136 lines
5.3 KiB
C++
136 lines
5.3 KiB
C++
#include <iostream>
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#include <string>
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#include <vector>
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#include "util/grid2.hpp"
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#include "util/bmpwriter.hpp"
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// Function to convert hex color string to Vec4
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Vec4 hexToVec4(const std::string& hex) {
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if (hex.length() != 6) {
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return Vec4(0, 0, 0, 1); // Default to black if invalid
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}
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int r, g, b;
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sscanf(hex.c_str(), "%02x%02x%02x", &r, &g, &b);
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return Vec4(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
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}
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int main(int argc, char* argv[]) {
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// Check for gradient flag
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bool createGradient = false;
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for (int i = 1; i < argc; ++i) {
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std::string arg = argv[i];
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if (arg == "--gradient" || arg == "-g") {
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createGradient = true;
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break;
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}
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}
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if (!createGradient) {
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std::cout << "Usage: " << argv[0] << " --gradient (-g)" << std::endl;
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std::cout << "Creates a gradient image with red, green, and blue corners" << std::endl;
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return 1;
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}
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// Create a grid with points arranged in a gradient pattern
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const int WIDTH = 512;
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const int HEIGHT = 512;
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const int POINTS_PER_DIM = 256; // Resolution of the gradient
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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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// 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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// 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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// Calculate interpolated color based on position
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Vec4 color;
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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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grid.addPoint(pos, color);
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}
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}
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// Render to RGB image
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std::vector<uint8_t> imageData = grid.renderToRGB(WIDTH, HEIGHT);
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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 << " 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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} else {
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std::cerr << "Failed to save gradient image" << std::endl;
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return 1;
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}
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return 0;
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} |