Changed pkg.go.dev link
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@ -20,5 +20,5 @@ it. It will be placed in `~/.local/lib/nasin/plugins`.
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You can find out more about how to use Tomo and Nasin by visiting the examples
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directory, or pull up the documentation by running `godoc` within the
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repository. You can also view it on the web on
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[pkg.go.dev](https://pkg.go.dev/git.tebibyte.media/sashakoshka/tomo) (although
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[pkg.go.dev](https://pkg.go.dev/git.tebibyte.media/tomo/tomo) (although
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it may be slightly out of date).
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@ -1,63 +0,0 @@
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// Package artutil provides utility functions for working with graphical types
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// defined in artist, canvas, and image.
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package artutil
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import "image"
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import "image/color"
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import "tomo/artist"
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import "tomo/shatter"
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// Fill fills the destination canvas with the given pattern.
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func Fill (destination artist.Canvas, source artist.Pattern) (updated image.Rectangle) {
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source.Draw(destination, destination.Bounds())
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return destination.Bounds()
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}
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// DrawClip lets you draw several subsets of a pattern at once.
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func DrawClip (
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destination artist.Canvas,
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source artist.Pattern,
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bounds image.Rectangle,
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subsets ...image.Rectangle,
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) (
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updatedRegion image.Rectangle,
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) {
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for _, subset := range subsets {
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source.Draw(artist.Cut(destination, subset), bounds)
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updatedRegion = updatedRegion.Union(subset)
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}
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return
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}
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// DrawShatter is like an inverse of DrawClip, drawing nothing in the areas
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// specified by "rocks".
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func DrawShatter (
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destination artist.Canvas,
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source artist.Pattern,
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bounds image.Rectangle,
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rocks ...image.Rectangle,
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) (
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updatedRegion image.Rectangle,
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) {
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tiles := shatter.Shatter(bounds, rocks...)
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return DrawClip(destination, source, bounds, tiles...)
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}
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// AllocateSample returns a new canvas containing the result of a pattern. The
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// resulting canvas can be sourced from shape drawing functions. I beg of you
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// please do not call this every time you need to draw a shape with a pattern on
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// it because that is horrible and cruel to the computer.
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func AllocateSample (source artist.Pattern, width, height int) artist.Canvas {
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allocated := artist.NewBasicCanvas(width, height)
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Fill(allocated, source)
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return allocated
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}
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// Hex creates a color.RGBA value from an RGBA integer value.
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func Hex (color uint32) (c color.RGBA) {
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c.A = uint8(color)
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c.B = uint8(color >> 8)
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c.G = uint8(color >> 16)
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c.R = uint8(color >> 24)
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return
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}
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111
artist/canvas.go
111
artist/canvas.go
@ -1,111 +0,0 @@
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package artist
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import "image"
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import "image/draw"
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import "image/color"
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// Image represents an immutable canvas.
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type Image interface {
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image.Image
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RGBAAt (x, y int) color.RGBA
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}
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// Canvas is like draw.Image but is also able to return a raw pixel buffer for
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// more efficient drawing. This interface can be easily satisfied using a
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// BasicCanvas struct.
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type Canvas interface {
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draw.Image
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Buffer () (data []color.RGBA, stride int)
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}
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// BasicCanvas is a general purpose implementation of tomo.Canvas.
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type BasicCanvas struct {
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pix []color.RGBA
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stride int
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rect image.Rectangle
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}
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// NewBasicCanvas creates a new basic canvas with the specified width and
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// height, allocating a buffer for it.
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func NewBasicCanvas (width, height int) (canvas BasicCanvas) {
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canvas.pix = make([]color.RGBA, height * width)
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canvas.stride = width
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canvas.rect = image.Rect(0, 0, width, height)
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return
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}
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// FromImage creates a new BasicCanvas from an image.Image.
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func FromImage (img image.Image) (canvas BasicCanvas) {
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bounds := img.Bounds()
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canvas = NewBasicCanvas(bounds.Dx(), bounds.Dy())
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point := image.Point { }
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for point.Y = bounds.Min.Y; point.Y < bounds.Max.Y; point.Y ++ {
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for point.X = bounds.Min.X; point.X < bounds.Max.X; point.X ++ {
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canvasPoint := point.Sub(bounds.Min)
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canvas.Set (
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canvasPoint.X, canvasPoint.Y,
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img.At(point.X, point.Y))
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}}
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return
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}
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// you know what it do
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func (canvas BasicCanvas) Bounds () (bounds image.Rectangle) {
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return canvas.rect
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}
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// you know what it do
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func (canvas BasicCanvas) At (x, y int) (color.Color) {
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if !image.Pt(x, y).In(canvas.rect) { return nil }
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return canvas.pix[x + y * canvas.stride]
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}
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// you know what it do
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func (canvas BasicCanvas) ColorModel () (model color.Model) {
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return color.RGBAModel
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}
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// you know what it do
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func (canvas BasicCanvas) Set (x, y int, c color.Color) {
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if !image.Pt(x, y).In(canvas.rect) { return }
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r, g, b, a := c.RGBA()
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canvas.pix[x + y * canvas.stride] = color.RGBA {
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R: uint8(r >> 8),
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G: uint8(g >> 8),
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B: uint8(b >> 8),
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A: uint8(a >> 8),
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}
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}
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// you know what it do
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func (canvas BasicCanvas) Buffer () (data []color.RGBA, stride int) {
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return canvas.pix, canvas.stride
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}
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// Reallocate efficiently reallocates the canvas. The data within will be
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// garbage. This method will do nothing if this is a cut image.
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func (canvas *BasicCanvas) Reallocate (width, height int) {
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if canvas.rect.Min != (image.Point { }) { return }
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previousLen := len(canvas.pix)
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newLen := width * height
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bigger := newLen > previousLen
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smaller := newLen < previousLen / 2
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if bigger || smaller {
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canvas.pix = make (
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[]color.RGBA,
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((height * width) / 4096) * 4096 + 4096)
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}
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canvas.stride = width
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canvas.rect = image.Rect(0, 0, width, height)
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}
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// Cut returns a sub-canvas of a given canvas.
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func Cut (canvas Canvas, bounds image.Rectangle) (reduced BasicCanvas) {
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// println(canvas.Bounds().String(), bounds.String())
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bounds = bounds.Intersect(canvas.Bounds())
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if bounds.Empty() { return }
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reduced.rect = bounds
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reduced.pix, reduced.stride = canvas.Buffer()
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return
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}
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// Package artist provides a simple 2D drawing library for canvas.Canvas.
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package artist
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package artist
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import "image"
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import "image/color"
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type Icon interface {
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// Draw draws the icon to the destination canvas at the specified point,
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// using the specified color (if the icon is monochrome).
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Draw (destination Canvas, color color.RGBA, at image.Point)
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// Bounds returns the bounds of the icon.
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Bounds () image.Rectangle
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}
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package artist
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import "image"
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// Side represents one side of a rectangle.
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type Side int; const (
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SideTop Side = iota
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SideRight
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SideBottom
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SideLeft
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)
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// Inset represents an inset amount for all four sides of a rectangle. The top
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// side is at index zero, the right at index one, the bottom at index two, and
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// the left at index three. These values may be negative.
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type Inset [4]int
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// I allows you to create an inset in a CSS-ish way:
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//
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// - One argument: all sides are set to this value
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// - Two arguments: the top and bottom sides are set to the first value, and
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// the left and right sides are set to the second value.
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// - Three arguments: the top side is set by the first value, the left and
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// right sides are set by the second vaue, and the bottom side is set by the
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// third value.
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// - Four arguments: each value corresponds to a side.
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//
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// This function will panic if an argument count that isn't one of these is
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// given.
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func I (sides ...int) Inset {
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switch len(sides) {
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case 1: return Inset { sides[0], sides[0], sides[0], sides[0] }
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case 2: return Inset { sides[0], sides[1], sides[0], sides[1] }
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case 3: return Inset { sides[0], sides[1], sides[2], sides[1] }
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case 4: return Inset { sides[0], sides[1], sides[2], sides[3] }
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default: panic("I: illegal argument count.")
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}
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}
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// Apply returns the given rectangle, shrunk on all four sides by the given
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// inset. If a measurment of the inset is negative, that side will instead be
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// expanded outward. If the rectangle's dimensions cannot be reduced any
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// further, an empty rectangle near its center will be returned.
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func (inset Inset) Apply (bigger image.Rectangle) (smaller image.Rectangle) {
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smaller = bigger
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if smaller.Dx() < inset[3] + inset[1] {
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smaller.Min.X = (smaller.Min.X + smaller.Max.X) / 2
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smaller.Max.X = smaller.Min.X
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} else {
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smaller.Min.X += inset[3]
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smaller.Max.X -= inset[1]
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}
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if smaller.Dy() < inset[0] + inset[2] {
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smaller.Min.Y = (smaller.Min.Y + smaller.Max.Y) / 2
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smaller.Max.Y = smaller.Min.Y
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} else {
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smaller.Min.Y += inset[0]
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smaller.Max.Y -= inset[2]
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}
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return
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}
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// Inverse returns a negated version of the inset.
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func (inset Inset) Inverse () (prime Inset) {
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return Inset {
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inset[0] * -1,
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inset[1] * -1,
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inset[2] * -1,
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inset[3] * -1,
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}
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}
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// Horizontal returns the sum of SideRight and SideLeft.
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func (inset Inset) Horizontal () int {
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return inset[SideRight] + inset[SideLeft]
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}
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// Vertical returns the sum of SideTop and SideBottom.
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func (inset Inset) Vertical () int {
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return inset[SideTop] + inset[SideBottom]
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}
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package artist
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import "image"
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// Pattern is capable of drawing to a canvas within the bounds of a given
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// clipping rectangle.
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type Pattern interface {
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// Draw draws the pattern onto the destination canvas, using the
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// specified bounds. The given bounds can be smaller or larger than the
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// bounds of the destination canvas. The destination canvas can be cut
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// using canvas.Cut() to draw only a specific subset of a pattern.
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Draw (destination Canvas, bounds image.Rectangle)
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}
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package patterns
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import "image"
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import "tomo/artist"
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// Border is a pattern that behaves similarly to border-image in CSS. It divides
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// a source canvas into nine sections...
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//
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// Inset[1]
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// ┌──┴──┐
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// ┌─┌─────┬─────┬─────┐
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// Inset[0]─┤ │ 0 │ 1 │ 2 │
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// └─├─────┼─────┼─────┤
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// │ 3 │ 4 │ 5 │
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// ├─────┼─────┼─────┤─┐
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// │ 6 │ 7 │ 8 │ ├─Inset[2]
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// └─────┴─────┴─────┘─┘
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// └──┬──┘
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// Inset[3]
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//
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// ... Where the bounds of section 4 are defined as the application of the
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// pattern's inset to the canvas's bounds. The bounds of the other eight
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// sections are automatically sized around it.
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//
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// When drawn to a destination canvas, the bounds of sections 1, 3, 4, 5, and 7
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// are expanded or contracted to fit the given drawing bounds. All sections are
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// rendered as if they are Texture patterns, meaning these flexible sections
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// will repeat to fill in any empty space.
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//
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// This pattern can be used to make a static image texture into something that
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// responds well to being resized.
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type Border struct {
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artist.Canvas
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artist.Inset
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}
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// Draw draws the border pattern onto the destination canvas within the given
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// bounds.
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func (pattern Border) Draw (destination artist.Canvas, bounds image.Rectangle) {
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drawBounds := bounds.Canon().Intersect(destination.Bounds())
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if drawBounds.Empty() { return }
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srcSections := nonasect(pattern.Bounds(), pattern.Inset)
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srcTextures := [9]Texture { }
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for index, section := range srcSections {
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srcTextures[index].Canvas = artist.Cut(pattern, section)
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}
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dstSections := nonasect(bounds, pattern.Inset)
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for index, section := range dstSections {
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srcTextures[index].Draw(destination, section)
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}
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}
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func nonasect (bounds image.Rectangle, inset artist.Inset) [9]image.Rectangle {
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center := inset.Apply(bounds)
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return [9]image.Rectangle {
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// top
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image.Rectangle {
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bounds.Min,
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center.Min },
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image.Rect (
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center.Min.X, bounds.Min.Y,
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center.Max.X, center.Min.Y),
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image.Rect (
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center.Max.X, bounds.Min.Y,
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bounds.Max.X, center.Min.Y),
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// center
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image.Rect (
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bounds.Min.X, center.Min.Y,
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center.Min.X, center.Max.Y),
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center,
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image.Rect (
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center.Max.X, center.Min.Y,
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bounds.Max.X, center.Max.Y),
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// bottom
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image.Rect (
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bounds.Min.X, center.Max.Y,
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center.Min.X, bounds.Max.Y),
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image.Rect (
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center.Min.X, center.Max.Y,
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center.Max.X, bounds.Max.Y),
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image.Rect (
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center.Max.X, center.Max.Y,
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bounds.Max.X, bounds.Max.Y),
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}
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}
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@ -1,3 +0,0 @@
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// Package patterns provides a basic set of types that satisfy the
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// artist.Pattern interface.
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package patterns
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@ -1,77 +0,0 @@
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package patterns
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import "image"
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import "tomo/artist"
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// Texture is a pattern that tiles the content of a canvas both horizontally and
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// vertically.
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type Texture struct {
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artist.Canvas
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}
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// Draw tiles the pattern's canvas within the given bounds. The minimum
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// point of the pattern's canvas will be lined up with the minimum point of the
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// bounding rectangle.
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func (pattern Texture) Draw (destination artist.Canvas, bounds image.Rectangle) {
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dstBounds := bounds.Canon().Intersect(destination.Bounds())
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if dstBounds.Empty() { return }
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dstData, dstStride := destination.Buffer()
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srcData, srcStride := pattern.Buffer()
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srcBounds := pattern.Bounds()
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// offset is a vector that is added to points in destination space to
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// convert them to points in source space
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offset := srcBounds.Min.Sub(bounds.Min)
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// calculate the starting position in source space
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srcPoint := dstBounds.Min.Add(offset)
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srcPoint.X = wrap(srcPoint.X, srcBounds.Min.X, srcBounds.Max.X)
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srcPoint.Y = wrap(srcPoint.Y, srcBounds.Min.Y, srcBounds.Max.Y)
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srcStartPoint := srcPoint
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// for each row
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dstPoint := image.Point { }
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for dstPoint.Y = dstBounds.Min.Y; dstPoint.Y < dstBounds.Max.Y; dstPoint.Y ++ {
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srcPoint.X = srcStartPoint.X
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dstPoint.X = dstBounds.Min.X
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dstYComponent := dstPoint.Y * dstStride
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srcYComponent := srcPoint.Y * srcStride
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// for each pixel in the row
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for {
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// draw pixel
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dstIndex := dstYComponent + dstPoint.X
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srcIndex := srcYComponent + srcPoint.X
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dstData[dstIndex] = srcData[srcIndex]
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// increment X in source space. wrap to start if out of
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// bounds.
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srcPoint.X ++
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if srcPoint.X >= srcBounds.Max.X {
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srcPoint.X = srcBounds.Min.X
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}
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// increment X in destination space. stop drawing this
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// row if out of bounds.
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dstPoint.X ++
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if dstPoint.X >= dstBounds.Max.X {
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break
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}
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}
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// increment row in source space. wrap to start if out of
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// bounds.
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srcPoint.Y ++
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if srcPoint.Y >= srcBounds.Max.Y {
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srcPoint.Y = srcBounds.Min.Y
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}
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}
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}
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func wrap (value, min, max int) int {
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difference := max - min
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value = (value - min) % difference
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if value < 0 { value += difference }
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return value + min
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}
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@ -1,20 +0,0 @@
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package patterns
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import "image"
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import "image/color"
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import "tomo/artist"
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import "tomo/artist/shapes"
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import "tomo/artist/artutil"
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// Uniform is a pattern that draws a solid color.
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type Uniform color.RGBA
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// Draw fills the bounding rectangle with the pattern's color.
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func (pattern Uniform) Draw (destination artist.Canvas, bounds image.Rectangle) {
|
||||
shapes.FillColorRectangle(destination, color.RGBA(pattern), bounds)
|
||||
}
|
||||
|
||||
// Uhex creates a new Uniform pattern from an RGBA integer value.
|
||||
func Uhex (color uint32) (uniform Uniform) {
|
||||
return Uniform(artutil.Hex(color))
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
// Package shapes provides some basic shape drawing routines.
|
||||
//
|
||||
// A word about using patterns with shape routines:
|
||||
//
|
||||
// Most drawing routines have a version that samples from other canvases, and a
|
||||
// version that samples from a solid color. None of these routines can use
|
||||
// patterns directly, but it is entirely possible to have a pattern draw to an
|
||||
// off-screen canvas and then draw a shape based on that canvas. As a little
|
||||
// bonus, you can save the canvas for later so you don't have to render the
|
||||
// pattern again when you need to redraw the shape.
|
||||
package shapes
|
@ -1,231 +0,0 @@
|
||||
package shapes
|
||||
|
||||
import "math"
|
||||
import "image"
|
||||
import "image/color"
|
||||
import "tomo/artist"
|
||||
|
||||
// TODO: redo fill ellipse, stroke ellipse, etc. so that it only takes in
|
||||
// destination and source, using the bounds of destination as the bounds of the
|
||||
// ellipse and the bounds of source as the "clipping rectangle". Line up the Min
|
||||
// of both canvases.
|
||||
|
||||
func FillEllipse (
|
||||
destination artist.Canvas,
|
||||
source artist.Canvas,
|
||||
bounds image.Rectangle,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
dstData, dstStride := destination.Buffer()
|
||||
srcData, srcStride := source.Buffer()
|
||||
|
||||
offset := source.Bounds().Min.Sub(destination.Bounds().Min)
|
||||
drawBounds :=
|
||||
source.Bounds().Sub(offset).
|
||||
Intersect(destination.Bounds()).
|
||||
Intersect(bounds)
|
||||
if bounds.Empty() { return }
|
||||
updatedRegion = bounds
|
||||
|
||||
point := image.Point { }
|
||||
for point.Y = drawBounds.Min.Y; point.Y < drawBounds.Max.Y; point.Y ++ {
|
||||
for point.X = drawBounds.Min.X; point.X < drawBounds.Max.X; point.X ++ {
|
||||
if inEllipse(point, bounds) {
|
||||
offsetPoint := point.Add(offset)
|
||||
dstIndex := point.X + point.Y * dstStride
|
||||
srcIndex := offsetPoint.X + offsetPoint.Y * srcStride
|
||||
dstData[dstIndex] = srcData[srcIndex]
|
||||
}
|
||||
}}
|
||||
return
|
||||
}
|
||||
|
||||
func StrokeEllipse (
|
||||
destination artist.Canvas,
|
||||
source artist.Canvas,
|
||||
bounds image.Rectangle,
|
||||
weight int,
|
||||
) {
|
||||
if weight < 1 { return }
|
||||
|
||||
dstData, dstStride := destination.Buffer()
|
||||
srcData, srcStride := source.Buffer()
|
||||
|
||||
drawBounds := destination.Bounds().Inset(weight - 1)
|
||||
offset := source.Bounds().Min.Sub(destination.Bounds().Min)
|
||||
if drawBounds.Empty() { return }
|
||||
|
||||
context := ellipsePlottingContext {
|
||||
plottingContext: plottingContext {
|
||||
dstData: dstData,
|
||||
dstStride: dstStride,
|
||||
srcData: srcData,
|
||||
srcStride: srcStride,
|
||||
weight: weight,
|
||||
offset: offset,
|
||||
bounds: bounds,
|
||||
},
|
||||
radii: image.Pt(drawBounds.Dx() / 2, drawBounds.Dy() / 2),
|
||||
}
|
||||
context.center = drawBounds.Min.Add(context.radii)
|
||||
context.plotEllipse()
|
||||
}
|
||||
|
||||
type ellipsePlottingContext struct {
|
||||
plottingContext
|
||||
radii image.Point
|
||||
center image.Point
|
||||
}
|
||||
|
||||
func (context ellipsePlottingContext) plotEllipse () {
|
||||
x := float64(0)
|
||||
y := float64(context.radii.Y)
|
||||
|
||||
// region 1 decision parameter
|
||||
decision1 :=
|
||||
float64(context.radii.Y * context.radii.Y) -
|
||||
float64(context.radii.X * context.radii.X * context.radii.Y) +
|
||||
(0.25 * float64(context.radii.X) * float64(context.radii.X))
|
||||
decisionX := float64(2 * context.radii.Y * context.radii.Y * int(x))
|
||||
decisionY := float64(2 * context.radii.X * context.radii.X * int(y))
|
||||
|
||||
// draw region 1
|
||||
for decisionX < decisionY {
|
||||
points := []image.Point {
|
||||
image.Pt(-int(x) + context.center.X, -int(y) + context.center.Y),
|
||||
image.Pt( int(x) + context.center.X, -int(y) + context.center.Y),
|
||||
image.Pt(-int(x) + context.center.X, int(y) + context.center.Y),
|
||||
image.Pt( int(x) + context.center.X, int(y) + context.center.Y),
|
||||
}
|
||||
if context.srcData == nil {
|
||||
context.plotColor(points[0])
|
||||
context.plotColor(points[1])
|
||||
context.plotColor(points[2])
|
||||
context.plotColor(points[3])
|
||||
} else {
|
||||
context.plotSource(points[0])
|
||||
context.plotSource(points[1])
|
||||
context.plotSource(points[2])
|
||||
context.plotSource(points[3])
|
||||
}
|
||||
|
||||
if (decision1 < 0) {
|
||||
x ++
|
||||
decisionX += float64(2 * context.radii.Y * context.radii.Y)
|
||||
decision1 += decisionX + float64(context.radii.Y * context.radii.Y)
|
||||
} else {
|
||||
x ++
|
||||
y --
|
||||
decisionX += float64(2 * context.radii.Y * context.radii.Y)
|
||||
decisionY -= float64(2 * context.radii.X * context.radii.X)
|
||||
decision1 +=
|
||||
decisionX - decisionY +
|
||||
float64(context.radii.Y * context.radii.Y)
|
||||
}
|
||||
}
|
||||
|
||||
// region 2 decision parameter
|
||||
decision2 :=
|
||||
float64(context.radii.Y * context.radii.Y) * (x + 0.5) * (x + 0.5) +
|
||||
float64(context.radii.X * context.radii.X) * (y - 1) * (y - 1) -
|
||||
float64(context.radii.X * context.radii.X * context.radii.Y * context.radii.Y)
|
||||
|
||||
// draw region 2
|
||||
for y >= 0 {
|
||||
points := []image.Point {
|
||||
image.Pt( int(x) + context.center.X, int(y) + context.center.Y),
|
||||
image.Pt(-int(x) + context.center.X, int(y) + context.center.Y),
|
||||
image.Pt( int(x) + context.center.X, -int(y) + context.center.Y),
|
||||
image.Pt(-int(x) + context.center.X, -int(y) + context.center.Y),
|
||||
}
|
||||
if context.srcData == nil {
|
||||
context.plotColor(points[0])
|
||||
context.plotColor(points[1])
|
||||
context.plotColor(points[2])
|
||||
context.plotColor(points[3])
|
||||
} else {
|
||||
context.plotSource(points[0])
|
||||
context.plotSource(points[1])
|
||||
context.plotSource(points[2])
|
||||
context.plotSource(points[3])
|
||||
}
|
||||
|
||||
if decision2 > 0 {
|
||||
y --
|
||||
decisionY -= float64(2 * context.radii.X * context.radii.X)
|
||||
decision2 += float64(context.radii.X * context.radii.X) - decisionY
|
||||
} else {
|
||||
y --
|
||||
x ++
|
||||
decisionX += float64(2 * context.radii.Y * context.radii.Y)
|
||||
decisionY -= float64(2 * context.radii.X * context.radii.X)
|
||||
decision2 +=
|
||||
decisionX - decisionY +
|
||||
float64(context.radii.X * context.radii.X)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// FillColorEllipse fills an ellipse within the destination canvas with a solid
|
||||
// color.
|
||||
func FillColorEllipse (
|
||||
destination artist.Canvas,
|
||||
color color.RGBA,
|
||||
bounds image.Rectangle,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
dstData, dstStride := destination.Buffer()
|
||||
|
||||
realBounds := bounds
|
||||
bounds = bounds.Intersect(destination.Bounds()).Canon()
|
||||
if bounds.Empty() { return }
|
||||
updatedRegion = bounds
|
||||
|
||||
point := image.Point { }
|
||||
for point.Y = bounds.Min.Y; point.Y < bounds.Max.Y; point.Y ++ {
|
||||
for point.X = bounds.Min.X; point.X < bounds.Max.X; point.X ++ {
|
||||
if inEllipse(point, realBounds) {
|
||||
dstData[point.X + point.Y * dstStride] = color
|
||||
}
|
||||
}}
|
||||
return
|
||||
}
|
||||
|
||||
// StrokeColorEllipse is similar to FillColorEllipse, but it draws an inset
|
||||
// outline of an ellipse instead.
|
||||
func StrokeColorEllipse (
|
||||
destination artist.Canvas,
|
||||
color color.RGBA,
|
||||
bounds image.Rectangle,
|
||||
weight int,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
if weight < 1 { return }
|
||||
|
||||
dstData, dstStride := destination.Buffer()
|
||||
insetBounds := bounds.Inset(weight - 1)
|
||||
|
||||
context := ellipsePlottingContext {
|
||||
plottingContext: plottingContext {
|
||||
dstData: dstData,
|
||||
dstStride: dstStride,
|
||||
color: color,
|
||||
weight: weight,
|
||||
bounds: bounds.Intersect(destination.Bounds()),
|
||||
},
|
||||
radii: image.Pt(insetBounds.Dx() / 2, insetBounds.Dy() / 2),
|
||||
}
|
||||
context.center = insetBounds.Min.Add(context.radii)
|
||||
context.plotEllipse()
|
||||
return
|
||||
}
|
||||
|
||||
func inEllipse (point image.Point, bounds image.Rectangle) bool {
|
||||
point = point.Sub(bounds.Min)
|
||||
x := (float64(point.X) + 0.5) / float64(bounds.Dx()) - 0.5
|
||||
y := (float64(point.Y) + 0.5) / float64(bounds.Dy()) - 0.5
|
||||
return math.Hypot(x, y) <= 0.5
|
||||
}
|
@ -1,110 +0,0 @@
|
||||
package shapes
|
||||
|
||||
import "image"
|
||||
import "image/color"
|
||||
import "tomo/artist"
|
||||
|
||||
// ColorLine draws a line from one point to another with the specified weight
|
||||
// and color.
|
||||
func ColorLine (
|
||||
destination artist.Canvas,
|
||||
color color.RGBA,
|
||||
weight int,
|
||||
min image.Point,
|
||||
max image.Point,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
updatedRegion = image.Rectangle { Min: min, Max: max }.Canon()
|
||||
updatedRegion.Max.X ++
|
||||
updatedRegion.Max.Y ++
|
||||
|
||||
data, stride := destination.Buffer()
|
||||
bounds := destination.Bounds()
|
||||
context := linePlottingContext {
|
||||
plottingContext: plottingContext {
|
||||
dstData: data,
|
||||
dstStride: stride,
|
||||
color: color,
|
||||
weight: weight,
|
||||
bounds: bounds,
|
||||
},
|
||||
min: min,
|
||||
max: max,
|
||||
}
|
||||
|
||||
if abs(max.Y - min.Y) < abs(max.X - min.X) {
|
||||
if max.X < min.X { context.swap() }
|
||||
context.lineLow()
|
||||
|
||||
} else {
|
||||
if max.Y < min.Y { context.swap() }
|
||||
context.lineHigh()
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
type linePlottingContext struct {
|
||||
plottingContext
|
||||
min image.Point
|
||||
max image.Point
|
||||
}
|
||||
|
||||
func (context *linePlottingContext) swap () {
|
||||
temp := context.max
|
||||
context.max = context.min
|
||||
context.min = temp
|
||||
}
|
||||
|
||||
func (context linePlottingContext) lineLow () {
|
||||
deltaX := context.max.X - context.min.X
|
||||
deltaY := context.max.Y - context.min.Y
|
||||
yi := 1
|
||||
|
||||
if deltaY < 0 {
|
||||
yi = -1
|
||||
deltaY *= -1
|
||||
}
|
||||
|
||||
D := (2 * deltaY) - deltaX
|
||||
point := context.min
|
||||
|
||||
for ; point.X < context.max.X; point.X ++ {
|
||||
context.plotColor(point)
|
||||
if D > 0 {
|
||||
D += 2 * (deltaY - deltaX)
|
||||
point.Y += yi
|
||||
} else {
|
||||
D += 2 * deltaY
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (context linePlottingContext) lineHigh () {
|
||||
deltaX := context.max.X - context.min.X
|
||||
deltaY := context.max.Y - context.min.Y
|
||||
xi := 1
|
||||
|
||||
if deltaX < 0 {
|
||||
xi = -1
|
||||
deltaX *= -1
|
||||
}
|
||||
|
||||
D := (2 * deltaX) - deltaY
|
||||
point := context.min
|
||||
|
||||
for ; point.Y < context.max.Y; point.Y ++ {
|
||||
context.plotColor(point)
|
||||
if D > 0 {
|
||||
point.X += xi
|
||||
D += 2 * (deltaX - deltaY)
|
||||
} else {
|
||||
D += 2 * deltaX
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func abs (n int) int {
|
||||
if n < 0 { n *= -1}
|
||||
return n
|
||||
}
|
@ -1,47 +0,0 @@
|
||||
package shapes
|
||||
|
||||
import "image"
|
||||
import "image/color"
|
||||
|
||||
// FIXME? drawing a ton of overlapping squares might be a bit wasteful.
|
||||
|
||||
type plottingContext struct {
|
||||
dstData []color.RGBA
|
||||
dstStride int
|
||||
srcData []color.RGBA
|
||||
srcStride int
|
||||
color color.RGBA
|
||||
weight int
|
||||
offset image.Point
|
||||
bounds image.Rectangle
|
||||
}
|
||||
|
||||
func (context plottingContext) square (center image.Point) (square image.Rectangle) {
|
||||
return image.Rect(0, 0, context.weight, context.weight).
|
||||
Sub(image.Pt(context.weight / 2, context.weight / 2)).
|
||||
Add(center).
|
||||
Intersect(context.bounds)
|
||||
}
|
||||
|
||||
func (context plottingContext) plotColor (center image.Point) {
|
||||
square := context.square(center)
|
||||
for y := square.Min.Y; y < square.Max.Y; y ++ {
|
||||
for x := square.Min.X; x < square.Max.X; x ++ {
|
||||
context.dstData[x + y * context.dstStride] = context.color
|
||||
}}
|
||||
}
|
||||
|
||||
func (context plottingContext) plotSource (center image.Point) {
|
||||
square := context.square(center)
|
||||
for y := square.Min.Y; y < square.Max.Y; y ++ {
|
||||
for x := square.Min.X; x < square.Max.X; x ++ {
|
||||
// we offset srcIndex here because we have already applied the
|
||||
// offset to the square, and we need to reverse that to get the
|
||||
// proper source coordinates.
|
||||
srcIndex :=
|
||||
x + context.offset.X +
|
||||
(y + context.offset.Y) * context.dstStride
|
||||
dstIndex := x + y * context.dstStride
|
||||
context.dstData[dstIndex] = context.srcData [srcIndex]
|
||||
}}
|
||||
}
|
@ -1,130 +0,0 @@
|
||||
package shapes
|
||||
|
||||
import "image"
|
||||
import "image/color"
|
||||
import "tomo/artist"
|
||||
import "tomo/shatter"
|
||||
|
||||
// TODO: return updatedRegion for all routines in this package
|
||||
|
||||
func FillRectangle (
|
||||
destination artist.Canvas,
|
||||
source artist.Canvas,
|
||||
bounds image.Rectangle,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
dstData, dstStride := destination.Buffer()
|
||||
srcData, srcStride := source.Buffer()
|
||||
|
||||
offset := source.Bounds().Min.Sub(destination.Bounds().Min)
|
||||
drawBounds :=
|
||||
source.Bounds().Sub(offset).
|
||||
Intersect(destination.Bounds()).
|
||||
Intersect(bounds)
|
||||
if drawBounds.Empty() { return }
|
||||
updatedRegion = drawBounds
|
||||
|
||||
point := image.Point { }
|
||||
for point.Y = drawBounds.Min.Y; point.Y < drawBounds.Max.Y; point.Y ++ {
|
||||
for point.X = drawBounds.Min.X; point.X < drawBounds.Max.X; point.X ++ {
|
||||
offsetPoint := point.Add(offset)
|
||||
dstIndex := point.X + point.Y * dstStride
|
||||
srcIndex := offsetPoint.X + offsetPoint.Y * srcStride
|
||||
dstData[dstIndex] = srcData[srcIndex]
|
||||
}}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
func StrokeRectangle (
|
||||
destination artist.Canvas,
|
||||
source artist.Canvas,
|
||||
bounds image.Rectangle,
|
||||
weight int,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
insetBounds := bounds.Inset(weight)
|
||||
if insetBounds.Empty() {
|
||||
return FillRectangle(destination, source, bounds)
|
||||
}
|
||||
return FillRectangleShatter(destination, source, bounds, insetBounds)
|
||||
}
|
||||
|
||||
// FillRectangleShatter is like FillRectangle, but it does not draw in areas
|
||||
// specified in "rocks".
|
||||
func FillRectangleShatter (
|
||||
destination artist.Canvas,
|
||||
source artist.Canvas,
|
||||
bounds image.Rectangle,
|
||||
rocks ...image.Rectangle,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
tiles := shatter.Shatter(bounds, rocks...)
|
||||
for _, tile := range tiles {
|
||||
FillRectangle (
|
||||
artist.Cut(destination, tile),
|
||||
source, tile)
|
||||
updatedRegion = updatedRegion.Union(tile)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// FillColorRectangle fills a rectangle within the destination canvas with a
|
||||
// solid color.
|
||||
func FillColorRectangle (
|
||||
destination artist.Canvas,
|
||||
color color.RGBA,
|
||||
bounds image.Rectangle,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
dstData, dstStride := destination.Buffer()
|
||||
bounds = bounds.Canon().Intersect(destination.Bounds())
|
||||
if bounds.Empty() { return }
|
||||
|
||||
updatedRegion = bounds
|
||||
for y := bounds.Min.Y; y < bounds.Max.Y; y ++ {
|
||||
for x := bounds.Min.X; x < bounds.Max.X; x ++ {
|
||||
dstData[x + y * dstStride] = color
|
||||
}}
|
||||
|
||||
return
|
||||
}
|
||||
|
||||
// FillColorRectangleShatter is like FillColorRectangle, but it does not draw in
|
||||
// areas specified in "rocks".
|
||||
func FillColorRectangleShatter (
|
||||
destination artist.Canvas,
|
||||
color color.RGBA,
|
||||
bounds image.Rectangle,
|
||||
rocks ...image.Rectangle,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
tiles := shatter.Shatter(bounds, rocks...)
|
||||
for _, tile := range tiles {
|
||||
FillColorRectangle(destination, color, tile)
|
||||
updatedRegion = updatedRegion.Union(tile)
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
// StrokeColorRectangle is similar to FillColorRectangle, but it draws an inset
|
||||
// outline of the given rectangle instead.
|
||||
func StrokeColorRectangle (
|
||||
destination artist.Canvas,
|
||||
color color.RGBA,
|
||||
bounds image.Rectangle,
|
||||
weight int,
|
||||
) (
|
||||
updatedRegion image.Rectangle,
|
||||
) {
|
||||
insetBounds := bounds.Inset(weight)
|
||||
if insetBounds.Empty() {
|
||||
return FillColorRectangle(destination, color, bounds)
|
||||
}
|
||||
return FillColorRectangleShatter(destination, color, bounds, insetBounds)
|
||||
}
|
@ -1,97 +0,0 @@
|
||||
// Package shatter provides boolean operations for image.Rectangle.
|
||||
package shatter
|
||||
|
||||
import "image"
|
||||
|
||||
// Shatter takes in a bounding rectangle, and several rectangles to be
|
||||
// subtracted from it. It returns a slice of rectangles that tile together to
|
||||
// make up the difference between them. This is intended to be used for figuring
|
||||
// out which areas of a container element's background are covered by other
|
||||
// elements so it doesn't waste CPU cycles drawing to those areas.
|
||||
func Shatter (
|
||||
glass image.Rectangle,
|
||||
rocks ...image.Rectangle,
|
||||
) (
|
||||
tiles []image.Rectangle,
|
||||
) {
|
||||
// in this function, the metaphor of throwing several rocks at a sheet
|
||||
// of glass is used to illustrate the concept.
|
||||
|
||||
tiles = []image.Rectangle { glass }
|
||||
for _, rock := range rocks {
|
||||
|
||||
// check each tile to see if the rock has collided with it
|
||||
tileLen := len(tiles)
|
||||
for tileIndex := 0; tileIndex < tileLen; tileIndex ++ {
|
||||
tile := tiles[tileIndex]
|
||||
if !rock.Overlaps(tile) { continue }
|
||||
newTiles, n := shatterOnce(tile, rock)
|
||||
if n > 0 {
|
||||
// the tile was shattered into one or more sub
|
||||
// tiles
|
||||
tiles[tileIndex] = newTiles[0]
|
||||
tiles = append(tiles, newTiles[1:n]...)
|
||||
} else {
|
||||
// the tile was entirely obscured by the rock
|
||||
// and must be wholly removed
|
||||
tiles = remove(tiles, tileIndex)
|
||||
tileIndex --
|
||||
tileLen --
|
||||
}
|
||||
}
|
||||
}
|
||||
return
|
||||
}
|
||||
|
||||
func shatterOnce (glass, rock image.Rectangle) (tiles [4]image.Rectangle, n int) {
|
||||
rock = rock.Intersect(glass)
|
||||
|
||||
// |'''''''''''|
|
||||
// | |
|
||||
// |###|'''| |
|
||||
// |###|___| |
|
||||
// | |
|
||||
// |___________|
|
||||
if rock.Min.X > glass.Min.X { tiles[n] = image.Rect (
|
||||
glass.Min.X, rock.Min.Y,
|
||||
rock.Min.X, rock.Max.Y,
|
||||
); n ++ }
|
||||
|
||||
// |'''''''''''|
|
||||
// | |
|
||||
// | |'''|###|
|
||||
// | |___|###|
|
||||
// | |
|
||||
// |___________|
|
||||
if rock.Max.X < glass.Max.X { tiles[n] = image.Rect (
|
||||
rock.Max.X, rock.Min.Y,
|
||||
glass.Max.X, rock.Max.Y,
|
||||
); n ++ }
|
||||
|
||||
// |###########|
|
||||
// |###########|
|
||||
// | |'''| |
|
||||
// | |___| |
|
||||
// | |
|
||||
// |___________|
|
||||
if rock.Min.Y > glass.Min.Y { tiles[n] = image.Rect (
|
||||
glass.Min.X, glass.Min.Y,
|
||||
glass.Max.X, rock.Min.Y,
|
||||
); n ++ }
|
||||
|
||||
// |'''''''''''|
|
||||
// | |
|
||||
// | |'''| |
|
||||
// | |___| |
|
||||
// |###########|
|
||||
// |###########|
|
||||
if rock.Max.Y < glass.Max.Y { tiles[n] = image.Rect (
|
||||
glass.Min.X, rock.Max.Y,
|
||||
glass.Max.X, glass.Max.Y,
|
||||
); n ++ }
|
||||
return
|
||||
}
|
||||
|
||||
func remove[ELEMENT any] (slice []ELEMENT, s int) []ELEMENT {
|
||||
return append(slice[:s], slice[s + 1:]...)
|
||||
}
|
Reference in New Issue
Block a user