Game Development Reference
In-Depth Information
This will become the point of reference for the gradient, next we need to calculate the dis-
tance to the pixel x',y' using the Pythagorean theorem:
Finally we will normalize the distance by dividing it by the size of the image.
To compute the final color we need to consider that for each pixel we want to apply the
amount of the starting color as given by r and the inverse proportion of the ending color
amount (1 - r) , this ensures we blend just the right amount of each of the colors.
We can also reverse the gradient by doing the opposite calculation.
the constructor.
{
public:
gradient_linear(unsigned int size, const color& startColor, const color& endColor, float angle, bool reverse=false)
, m_angle(angle)
{
m_data = new unsigned int[size*size];
const float angleSin = sinf(angle);
const float angleCos = cosf(angle);
for ( unsigned int y = 0; y < size; ++y ) {
for ( unsigned int x = 0; x < size; ++x ) {
float xx = x * angleSin;
float yy = y * angleCos;
float r = sqrtf(xx*xx + yy*yy) / size;
color c = reverse ? (startColor * (1-r)) + (endColor * (r)) : (startColor * r) + (endColor * (1 - r));        Search WWH ::

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