CGGradientRef Gradient::platformGradient() { if (m_gradient) return m_gradient; sortStopsIfNecessary(); const int cReservedStops = 3; Vector<CGFloat, 4 * cReservedStops> colorComponents; colorComponents.reserveInitialCapacity(m_stops.size() * 4); // RGBA components per stop Vector<CGFloat, cReservedStops> locations; locations.reserveInitialCapacity(m_stops.size()); for (size_t i = 0; i < m_stops.size(); ++i) { colorComponents.uncheckedAppend(m_stops[i].red); colorComponents.uncheckedAppend(m_stops[i].green); colorComponents.uncheckedAppend(m_stops[i].blue); colorComponents.uncheckedAppend(m_stops[i].alpha); locations.uncheckedAppend(m_stops[i].stop); } m_gradient = CGGradientCreateWithColorComponents(deviceRGBColorSpaceRef(), colorComponents.data(), locations.data(), m_stops.size()); return m_gradient; }
CGGradientRef Gradient::platformGradient() { if (m_gradient) return m_gradient; sortStopsIfNecessary(); // FIXME: ExtendedColor - we should generate CGColorRefs here, so that // we can handle color spaces. const int cReservedStops = 3; Vector<CGFloat, 4 * cReservedStops> colorComponents; colorComponents.reserveInitialCapacity(m_stops.size() * 4); // RGBA components per stop Vector<CGFloat, cReservedStops> locations; locations.reserveInitialCapacity(m_stops.size()); for (size_t i = 0; i < m_stops.size(); ++i) { colorComponents.uncheckedAppend(m_stops[i].red); colorComponents.uncheckedAppend(m_stops[i].green); colorComponents.uncheckedAppend(m_stops[i].blue); colorComponents.uncheckedAppend(m_stops[i].alpha); locations.uncheckedAppend(m_stops[i].stop); } // FIXME: ExtendedColor - use CGGradientCreateWithColors so that we can have stops in different color spaces. m_gradient = CGGradientCreateWithColorComponents(sRGBColorSpaceRef(), colorComponents.data(), locations.data(), m_stops.size()); return m_gradient; }
void InitButton(unsigned w, unsigned h) { CGColorSpaceRef colorspace; CGContextRef gc; unsigned char *data; float cx, cy; data = (unsigned char *)malloc(w * h * 4); colorspace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); gc = CGBitmapContextCreate(data, w, h, 8, w * 4, colorspace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host); cx = CENTERX * w; cy = CENTERY * h; // background CGContextTranslateCTM(gc, 0.0, h); CGContextScaleCTM(gc, 1.0, -1.0); CGContextClearRect(gc, CGRectMake(0, 0, w, h)); CGContextSetRGBFillColor(gc, 0.0, 0.0, 0.0, 0.8); AddRoundedRectToPath(gc, CGRectMake(w*0.05, h*0.5 - 32, w*0.9, 64), 32, 32); CGContextFillPath(gc); CGGradientRef gradient; size_t num_locations = 2; CGFloat locations[2] = { 0.0, 1.0 }; CGFloat components[8] = { 1.0, 1.0, 1.0, 0.5, // Start color 0.0, 0.0, 0.0, 0.0 }; // End color gradient = CGGradientCreateWithColorComponents (colorspace, components, locations, num_locations); // top bevel CGContextSaveGState(gc); AddRoundedRectToPath(gc, CGRectMake(w*0.05, h*0.5 - 32, w*0.9, 64), 32, 32); CGContextEOClip(gc); CGContextDrawLinearGradient (gc, gradient, CGPointMake(cx, cy + 32), CGPointMake(cx, cy), 0); CGContextDrawLinearGradient (gc, gradient, CGPointMake(cx, cy - 32), CGPointMake(cx, cy - 16), 0); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); CGContextRelease(gc); CGColorSpaceRelease(colorspace); free(data); }
static void initNeedle(unsigned w, unsigned h, unsigned max) { CGColorSpaceRef colorspace; CGContextRef gc; unsigned char *data; float cx, cy; float angle, radius, needle; data = (unsigned char *)malloc(w * h * 4); colorspace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); gc = CGBitmapContextCreate(data, w, h, 8, w * 4, colorspace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host); cx = CENTERX * w; cy = CENTERY * h; radius = 0.5 * (w > h ? w : h); needle = radius * 0.85; CGContextTranslateCTM(gc, 0.0, h); CGContextScaleCTM(gc, 1.0, -1.0); CGContextClearRect(gc, CGRectMake(0, 0, w, h)); angle = 0;//angleForValue(0, max); { // draw glow reflecting on inner bevel float dx, dy; dx = -cos(angle) + 1; dy = -sin(angle) + 1; CGGradientRef gradient; size_t num_locations = 2; CGFloat locations[2] = { 0.0, 1.0 }; CGFloat components[8] = { 0.7, 0.7, 1.0, 0.7, // Start color 0.0, 0.0, 0.0, 0.0 }; // End color gradient = CGGradientCreateWithColorComponents (colorspace, components, locations, num_locations); CGContextSaveGState(gc); CGContextAddArc(gc, cx, cy, needle*1.05, 0, 2*M_PI, false); CGContextAddArc(gc, cx, cy, needle*0.96, 0, 2*M_PI, false); CGContextEOClip(gc); CGContextDrawRadialGradient (gc, gradient, CGPointMake(cx*dx, cy*dy), radius*0.1, CGPointMake(cx*1.0, cy*1.0), radius*1.0, 0); CGContextRestoreGState(gc); } CGContextSetRGBFillColor(gc, 0.9, 0.9, 1.0, 1.0); // draw several glow passes, with the content offscreen CGContextTranslateCTM(gc, 0, OFFSCREEN - 10); CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7)); drawNeedle(gc, w, h, angle); CGContextTranslateCTM(gc, 0, 20); CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7)); drawNeedle(gc, w, h, angle); CGContextTranslateCTM(gc, -10, -10); CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7)); drawNeedle(gc, w, h, angle); CGContextTranslateCTM(gc, 20, 0); CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7)); drawNeedle(gc, w, h, angle); CGContextTranslateCTM(gc, -10, -OFFSCREEN); // draw real content CGContextSetShadowWithColor(gc, CGSizeMake(0, 1), 6.0, CGColorCreateGenericRGB(0.0, 0.0, 0.5, 0.7)); drawNeedle(gc, w, h, angle); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); CGContextRelease(gc); CGColorSpaceRelease(colorspace); free(data); }
static void initBackground(unsigned w, unsigned h, unsigned max) { CGColorSpaceRef colorspace; CGContextRef gc; unsigned char *data; float cx, cy; float radius, needle; data = (unsigned char *)malloc(w * h * 4); colorspace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB); gc = CGBitmapContextCreate(data, w, h, 8, w * 4, colorspace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host); cx = CENTERX * w; cy = CENTERY * h; radius = 0.5 * (w > h ? w : h); needle = radius * 0.85; // background CGContextTranslateCTM(gc, 0.0, h); CGContextScaleCTM(gc, 1.0, -1.0); CGContextClearRect(gc, CGRectMake(0, 0, w, h)); CGContextSetRGBFillColor(gc, 0.0, 0.0, 0.0, 0.7); CGContextAddArc(gc, cx, cy, radius, 0, 2*M_PI, false); CGContextFillPath(gc); CGGradientRef gradient; size_t num_locations = 2; CGFloat locations[2] = { 0.0, 1.0 }; CGFloat components[8] = { 1.0, 1.0, 1.0, 0.5, // Start color 0.0, 0.0, 0.0, 0.0 }; // End color gradient = CGGradientCreateWithColorComponents (colorspace, components, locations, num_locations); // top rim light CGContextSaveGState(gc); CGContextAddArc(gc, cx, cy, radius, 0, 2*M_PI, false); CGContextAddArc(gc, cx, cy, needle*1.05, 0, 2*M_PI, false); CGContextEOClip(gc); CGContextDrawRadialGradient (gc, gradient, CGPointMake(cx, cy*1.00), radius*1.01, CGPointMake(cx, cy*0.96), radius*0.98, 0); // bottom rim light CGContextDrawRadialGradient (gc, gradient, CGPointMake(cx, cy*1.00), radius*1.01, CGPointMake(cx, cy*1.04), radius*0.98, 0); // top bevel CGContextDrawRadialGradient (gc, gradient, CGPointMake(cx, cy*2.2), radius*0.2, CGPointMake(cx, cy*1.0), radius*1.0, 0); // bottom bevel CGContextRestoreGState(gc); CGContextSaveGState(gc); CGContextAddArc(gc, cx, cy, needle*1.05, 0, 2*M_PI, false); CGContextAddArc(gc, cx, cy, needle*0.96, 0, 2*M_PI, false); CGContextEOClip(gc); CGContextDrawRadialGradient (gc, gradient, CGPointMake(cx, cy* -.5), radius*0.2, CGPointMake(cx, cy*1.0), radius*1.0, 0); CGGradientRelease(gradient); CGContextRestoreGState(gc); CGContextSetRGBFillColor(gc, 0.9, 0.9, 1.0, 1.0); CGContextSetRGBStrokeColor(gc, 0.9, 0.9, 1.0, 1.0); CGContextSetLineCap(gc, kCGLineCapRound); // draw several glow passes, with the content offscreen CGContextTranslateCTM(gc, 0, OFFSCREEN - 10); CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7)); drawMarks(gc, w, h, max); CGContextTranslateCTM(gc, 0, 20); CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7)); drawMarks(gc, w, h, max); CGContextTranslateCTM(gc, -10, -10); CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7)); drawMarks(gc, w, h, max); CGContextTranslateCTM(gc, 20, 0); CGContextSetShadowWithColor(gc, CGSizeMake(0, OFFSCREEN), 48.0, CGColorCreateGenericRGB(0.5, 0.5, 1.0, 0.7)); drawMarks(gc, w, h, max); CGContextTranslateCTM(gc, -10, -OFFSCREEN); // draw real content CGContextSetShadowWithColor(gc, CGSizeMake(0, 1), 6.0, CGColorCreateGenericRGB(0.7, 0.7, 1.0, 0.9)); drawMarks(gc, w, h, max); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, w, h, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); CGContextRelease(gc); CGColorSpaceRelease(colorspace); free(data); }