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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "Gradient.h"
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#include "Magnum/Mesh.h"
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#include "Magnum/Math/Color.h"
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#include "Magnum/Math/Intersection.h"
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#include "Magnum/Trade/MeshData2D.h"
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#include "Magnum/Trade/MeshData3D.h"
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namespace Magnum { namespace Primitives {
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Trade::MeshData2D gradient2D(const Vector2& a, const Color4& colorA, const Vector2& b, const Color4& colorB) {
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std::vector<Vector2> positions{Vector2{ 1.0f, -1.0f},
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Vector2{ 1.0f, 1.0f},
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Vector2{-1.0f, -1.0f},
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Vector2{-1.0f, 1.0f}};
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std::vector<Color4> colors{4};
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/* For every corner, take a line perpendicular to the gradient direction
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and passing through the corner. The calculated intersection position
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with the gradient line segment is the blend factor for the two colors
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for given corner. */
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const Vector2 direction = b - a;
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const Vector2 perpendicular = direction.perpendicular();
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for(std::size_t i = 0; i != 4; ++i) {
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const Float t = Math::Intersection::lineSegmentLine(a, direction, positions[i], perpendicular);
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colors[i] = Math::lerp(colorA, colorB, t);
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}
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return Trade::MeshData2D{MeshPrimitive::TriangleStrip, {}, {std::move(positions)}, {}, {std::move(colors)}, nullptr};
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}
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Trade::MeshData2D gradient2DHorizontal(const Color4& colorLeft, const Color4& colorRight) {
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return Primitives::gradient2D({-1.0f, 0.0f}, colorLeft, {1.0f, 0.0f}, colorRight);
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}
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Trade::MeshData2D gradient2DVertical(const Color4& colorBottom, const Color4& colorTop) {
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return Primitives::gradient2D({0.0f, -1.0f}, colorBottom, {0.0f, 1.0f}, colorTop);
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}
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Trade::MeshData3D gradient3D(const Vector3& a, const Color4& colorA, const Vector3& b, const Color4& colorB) {
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std::vector<Vector3> positions{Vector3{ 1.0f, -1.0f, 0.0f},
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Vector3{ 1.0f, 1.0f, 0.0f},
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Vector3{-1.0f, -1.0f, 0.0f},
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Vector3{-1.0f, 1.0f, 0.0f}};
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std::vector<Color4> colors{4};
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/* For every corner, take a plane perpendicular to the gradient direction
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and passing through the corner. The calculated intersection position
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with the gradient line segment is the blend factor for the two colors
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for given corner. */
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const Vector3 direction = b - a;
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for(std::size_t i = 0; i != 4; ++i) {
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const Vector4 plane = Math::planeEquation(direction, positions[i]);
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const Float t = Math::Intersection::planeLine(plane, a, direction);
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colors[i] = Math::lerp(colorA, colorB, t);
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}
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return Trade::MeshData3D{MeshPrimitive::TriangleStrip, {}, {std::move(positions)}, {{
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f},
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{0.0f, 0.0f, 1.0f}
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}}, {}, {std::move(colors)}, nullptr};
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}
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Trade::MeshData3D gradient3DHorizontal(const Color4& colorLeft, const Color4& colorRight) {
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return Primitives::gradient3D({-1.0f, 0.0f, 0.0f}, colorLeft, {1.0f, 0.0f, 0.0f}, colorRight);
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}
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Trade::MeshData3D gradient3DVertical(const Color4& colorBottom, const Color4& colorTop) {
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return Primitives::gradient3D({0.0f, -1.0f, 0.0f}, colorBottom, {0.0f, 1.0f, 0.0f}, colorTop);
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}
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}}
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