paysages: Small changes

git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@196 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
This commit is contained in:
Michaël Lemaire 2011-12-17 15:54:10 +00:00 committed by ThunderK
parent d61539e08d
commit d8dfb6c1ab
4 changed files with 153 additions and 116 deletions

View file

@ -679,6 +679,8 @@ A small entropy will make the noise repeat more often.</property>
<object class="GtkVBox" id="vbox12"> <object class="GtkVBox" id="vbox12">
<property name="visible">True</property> <property name="visible">True</property>
<property name="can_focus">False</property> <property name="can_focus">False</property>
<property name="border_width">5</property>
<property name="spacing">5</property>
<child> <child>
<object class="GtkLabel" id="label19"> <object class="GtkLabel" id="label19">
<property name="visible">True</property> <property name="visible">True</property>
@ -716,7 +718,6 @@ A small entropy will make the noise repeat more often.</property>
<packing> <packing>
<property name="expand">False</property> <property name="expand">False</property>
<property name="fill">False</property> <property name="fill">False</property>
<property name="padding">5</property>
<property name="position">0</property> <property name="position">0</property>
</packing> </packing>
</child> </child>
@ -724,18 +725,19 @@ A small entropy will make the noise repeat more often.</property>
<object class="GtkVBox" id="vbox7"> <object class="GtkVBox" id="vbox7">
<property name="visible">True</property> <property name="visible">True</property>
<property name="can_focus">False</property> <property name="can_focus">False</property>
<property name="border_width">5</property>
<child> <child>
<object class="GtkButton" id="terrain_noise_edit"> <object class="GtkButton" id="terrain_noise_edit">
<property name="label" translatable="yes">Edit noise</property> <property name="label" translatable="yes">Edit noise</property>
<property name="visible">True</property> <property name="visible">True</property>
<property name="can_focus">True</property> <property name="can_focus">True</property>
<property name="receives_default">True</property> <property name="receives_default">True</property>
<property name="border_width">5</property>
<property name="use_action_appearance">False</property> <property name="use_action_appearance">False</property>
</object> </object>
<packing> <packing>
<property name="expand">False</property> <property name="expand">False</property>
<property name="fill">False</property> <property name="fill">False</property>
<property name="padding">5</property>
<property name="position">0</property> <property name="position">0</property>
</packing> </packing>
</child> </child>
@ -746,7 +748,6 @@ A small entropy will make the noise repeat more often.</property>
<packing> <packing>
<property name="expand">True</property> <property name="expand">True</property>
<property name="fill">True</property> <property name="fill">True</property>
<property name="padding">5</property>
<property name="position">1</property> <property name="position">1</property>
</packing> </packing>
</child> </child>
@ -853,6 +854,7 @@ A small entropy will make the noise repeat more often.</property>
<object class="GtkVBox" id="vbox13"> <object class="GtkVBox" id="vbox13">
<property name="visible">True</property> <property name="visible">True</property>
<property name="can_focus">False</property> <property name="can_focus">False</property>
<property name="border_width">5</property>
<child> <child>
<object class="GtkButton" id="water_noise_edit"> <object class="GtkButton" id="water_noise_edit">
<property name="label" translatable="yes">Edit noise (waves)</property> <property name="label" translatable="yes">Edit noise (waves)</property>
@ -1004,7 +1006,6 @@ A small entropy will make the noise repeat more often.</property>
<property name="visible">True</property> <property name="visible">True</property>
<property name="can_focus">False</property> <property name="can_focus">False</property>
<property name="border_width">5</property> <property name="border_width">5</property>
<property name="spacing">10</property>
<property name="layout_style">spread</property> <property name="layout_style">spread</property>
<child> <child>
<object class="GtkButton" id="water_apply"> <object class="GtkButton" id="water_apply">
@ -1171,21 +1172,6 @@ A small entropy will make the noise repeat more often.</property>
<property name="height">1</property> <property name="height">1</property>
</packing> </packing>
</child> </child>
<child>
<object class="GtkImage" id="sky_colorgradient_sun">
<property name="width_request">250</property>
<property name="height_request">20</property>
<property name="visible">True</property>
<property name="can_focus">False</property>
<property name="stock">gtk-missing-image</property>
</object>
<packing>
<property name="left_attach">1</property>
<property name="top_attach">1</property>
<property name="width">1</property>
<property name="height">1</property>
</packing>
</child>
<child> <child>
<object class="GtkLabel" id="label30"> <object class="GtkLabel" id="label30">
<property name="visible">True</property> <property name="visible">True</property>
@ -1227,21 +1213,6 @@ A small entropy will make the noise repeat more often.</property>
<property name="height">1</property> <property name="height">1</property>
</packing> </packing>
</child> </child>
<child>
<object class="GtkImage" id="sky_colorgradient_zenith">
<property name="width_request">250</property>
<property name="height_request">20</property>
<property name="visible">True</property>
<property name="can_focus">False</property>
<property name="stock">gtk-missing-image</property>
</object>
<packing>
<property name="left_attach">1</property>
<property name="top_attach">3</property>
<property name="width">1</property>
<property name="height">1</property>
</packing>
</child>
<child> <child>
<object class="GtkLabel" id="label33"> <object class="GtkLabel" id="label33">
<property name="visible">True</property> <property name="visible">True</property>
@ -1255,21 +1226,6 @@ A small entropy will make the noise repeat more often.</property>
<property name="height">1</property> <property name="height">1</property>
</packing> </packing>
</child> </child>
<child>
<object class="GtkImage" id="sky_colorgradient_haze">
<property name="width_request">250</property>
<property name="height_request">20</property>
<property name="visible">True</property>
<property name="can_focus">False</property>
<property name="stock">gtk-missing-image</property>
</object>
<packing>
<property name="left_attach">1</property>
<property name="top_attach">4</property>
<property name="width">1</property>
<property name="height">1</property>
</packing>
</child>
<child> <child>
<object class="GtkLabel" id="label34"> <object class="GtkLabel" id="label34">
<property name="visible">True</property> <property name="visible">True</property>
@ -1326,6 +1282,126 @@ A small entropy will make the noise repeat more often.</property>
<property name="height">1</property> <property name="height">1</property>
</packing> </packing>
</child> </child>
<child>
<object class="GtkHBox" id="hbox1">
<property name="visible">True</property>
<property name="can_focus">False</property>
<child>
<object class="GtkImage" id="sky_colorgradient_sun">
<property name="width_request">200</property>
<property name="height_request">30</property>
<property name="visible">True</property>
<property name="can_focus">False</property>
<property name="stock">gtk-missing-image</property>
</object>
<packing>
<property name="expand">True</property>
<property name="fill">True</property>
<property name="position">0</property>
</packing>
</child>
<child>
<object class="GtkButton" id="sky_colorgradient_sun_edit">
<property name="label" translatable="yes">Edit</property>
<property name="visible">True</property>
<property name="can_focus">True</property>
<property name="receives_default">True</property>
<property name="use_action_appearance">False</property>
</object>
<packing>
<property name="expand">True</property>
<property name="fill">True</property>
<property name="position">1</property>
</packing>
</child>
</object>
<packing>
<property name="left_attach">1</property>
<property name="top_attach">1</property>
<property name="width">1</property>
<property name="height">1</property>
</packing>
</child>
<child>
<object class="GtkHBox" id="hbox6">
<property name="visible">True</property>
<property name="can_focus">False</property>
<child>
<object class="GtkImage" id="sky_colorgradient_zenith">
<property name="width_request">200</property>
<property name="height_request">30</property>
<property name="visible">True</property>
<property name="can_focus">False</property>
<property name="stock">gtk-missing-image</property>
</object>
<packing>
<property name="expand">True</property>
<property name="fill">True</property>
<property name="position">0</property>
</packing>
</child>
<child>
<object class="GtkButton" id="sky_colorgradient_zenith_edit">
<property name="label" translatable="yes">Edit</property>
<property name="visible">True</property>
<property name="can_focus">True</property>
<property name="receives_default">True</property>
<property name="use_action_appearance">False</property>
</object>
<packing>
<property name="expand">True</property>
<property name="fill">True</property>
<property name="position">1</property>
</packing>
</child>
</object>
<packing>
<property name="left_attach">1</property>
<property name="top_attach">3</property>
<property name="width">1</property>
<property name="height">1</property>
</packing>
</child>
<child>
<object class="GtkHBox" id="hbox8">
<property name="visible">True</property>
<property name="can_focus">False</property>
<child>
<object class="GtkImage" id="sky_colorgradient_haze">
<property name="width_request">200</property>
<property name="height_request">30</property>
<property name="visible">True</property>
<property name="can_focus">False</property>
<property name="stock">gtk-missing-image</property>
</object>
<packing>
<property name="expand">True</property>
<property name="fill">True</property>
<property name="position">0</property>
</packing>
</child>
<child>
<object class="GtkButton" id="sky_colorgradient_haze_edit">
<property name="label" translatable="yes">Edit</property>
<property name="visible">True</property>
<property name="can_focus">True</property>
<property name="receives_default">True</property>
<property name="use_action_appearance">False</property>
</object>
<packing>
<property name="expand">True</property>
<property name="fill">True</property>
<property name="position">1</property>
</packing>
</child>
</object>
<packing>
<property name="left_attach">1</property>
<property name="top_attach">4</property>
<property name="width">1</property>
<property name="height">1</property>
</packing>
</child>
</object> </object>
<packing> <packing>
<property name="expand">False</property> <property name="expand">False</property>
@ -1338,7 +1414,6 @@ A small entropy will make the noise repeat more often.</property>
<property name="visible">True</property> <property name="visible">True</property>
<property name="can_focus">False</property> <property name="can_focus">False</property>
<property name="border_width">5</property> <property name="border_width">5</property>
<property name="spacing">10</property>
<property name="layout_style">spread</property> <property name="layout_style">spread</property>
<child> <child>
<object class="GtkButton" id="sky_apply"> <object class="GtkButton" id="sky_apply">

View file

@ -185,6 +185,7 @@ void autoGenRealisticLandscape(int seed)
/* Sky */ /* Sky */
sky.sun_color = colorGradationCreate(); sky.sun_color = colorGradationCreate();
colorGradationAddRgba(&sky.sun_color, 0.5, 1.0, 0.98, 0.95, 1.0);
sky.zenith_color = colorGradationCreate(); sky.zenith_color = colorGradationCreate();
colorGradationAddRgba(&sky.zenith_color, 0.2, 0.03, 0.03, 0.05, 1.0); colorGradationAddRgba(&sky.zenith_color, 0.2, 0.03, 0.03, 0.05, 1.0);
colorGradationAddRgba(&sky.zenith_color, 0.25, 0.25, 0.33, 0.37, 1.0); colorGradationAddRgba(&sky.zenith_color, 0.25, 0.25, 0.33, 0.37, 1.0);

View file

@ -23,7 +23,7 @@ typedef struct
void cloudsInit() void cloudsInit()
{ {
_layers_count = 0; _layers_count = 0;
_quality.precision = 0.5; _quality.precision = 0.5;
} }
@ -31,7 +31,7 @@ void cloudsSave(FILE* f)
{ {
int i; int i;
CloudsDefinition* layer; CloudsDefinition* layer;
toolsSaveInt(f, _layers_count); toolsSaveInt(f, _layers_count);
for (i = 0; i < _layers_count; i++) for (i = 0; i < _layers_count; i++)
{ {
@ -50,7 +50,7 @@ void cloudsLoad(FILE* f)
{ {
int i; int i;
CloudsDefinition* layer; CloudsDefinition* layer;
_layers_count = toolsLoadInt(f); _layers_count = toolsLoadInt(f);
for (i = 0; i < _layers_count; i++) for (i = 0; i < _layers_count; i++)
{ {
@ -73,11 +73,11 @@ int cloudsGetLayerCount()
int cloudsAddLayer() int cloudsAddLayer()
{ {
CloudsDefinition* layer; CloudsDefinition* layer;
layer = _layers + _layers_count; layer = _layers + _layers_count;
layer->noise = noiseCreateGenerator(); layer->noise = noiseCreateGenerator();
layer->coverage = 0.0; layer->coverage = 0.0;
return _layers_count++; return _layers_count++;
} }
@ -89,7 +89,7 @@ void cloudsDeleteLayer(int layer)
CloudsDefinition cloudsCreateDefinition() CloudsDefinition cloudsCreateDefinition()
{ {
CloudsDefinition result; CloudsDefinition result;
result.color = COLOR_WHITE; result.color = COLOR_WHITE;
result.coverage = 0.0; result.coverage = 0.0;
result.noise = noiseCreateGenerator(); result.noise = noiseCreateGenerator();
@ -97,7 +97,7 @@ CloudsDefinition cloudsCreateDefinition()
result.ymin = 0.0; result.ymin = 0.0;
result.ycenter = 0.0; result.ycenter = 0.0;
result.ymax = 0.0; result.ymax = 0.0;
return result; return result;
} }
@ -109,7 +109,7 @@ void cloudsDeleteDefinition(CloudsDefinition definition)
void cloudsCopyDefinition(CloudsDefinition source, CloudsDefinition* destination) void cloudsCopyDefinition(CloudsDefinition source, CloudsDefinition* destination)
{ {
NoiseGenerator* noise; NoiseGenerator* noise;
noise = destination->noise; noise = destination->noise;
*destination = source; *destination = source;
destination->noise = noise; destination->noise = noise;
@ -119,7 +119,7 @@ void cloudsCopyDefinition(CloudsDefinition source, CloudsDefinition* destination
void cloudsSetDefinition(int layer, CloudsDefinition definition) void cloudsSetDefinition(int layer, CloudsDefinition definition)
{ {
CloudsDefinition* destination; CloudsDefinition* destination;
if (layer >= 0 && layer < _layers_count) if (layer >= 0 && layer < _layers_count)
{ {
destination = _layers + layer; destination = _layers + layer;
@ -150,45 +150,6 @@ CloudsQuality cloudsGetQuality()
return _quality; return _quality;
} }
/*int cloudsAddLayer(double ymin, double ycenter, double ymax, Color color, double scaling, double coverage)
{
CloudsDefinition* layer = _layers + _layers_count;
layer->ycenter = ycenter;
layer->ymin = ymin;
layer->ymax = ymax;
layer->color = color;
layer->scaling = scaling;
layer->coverage = coverage;
layer->noise = noiseCreateGenerator();
noiseGenerateBaseNoise(layer->noise, 262144);
noiseAddLevelSimple(layer->noise, scaling, 0.3);
noiseAddLevelSimple(layer->noise, scaling / 2.0, 0.2);
noiseAddLevelSimple(layer->noise, scaling / 4.0, 0.1);
noiseAddLevelSimple(layer->noise, scaling / 10.0, 0.05);
noiseAddLevelSimple(layer->noise, scaling / 20.0, 0.03);
noiseAddLevelSimple(layer->noise, scaling / 40.0, 0.02);
noiseAddLevelSimple(layer->noise, scaling / 60.0, 0.01);
noiseAddLevelSimple(layer->noise, scaling / 80.0, 0.005);
noiseAddLevelSimple(layer->noise, scaling / 100.0, 0.02);
noiseAddLevelSimple(layer->noise, scaling / 150.0, 0.005);
noiseAddLevelSimple(layer->noise, scaling / 200.0, 0.003);
noiseAddLevelSimple(layer->noise, scaling / 400.0, 0.008);
noiseAddLevelSimple(layer->noise, scaling / 800.0, 0.001);
noiseAddLevelSimple(layer->noise, scaling / 1000.0, 0.0005);
if (coverage < 0.5)
{
noiseNormalizeHeight(layer->noise, -1.0, coverage * 2.0, 0);
}
else
{
noiseNormalizeHeight(layer->noise, -(1.0 - coverage) * 2.0, 1.0, 0);
}
return _layers_count++;
}*/
static inline double _getDistanceToBorder(CloudsDefinition* layer, Vector3 position, double detail) static inline double _getDistanceToBorder(CloudsDefinition* layer, Vector3 position, double detail)
{ {
double val, min; double val, min;
@ -237,7 +198,7 @@ static inline Vector3 _getNormal(CloudsDefinition* layer, Vector3 position, doub
/** /**
* Optimize the search limits in a layer. * Optimize the search limits in a layer.
* *
* @param layer The cloud layer * @param layer The cloud layer
* @param start Start of the search to optimize * @param start Start of the search to optimize
* @param end End of the search to optimize * @param end End of the search to optimize
@ -246,7 +207,7 @@ static inline Vector3 _getNormal(CloudsDefinition* layer, Vector3 position, doub
static int _optimizeSearchLimits(CloudsDefinition* layer, Vector3* start, Vector3* end) static int _optimizeSearchLimits(CloudsDefinition* layer, Vector3* start, Vector3* end)
{ {
Vector3 diff; Vector3 diff;
if (start->y > layer->ymax) if (start->y > layer->ymax)
{ {
if (end->y >= layer->ymax) if (end->y >= layer->ymax)
@ -291,14 +252,14 @@ static int _optimizeSearchLimits(CloudsDefinition* layer, Vector3* start, Vector
*end = v3Add(*start, v3Scale(diff, (layer->ymin - start->y) / diff.y)); *end = v3Add(*start, v3Scale(diff, (layer->ymin - start->y) / diff.y));
} }
} }
/* TODO Limit the search length */ /* TODO Limit the search length */
return 1; return 1;
} }
/** /**
* Go through the cloud layer to find segments (parts of the lookup that are inside the cloud). * Go through the cloud layer to find segments (parts of the lookup that are inside the cloud).
* *
* @param definition The cloud layer * @param definition The cloud layer
* @param quality Render quality * @param quality Render quality
* @param start Start position of the lookup (already optimized) * @param start Start position of the lookup (already optimized)
@ -319,7 +280,7 @@ static int _findSegments(CloudsDefinition* definition, CloudsQuality* quality, V
double step_length, segment_length, remaining_length; double step_length, segment_length, remaining_length;
double noise_distance, last_noise_distance; double noise_distance, last_noise_distance;
Vector3 walker, step, segment_start; Vector3 walker, step, segment_start;
if (max_segments <= 0) if (max_segments <= 0)
{ {
return 0; return 0;
@ -341,7 +302,7 @@ static int _findSegments(CloudsDefinition* definition, CloudsQuality* quality, V
last_noise_distance = noise_distance; last_noise_distance = noise_distance;
noise_distance = _getDistanceToBorder(definition, walker, detail) * quality->precision; noise_distance = _getDistanceToBorder(definition, walker, detail) * quality->precision;
current_total_length += step_length; current_total_length += step_length;
if (noise_distance > 0.0) if (noise_distance > 0.0)
{ {
if (inside) if (inside)
@ -369,7 +330,7 @@ static int _findSegments(CloudsDefinition* definition, CloudsQuality* quality, V
remaining_length = step_length * last_noise_distance / (last_noise_distance - noise_distance); remaining_length = step_length * last_noise_distance / (last_noise_distance - noise_distance);
segment_length += remaining_length; segment_length += remaining_length;
current_inside_length += remaining_length; current_inside_length += remaining_length;
out_segments->start = segment_start; out_segments->start = segment_start;
out_segments->end = v3Add(walker, v3Scale(direction, remaining_length - step_length)); out_segments->end = v3Add(walker, v3Scale(direction, remaining_length - step_length));
out_segments->length = segment_length; out_segments->length = segment_length;
@ -378,7 +339,7 @@ static int _findSegments(CloudsDefinition* definition, CloudsQuality* quality, V
{ {
break; break;
} }
inside = 0; inside = 0;
step = v3Scale(direction, quality->precision); step = v3Scale(direction, quality->precision);
} }
@ -389,7 +350,7 @@ static int _findSegments(CloudsDefinition* definition, CloudsQuality* quality, V
} }
} }
} while (inside || (walker.y <= definition->ymax + 0.001 && walker.y >= definition->ymin - 0.001 && current_total_length < max_total_length && current_inside_length < max_inside_length)); } while (inside || (walker.y <= definition->ymax + 0.001 && walker.y >= definition->ymin - 0.001 && current_total_length < max_total_length && current_inside_length < max_inside_length));
*total_length = current_total_length; *total_length = current_total_length;
*inside_length = current_inside_length; *inside_length = current_inside_length;
return segment_count; return segment_count;
@ -406,7 +367,7 @@ static Color _applyLayerLighting(CloudsDefinition* definition, CloudsQuality* qu
normal = v3Add(normal, _getNormal(definition, position, 0.2)); normal = v3Add(normal, _getNormal(definition, position, 0.2));
normal = v3Add(normal, _getNormal(definition, position, 0.1)); normal = v3Add(normal, _getNormal(definition, position, 0.1));
result = lightingApply(position, normal, 0.0, base, 0.3, 0.1); result = lightingApply(position, normal, 0.0, base, 0.3, 0.1);
direction = sun_direction_inv; direction = sun_direction_inv;
detail = (detail < 0.1) ? 0.1 : detail; detail = (detail < 0.1) ? 0.1 : detail;
/* FIXME Dont hard-code max_total_length */ /* FIXME Dont hard-code max_total_length */
@ -417,7 +378,7 @@ static Color _applyLayerLighting(CloudsDefinition* definition, CloudsQuality* qu
{ {
inside_depth = 1.0; inside_depth = 1.0;
} }
result.r = base.r * sun_color_lum * (0.9 - 0.2 * inside_depth) + result.r * (0.1 + 0.1 * inside_depth) + (0.1 - inside_depth * 0.1) * sun_color_lum; result.r = base.r * sun_color_lum * (0.9 - 0.2 * inside_depth) + result.r * (0.1 + 0.1 * inside_depth) + (0.1 - inside_depth * 0.1) * sun_color_lum;
result.g = base.g * sun_color_lum * (0.9 - 0.2 * inside_depth) + result.g * (0.1 + 0.1 * inside_depth) + (0.1 - inside_depth * 0.1) * sun_color_lum; result.g = base.g * sun_color_lum * (0.9 - 0.2 * inside_depth) + result.g * (0.1 + 0.1 * inside_depth) + (0.1 - inside_depth * 0.1) * sun_color_lum;
result.b = base.b * sun_color_lum * (0.9 - 0.2 * inside_depth) + result.b * (0.1 + 0.1 * inside_depth) + (0.1 - inside_depth * 0.1) * sun_color_lum; result.b = base.b * sun_color_lum * (0.9 - 0.2 * inside_depth) + result.b * (0.1 + 0.1 * inside_depth) + (0.1 - inside_depth * 0.1) * sun_color_lum;
@ -441,12 +402,12 @@ Color cloudsGetColorCustom(Vector3 start, Vector3 end, CloudsDefinition* definit
{ {
environment = &_environment; environment = &_environment;
} }
if (!_optimizeSearchLimits(definition, &start, &end)) if (!_optimizeSearchLimits(definition, &start, &end))
{ {
return COLOR_TRANSPARENT; return COLOR_TRANSPARENT;
} }
direction = v3Sub(end, start); direction = v3Sub(end, start);
max_length = v3Norm(direction); max_length = v3Norm(direction);
direction = v3Normalize(direction); direction = v3Normalize(direction);
@ -454,7 +415,7 @@ Color cloudsGetColorCustom(Vector3 start, Vector3 end, CloudsDefinition* definit
/* TODO Flexible precision */ /* TODO Flexible precision */
detail = renderGetPrecision(start) / definition->scaling; detail = renderGetPrecision(start) / definition->scaling;
segment_count = _findSegments(definition, quality, start, direction, detail, 20, 60.0, max_length, &inside_length, &total_length, segments); segment_count = _findSegments(definition, quality, start, direction, detail, 20, 60.0, max_length, &inside_length, &total_length, segments);
for (i = 0; i < segment_count; i++) for (i = 0; i < segment_count; i++)
{ {

View file

@ -29,7 +29,7 @@ static inline void _updatePreview()
static void _redrawColorGradation(GtkImage* image, ColorGradation* gradation) static void _redrawColorGradation(GtkImage* image, ColorGradation* gradation)
{ {
GdkPixbuf* pixbuf = gdk_pixbuf_new(GDK_COLORSPACE_RGB, 1, 8, 250, 20); GdkPixbuf* pixbuf = gdk_pixbuf_new(GDK_COLORSPACE_RGB, 1, 8, 200, 30);
void* pixels = gdk_pixbuf_get_pixels(pixbuf); void* pixels = gdk_pixbuf_get_pixels(pixbuf);
int rowstride = gdk_pixbuf_get_rowstride(pixbuf); int rowstride = gdk_pixbuf_get_rowstride(pixbuf);
@ -37,12 +37,12 @@ static void _redrawColorGradation(GtkImage* image, ColorGradation* gradation)
guint32* pixel; guint32* pixel;
Color col; Color col;
for (x = 0; x < 250; x++) for (x = 0; x < 200; x++)
{ {
for (y = 0; y < 20; y++) for (y = 0; y < 30; y++)
{ {
pixel = (guint32*)(pixels + y * rowstride + x * 4); pixel = (guint32*)(pixels + y * rowstride + x * 4);
col = colorGradationGet(gradation, (double)x / 250.0); col = colorGradationGet(gradation, (double)x / 200.0);
*pixel = (guint32)colorTo32BitRGBA(&col); *pixel = (guint32)colorTo32BitRGBA(&col);
} }
} }