rectangle and diagonal grads yay gl > *
Derek Foreman manmower@gmail.com
2 files changed,
69 insertions(+),
9 deletions(-)
M
render/gradient.c
→
render/gradient.c
@@ -529,6 +529,7 @@ void render_gl_gradient(Surface *sf, int x, int y, int w, int h)
{ float pr,pg,pb; float sr, sg, sb; + float ar, ag, ab; pr = (float)sf->data.planar.primary->r/255.0; pg = (float)sf->data.planar.primary->g/255.0;@@ -551,7 +552,7 @@ glVertex3i(x, y+h, 0);
glVertex3i(x, y, 0); glEnd(); return; - case Background_Vertical: + case Background_Horizontal: glBegin(GL_TRIANGLES); glColor3f(pr, pg, pb); glVertex3i(x, y, 0);@@ -565,7 +566,7 @@ glVertex3i(x, y+h, 0);
glVertex3i(x, y, 0); glEnd(); break; - case Background_Horizontal: + case Background_Vertical: glBegin(GL_TRIANGLES); glColor3f(pr, pg, pb); glVertex3i(x, y, 0);@@ -580,19 +581,78 @@ glVertex3i(x, y, 0);
glEnd(); break; case Background_Diagonal: -printf("diagonal\n"); + ar = (pr + sr) / 2.0; + ag = (pg + sg) / 2.0; + ab = (pb + sb) / 2.0; + glBegin(GL_TRIANGLES); + glColor3f(ar, ag, ab); + glVertex3i(x, y, 0); + glColor3f(pr, pg, pb); + glVertex3i(x+w, y, 0); + glColor3f(ar, ag, ab); + glVertex3i(x+w, y+h, 0); + + glColor3f(ar, ag, ab); + glVertex3i(x+w, y+h, 0); + glColor3f(sr, sg, sb); + glVertex3i(x, y+h, 0); + glColor3f(ar, ag, ab); + glVertex3i(x, y, 0); + glEnd(); break; case Background_CrossDiagonal: -printf("crossdiagonal\n"); + ar = (pr + sr) / 2.0; + ag = (pg + sg) / 2.0; + ab = (pb + sb) / 2.0; + glBegin(GL_TRIANGLES); + glColor3f(pr, pg, pb); + glVertex3i(x, y, 0); + glColor3f(ar, ag, ab); + glVertex3i(x+w, y, 0); + glColor3f(sr, sg, sb); + glVertex3i(x+w, y+h, 0); + + glColor3f(sr, sg, sb); + glVertex3i(x+w, y+h, 0); + glColor3f(ar, ag, ab); + glVertex3i(x, y+h, 0); + glColor3f(pr, pg, pb); + glVertex3i(x, y, 0); + glEnd(); break; case Background_Pyramid: printf("pyramid\n"); break; case Background_PipeCross: -printf("pipecross\n"); break; case Background_Rectangle: -printf("rect\n"); + glBegin(GL_TRIANGLES); + glColor3f(pr, pg, pb); + glVertex3i(x, y, 0); + glColor3f(sr, sg, sb); + glVertex3i(x+w/2, y+h/2, 0); + glColor3f(pr, pg, pb); + glVertex3i(x, y+h, 0); + + glVertex3i(x, y+h, 0); + glColor3f(sr, sg, sb); + glVertex3i(x+w/2, y+h/2, 0); + glColor3f(pr, pg, pb); + glVertex3i(x+w, y+h, 0); + + glVertex3i(x+w, y+h, 0); + glColor3f(sr, sg, sb); + glVertex3i(x+w/2, y+h/2, 0); + glColor3f(pr, pg, pb); + glVertex3i(x+w, y, 0); + + glVertex3i(x+w, y, 0); + glColor3f(sr, sg, sb); + glVertex3i(x+w/2, y+h/2, 0); + glColor3f(pr, pg, pb); + glVertex3i(x, y, 0); + + glEnd(); break; default: g_message("unhandled gradient");
M
render/test.c
→
render/test.c
@@ -51,9 +51,9 @@ root = RootWindow (ob_display, DefaultScreen (ob_display));
render_startup(); look = appearance_new(Surface_Planar, 0); - look->surface.data.planar.grad = Background_Horizontal; - look->surface.data.planar.secondary = color_new(0xFF, 0xFF, 0xFF); - look->surface.data.planar.primary = color_parse("Black"); + look->surface.data.planar.grad = Background_Rectangle; + look->surface.data.planar.secondary = color_parse("Yellow"); + look->surface.data.planar.primary = color_parse("Blue"); look->surface.data.planar.interlaced = FALSE; look->area.x = 0; look->area.y = 0;