本文整理汇总了C++中FColor函数的典型用法代码示例。如果您正苦于以下问题:C++ FColor函数的具体用法?C++ FColor怎么用?C++ FColor使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了FColor函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: DrawDebugPoint
void UAStarAgentComponent::DrawDebugInformation()
{
if (m_path->path.Num() == 0)
return;
for (int i = 0; i < m_path->path.Num() - 1; i++)
{
FVector pos1 = m_path->path[i];
FVector pos2 = m_path->path[i + 1];
DrawDebugPoint(
GetWorld(),
FVector(pos1.X, pos1.Y, pos1.Z),
7,
FColor(255, 255, 0)
);
DrawDebugLine(GetWorld(),
FVector(pos1.X, pos1.Y, pos1.Z), FVector(pos2.X, pos2.Y, pos2.Z),
FColor(255, 255, 0), false, -1, 0, 5.f
);
}
DrawDebugPoint(
GetWorld(),
FVector(m_path->path.Last().X, m_path->path.Last().Y, m_path->path.Last().Z),
7,
FColor(255, 255, 0)
);
}
开发者ID:xEricxD,项目名称:AIProject,代码行数:30,代码来源:AStarAgentComponent.cpp
示例2: GridWidget
/*------------------------------------------------------------------------------
FEditorCommonDrawHelper.
------------------------------------------------------------------------------*/
FEditorCommonDrawHelper::FEditorCommonDrawHelper()
: GridWidget(0)
{
bDrawGrid = true;
bDrawPivot = true;
bDrawBaseInfo = true;
AxesLineThickness = 0.f;
GridColorAxis = FColor(70, 70, 70);
GridColorMajor = FColor(40, 40, 40);
GridColorMinor = FColor(20, 20, 20);
PerspectiveGridSize = HALF_WORLD_MAX1;
NumCells = 64;
bDrawWorldBox = false;
bDrawKillZ = false;
PivotColor = FColor(255,0,0);
PivotSize = 0.02f;
BaseBoxColor = FColor(0,255,0);
DepthPriorityGroup=SDPG_World;
GridDepthBias = 0.000001;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:30,代码来源:EditorComponents.cpp
示例3: FEditorViewportClient
FMaterialEditorViewportClient::FMaterialEditorViewportClient(TWeakPtr<IMaterialEditor> InMaterialEditor, FPreviewScene& InPreviewScene, const TSharedRef<SMaterialEditorViewport>& InMaterialEditorViewport)
: FEditorViewportClient(nullptr, &InPreviewScene, StaticCastSharedRef<SEditorViewport>(InMaterialEditorViewport))
, MaterialEditorPtr(InMaterialEditor)
{
// Setup defaults for the common draw helper.
DrawHelper.bDrawPivot = false;
DrawHelper.bDrawWorldBox = false;
DrawHelper.bDrawKillZ = false;
DrawHelper.bDrawGrid = false;
DrawHelper.GridColorAxis = FColor(80,80,80);
DrawHelper.GridColorMajor = FColor(72,72,72);
DrawHelper.GridColorMinor = FColor(64,64,64);
DrawHelper.PerspectiveGridSize = HALF_WORLD_MAX1;
SetViewMode(VMI_Lit);
EngineShowFlags.DisableAdvancedFeatures();
EngineShowFlags.SetSnap(0);
OverrideNearClipPlane(1.0f);
bUsingOrbitCamera = true;
// Don't want to display the widget in this viewport
Widget->SetDefaultVisibility(false);
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:25,代码来源:SMaterialEditorViewport.cpp
示例4: DrawDebugPoint
/// <summary> Draws one of the paths using one list from each list of lists </summary>
/// <param name="n"> The position, in each list of lists, of the list with the values for this path </param>
void UMovementTracker::DrawNthPath(size_t n)
{
//Checks if there is no mistake in the different lists
if (VectorList[n].Num() == TimeList[n].Num() && TimeList[n].Num() == NameList[n].Num())
{
//previous tells us if the previous point was drawn. It allows us to know if a line needs to be drawn between the points
//but also tells us when the path's beginning was. It allows us to start at that point next update to save on resources.
bool previous = false;
for (size_t i = PathStartArray[n]; i < VectorList[n].Num(); i++)
{
if ((TimeLength <= 0 || TimeList[n][i] >= ElapsedTime - TimeLength) && TimeList[n][i] <= ElapsedTime && NameList[n][i] == GetOwner()->GetName())
{
DrawDebugPoint(World, VectorList[n][i], 20.0f, FColor(255, 0, 0));
if (previous) //Draw the line between the previous point and this one
DrawDebugLine(World, VectorList[n][i - 1], VectorList[n][i], FColor(0, 0, 255), false, -1.0f, (uint8)'\000', 5.0f);
else //Sets the start of next update's sweep
PathStartArray[n] = i;
previous = true;
}
else
{
previous = false;
if (previous) //We are at the end of the path that we want to draw, no need to continue checking the rest of the path
break;
}
}
}
}
开发者ID:ponchoa,项目名称:PathTracer,代码行数:30,代码来源:MovementTracker.cpp
示例5: appTrunc
/**
* Dump allocation information.
*/
void FBestFitAllocator::DumpAllocs( FOutputDevice& Ar/*=*GLog*/ )
{
// Memory usage stats.
INT UsedSize = 0;
INT FreeSize = 0;
INT NumUsedChunks = 0;
INT NumFreeChunks = 0;
// Fragmentation and allocation size visualization.
INT NumBlocks = MemorySize / AllocationAlignment;
INT Dimension = 1 + NumBlocks / appTrunc(appSqrt(NumBlocks));
TArray<FColor> AllocationVisualization;
AllocationVisualization.AddZeroed( Dimension * Dimension );
INT VisIndex = 0;
// Traverse linked list and gather allocation information.
FMemoryChunk* CurrentChunk = FirstChunk;
while( CurrentChunk )
{
FColor VisColor;
// Free chunk.
if( CurrentChunk->bIsAvailable )
{
NumFreeChunks++;
FreeSize += CurrentChunk->Size;
VisColor = FColor(0,255,0);
}
// Allocated chunk.
else
{
NumUsedChunks++;
UsedSize += CurrentChunk->Size;
// Slightly alternate coloration to also visualize allocation sizes.
if( NumUsedChunks % 2 == 0 )
{
VisColor = FColor(255,0,0);
}
else
{
VisColor = FColor(192,0,0);
}
}
for( INT i=0; i<(CurrentChunk->Size/AllocationAlignment); i++ )
{
AllocationVisualization(VisIndex++) = VisColor;
}
CurrentChunk = CurrentChunk->NextChunk;
}
check(UsedSize == AllocatedMemorySize);
check(FreeSize == AvailableMemorySize);
// Write out bitmap for visualization of fragmentation and allocation patterns.
appCreateBitmap( TEXT("..\\..\\Binaries\\TextureMemory"), Dimension, Dimension, AllocationVisualization.GetTypedData() );
Ar.Logf( TEXT("BestFitAllocator: Allocated %i KByte in %i chunks, leaving %i KByte in %i chunks."), UsedSize / 1024, NumUsedChunks, FreeSize / 1024, NumFreeChunks );
Ar.Logf( TEXT("BestFitAllocator: %5.2f ms in allocator"), TimeSpentInAllocator * 1000 );
}
开发者ID:LiuKeHua,项目名称:colorful-engine,代码行数:63,代码来源:BestFitAllocator.cpp
示例6: FColor
void UThumbnailManager::SetupCheckerboardTexture()
{
if (CheckerboardTexture)
{
return;
}
CheckerboardTexture = FImageUtils::CreateCheckerboardTexture(FColor(128, 128, 128), FColor(64, 64, 64), 32);
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:9,代码来源:ThumbnailManager.cpp
示例7: FColor
void FPaperEditorViewportClient::ModifyCheckerboardTextureColors()
{
const FColor ColorOne = FColor(128, 128, 128);//TextureEditorPtr.Pin()->GetCheckeredBackground_ColorOne();
const FColor ColorTwo = FColor(64, 64, 64);//TextureEditorPtr.Pin()->GetCheckeredBackground_ColorTwo();
const int32 CheckerSize = 32;//TextureEditorPtr.Pin()->GetCheckeredBackground_Size();
DestroyCheckerboardTexture();
SetupCheckerboardTexture(ColorOne, ColorTwo, CheckerSize);
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:9,代码来源:PaperEditorViewportClient.cpp
示例8: Super
UTextureEditorSettings::UTextureEditorSettings( const FObjectInitializer& ObjectInitializer )
: Super(ObjectInitializer)
, Background(TextureEditorBackground_SolidColor)
, BackgroundColor(FColor::Black)
, CheckerColorOne(FColor(128, 128, 128))
, CheckerColorTwo(FColor(64, 64, 64))
, CheckerSize(32)
, FitToViewport(true)
, TextureBorderColor(FColor::White)
, TextureBorderEnabled(true)
{ }
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:11,代码来源:TextureEditorClasses.cpp
示例9: FVector2D
int32 FSequencerTimeSliderController::DrawPlaybackRange(const FGeometry& AllottedGeometry, const FSlateRect& MyClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FScrubRangeToScreen& RangeToScreen, const FPaintPlaybackRangeArgs& Args) const
{
if (!TimeSliderArgs.PlaybackRange.IsSet())
{
return LayerId;
}
TRange<float> PlaybackRange = TimeSliderArgs.PlaybackRange.Get();
float PlaybackRangeL = RangeToScreen.InputToLocalX(PlaybackRange.GetLowerBoundValue()) - 1;
float PlaybackRangeR = RangeToScreen.InputToLocalX(PlaybackRange.GetUpperBoundValue()) + 1;
FSlateDrawElement::MakeBox(
OutDrawElements,
LayerId+1,
AllottedGeometry.ToPaintGeometry(FVector2D(PlaybackRangeL, 0.f), FVector2D(Args.BrushWidth, AllottedGeometry.Size.Y)),
Args.StartBrush,
MyClippingRect,
ESlateDrawEffect::None,
FColor(32, 128, 32) // 120, 75, 50 (HSV)
);
FSlateDrawElement::MakeBox(
OutDrawElements,
LayerId+1,
AllottedGeometry.ToPaintGeometry(FVector2D(PlaybackRangeR - Args.BrushWidth, 0.f), FVector2D(Args.BrushWidth, AllottedGeometry.Size.Y)),
Args.EndBrush,
MyClippingRect,
ESlateDrawEffect::None,
FColor(128, 32, 32) // 0, 75, 50 (HSV)
);
// Black tint for excluded regions
FSlateDrawElement::MakeBox(
OutDrawElements,
LayerId+1,
AllottedGeometry.ToPaintGeometry(FVector2D(0.f, 0.f), FVector2D(PlaybackRangeL, AllottedGeometry.Size.Y)),
FEditorStyle::GetBrush("WhiteBrush"),
MyClippingRect,
ESlateDrawEffect::None,
FLinearColor::Black.CopyWithNewOpacity(0.2f)
);
FSlateDrawElement::MakeBox(
OutDrawElements,
LayerId+1,
AllottedGeometry.ToPaintGeometry(FVector2D(PlaybackRangeR, 0.f), FVector2D(AllottedGeometry.Size.X - PlaybackRangeR, AllottedGeometry.Size.Y)),
FEditorStyle::GetBrush("WhiteBrush"),
MyClippingRect,
ESlateDrawEffect::None,
FLinearColor::Black.CopyWithNewOpacity(0.2f)
);
return LayerId + 1;
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:54,代码来源:TimeSliderController.cpp
示例10: check
FColor UInterpTrackVectorBase::GetKeyColor(int32 SubIndex, int32 KeyIndex, const FColor& CurveColor)
{
check( SubIndex >= 0 && SubIndex < 3);
check( KeyIndex >= 0 && KeyIndex < VectorTrack.Points.Num() );
if(SubIndex == 0)
return FColor(255,0,0);
else if(SubIndex == 1)
return FColor(0,255,0);
else
return FColor(0,0,255);
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:12,代码来源:InterpolationCurveEd.cpp
示例11: BatchPxRenderBufferLines
static void BatchPxRenderBufferLines(class ULineBatchComponent& LineBatcherToUse, const PxRenderBuffer& DebugData)
{
int32 NumPoints = DebugData.getNbPoints();
if (NumPoints > 0)
{
const PxDebugPoint* Points = DebugData.getPoints();
for (int32 i = 0; i<NumPoints; i++)
{
LineBatcherToUse.DrawPoint(P2UVector(Points->pos), FColor((uint32)Points->color), 2, SDPG_World);
Points++;
}
}
// Build a list of all the lines we want to draw
TArray<FBatchedLine> DebugLines;
// Add all the 'lines' from PhysX
int32 NumLines = DebugData.getNbLines();
if (NumLines > 0)
{
const PxDebugLine* Lines = DebugData.getLines();
for (int32 i = 0; i<NumLines; i++)
{
new(DebugLines)FBatchedLine(P2UVector(Lines->pos0), P2UVector(Lines->pos1), FColor((uint32)Lines->color0), 0.f, 0.0f, SDPG_World);
Lines++;
}
}
// Add all the 'triangles' from PhysX
int32 NumTris = DebugData.getNbTriangles();
if (NumTris > 0)
{
const PxDebugTriangle* Triangles = DebugData.getTriangles();
for (int32 i = 0; i<NumTris; i++)
{
new(DebugLines)FBatchedLine(P2UVector(Triangles->pos0), P2UVector(Triangles->pos1), FColor((uint32)Triangles->color0), 0.f, 0.0f, SDPG_World);
new(DebugLines)FBatchedLine(P2UVector(Triangles->pos1), P2UVector(Triangles->pos2), FColor((uint32)Triangles->color1), 0.f, 0.0f, SDPG_World);
new(DebugLines)FBatchedLine(P2UVector(Triangles->pos2), P2UVector(Triangles->pos0), FColor((uint32)Triangles->color2), 0.f, 0.0f, SDPG_World);
Triangles++;
}
}
// Draw them all in one call.
if (DebugLines.Num() > 0)
{
LineBatcherToUse.DrawLines(DebugLines);
}
}
开发者ID:didixp,项目名称:Ark-Dev-Kit,代码行数:49,代码来源:PhysScene.cpp
示例12: GetWorld
void AWeapon::DoDamage(FHitResult& ObjectHit)
{
FVector ImpactPoint;
FVector ImpactNormal;
ImpactPoint.X = ObjectHit.ImpactPoint.X;
ImpactPoint.Y = ObjectHit.ImpactPoint.Y;
ImpactPoint.Z = ObjectHit.ImpactPoint.Z;
ImpactNormal.X = ObjectHit.ImpactNormal.X; //Use this data for placing decals if bullets hit walls etc.
ImpactNormal.Y = ObjectHit.ImpactNormal.Y;
ImpactNormal.Z = ObjectHit.ImpactNormal.Z;
const UWorld* World = GetWorld();
if (World)
{
DrawDebugSphere(World, ImpactPoint, 10.0f, 8, FColor(255, 0, 0), false, 3, 0);
APlayerController* PlayerController = Cast<APlayerController>(WeaponOwner->GetController());
if (PlayerController != nullptr)
{
const AActor* HitActor = ObjectHit.GetActor();
if (HitActor != nullptr)
{
if (HitActor->IsA(AEnemy::StaticClass()))
{
AEnemy* Enemy = (AEnemy*)HitActor;
TSubclassOf<UDamageType> const ValidDamageTypeClass = TSubclassOf<UDamageType>(UDamageType::StaticClass());
FDamageEvent DamageEvent(ValidDamageTypeClass);
Enemy->TakeDamage(Config.Damage, DamageEvent, PlayerController, this);
}
}
}
}
}
开发者ID:rcktscnc,项目名称:unreal-project,代码行数:31,代码来源:Weapon.cpp
示例13: FLinearColor
FSlateColor SAmethystWaitDialog::GetTextColor() const
{
//instead of going from black -> white, go from white -> grey.
float fAlpha = 1.0f - TextColorCurve.GetLerp();
fAlpha = fAlpha * 0.5f + 0.5f;
return FLinearColor(FColor(155, 164, 182, FMath::Clamp((int32)(fAlpha * 255.0f), 0, 255)));
}
开发者ID:1337programming,项目名称:amethystforest,代码行数:7,代码来源:AmethystGameInstance.cpp
示例14: Super
AValorMinionSpawner::AValorMinionSpawner(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
GetCapsuleComponent()->InitCapsuleSize(40.0f, 92.0f);
#if WITH_EDITORONLY_DATA
ArrowComponent = CreateEditorOnlyDefaultSubobject<UArrowComponent>(TEXT("Arrow"));
if (!IsRunningCommandlet())
{
// Structure to hold one-time initialization
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<UTexture2D> PlayerStartTextureObject;
FName ID_PlayerStart;
FText NAME_PlayerStart;
FName ID_Navigation;
FText NAME_Navigation;
FConstructorStatics()
: PlayerStartTextureObject(TEXT("/Engine/EditorResources/S_Player"))
, ID_PlayerStart(TEXT("PlayerStart"))
, NAME_PlayerStart(NSLOCTEXT("SpriteCategory", "PlayerStart", "Player Start"))
, ID_Navigation(TEXT("Navigation"))
, NAME_Navigation(NSLOCTEXT("SpriteCategory", "Navigation", "Navigation"))
{
}
};
static FConstructorStatics ConstructorStatics;
if (GetGoodSprite())
{
GetGoodSprite()->Sprite = ConstructorStatics.PlayerStartTextureObject.Get();
GetGoodSprite()->RelativeScale3D = FVector(0.5f, 0.5f, 0.5f);
GetGoodSprite()->SpriteInfo.Category = ConstructorStatics.ID_PlayerStart;
GetGoodSprite()->SpriteInfo.DisplayName = ConstructorStatics.NAME_PlayerStart;
}
if (GetBadSprite())
{
GetBadSprite()->SetVisibility(false);
}
if (ArrowComponent)
{
ArrowComponent->ArrowColor = FColor(150, 200, 255);
ArrowComponent->ArrowSize = 1.0f;
ArrowComponent->bTreatAsASprite = true;
ArrowComponent->SpriteInfo.Category = ConstructorStatics.ID_Navigation;
ArrowComponent->SpriteInfo.DisplayName = ConstructorStatics.NAME_Navigation;
ArrowComponent->SetupAttachment(GetCapsuleComponent());
ArrowComponent->bIsScreenSizeScaled = true;
}
}
#endif // WITH_EDITORONLY_DATA
if (GWorld && GWorld->HasBegunPlay())
{
ensure(SpawnTeam != EValorTeam::Invalid);
}
}
开发者ID:Shirasho,项目名称:ValorGame,代码行数:60,代码来源:ValorMinionSpawner.cpp
示例15: FColor
void FEdModeGeometry::RenderEdge( const FSceneView* View, FPrimitiveDrawInterface* PDI )
{
for( int32 ObjectIdx = 0 ; ObjectIdx < GeomObjects.Num() ; ++ObjectIdx )
{
const FGeomObject* GeometryObject = GeomObjects[ObjectIdx];
const FColor WireColor = GeometryObject->GetActualBrush()->GetWireColor();
// Edges
for( int32 EdgeIdx = 0 ; EdgeIdx < GeometryObject->EdgePool.Num() ; ++EdgeIdx )
{
const FGeomEdge* GeometryEdge = &GeometryObject->EdgePool[EdgeIdx];
const FColor Color = GeometryEdge->IsSelected() ? FColor(255,128,64) : WireColor;
PDI->SetHitProxy( new HGeomEdgeProxy(const_cast<FGeomObject*>(GeometryObject),EdgeIdx) );
{
FVector V0 = GeometryObject->VertexPool[ GeometryEdge->VertexIndices[0] ];
FVector V1 = GeometryObject->VertexPool[ GeometryEdge->VertexIndices[1] ];
const FTransform ActorToWorld = GeometryObject->GetActualBrush()->ActorToWorld();
V0 = ActorToWorld.TransformPosition( V0 );
V1 = ActorToWorld.TransformPosition( V1 );
PDI->DrawLine( V0, V1, Color, SDPG_Foreground );
}
PDI->SetHitProxy( NULL );
}
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:28,代码来源:GeometryEdMode.cpp
示例16: DrawDebugLine
void UCarditWeapon::Fire()
{
auto Camera = Cast<ACarditCharacter>(GetOwner())->GetCamera();
auto CameraLocation = Camera->GetComponentLocation();
auto EndLocation = Camera->GetComponentLocation() + (Camera->GetComponentRotation().Vector() * MaxRangeInCm);
DrawDebugLine(GetWorld(), CameraLocation, EndLocation, FColor(255, 0, 0), false, 5.f, 0, 2.5f);
FHitResult OutHit;
if (GetWorld()->LineTraceSingleByChannel(
OutHit,
CameraLocation,
EndLocation,
ECC_Visibility
)
)
{
if (Cast<ACarditCharacter>(OutHit.GetActor()))
{
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, "Character hit");
Cast<ACarditGameMode>(UGameplayStatics::GetGameMode(GetWorld()))->DealDamageOntoCharacter(Cast<ACarditCharacter>(OutHit.GetActor()), DamagePerShot);
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Non-character hit"));
}
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Nothing hit"));
}
}
开发者ID:CarsonHoffman,项目名称:cardit,代码行数:33,代码来源:CarditWeapon.cpp
示例17: Super
UArrowComponent::UArrowComponent(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
// Structure to hold one-time initialization
struct FConstructorStatics
{
FName ID_Misc;
FText NAME_Misc;
FConstructorStatics()
: ID_Misc(TEXT("Misc"))
, NAME_Misc(NSLOCTEXT( "SpriteCategory", "Misc", "Misc" ))
{
}
};
static FConstructorStatics ConstructorStatics;
BodyInstance.bEnableCollision_DEPRECATED = false;
SetCollisionProfileName(UCollisionProfile::NoCollision_ProfileName);
ArrowColor = FColor(255, 0, 0, 255);
ArrowSize = 1.0f;
bHiddenInGame = true;
bUseEditorCompositing = true;
bGenerateOverlapEvents = false;
#if WITH_EDITORONLY_DATA
SpriteInfo.Category = ConstructorStatics.ID_Misc;
SpriteInfo.DisplayName = ConstructorStatics.NAME_Misc;
bLightAttachment = false;
#endif // WITH_EDITORONLY_DATA
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:30,代码来源:ArrowComponent.cpp
示例18: check
void FEdModeGeometry::RenderVertex( const FSceneView* View, FPrimitiveDrawInterface* PDI )
{
for( int32 ObjectIdx = 0 ; ObjectIdx < GeomObjects.Num() ; ++ObjectIdx )
{
const FGeomObject* GeomObject = GeomObjects[ObjectIdx];
check(GeomObject);
// Vertices
FColor Color;
float Scale;
FVector Location;
for( int32 VertIdx = 0 ; VertIdx < GeomObject->VertexPool.Num() ; ++VertIdx )
{
const FGeomVertex* GeomVertex = &GeomObject->VertexPool[VertIdx];
check(GeomVertex);
check(GeomObject->GetActualBrush());
Location = GeomObject->GetActualBrush()->ActorToWorld().TransformPosition( *GeomVertex );
Scale = View->WorldToScreen( Location ).W * ( 4.0f / View->ViewRect.Width() / View->ViewMatrices.ProjMatrix.M[0][0] );
Color = GeomVertex->IsSelected() ? FColor(255,128,64) : GeomObject->GetActualBrush()->GetWireColor();
PDI->SetHitProxy( new HGeomVertexProxy( const_cast<FGeomObject*>(GeomObject), VertIdx) );
PDI->DrawSprite( Location, 4.f * Scale, 4.f * Scale, GEngine->DefaultBSPVertexTexture->Resource, Color, SDPG_Foreground, 0.0, 0.0, 0.0, 0.0 );
PDI->SetHitProxy( NULL );
}
}
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:29,代码来源:GeometryEdMode.cpp
示例19: max
FColor HSB::hsbFromRgb(const FColor& rgb) {
const auto brightness = max(
max(RGB::red(rgb), RGB::green(rgb)), RGB::blue(rgb));
auto hue = 0.0f, saturation = 0.0f;
if (not near(brightness, 0.0)) {
const auto darkest = min(
min(RGB::red(rgb), RGB::green(rgb)), RGB::blue(rgb));
const auto range = brightness - darkest;
saturation = range / brightness;
if (not near(saturation, 0.0)) {
const float r = (brightness - RGB::red(rgb)) / range;
const float g = (brightness - RGB::green(rgb)) / range;
const float b = (brightness - RGB::blue(rgb)) / range;
if (near(RGB::red(rgb), brightness))
hue = b - g;
else if (near(RGB::green(rgb), brightness))
hue = 2.0f + r - b;
else
hue = 4.0f + g - r;
hue /= 6.0f;
if (hue < 0)
hue += 1.0f;
}
}
return FColor(hue, saturation, brightness, rgb.alpha());
}
开发者ID:TopRamenGod,项目名称:echomesh,代码行数:31,代码来源:HSB.cpp
示例20: FColor
void AShaderPluginDemoCharacter::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
TotalElapsedTime += DeltaSeconds;
if (PixelShading)
{
EndColorBuildup = FMath::Clamp(EndColorBuildup + DeltaSeconds * EndColorBuildupDirection, 0.0f, 1.0f);
if (EndColorBuildup >= 1.0 || EndColorBuildup <= 0)
{
EndColorBuildupDirection *= -1;
}
FTexture2DRHIRef InputTexture = NULL;
if (ComputeShading)
{
ComputeShading->ExecuteComputeShader(TotalElapsedTime);
InputTexture = ComputeShading->GetTexture(); //This is the output texture from the compute shader that we will pass to the pixel shader.
}
ComputeShaderBlend = FMath::Clamp(ComputeShaderBlend + ComputeShaderBlendScalar * DeltaSeconds, 0.0f, 1.0f);
PixelShading->ExecutePixelShader(RenderTarget, InputTexture, FColor(EndColorBuildup * 255, 0, 0, 255), ComputeShaderBlend);
}
//save screenshot to disk
SaveRenderTargetToDisk(RenderTargetL, "screenshotL1.png",false);
SaveRenderTargetToDisk(RenderTargetR, "screenshotR1.png",false);
}
开发者ID:alexgr,项目名称:UE4ShaderPluginDemo,代码行数:31,代码来源:ShaderPluginDemoCharacter.cpp
注:本文中的FColor函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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