OpenGL Mathematics (GLM)
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///////////////////////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net)
///////////////////////////////////////////////////////////////////////////////////////////////////
// Created : 2009-03-06
// Updated : 2013-04-09
// Licence : This source is under MIT License
// File : glm/gtx/gradient_paint.inl
///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm
{
template <typename T, precision P>
T radialGradient
(
detail::tvec2<T, P> const & Center,
T const & Radius,
detail::tvec2<T, P> const & Focal,
detail::tvec2<T, P> const & Position
)
{
detail::tvec2<T, P> F = Focal - Center;
detail::tvec2<T, P> D = Position - Focal;
T Radius2 = pow2(Radius);
T Fx2 = pow2(F.x);
T Fy2 = pow2(F.y);
T Numerator = (D.x * F.x + D.y * F.y) + sqrt(Radius2 * (pow2(D.x) + pow2(D.y)) - pow2(D.x * F.y - D.y * F.x));
T Denominator = Radius2 - (Fx2 + Fy2);
return Numerator / Denominator;
}
template <typename T, precision P>
T linearGradient
(
detail::tvec2<T, P> const & Point0,
detail::tvec2<T, P> const & Point1,
detail::tvec2<T, P> const & Position
)
{
detail::tvec2<T, P> Dist = Point1 - Point0;
return (Dist.x * (Position.x - Point0.x) + Dist.y * (Position.y - Point0.y)) / glm::dot(Dist, Dist);
}
}//namespace glm