CubicSDR/src/Gradient.h

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#pragma once
#include <vector>
class GradientColor {
public:
float r,g,b;
float w;
GradientColor(float r_in, float g_in, float b_in) : r(r_in), g(g_in), b(b_in) {
};
};
class Gradient {
public:
Gradient() {
}
void addColor(GradientColor c) {
colors.push_back(c);
}
std::vector<float> &getRed() {
return r_val;
}
std::vector<float> &getGreen() {
return g_val;
}
std::vector<float> &getBlue() {
return b_val;
}
void generate(unsigned int len) {
int chunk_size = len/(colors.size()-1);
int p = 0;
r_val.resize(len);
g_val.resize(len);
b_val.resize(len);
for (unsigned int j = 0, jMax = colors.size()-1; j < jMax; j++) {
if (chunk_size*(jMax+1) < len && j == jMax-1) {
chunk_size += len-chunk_size*(jMax+1);
}
for (unsigned int i = 0; i < chunk_size; i++) {
float idx = (float)(i)/(float)chunk_size;
float r1 = colors[j].r;
float g1 = colors[j].g;
float b1 = colors[j].b;
float r2 = colors[j+1].r;
float g2 = colors[j+1].g;
float b2 = colors[j+1].b;
float r = r1 + (r2-r1) * idx;
float g = g1 + (g2-g1) * idx;
float b = b1 + (b2-b1) * idx;
if (r<0.0) r = 0.0;
if (r>1.0) r = 1.0;
if (g<0.0) g = 0.0;
if (g>1.0) g = 1.0;
if (b<0.0) b = 0.0;
if (b>1.0) b = 1.0;
r_val[p] = r;
g_val[p] = g;
b_val[p] = b;
p++;
}
}
}
~Gradient() {
}
private:
std::vector<GradientColor> colors;
std::vector<float> r_val;
std::vector<float> g_val;
std::vector<float> b_val;
};