i've come across this ActionScript sample, which demonstrates drawing of the color spectrum, one line at a time via a loop, using waveforms.
however, the waveform location of each RGB channel create a color spectrum that is missing colors (pure yellow, cyan and magenta) and therefore the spectrum is incomplete.
how can i remedy this problem so that the drawn color spectrum will exhibit all colors?
// Loop through all of the pixels from '0' to the specified width.
for(var i:int = 0; i < nWidth; i++)
{
// Calculate the color percentage based on the current pixel.
nColorPercent = i / nWidth;
// Calculate the radians of the angle to use for rotating color values.
nRadians = (-360 * nColorPercent) * (Math.PI / 180);
// Calculate the RGB channels based on the angle.
nR = Math.cos(nRadians) * 127 + 128 << 16;
nG = Math.cos(nRadians + 2 * Math.PI / 3) * 127 + 128 << 8;
nB = Math.cos(nRadians + 4 * Math.PI / 3) * 127 + 128;
// OR the individual color channels together.
nColor = nR | nG | nB;
}
UPDATED SOLUTION
for anyone interested, below is the solution i wrote to address the above problem. RGB waveforms are not used to create the full color spectrum. also, the code is flexible so you can assign your own size and color variables for the produced sprite. the color variables in this example are red, yellow, green, cyan, blue, magenta, red to produce the complete color spectrum
/*
//SpectrumGradient Object Call
var spectrum:SpectrumGradient = new SpectrumGradient(stage.stageWidth, stage.stageHeight, 0xFF0000, 0xFFFF00, 0x00FF00, 0x00FFFF, 0x0000FF, 0xFF00FF, 0xFF0000);
this.addChild(spectrum);
*/
package
{
import flash.display.BitmapData;
import flash.display.CapsStyle;
import flash.display.GradientType;
import flash.display.LineScaleMode;
import flash.display.Sprite;
import flash.geom.Matrix;
public class SpectrumGradient extends Sprite
{
public function SpectrumGradient(spriteWidth:Number, spriteHeight:Number, ...spriteColors)
{
//Setup spectrum sprite
var spectrum:Sprite = new Sprite();
var spectrumAlphas:Array = new Array();
var spectrumRatios:Array = new Array();
var spectrumPartition:Number = 255 / (spriteColors.length - 1);
for (var pushLoop:int = 0; pushLoop < spriteColors.length; pushLoop++)
{
spectrumAlphas.push(1);
spectrumRatios.push(pushLoop * spectrumPartition);
}
//Create spectrum sprite as evenly distributed linear gradient using supplied spriteColors
var spectrumMatrix:Matrix = new Matrix();
spectrumMatrix.createGradientBox(spriteWidth, spriteHeight);
spectrum.graphics.lineStyle();
spectrum.graphics.beginGradientFill(GradientType.LINEAR, spriteColors, spectrumAlphas, spectrumRatios, spectrumMatrix);
spectrum.graphics.drawRect(0, 0, spriteWidth, 1);
spectrum.graphics.endFill();
//Assign bitmapData to the spectrum sprite
var bitmapData:BitmapData = new BitmapData(spectrum.width, spectrum.height, true, 0);
bitmapData.draw(spectrum);
var pixelColor:Number;
for (var i:int = 0; i < spriteWidth; i++)
{
//Retrieve the color number for each pixel of the spectrum sprite
pixelColor = bitmapData.getPixel(i, 0);
//Create new matrices for the white and black gradient lines
var matrixWhite:Matrix = new Matrix();
matrixWhite.createGradientBox(1, spriteHeight / 2, Math.PI * 0.5, 0, 0);
var matrixBlack = new Matrix();
matrixBlack.createGradientBox(1, spriteHeight / 2, Math.PI * 0.5, 0, spriteHeight / 2);
//Each slice of the sprite is composed of two vertical lines: the first fades from white to the pixelColor, the second fades from pixelColor to black
graphics.lineStyle(1, 0, 1, false, LineScaleMode.NONE, CapsStyle.NONE);
graphics.lineGradientStyle(GradientType.LINEAR, [0xFFFFFF, pixelColor], [100, 100], [0, 255], matrixWhite);
graphics.moveTo(i, 0);
graphics.lineTo(i, spriteHeight / 2);
graphics.lineGradientStyle(GradientType.LINEAR, [pixelColor, 0], [100, 100], [0, 255], matrixBlack);
graphics.moveTo(i, spriteHeight / 2);
graphics.lineTo(i, spriteHeight);
}
}
}
}