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tomo-old/artist/chisel.go
Sasha Koshka 34bf3038ac Replaced tomo.Image with tomo.Canvas and tomo.Pattern
This is the first step in transitioning the API over to the new
design. The new tomo.Canvas interface gives drawing functions
direct access to data buffers and eliminates overhead associated
with calling functions for every pixel.

The entire artist package will be remade around this.
2023-01-14 01:54:57 -05:00

117 lines
3.0 KiB
Go

package artist
import "image"
import "image/color"
import "git.tebibyte.media/sashakoshka/tomo"
// ShadingProfile contains shading information that can be used to draw chiseled
// objects.
type ShadingProfile struct {
Highlight Pattern
Shadow Pattern
Stroke Pattern
Fill Pattern
StrokeWeight int
ShadingWeight int
}
// Engraved reverses the shadown and highlight colors of the ShadingProfile to
// produce a new ShadingProfile with an engraved appearance.
func (profile ShadingProfile) Engraved () (reversed ShadingProfile) {
reversed = profile
reversed.Highlight = profile.Shadow
reversed.Shadow = profile.Highlight
return
}
// ChiseledRectangle draws a rectangle with a chiseled/embossed appearance,
// according to the ShadingProfile passed to it.
func ChiseledRectangle (
destination tomo.Canvas,
profile ShadingProfile,
bounds image.Rectangle,
) (
updatedRegion image.Rectangle,
) {
// FIXME: this breaks when the bounds are smaller than the border or
// shading weight
stroke := profile.Stroke
highlight := profile.Highlight
shadow := profile.Shadow
fill := profile.Fill
strokeWeight := profile.StrokeWeight
shadingWeight := profile.ShadingWeight
data, stride := destination.Buffer()
bounds = bounds.Canon()
updatedRegion = bounds
strokeWeightVector := image.Point { strokeWeight, strokeWeight }
shadingWeightVector := image.Point { shadingWeight, shadingWeight }
shadingBounds := bounds
shadingBounds.Min = shadingBounds.Min.Add(strokeWeightVector)
shadingBounds.Max = shadingBounds.Max.Sub(strokeWeightVector)
shadingBounds = shadingBounds.Canon()
fillBounds := shadingBounds
fillBounds.Min = fillBounds.Min.Add(shadingWeightVector)
fillBounds.Max = fillBounds.Max.Sub(shadingWeightVector)
fillBounds = fillBounds.Canon()
width := float64(bounds.Dx())
height := float64(bounds.Dy())
yy := 0
for y := bounds.Min.Y; y < bounds.Max.Y; y ++ {
xx := 0
for x := bounds.Min.X; x < bounds.Max.X; x ++ {
var pixel color.RGBA
point := image.Point { x, y }
switch {
case point.In(fillBounds):
pixel = fill.AtWhen (
xx - strokeWeight - shadingWeight,
yy - strokeWeight - shadingWeight,
fillBounds.Dx(), fillBounds.Dy())
case point.In(shadingBounds):
var highlighted bool
// FIXME: this doesn't work quite right, the
// slope of the line is somewhat off.
bottomCorner :=
float64(xx) < float64(yy) *
(width / height)
if bottomCorner {
highlighted =
float64(xx) <
height - float64(yy)
} else {
highlighted =
width - float64(xx) >
float64(yy)
}
shadingSource := shadow
if highlighted {
shadingSource = highlight
}
pixel = shadingSource.AtWhen (
xx - strokeWeight,
yy - strokeWeight,
shadingBounds.Dx(),
shadingBounds.Dy())
default:
pixel = stroke.AtWhen (
xx, yy, bounds.Dx(), bounds.Dy())
}
data[x + y * stride] = pixel
xx ++
}
yy ++
}
return
}