示例#1
0
static void
set_line_mode(DrawingContext* context, cap_mode capMode, join_mode joinMode,
	float miterLimit)
{
	DrawState* state = context->CurrentState();
	state->SetLineCapMode(capMode);
	state->SetLineJoinMode(joinMode);
	state->SetMiterLimit(miterLimit);
	context->GetDrawingEngine()->SetStrokeMode(capMode, joinMode, miterLimit);
}
示例#2
0
static void
set_line_mode(View* view, cap_mode capMode, join_mode joinMode,
	float miterLimit)
{
	DrawState* state = view->CurrentState();
	state->SetLineCapMode(capMode);
	state->SetLineJoinMode(joinMode);
	state->SetMiterLimit(miterLimit);
	view->Window()->GetDrawingEngine()->SetStrokeMode(capMode, joinMode,
		miterLimit);
}
示例#3
0
static void
set_line_mode(void* _canvas, cap_mode capMode, join_mode joinMode,
	float miterLimit)
{
	Canvas* const canvas = reinterpret_cast<Canvas*>(_canvas);
	DrawState* state = canvas->CurrentState();
	state->SetLineCapMode(capMode);
	state->SetLineJoinMode(joinMode);
	state->SetMiterLimit(miterLimit);
	canvas->GetDrawingEngine()->SetStrokeMode(capMode, joinMode, miterLimit);
}
示例#4
0
void DebugAttachmentSystem::onCreated()
{
    m_visibleNode =
        GetGlobal<RenderManager>()->renderer<DebugGeometryRenderer>()->addNode();
    m_obscuredNode =
        GetGlobal<RenderManager>()->renderer<DebugGeometryRenderer>()->addNode();

    DrawState obscuredDrawState;
    obscuredDrawState.setDepthState({DepthTest::Greater, DepthWrite::Enabled});
    obscuredDrawState.setBlendState(
        {BlendEquation::Add, BlendFactor::One, BlendFactor::One});
    m_obscuredNode->setDrawState(obscuredDrawState);
}
示例#5
0
DrawState*
DrawState::PushState()
{
	DrawState* next = new (nothrow) DrawState(*this);

	if (next != NULL) {
		// Prepare state as derived from this state
		next->fOrigin = BPoint(0.0, 0.0);
		next->fScale = 1.0;
		next->fTransform.Reset();
		next->fPreviousState = this;
		next->SetAlphaMask(fAlphaMask);
	}

	return next;
}
示例#6
0
文件: View.cpp 项目: OKaluza/LavaVu
View::View(DrawState& drawstate, float xf, float yf, float nearc, float farc) : drawstate(drawstate), properties(drawstate.globals, drawstate.defaults)
{
  // default view params
  eye_sep_ratio = 0.03f;  //Eye separation ratio to focal length
  fov = 45.0f; //60.0     //Field of view - important to adjust for stereo viewing
  focal_length = focal_length_adj = 0.0; //Stereo zero parallex distance adjustment
  scene_shift = 0.0;      //Stereo projection shift
  rotated = rotating = sort = false;

  model_size = 0.0;       //Scalar magnitude of model dimensions
  width = 0;              //Viewport width
  height = 0;             //Viewport height
  scale2d = 1.0;

  x = xf;
  y = yf;
  w = h = 1.0f;

  stereo = false;
  autozoom = false;
  filtered = true;
  scaled = true;
  initialised = false;

  localcam = new Camera();

  //Use the local cam by default
  rotate_centre = localcam->rotate_centre;
  focal_point = localcam->focal_point;
  model_trans = localcam->model_trans;
  rotation = &localcam->rotation;

  for (int i=0; i<3; i++)
  {
    default_focus[i]     = FLT_MIN;  // Default focal point
    scale[i]             = 1.0;
    min[i]               = 0.0;
    max[i]               = 0.0;
  }

  is3d = true;

  //View properties can only be set if exist, so copy defaults
  std::string viewprops[] = {"title", "zoomstep", "margin", 
                             "rulers", "rulerticks", "rulerwidth", 
                             "fontscale", "border", "fillborder", "bordercolour", 
                             "axis", "axislength", "timestep", "antialias", "shift"};
  //Gets current value (either global or default)
  for (auto key : viewprops)
    properties.data[key] = drawstate.global(key);

  //Clip planes
  properties.data["near"] = nearc;
  properties.data["far"] = farc;
}
示例#7
0
void
CanvasMessage::AddDrawState(const DrawState& drawState)
{
	Add(drawState.PenSize());
	Add(drawState.SubPixelPrecise());
	Add(drawState.GetDrawingMode());
	Add(drawState.AlphaSrcMode());
	Add(drawState.AlphaFncMode());
	AddPattern(drawState.GetPattern());
	Add(drawState.LineCapMode());
	Add(drawState.LineJoinMode());
	Add(drawState.MiterLimit());
	Add(drawState.HighColor());
	Add(drawState.LowColor());
}