Got rectangles all sorted

This commit is contained in:
Sasha Koshka
2023-02-23 20:55:19 -05:00
parent 48237f5687
commit d167559830
18 changed files with 102 additions and 139 deletions

11
artist/shapes/doc.go Normal file
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// Package shapes provides some basic shape drawing routines.
//
// A word about patterns:
//
// 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

146
artist/shapes/ellipse.go Normal file
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package shapes
import "math"
import "image"
import "image/color"
import "git.tebibyte.media/sashakoshka/tomo/artist"
import "git.tebibyte.media/sashakoshka/tomo/canvas"
// FillEllipse draws a filled ellipse with the specified pattern.
func FillEllipse (
destination canvas.Canvas,
source artist.Pattern,
bounds image.Rectangle,
) (
updatedRegion image.Rectangle,
) {
bounds = bounds.Canon()
data, stride := destination.Buffer()
realWidth, realHeight := bounds.Dx(), bounds.Dy()
bounds = bounds.Intersect(destination.Bounds()).Canon()
if bounds.Empty() { return }
updatedRegion = bounds
width, height := bounds.Dx(), bounds.Dy()
for y := 0; y < height; y ++ {
for x := 0; x < width; x ++ {
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)
}
}}
return
}
// StrokeEllipse draws the outline of an ellipse with the specified line weight
// and pattern.
func StrokeEllipse (
destination canvas.Canvas,
source artist.Pattern,
weight int,
bounds image.Rectangle,
) {
if weight < 1 { return }
data, stride := destination.Buffer()
bounds = bounds.Canon().Inset(weight - 1)
width, height := bounds.Dx(), bounds.Dy()
context := ellipsePlottingContext {
data: data,
stride: stride,
source: source,
width: width,
height: height,
weight: weight,
bounds: bounds,
}
bounds.Max.X -= 1
bounds.Max.Y -= 1
radii := image.Pt (
bounds.Dx() / 2,
bounds.Dy() / 2)
center := bounds.Min.Add(radii)
x := float64(0)
y := float64(radii.Y)
// region 1 decision parameter
decision1 :=
float64(radii.Y * radii.Y) -
float64(radii.X * radii.X * radii.Y) +
(0.25 * float64(radii.X) * float64(radii.X))
decisionX := float64(2 * radii.Y * radii.Y * int(x))
decisionY := float64(2 * radii.X * radii.X * int(y))
// draw region 1
for decisionX < decisionY {
context.plot( int(x) + center.X, int(y) + center.Y)
context.plot(-int(x) + center.X, int(y) + center.Y)
context.plot( int(x) + center.X, -int(y) + center.Y)
context.plot(-int(x) + center.X, -int(y) + center.Y)
if (decision1 < 0) {
x ++
decisionX += float64(2 * radii.Y * radii.Y)
decision1 += decisionX + float64(radii.Y * radii.Y)
} else {
x ++
y --
decisionX += float64(2 * radii.Y * radii.Y)
decisionY -= float64(2 * radii.X * radii.X)
decision1 +=
decisionX - decisionY +
float64(radii.Y * radii.Y)
}
}
// region 2 decision parameter
decision2 :=
float64(radii.Y * radii.Y) * (x + 0.5) * (x + 0.5) +
float64(radii.X * radii.X) * (y - 1) * (y - 1) -
float64(radii.X * radii.X * radii.Y * radii.Y)
// draw region 2
for y >= 0 {
context.plot( int(x) + center.X, int(y) + center.Y)
context.plot(-int(x) + center.X, int(y) + center.Y)
context.plot( int(x) + center.X, -int(y) + center.Y)
context.plot(-int(x) + center.X, -int(y) + center.Y)
if decision2 > 0 {
y --
decisionY -= float64(2 * radii.X * radii.X)
decision2 += float64(radii.X * radii.X) - decisionY
} else {
y --
x ++
decisionX += float64(2 * radii.Y * radii.Y)
decisionY -= float64(2 * radii.X * radii.X)
decision2 +=
decisionX - decisionY +
float64(radii.X * radii.X)
}
}
}
type ellipsePlottingContext struct {
data []color.RGBA
stride int
source artist.Pattern
width, height int
weight int
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)
}
}

143
artist/shapes/line.go Normal file
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package shapes
import "image"
import "image/color"
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 (
destination canvas.Canvas,
source canvas.Canvas,
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 ++
width := updatedRegion.Dx()
height := updatedRegion.Dy()
if abs(max.Y - min.Y) <
abs(max.X - min.X) {
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)
}
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()
deltaX := max.X - min.X
deltaY := max.Y - min.Y
yi := 1
if deltaY < 0 {
yi = -1
deltaY *= -1
}
D := (2 * deltaY) - deltaX
y := min.Y
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)
if D > 0 {
y += yi
D += 2 * (deltaY - deltaX)
} 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
xi := 1
if deltaX < 0 {
xi = -1
deltaX *= -1
}
D := (2 * deltaX) - deltaY
x := min.X
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)
if D > 0 {
x += xi
D += 2 * (deltaX - deltaY)
} else {
D += 2 * deltaX
}
}
}
func abs (in int) (out int) {
if in < 0 { in *= -1}
out = in
return
}
// 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)
}}
}

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package shapes
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().
func FillRectangle (
destination canvas.Canvas,
source canvas.Canvas,
offset image.Point,
) (
updatedRegion image.Rectangle,
) {
dstData, dstStride := destination.Buffer()
srcData, srcStride := source.Buffer()
sourceBounds :=
source.Bounds().Canon().
Intersect(destination.Bounds().Sub(offset))
if sourceBounds.Empty() { return }
updatedRegion = sourceBounds.Add(offset)
for y := sourceBounds.Min.Y; y < sourceBounds.Max.Y; y ++ {
for x := sourceBounds.Min.X; x < sourceBounds.Max.X; x ++ {
dstData[x + offset.X + (y + offset.Y) * dstStride] =
srcData[x + y * srcStride]
}}
return
}
// StrokeRectangle is similar to FillRectangle, but it draws an 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 StrokeRectangle (
destination canvas.Canvas,
source canvas.Canvas,
offset image.Point,
weight int,
) {
bounds := source.Bounds()
insetBounds := bounds.Inset(weight)
if insetBounds.Empty() {
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 is like FillRectangle, but it does not draw in areas
// specified in "rocks".
func FillRectangleShatter (
destination canvas.Canvas,
source canvas.Canvas,
offset image.Point,
rocks []image.Rectangle,
) {
tiles := shatter.Shatter(source.Bounds())
for _, tile := range tiles {
tile
}
}