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99 lines
4.3 KiB
99 lines
4.3 KiB
/* |
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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& colorA, const Color4& colorB) { |
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return Primitives::gradient2D({-1.0f, 0.0f}, colorA, {1.0f, 0.0f}, colorB); |
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} |
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Trade::MeshData2D gradient2DVertical(const Color4& colorA, const Color4& colorB) { |
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return Primitives::gradient2D({0.0f, -1.0f}, colorA, {0.0f, 1.0f}, colorB); |
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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& colorA, const Color4& colorB) { |
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return Primitives::gradient3D({-1.0f, 0.0f, 0.0f}, colorA, {1.0f, 0.0f, 0.0f}, colorB); |
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} |
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Trade::MeshData3D gradient3DVertical(const Color4& colorA, const Color4& colorB) { |
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return Primitives::gradient3D({0.0f, -1.0f, 0.0f}, colorA, {0.0f, 1.0f, 0.0f}, colorB); |
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} |
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}}
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