GUI: prepare for colors in the per-chan osc
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5 changed files with 204 additions and 24 deletions
70
src/gui/gradient.cpp
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70
src/gui/gradient.cpp
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/**
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* Furnace Tracker - multi-system chiptune tracker
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* Copyright (C) 2021-2022 tildearrow and contributors
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "gui.h"
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#include "imgui.h"
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#include <math.h>
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void Gradient2D::render() {
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ImU32* g=grad.get();
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ImU32 bgColorU=ImGui::ColorConvertFloat4ToU32(bgColor);
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// 1. fill with background color
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for (size_t i=0; i<width*height; i++) {
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g[i]=bgColorU;
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}
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// 2. insert points
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for (Gradient2DPoint& i: points) {
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float pDistSquared=i.distance*i.distance;
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printf("shading this point %f %f\n",i.x,i.y);
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for (size_t j=0; j<height; j++) {
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float jFloat=(float)j/(float)height;
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float distY=jFloat-i.y;
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for (size_t k=0; k<width; k++) {
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float kFloat=(float)k/(float)width;
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float distX=kFloat-i.x;
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float distSquared=(distX*distX)+(distY*distY);
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if (distSquared>=pDistSquared) continue;
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float dist=(1.0-(sqrt(distSquared)/i.distance))-i.spread;
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if (dist<0) dist=0;
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if (dist>1) dist=1;
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ImU32 shadeColor=ImGui::ColorConvertFloat4ToU32(
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ImVec4(
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i.color.x*i.color.w*dist,
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i.color.y*i.color.w*dist,
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i.color.z*i.color.w*dist,
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1.0f
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)
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);
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ImU32 origColor=g[j*width+k];
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g[j*width+k]=(
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(MIN( 0xff, (origColor&0xff) + (shadeColor&0xff) )) | // R
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(MIN( 0xff00, (origColor&0xff00) + (shadeColor&0xff00) )) | // G
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(MIN(0xff0000,(origColor&0xff0000)+(shadeColor&0xff0000))) | // B
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(origColor&0xff000000) // A
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);
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}
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}
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}
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}
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