#include #include #include #include "util/grid2.hpp" #include "util/bmpwriter.hpp" // Function to convert hex color string to Vec4 Vec4 hexToVec4(const std::string& hex) { if (hex.length() != 6) { return Vec4(0, 0, 0, 1); // Default to black if invalid } int r, g, b; sscanf(hex.c_str(), "%02x%02x%02x", &r, &g, &b); return Vec4(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f); } int main(int argc, char* argv[]) { // Check for gradient flag bool createGradient = false; for (int i = 1; i < argc; ++i) { std::string arg = argv[i]; if (arg == "--gradient" || arg == "-g") { createGradient = true; break; } } if (!createGradient) { std::cout << "Usage: " << argv[0] << " --gradient (-g)" << std::endl; std::cout << "Creates a gradient image with red, green, and blue corners" << std::endl; return 1; } // Create a grid with points arranged in a gradient pattern const int WIDTH = 512; const int HEIGHT = 512; const int POINTS_PER_DIM = 256; // Resolution of the gradient Grid2 grid; // Define our target colors at specific positions Vec4 red = hexToVec4("ff0000"); // Top-left corner Vec4 green = hexToVec4("00ff00"); // Center Vec4 blue = hexToVec4("0000ff"); // Bottom-right corner Vec4 white = hexToVec4("ffffff"); // Top-right corner Vec4 black = hexToVec4("000000"); // Bottom-left corner // Create gradient points for (int y = 0; y < POINTS_PER_DIM; ++y) { for (int x = 0; x < POINTS_PER_DIM; ++x) { // Normalize coordinates to [0, 1] float nx = static_cast(x) / (POINTS_PER_DIM - 1); float ny = static_cast(y) / (POINTS_PER_DIM - 1); // Create position in [-1, 1] range Vec2 pos(nx * 2.0f - 1.0f, ny * 2.0f - 1.0f); // Calculate interpolated color based on position Vec4 color; if (nx + ny <= 1.0f) { // Lower triangle: interpolate between red, green, and black if (nx <= 0.5f && ny <= 0.5f) { // Bottom-left quadrant: red to black to green float t1 = nx * 2.0f; // Horizontal interpolation float t2 = ny * 2.0f; // Vertical interpolation if (t1 + t2 <= 1.0f) { // Interpolate between red and black color = red * (1.0f - t1 - t2) + black * (t1 + t2); } else { // Interpolate between black and green color = black * (2.0f - t1 - t2) + green * (t1 + t2 - 1.0f); } } else { // Use bilinear interpolation for other areas Vec4 topLeft = red; Vec4 topRight = white; Vec4 bottomLeft = black; Vec4 bottomRight = green; Vec4 top = topLeft * (1.0f - nx) + topRight * nx; Vec4 bottom = bottomLeft * (1.0f - nx) + bottomRight * nx; color = bottom * (1.0f - ny) + top * ny; } } else { // Upper triangle: interpolate between green, blue, and white if (nx >= 0.5f && ny >= 0.5f) { // Top-right quadrant: green to white to blue float t1 = (nx - 0.5f) * 2.0f; // Horizontal interpolation float t2 = (ny - 0.5f) * 2.0f; // Vertical interpolation if (t1 + t2 <= 1.0f) { // Interpolate between green and white color = green * (1.0f - t1 - t2) + white * (t1 + t2); } else { // Interpolate between white and blue color = white * (2.0f - t1 - t2) + blue * (t1 + t2 - 1.0f); } } else { // Use bilinear interpolation for other areas Vec4 topLeft = red; Vec4 topRight = white; Vec4 bottomLeft = black; Vec4 bottomRight = blue; Vec4 top = topLeft * (1.0f - nx) + topRight * nx; Vec4 bottom = bottomLeft * (1.0f - nx) + bottomRight * nx; color = bottom * (1.0f - ny) + top * ny; } } grid.addPoint(pos, color); } } // Render to RGB image std::vector imageData = grid.renderToRGB(WIDTH, HEIGHT); // Save as BMP if (BMPWriter::saveBMP("output/gradient.bmp", imageData, WIDTH, HEIGHT)) { std::cout << "Gradient image saved as 'gradient.bmp'" << std::endl; std::cout << "Colors: " << std::endl; std::cout << " Top-left: ff0000 (red)" << std::endl; std::cout << " Center: 00ff00 (green)" << std::endl; std::cout << " Bottom-right: 0000ff (blue)" << std::endl; std::cout << " Gradient between ffffff and 000000 throughout" << std::endl; } else { std::cerr << "Failed to save gradient image" << std::endl; return 1; } return 0; }