#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 white = hexToVec4("ffffff"); // Top-left corner (1,1) Vec4 red = hexToVec4("ff0000"); // Top-right corner (1,-1) Vec4 green = hexToVec4("00ff00"); // Center (0,0) Vec4 blue = hexToVec4("0000ff"); // Bottom-left corner (-1,-1) Vec4 black = hexToVec4("000000"); // Bottom-right corner (-1,1) // Create gradient points for (int y = 0; y < POINTS_PER_DIM; ++y) { for (int x = 0; x < POINTS_PER_DIM; ++x) { // Normalize coordinates to [-1, 1] float nx = (static_cast(x) / (POINTS_PER_DIM - 1)) * 2.0f - 1.0f; float ny = (static_cast(y) / (POINTS_PER_DIM - 1)) * 2.0f - 1.0f; // Create position Vec2 pos(nx, ny); // Calculate weights for each corner based on distance // We'll use bilinear interpolation // Convert to [0,1] range for interpolation float u = (nx + 1.0f) / 2.0f; // maps -1..1 to 0..1 float v = (ny + 1.0f) / 2.0f; // maps -1..1 to 0..1 // For a more natural gradient, we'll interpolate between the four corners // and blend with the center color based on distance from center // Bilinear interpolation between corners Vec4 top = white * (1.0f - u) + red * u; Vec4 bottom = blue * (1.0f - u) + black * u; Vec4 cornerColor = top * (1.0f - v) + bottom * v; // Calculate distance from center (0,0) float distFromCenter = std::sqrt(nx * nx + ny * ny) / std::sqrt(2.0f); // normalize to [0,1] Vec4 color = green * (1.0f - distFromCenter) + cornerColor * distFromCenter; 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 << "Color positions: " << std::endl; std::cout << " Top-left: ffffff (white)" << std::endl; std::cout << " Top-right: ff0000 (red)" << std::endl; std::cout << " Center: 00ff00 (green)" << std::endl; std::cout << " Bottom-left: 0000ff (blue)" << std::endl; std::cout << " Bottom-right: 000000 (black)" << std::endl; } else { std::cerr << "Failed to save gradient image" << std::endl; return 1; } return 0; }