Change gradient rect to accept 4x color4
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@@ -186,12 +186,13 @@ namespace JGL::J2D {
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void FillRect(const Color4& color, const Vector2& pos, const Vector2& size);
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/// Draws a filled rectangle where the color transitions across it.
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/// @param color1 A 3-or-4 channel color value. @see class Color3, class Color4
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/// @param color2 A 3-or-4 channel color value. @see class Color3, class Color4
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/// @param gradient See enum Direction
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/// @param top_left_color A 3-or-4 channel color value. @see class Color3, class Color4
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/// @param bottom_left_color A 3-or-4 channel color value. @see class Color3, class Color4
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/// @param bottom_right_color A 3-or-4 channel color value. @see class Color3, class Color4
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/// @param top_right_color A 3-or-4 channel color value. @see class Color3, class Color4
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/// @param pos The top-left corner of the rectangle.
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/// @param size The width and height of the rectangle.
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void FillGradientRect(const Color4& color1, const Color4& color2, const Direction& gradient, const Vector2& pos, const Vector2& size);
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void FillGradientRect(const Color4& top_left_color, const Color4& bottom_left_color, const Color4& bottom_right_color, const Color4& top_right_color, const Vector2& pos, const Vector2& size);
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/// Draws a filled rectangle with rounded corners on the screen.
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/// @param color A 3-or-4 channel color value. @see class Color3, class Color4
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2
main.cpp
2
main.cpp
@@ -196,7 +196,7 @@ public:
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J2D::DrawMirrorSprite(image, {400, 300}, Direction::Horizontal | Direction::Vertical, sprite_radians, {0.5,0.5}, {1, 1}, Colors::White);
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J2D::DrawPartialSprite(image, Vector2(225, 300), Vector2(image->GetDimensions()) * 0.25, Vector2(image->GetDimensions()) * 0.75, sprite_radians, {0.5, 0.5}, {1,1}, Colors::White);
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J2D::FillRect(Colors::Pinks::HotPink, {68, 120}, {32, 32});
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J2D::FillGradientRect(Colors::Red, Colors::Blue, Direction::Diagonal_SWNE, {100,52}, {100,100});
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J2D::FillGradientRect(Colors::Red, Colors::Green, Colors::Blue, Colors::White, {100,52}, {100,100});
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J2D::FillRoundedRect(Colors::Red, {200, 52}, {100, 100}, 8, 8);
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J2D::FillRoundedRect(Colors::Purples::BlueViolet, {300, 52}, {100, 100}, 8, 4);
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J2D::FillCircle(Colors::White, {52, 204}, 50, 24);
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@@ -294,31 +294,18 @@ void J2D::BatchFillRect(const Color4* colors, const Vector2* positions, const Ve
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glColor4fv(default_state.draw_color);
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}
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// TODO just let them set the color of each corner.
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void J2D::FillGradientRect(const Color4& color1, const Color4& color2, const Direction& gradient, const Vector2& pos, const Vector2& size) {
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void J2D::FillGradientRect(const Color4& top_left_color, const Color4& bottom_left_color, const Color4& bottom_right_color, const Color4& top_right_color, const Vector2& pos, const Vector2& size) {
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if (!state_stack.Size())
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Logger::Error("Drawing J2D element before J2D begin.");
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Vector2 vertices[] = {{pos.x, pos.y}, {pos.x, pos.y + size.y}, {pos.x + size.x, pos.y + size.y}, {pos.x + size.x, pos.y}};
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std::vector<GLfloat> colors{};
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if (gradient == Direction::Horizontal)
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colors = {color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(), color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(),
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color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized(), color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized()};
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else if (gradient == Direction::Vertical)
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colors = {color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(), color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized(),
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color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized(), color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized()};
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else if (gradient == Direction::Diagonal_SWNE)
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colors = {(color1.RedChannelNormalized() + color2.RedChannelNormalized()) / 2.f, (color1.GreenChannelNormalized() + color2.GreenChannelNormalized()) / 2.f, (color1.BlueChannelNormalized() + color2.BlueChannelNormalized()) / 2.f, (color1.AlphaChannelNormalized() + color2.AlphaChannelNormalized()) / 2.f,
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color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(), (color1.RedChannelNormalized() + color2.RedChannelNormalized()) / 2.f, (color1.GreenChannelNormalized() + color2.GreenChannelNormalized()) / 2.f,
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(color1.BlueChannelNormalized() + color2.BlueChannelNormalized()) / 2.f, (color1.AlphaChannelNormalized() + color2.AlphaChannelNormalized()) / 2.f, color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized()};
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else if (gradient == Direction::Diagonal_NWSE)
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colors = {color1.RedChannelNormalized(), color1.GreenChannelNormalized(), color1.BlueChannelNormalized(), color1.AlphaChannelNormalized(),(color1.RedChannelNormalized() + color2.RedChannelNormalized()) / 2.f, (color1.GreenChannelNormalized() + color2.GreenChannelNormalized()) / 2.f,
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(color1.BlueChannelNormalized() + color2.BlueChannelNormalized()) / 2.f, (color1.AlphaChannelNormalized() + color2.AlphaChannelNormalized()) / 2.f, color2.RedChannelNormalized(), color2.GreenChannelNormalized(), color2.BlueChannelNormalized(), color2.AlphaChannelNormalized(),
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(color1.RedChannelNormalized() + color2.RedChannelNormalized()) / 2.f, (color1.GreenChannelNormalized() + color2.GreenChannelNormalized()) / 2.f, (color1.BlueChannelNormalized() + color2.BlueChannelNormalized()) / 2.f,(color1.AlphaChannelNormalized() + color2.AlphaChannelNormalized()) / 2.f};
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std::vector<GLfloat> colors {
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top_left_color.RN(), top_left_color.GN(), top_left_color.BN(), top_left_color.AN(),
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bottom_left_color.RN(), bottom_left_color.GN(), bottom_left_color.BN(), bottom_left_color.AN(),
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bottom_right_color.RN(), bottom_right_color.GN(), bottom_right_color.BN(), bottom_right_color.AN(),
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top_right_color.RN(), top_right_color.GN(), top_right_color.BN(), top_right_color.AN()
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};
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(Vector2), vertices);
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