
Terrain::Terrain(UINT vertRows, UINT vertCols, float dx, float dz, 
		std::string heightmap, std::string tex0, std::string tex1, 
		std::string tex2, std::string blendMap, float heightScale, 
		float yOffset)
{
	mVertRows = vertRows;
	mVertCols = vertCols;

	mDX = dx;
	mDZ = dz;

	mWidth = (mVertCols-1)*mDX;
	mDepth = (mVertRows-1)*mDZ;

	mHeightmap.loadRAW(vertRows, vertCols, heightmap, heightScale, yOffset);

	HR(D3DXCreateTextureFromFile(gd3dDevice, tex0.c_str(), &mTex0));
	HR(D3DXCreateTextureFromFile(gd3dDevice, tex1.c_str(), &mTex1));
	HR(D3DXCreateTextureFromFile(gd3dDevice, tex2.c_str(), &mTex2));
	HR(D3DXCreateTextureFromFile(gd3dDevice, blendMap.c_str(), &mBlendMap));

	buildGeometry();
	buildEffect();
}
示例#6
0
void PaletteEditorAdvanced::buildEffect(QPalette::ColorGroup colorGroup)
{
    editPalette = buildEffect(colorGroup, editPalette);
    updateColorButtons();
}