cliprect java_Java Graphics.clipRect方法代码示例

import javax.microedition.lcdui.Graphics; //导入方法依赖的package包/类

/**

* Paint video into canvas - in USE_DIRECT_VIDEO mode

*/

public void paintVideo(Graphics g) {

// Don't paint if Canvas visible flag is false

if (!pvis || !cvis || painting)

return;

painting = true;

// Save the clip region

int cx = g.getClipX();

int cy = g.getClipY();

int cw = g.getClipWidth();

int ch = g.getClipHeight();

// Change the clip to clip the video area

g.clipRect(dx, dy, dw, dh);

// Check if its within the bounds

if (g.getClipWidth() > 0 && g.getClipHeight() > 0 && pvis) {

int w = dw, h = dh;

if (w > videoWidth)

w = videoWidth;

if (h > videoHeight)

h = videoHeight;

try {

if (rgbData != null) {

synchronized (rgbData) {

if (scaled) {

g.drawRGB(scaledData, 0, dw, dx, dy, dw, dh, useAlpha);

} else {

g.drawRGB(rgbData, 0, videoWidth, dx, dy, w, h, useAlpha);

}

}

}

} finally {

// Revert the clip region

g.setClip(cx, cy, cw, ch);

painting = false;

}

} else {

g.setClip(cx, cy, cw, ch);

painting = false;

}

if (TRACE_FRAMERATE) {

if (frameStartTime == 0) {

frameStartTime = System.currentTimeMillis();

} else {

frameCount++;

if ((frameCount % 30) == 0) {

int frameRate = (int) ( (frameCount * 1000) / (System.currentTimeMillis() - frameStartTime + 1));

System.err.println("Frame Rate = " + frameRate);

}

}

}

}

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
Shader "FancyScrollViewGallery/Metaball" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) _StencilComp ("Stencil Comparison", Float) = 8 _Stencil ("Stencil ID", Float) = 0 _StencilOp ("Stencil Operation", Float) = 0 _StencilWriteMask ("Stencil Write Mask", Float) = 255 _StencilReadMask ("Stencil Read Mask", Float) = 255 _ColorMask ("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 } CGINCLUDE #include "UnityCG.cginc" #include "UnityUI.cginc" #include "../Common/Common.cginc" #include "Metaball.hlsl" #pragma multi_compile __ UNITY_UI_CLIP_RECT #pragma multi_compile __ UNITY_UI_ALPHACLIP struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 uiCoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; sampler2D _MainTex; fixed4 _Color; fixed4 _TextureSampleAdd; float4 _ClipRect; float4 _MainTex_ST; v2f vert(appdata_t v) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = v.vertex; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.uiCoord = ui_coord(TRANSFORM_TEX(v.texcoord, _MainTex)); OUT.color = v.color * _Color; return OUT; } fixed4 frag(v2f i) : SV_Target { half4 color = metaball(i.uiCoord); color += _TextureSampleAdd; color *= i.color; #ifdef UNITY_UI_CLIP_RECT color.a *= UnityGet2DClipping(i.worldPosition.xy, _ClipRect); #endif #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG SubShader { Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] Comp [_StencilComp] Pass [_StencilOp] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] } Cull Off Lighting Off ZWrite Off ZTest [unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask [_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 2.0 ENDCG } } }
06-07

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值