Guaranteed gap-free rendering of waves background
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4e2759713f
commit
931ff4eb1e
3 changed files with 17 additions and 15 deletions
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@ -106,7 +106,7 @@ void DrawBuffer::V(float x, float y, float z, uint32_t color, float u, float v)
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void DrawBuffer::Rect(float x, float y, float w, float h, uint32_t color, int align) {
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DoAlign(align, &x, &y, &w, &h);
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RectVGradient(x, y, w, h, color, color);
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RectVGradient(x, y, x + w, y + h, color, color);
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}
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void DrawBuffer::hLine(float x1, float y, float x2, uint32_t color) {
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@ -121,13 +121,13 @@ void DrawBuffer::vLine(float x, float y1, float y2, uint32_t color) {
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Rect(x, y1, g_display.pixel_in_dps_x, y2 - y1, color);
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}
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void DrawBuffer::RectVGradient(float x, float y, float w, float h, uint32_t colorTop, uint32_t colorBottom) {
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V(x, y, 0, colorTop, 0, 0);
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V(x + w, y, 0, colorTop, 1, 0);
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V(x + w, y + h, 0, colorBottom, 1, 1);
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V(x, y, 0, colorTop, 0, 0);
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V(x + w, y + h, 0, colorBottom, 1, 1);
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V(x, y + h, 0, colorBottom, 0, 1);
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void DrawBuffer::RectVGradient(float x1, float y1, float x2, float y2, uint32_t colorTop, uint32_t colorBottom) {
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V(x1, y1, 0, colorTop, 0, 0);
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V(x2, y1, 0, colorTop, 1, 0);
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V(x2, y2, 0, colorBottom, 1, 1);
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V(x1, y1, 0, colorTop, 0, 0);
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V(x2, y2, 0, colorBottom, 1, 1);
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V(x1, y2, 0, colorBottom, 0, 1);
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}
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void DrawBuffer::RectOutline(float x, float y, float w, float h, uint32_t color, int align) {
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@ -142,7 +142,7 @@ void DrawBuffer::MultiVGradient(float x, float y, float w, float h, const Gradie
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for (int i = 0; i < numStops - 1; i++) {
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float t0 = stops[i].t, t1 = stops[i+1].t;
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uint32_t c0 = stops[i].color, c1 = stops[i+1].color;
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RectVGradient(x, y + h * t0, w, h * (t1 - t0), c0, c1);
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RectVGradient(x, y + h * t0, x + w, y + h * (t1 - t0), c0, c1);
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}
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}
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@ -83,9 +83,10 @@ public:
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void RectOutline(float x, float y, float w, float h, uint32_t color, int align = ALIGN_TOPLEFT);
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void RectVGradient(float x, float y, float w, float h, uint32_t colorTop, uint32_t colorBottom);
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// NOTE: This one takes x2/y2 instead of w/h, better for gap-free graphics.
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void RectVGradient(float x1, float y1, float x2, float y2, uint32_t colorTop, uint32_t colorBottom);
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void RectVDarkFaded(float x, float y, float w, float h, uint32_t colorTop) {
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RectVGradient(x, y, w, h, colorTop, darkenColor(colorTop));
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RectVGradient(x, y, x + w, y + h, colorTop, darkenColor(colorTop));
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}
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void MultiVGradient(float x, float y, float w, float h, const GradientStop *stops, int numStops);
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@ -141,16 +141,17 @@ public:
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for (int n = 0; n < steps; n++) {
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float x = (float)n * step;
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float nextX = (float)(n + 1) * step;
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float i = x * 1280 / bounds.w;
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float wave0 = sin(i*0.005+t*0.8)*0.05 + sin(i*0.002+t*0.25)*0.02 + sin(i*0.001+t*0.3)*0.03 + 0.625;
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float wave1 = sin(i*0.0044+t*0.4)*0.07 + sin(i*0.003+t*0.1)*0.02 + sin(i*0.001+t*0.3)*0.01 + 0.625;
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dc.Draw()->RectVGradient(x, wave0*bounds.h, step, (1.0-wave0)*bounds.h, color, 0x00000000);
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dc.Draw()->RectVGradient(x, wave1*bounds.h, step, (1.0-wave1)*bounds.h, color, 0x00000000);
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dc.Draw()->RectVGradient(x, wave0*bounds.h, nextX, bounds.h, color, 0x00000000);
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dc.Draw()->RectVGradient(x, wave1*bounds.h, nextX, bounds.h, color, 0x00000000);
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// Add some "antialiasing"
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dc.Draw()->RectVGradient(x, wave0*bounds.h-3.0f * g_display.pixel_in_dps_y, step, 3.0f * g_display.pixel_in_dps_y, 0x00000000, color);
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dc.Draw()->RectVGradient(x, wave1*bounds.h-3.0f * g_display.pixel_in_dps_y, step, 3.0f * g_display.pixel_in_dps_y, 0x00000000, color);
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dc.Draw()->RectVGradient(x, wave0*bounds.h-3.0f * g_display.pixel_in_dps_y, nextX, wave0 * bounds.h, 0x00000000, color);
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dc.Draw()->RectVGradient(x, wave1*bounds.h-3.0f * g_display.pixel_in_dps_y, nextX, wave1 * bounds.h, 0x00000000, color);
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}
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dc.Flush();
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