added mats, updated gradient, updated bmp.
This commit is contained in:
100
main.cpp
100
main.cpp
@@ -41,76 +41,41 @@ int main(int argc, char* argv[]) {
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Grid2 grid;
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// Define our target colors at specific positions
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Vec4 red = hexToVec4("ff0000"); // Top-left corner
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Vec4 green = hexToVec4("00ff00"); // Center
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Vec4 blue = hexToVec4("0000ff"); // Bottom-right corner
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Vec4 white = hexToVec4("ffffff"); // Top-right corner
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Vec4 black = hexToVec4("000000"); // Bottom-left corner
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Vec4 white = hexToVec4("ffffff"); // Top-left corner (1,1)
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Vec4 red = hexToVec4("ff0000"); // Top-right corner (1,-1)
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Vec4 green = hexToVec4("00ff00"); // Center (0,0)
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Vec4 blue = hexToVec4("0000ff"); // Bottom-left corner (-1,-1)
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Vec4 black = hexToVec4("000000"); // Bottom-right corner (-1,1)
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// Create gradient points
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for (int y = 0; y < POINTS_PER_DIM; ++y) {
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for (int x = 0; x < POINTS_PER_DIM; ++x) {
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// Normalize coordinates to [0, 1]
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float nx = static_cast<float>(x) / (POINTS_PER_DIM - 1);
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float ny = static_cast<float>(y) / (POINTS_PER_DIM - 1);
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// Normalize coordinates to [-1, 1]
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float nx = (static_cast<float>(x) / (POINTS_PER_DIM - 1)) * 2.0f - 1.0f;
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float ny = (static_cast<float>(y) / (POINTS_PER_DIM - 1)) * 2.0f - 1.0f;
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// Create position in [-1, 1] range
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Vec2 pos(nx * 2.0f - 1.0f, ny * 2.0f - 1.0f);
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// Create position
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Vec2 pos(nx, ny);
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// Calculate interpolated color based on position
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Vec4 color;
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// Calculate weights for each corner based on distance
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// We'll use bilinear interpolation
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if (nx + ny <= 1.0f) {
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// Lower triangle: interpolate between red, green, and black
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if (nx <= 0.5f && ny <= 0.5f) {
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// Bottom-left quadrant: red to black to green
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float t1 = nx * 2.0f; // Horizontal interpolation
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float t2 = ny * 2.0f; // Vertical interpolation
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if (t1 + t2 <= 1.0f) {
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// Interpolate between red and black
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color = red * (1.0f - t1 - t2) + black * (t1 + t2);
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} else {
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// Interpolate between black and green
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color = black * (2.0f - t1 - t2) + green * (t1 + t2 - 1.0f);
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}
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} else {
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// Use bilinear interpolation for other areas
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Vec4 topLeft = red;
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Vec4 topRight = white;
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Vec4 bottomLeft = black;
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Vec4 bottomRight = green;
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Vec4 top = topLeft * (1.0f - nx) + topRight * nx;
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Vec4 bottom = bottomLeft * (1.0f - nx) + bottomRight * nx;
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color = bottom * (1.0f - ny) + top * ny;
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}
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} else {
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// Upper triangle: interpolate between green, blue, and white
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if (nx >= 0.5f && ny >= 0.5f) {
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// Top-right quadrant: green to white to blue
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float t1 = (nx - 0.5f) * 2.0f; // Horizontal interpolation
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float t2 = (ny - 0.5f) * 2.0f; // Vertical interpolation
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if (t1 + t2 <= 1.0f) {
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// Interpolate between green and white
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color = green * (1.0f - t1 - t2) + white * (t1 + t2);
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} else {
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// Interpolate between white and blue
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color = white * (2.0f - t1 - t2) + blue * (t1 + t2 - 1.0f);
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}
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} else {
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// Use bilinear interpolation for other areas
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Vec4 topLeft = red;
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Vec4 topRight = white;
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Vec4 bottomLeft = black;
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Vec4 bottomRight = blue;
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Vec4 top = topLeft * (1.0f - nx) + topRight * nx;
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Vec4 bottom = bottomLeft * (1.0f - nx) + bottomRight * nx;
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color = bottom * (1.0f - ny) + top * ny;
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}
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}
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// Convert to [0,1] range for interpolation
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float u = (nx + 1.0f) / 2.0f; // maps -1..1 to 0..1
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float v = (ny + 1.0f) / 2.0f; // maps -1..1 to 0..1
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// For a more natural gradient, we'll interpolate between the four corners
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// and blend with the center color based on distance from center
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// Bilinear interpolation between corners
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Vec4 top = white * (1.0f - u) + red * u;
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Vec4 bottom = blue * (1.0f - u) + black * u;
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Vec4 cornerColor = top * (1.0f - v) + bottom * v;
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// Calculate distance from center (0,0)
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float distFromCenter = std::sqrt(nx * nx + ny * ny) / std::sqrt(2.0f); // normalize to [0,1]
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Vec4 color = green * (1.0f - distFromCenter) + cornerColor * distFromCenter;
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grid.addPoint(pos, color);
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}
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@@ -122,11 +87,12 @@ int main(int argc, char* argv[]) {
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// Save as BMP
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if (BMPWriter::saveBMP("output/gradient.bmp", imageData, WIDTH, HEIGHT)) {
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std::cout << "Gradient image saved as 'gradient.bmp'" << std::endl;
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std::cout << "Colors: " << std::endl;
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std::cout << " Top-left: ff0000 (red)" << std::endl;
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std::cout << "Color positions: " << std::endl;
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std::cout << " Top-left: ffffff (white)" << std::endl;
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std::cout << " Top-right: ff0000 (red)" << std::endl;
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std::cout << " Center: 00ff00 (green)" << std::endl;
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std::cout << " Bottom-right: 0000ff (blue)" << std::endl;
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std::cout << " Gradient between ffffff and 000000 throughout" << std::endl;
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std::cout << " Bottom-left: 0000ff (blue)" << std::endl;
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std::cout << " Bottom-right: 000000 (black)" << std::endl;
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} else {
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std::cerr << "Failed to save gradient image" << std::endl;
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return 1;
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