/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2009-03-06 // Updated : 2009-03-09 // Licence : This source is under MIT License // File : glm/gtx/gradient_paint.inl /////////////////////////////////////////////////////////////////////////////////////////////////// namespace glm{ namespace gtx{ namespace gradient_paint{ template valType radialGradient( glm::detail::tvec2 const & Center, valType const & Radius, glm::detail::tvec2 const & Focal, glm::detail::tvec2 const & Position) { glm::detail::tvec2 F = Focal - Center; glm::detail::tvec2 D = Position - Focal; valType Radius2 = gtx::optimum_pow::pow2(Radius); valType Fx2 = gtx::optimum_pow::pow2(F.x); valType Fy2 = gtx::optimum_pow::pow2(F.y); valType Numerator = (D.x * F.x + D.y * F.y) + glm::sqrt(Radius2 * (gtx::optimum_pow::pow2(D.x) + gtx::optimum_pow::pow2(D.y)) - gtx::optimum_pow::pow2(D.x * F.y - D.y * F.x)); valType Denominator = Radius2 - (Fx2 + Fy2); return Numerator / Denominator; } template valType linearGradient( glm::detail::tvec2 const & Point0, glm::detail::tvec2 const & Point1, glm::detail::tvec2 const & Position) { glm::detail::tvec2 Dist = Point1 - Point0; return (Dist.x * (Position.x - Point0.x) + Dist.y * (Position.y - Point0.y)) / glm::dot(Dist, Dist); } }//namespace gradient_paint }//namespace gtx }//namespace glm