Existing shape routines have been reimplemented

This commit is contained in:
Sasha Koshka 2023-02-24 02:26:34 -05:00
parent d167559830
commit 79ab1c8ac0
4 changed files with 128 additions and 142 deletions

View File

@ -1,6 +1,6 @@
// Package shapes provides some basic shape drawing routines.
//
// A word about patterns:
// 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

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@ -3,19 +3,25 @@ package shapes
import "math"
import "image"
import "image/color"
import "git.tebibyte.media/sashakoshka/tomo/artist"
// import "git.tebibyte.media/sashakoshka/tomo/artist"
import "git.tebibyte.media/sashakoshka/tomo/canvas"
// FillEllipse draws a filled ellipse with the specified pattern.
// FillEllipse draws the content of one canvas onto another, clipped by an
// ellipse stretched to the bounds of the source canvas. The offset point
// defines where the origin point of the source canvas is positioned in relation
// to the origin point of the destination canvas. To prevent the entire source
// canvas's bounds from being used, it must be cut with canvas.Cut().
func FillEllipse (
destination canvas.Canvas,
source artist.Pattern,
bounds image.Rectangle,
source canvas.Canvas,
offset image.Point,
) (
updatedRegion image.Rectangle,
) {
bounds = bounds.Canon()
data, stride := destination.Buffer()
dstData, dstStride := destination.Buffer()
srcData, srcStride := source.Buffer()
bounds := source.Bounds()
realWidth, realHeight := bounds.Dx(), bounds.Dy()
bounds = bounds.Intersect(destination.Bounds()).Canon()
if bounds.Empty() { return }
@ -27,35 +33,38 @@ func FillEllipse (
xf := (float64(x) + 0.5) / float64(realWidth) - 0.5
yf := (float64(y) + 0.5) / float64(realHeight) - 0.5
if math.Sqrt(xf * xf + yf * yf) <= 0.5 {
data[x + bounds.Min.X + (y + bounds.Min.Y) * stride] =
source.AtWhen(x, y, realWidth, realHeight)
dstData[x + offset.X + (y + offset.Y) * dstStride] =
srcData[x + y * srcStride]
}
}}
return
}
// StrokeEllipse draws the outline of an ellipse with the specified line weight
// and pattern.
// StrokeRectangle is similar to FillEllipse, but it draws an elliptical inset
// outline of the source canvas onto the destination canvas. To prevent the
// entire source canvas's bounds from being used, it must be cut with
// canvas.Cut().
func StrokeEllipse (
destination canvas.Canvas,
source artist.Pattern,
weight int,
bounds image.Rectangle,
source canvas.Canvas,
offset image.Point,
weight int,
) {
if weight < 1 { return }
data, stride := destination.Buffer()
bounds = bounds.Canon().Inset(weight - 1)
width, height := bounds.Dx(), bounds.Dy()
dstData, dstStride := destination.Buffer()
srcData, srcStride := source.Buffer()
bounds := source.Bounds().Inset(weight - 1)
context := ellipsePlottingContext {
data: data,
stride: stride,
source: source,
width: width,
height: height,
weight: weight,
bounds: bounds,
dstData: dstData,
dstStride: dstStride,
srcData: srcData,
srcStride: srcStride,
weight: weight,
offset: offset,
bounds: bounds.Intersect(destination.Bounds()),
}
bounds.Max.X -= 1
@ -129,18 +138,26 @@ func StrokeEllipse (
}
type ellipsePlottingContext struct {
data []color.RGBA
stride int
source artist.Pattern
width, height int
weight int
bounds image.Rectangle
dstData []color.RGBA
dstStride int
srcData []color.RGBA
srcStride int
weight int
offset image.Point
bounds image.Rectangle
}
func (context ellipsePlottingContext) plot (x, y int) {
if (image.Point { x, y }).In(context.bounds) {
squareAround (
context.data, context.stride, context.source, x, y,
context.width, context.height, context.weight)
}
square :=
image.Rect(0, 0, context.weight, context.weight).
Sub(image.Pt(context.weight / 2, context.weight / 2)).
Add(image.Pt(x, y)).
Intersect(context.bounds)
for y := square.Min.Y; y < square.Min.Y; y ++ {
for x := square.Min.X; x < square.Min.X; x ++ {
context.dstData[x + y * context.dstStride] =
context.srcData [
x + y * context.dstStride]
}}
}

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@ -6,14 +6,14 @@ import "git.tebibyte.media/sashakoshka/tomo/canvas"
// TODO: draw thick lines more efficiently
// Line draws a line from one point to another with the specified weight and
// pattern.
func Line (
// ColorLine draws a line from one point to another with the specified weight
// and color.
func ColorLine (
destination canvas.Canvas,
source canvas.Canvas,
weight int,
min image.Point,
max image.Point,
color color.RGBA,
weight int,
min image.Point,
max image.Point,
) (
updatedRegion image.Rectangle,
) {
@ -21,43 +21,49 @@ func Line (
updatedRegion = image.Rectangle { Min: min, Max: max }.Canon()
updatedRegion.Max.X ++
updatedRegion.Max.Y ++
width := updatedRegion.Dx()
height := updatedRegion.Dy()
if abs(max.Y - min.Y) <
abs(max.X - min.X) {
data, stride := destination.Buffer()
bounds := destination.Bounds()
context := linePlottingContext {
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()
if max.X < min.X {
temp := min
min = max
max = temp
}
lineLow(destination, source, weight, min, max, width, height)
} else {
if max.Y < min.Y {
temp := min
min = max
max = temp
}
lineHigh(destination, source, weight, min, max, width, height)
if max.Y < min.Y { context.swap() }
context.lineHigh()
}
return
}
func lineLow (
destination canvas.Canvas,
source Pattern,
weight int,
min image.Point,
max image.Point,
width, height int,
) {
data, stride := destination.Buffer()
bounds := destination.Bounds()
type linePlottingContext struct {
dstData []color.RGBA
dstStride int
color color.RGBA
weight int
bounds image.Rectangle
min image.Point
max image.Point
}
deltaX := max.X - min.X
deltaY := max.Y - min.Y
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 {
@ -66,34 +72,23 @@ func lineLow (
}
D := (2 * deltaY) - deltaX
y := min.Y
point := context.min
for x := min.X; x < max.X; x ++ {
if !(image.Point { x, y }).In(bounds) { break }
squareAround(data, stride, source, x, y, width, height, weight)
// data[x + y * stride] = source.AtWhen(x, y, width, height)
for ; point.X < context.max.X; point.X ++ {
if !point.In(context.bounds) { break }
context.plot(point)
if D > 0 {
y += yi
D += 2 * (deltaY - deltaX)
point.Y += yi
} else {
D += 2 * deltaY
}
}
}
func lineHigh (
destination canvas.Canvas,
source Pattern,
weight int,
min image.Point,
max image.Point,
width, height int,
) {
data, stride := destination.Buffer()
bounds := destination.Bounds()
deltaX := max.X - min.X
deltaY := max.Y - min.Y
func (context linePlottingContext) lineHigh () {
deltaX := context.max.X - context.min.X
deltaY := context.max.Y - context.min.Y
xi := 1
if deltaX < 0 {
@ -102,14 +97,13 @@ func lineHigh (
}
D := (2 * deltaX) - deltaY
x := min.X
point := context.min
for y := min.Y; y < max.Y; y ++ {
if !(image.Point { x, y }).In(bounds) { break }
squareAround(data, stride, source, x, y, width, height, weight)
// data[x + y * stride] = source.AtWhen(x, y, width, height)
for ; point.Y < context.max.Y; point.Y ++ {
if !point.In(context.bounds) { break }
context.plot(point)
if D > 0 {
x += xi
point.X += xi
D += 2 * (deltaX - deltaY)
} else {
D += 2 * deltaX
@ -117,27 +111,20 @@ func lineHigh (
}
}
func abs (in int) (out int) {
if in < 0 { in *= -1}
out = in
return
func abs (n int) int {
if n < 0 { n *= -1}
return n
}
// TODO: this method of doing things sucks and can cause a segfault. we should
// not be doing it this way
func squareAround (
data []color.RGBA,
stride int,
source Pattern,
x, y, patternWidth, patternHeight, diameter int,
) {
minY := y - diameter + 1
minX := x - diameter + 1
maxY := y + diameter
maxX := x + diameter
for y = minY; y < maxY; y ++ {
for x = minX; x < maxX; x ++ {
data[x + y * stride] =
source.AtWhen(x, y, patternWidth, patternHeight)
func (context linePlottingContext) plot (center image.Point) {
square :=
image.Rect(0, 0, context.weight, context.weight).
Sub(image.Pt(context.weight / 2, context.weight / 2)).
Add(center).
Intersect(context.bounds)
for y := square.Min.Y; y < square.Min.Y; y ++ {
for x := square.Min.X; x < square.Min.X; x ++ {
context.dstData[x + y * context.dstStride] = context.color
}}
}

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@ -4,11 +4,10 @@ import "image"
import "git.tebibyte.media/sashakoshka/tomo/canvas"
import "git.tebibyte.media/sashakoshka/tomo/shatter"
// FillRectangle draws a rectangular subset of one canvas onto the other. The
// offset point defines where the origin point of the source canvas is
// positioned in relation to the origin point of the destination canvas. To
// prevent the entire source canvas from being drawn, it must be cut with
// canvas.Cut().
// FillRectangle draws the content of one canvas onto another. The offset point
// defines where the origin point of the source canvas is positioned in relation
// to the origin point of the destination canvas. To prevent the entire source
// canvas from being drawn, it must be cut with canvas.Cut().
func FillRectangle (
destination canvas.Canvas,
source canvas.Canvas,
@ -49,24 +48,7 @@ func StrokeRectangle (
FillRectangle(destination, source, offset)
return
}
top := image.Rect (
bounds.Min.X, bounds.Min.Y,
bounds.Max.X, insetBounds.Min.Y)
bottom := image.Rect (
bounds.Min.X, insetBounds.Max.Y,
bounds.Max.X, bounds.Max.Y)
left := image.Rect (
bounds.Min.X, insetBounds.Min.Y,
insetBounds.Min.X, insetBounds.Max.Y)
right := image.Rect (
insetBounds.Max.X, insetBounds.Min.Y,
bounds.Max.X, insetBounds.Max.Y)
FillRectangle (destination, canvas.Cut(source, top), offset)
FillRectangle (destination, canvas.Cut(source, bottom), offset)
FillRectangle (destination, canvas.Cut(source, left), offset)
FillRectangle (destination, canvas.Cut(source, right), offset)
FillRectangleShatter(destination, source, offset, insetBounds)
}
// FillRectangleShatter is like FillRectangle, but it does not draw in areas
@ -75,10 +57,10 @@ func FillRectangleShatter (
destination canvas.Canvas,
source canvas.Canvas,
offset image.Point,
rocks []image.Rectangle,
rocks ...image.Rectangle,
) {
tiles := shatter.Shatter(source.Bounds())
tiles := shatter.Shatter(source.Bounds(), rocks...)
for _, tile := range tiles {
tile
FillRectangle(destination, canvas.Cut(source, tile), offset)
}
}