Esempio n. 1
0
            public static float ConvertFromBits(int bits)
            {
                var inst = new FloatToInt();

                inst.i = bits;
                return(inst.f);
            }
Esempio n. 2
0
        protected override Constant DoSlice(DataType dt, int offset)
        {
            var bits = (uint)FloatToInt.ConvertToBits(this.value);
            var mask = Bits.Mask(0, dt.BitSize);

            return(Constant.Create(dt, bits >> offset));
        }
Esempio n. 3
0
            public static int ConvertToBits(float value)
            {
                var inst = new FloatToInt();

                inst.f = value;
                return(inst.i);
            }
Esempio n. 4
0
    /// <summary>
    /// 읽기 - double
    /// </summary>
    /// <returns>값</returns>
    public double ReadDouble()
    {
        double value     = 0;
        long   valueLong = ReadInt64();

        if (_error)
        {
            return(value);
        }

        return(FloatToInt.ToDouble(valueLong));
    }
Esempio n. 5
0
    /// <summary>
    /// 읽기 - float
    /// </summary>
    /// <returns>값</returns>
    public float ReadSingle()
    {
        float value    = 0;
        int   valueInt = ReadInt32();

        if (_error)
        {
            return(value);
        }

        return(FloatToInt.ToSingle(valueInt));
    }
            public void Must_not_be_equal()
            {
                var value1 = new FloatToInt(0f);
                var value2 = new FloatToInt((0f * 1f) + 0.00001f);

                Assert.That(value1 == value2, Is.False);

                value1 = new FloatToInt(3f * 4f);
                value2 = new FloatToInt((2f * 6f) + 0.00001f);

                Assert.That(value1 == value2, Is.False);
            }
            public void Must_be_equal()
            {
                var value1 = new FloatToInt(0f);
                var value2 = new FloatToInt(0f * 1f);

                Assert.That(value1 == value2, Is.True);

                value1 = new FloatToInt(3f * 4f);
                value2 = new FloatToInt(2f * 6f);

                Assert.That(value1 == value2, Is.True);
            }
Esempio n. 8
0
        /// <summary>
        /// This method converts the image to an array.
        /// </summary>
        private FloatToInt[] ConvertImagetoArray(Bitmap bitmap)
        {
            //Creates floattoint array with image size
            FloatToInt[] bmvals = new FloatToInt[bitmap.Width * bitmap.Height];

            //Converts bitmap image to array
            int index = 0;

            for (int h = 0; h < bitmap.Height; h++)
            {
                for (int w = 0; w < bitmap.Width; w++)
                {
                    bmvals[index].IntVal = bitmap.GetPixel(w, h).ToArgb();
                    index++;
                }
            }

            return(bmvals);
        }
Esempio n. 9
0
        /// <summary>
        /// Unpacks a Vertex Normal from: Bo2
        /// </summary>
        /// <param name="packedNormal">Packed 4 byte Vertex Normal</param>
        /// <returns>Resulting Vertex Normal</returns>
        public static Vector3 MethodC(PackedUnitVector packedNormal)
        {
            // Resulting values
            var builtX = new FloatToInt {
                Integer = (uint)((packedNormal.Value & 0x3FF) - 2 * (packedNormal.Value & 0x200) + 0x40400000)
            };
            var builtY = new FloatToInt {
                Integer = (uint)((((packedNormal.Value >> 10) & 0x3FF) - 2 * ((packedNormal.Value >> 10) & 0x200) + 0x40400000))
            };
            var builtZ = new FloatToInt {
                Integer = (uint)((((packedNormal.Value >> 20) & 0x3FF) - 2 * ((packedNormal.Value >> 20) & 0x200) + 0x40400000))
            };

            // Return decoded vector
            return(new Vector3(
                       (builtX.Float - 3.0) * 8208.0312f,
                       (builtY.Float - 3.0) * 8208.0312f,
                       (builtZ.Float - 3.0) * 8208.0312f));
        }
        private void RenderScrollArrows(RendererParameters parameters)
        {
            WindowTexture windowTexture     = parameters.TextureContent.Windows.InnerBevel1;
            int           x                 = Window.AbsoluteClientRectangle.Right - windowTexture.SpriteWidth;
            var           scrollPosition    = new FloatToInt(_state.ScrollPosition);
            var           upArrowPosition   = new Vector2(x, Window.AbsoluteClientRectangle.Y);
            var           downArrowPosition = new Vector2(x, Window.AbsoluteClientRectangle.Bottom - windowTexture.SpriteHeight);
            Color         upArrowColor      = (scrollPosition == 0 ? TextAdventure.Xna.Constants.MessageRenderer.DisabledArrowColor : TextAdventure.Xna.Constants.MessageRenderer.ArrowColor) * Alpha;
            Color         downArrowColor    = (scrollPosition.FloatValue >= _state.MaximumScrollPosition
                                                        ? TextAdventure.Xna.Constants.MessageRenderer.DisabledArrowColor
                                                        : TextAdventure.Xna.Constants.MessageRenderer.ArrowColor) * Alpha;

            parameters.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);

            parameters.SpriteBatch.Draw(windowTexture.Texture, upArrowPosition, windowTexture.UpArrowRectangle, upArrowColor);
            parameters.SpriteBatch.Draw(windowTexture.Texture, downArrowPosition, windowTexture.DownArrowRectangle, downArrowColor);

            parameters.SpriteBatch.End();
        }
Esempio n. 11
0
        /// <summary>
        /// Applies the filters to an image in the order the list.
        /// </summary>
        private void ApplyFilters(String filterType)
        {
            // Create temporary filename and current image to its original
            String temp = filename + "_temp";

            imgPhoto.Source = originalImage;

            int filterCount = numFilters + 1;

            for (int i = 1; i < filterCount; i++)
            {
                // Save temporary file that function can keep referring to
                var encoder = new JpegBitmapEncoder();
                encoder.Frames.Add(BitmapFrame.Create((BitmapSource)imgPhoto.Source));
                FileStream stream = new FileStream(temp, FileMode.Create);
                encoder.Save(stream);
                stream.Close();

                //Converts image to bitmap
                Bitmap       bitmap = new Bitmap(temp);
                FloatToInt[] bmvals = ConvertImagetoArray(bitmap);

                //Creates floattoint array for filter output
                FloatToInt[] output = new FloatToInt[bmvals.Length];

                RunFilter(filtersList["Filter" + i].effect, filtersList["Filter" + i].param, ref bmvals, ref output, bmvals.Length);
                bmvals = output;

                BitmapImage image = ConvertArraytoImage(bmvals, bitmap);
                bitmap.Dispose();

                //Sets filtered image to source image
                imgPhoto.Source = image;

                if (!filterType.Equals(""))
                {
                    StatusText.Content = "Applied the " + filterType + " filter. ";
                }
            }

            File.Delete(temp);
        }
        private void RenderScrollArrows(RendererParameters parameters)
        {
            WindowTexture windowTexture = parameters.TextureContent.Windows.InnerBevel1;
            int x = Window.AbsoluteClientRectangle.Right - windowTexture.SpriteWidth;
            var scrollPosition = new FloatToInt(_state.ScrollPosition);
            var upArrowPosition = new Vector2(x, Window.AbsoluteClientRectangle.Y);
            var downArrowPosition = new Vector2(x, Window.AbsoluteClientRectangle.Bottom - windowTexture.SpriteHeight);
            Color upArrowColor = (scrollPosition == 0 ? TextAdventure.Xna.Constants.MessageRenderer.DisabledArrowColor : TextAdventure.Xna.Constants.MessageRenderer.ArrowColor) * Alpha;
            Color downArrowColor = (scrollPosition.FloatValue >= _state.MaximumScrollPosition
                                        ? TextAdventure.Xna.Constants.MessageRenderer.DisabledArrowColor
                                        : TextAdventure.Xna.Constants.MessageRenderer.ArrowColor) * Alpha;

            parameters.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);

            parameters.SpriteBatch.Draw(windowTexture.Texture, upArrowPosition, windowTexture.UpArrowRectangle, upArrowColor);
            parameters.SpriteBatch.Draw(windowTexture.Texture, downArrowPosition, windowTexture.DownArrowRectangle, downArrowColor);

            parameters.SpriteBatch.End();
        }
Esempio n. 13
0
    public void WriteDouble(double value)
    {
        long valueLong = FloatToInt.ToLong(value);

        WriteInt64(valueLong);
    }
Esempio n. 14
0
    public void WriteSingle(float value)
    {
        int valueInt = FloatToInt.ToInt(value);

        WriteInt32(valueInt);
    }
Esempio n. 15
0
        public static ConstantReal32 CreateFromBits(DataType dt, int bits)
        {
            var value = FloatToInt.ConvertFromBits(bits);

            return(new ConstantReal32(dt, value));
        }