/
main.go
379 lines (344 loc) · 11.5 KB
/
main.go
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package main
import "os"
import "log"
import "fmt"
import "math"
import "runtime"
import "strconv"
import "strings"
import "image"
import "image/color"
import "image/png"
import "math/rand"
import "github.com/hajimehoshi/ebiten/v2"
import "github.com/hajimehoshi/ebiten/v2/ebitenutil"
import "github.com/tinne26/sfntshape"
// One day I was checking the results of etxt/mask.EdgeMarkerRasterizer
// and I decided to compare them with vector.Rasterizer. I made tests
// be randomized so I could be more confident that everything was
// good... but after having some trouble matching the results of the
// two, I exported the images for visual comparison and found out
// they were actually really cool!
//
// Imagine, writing tests leading to fancier results than when I
// intentionally try to make something look good >.<
//
// And that's the story of how this little program was born. Did it
// have anything to do with etxt? Not really, but it's cool. I even
// added symmetries for extra fun!
var keys = []ebiten.Key {
ebiten.KeySpace, ebiten.KeyArrowUp, ebiten.KeyArrowDown,
ebiten.KeyE, ebiten.KeyM, ebiten.KeyH, ebiten.KeyF,
}
type Game struct {
keyPressed map[ebiten.Key]bool
shape sfntshape.Shape
size int
hideShortcuts bool
segments int
symmetryMode int // 0 = none, 1 = mirror, 2 = x2, 3 = diag.x2
originalImg *image.Alpha
symmetryImg *image.Alpha
ebiImg *ebiten.Image
needsRedraw bool
prevWidth, prevHeight float64
}
func (self *Game) Layout(winWidth, winHeight int) (int, int) { panic("use ebitengine >=v2.5.0") }
func (self *Game) LayoutF(logicWinWidth, logicWinHeight float64) (float64, float64) {
scale := ebiten.DeviceScaleFactor()
canvasWidth := math.Ceil(logicWinWidth*scale)
canvasHeight := math.Ceil(logicWinHeight*scale)
if canvasWidth != self.prevWidth || canvasHeight != self.prevHeight {
self.prevWidth, self.prevHeight = canvasWidth, canvasHeight
self.needsRedraw = true
}
return canvasWidth, canvasHeight
}
func (self *Game) Update() error {
for _, key := range keys {
wasPressed := self.keyPressed[key]
isPressed := ebiten.IsKeyPressed(key)
self.keyPressed[key] = isPressed
if !wasPressed && isPressed {
self.needsRedraw = true
switch key {
case ebiten.KeyH:
self.hideShortcuts = !self.hideShortcuts
case ebiten.KeyF:
ebiten.SetFullscreen(!ebiten.IsFullscreen())
case ebiten.KeySpace:
err := self.newImage()
if err != nil { return err }
case ebiten.KeyArrowUp:
slow := ebiten.IsKeyPressed(ebiten.KeyShiftLeft)
if ebiten.IsKeyPressed(ebiten.KeyS) {
self.segments += 1
} else {
change := 20
if slow { change = 1 }
self.size += change
}
case ebiten.KeyArrowDown:
slow := ebiten.IsKeyPressed(ebiten.KeyShiftLeft)
if ebiten.IsKeyPressed(ebiten.KeyS) {
self.segments -= 1
if self.segments < 3 { self.segments = 3 }
} else {
change := 20
if slow { change = 1 }
self.size -= change
if self.size < 50 { self.size = 50 }
}
case ebiten.KeyM: // increase symmetry num
self.symmetryMode += 1
if self.symmetryMode == 4 { self.symmetryMode = 0 }
self.refreshSymmetry()
case ebiten.KeyE:
if runtime.GOOS == "js" { return nil } // disable export for wasm/js
// export image
file, err := os.Create("rng_shape.png")
if err != nil { return err }
err = png.Encode(file, self.symmetryImg)
if err != nil { return err }
err = file.Close()
if err != nil { return err }
// export raw data
file, err = os.Create("rng_shape.txt")
if err != nil { return err }
var strBuilder strings.Builder
for _, segment := range self.shape.Segments() {
strBuilder.WriteString(strconv.Itoa(int(segment.Op)))
for i := 0; i < 3; i++ {
strBuilder.WriteRune(' ')
point := segment.Args[i]
strBuilder.WriteString(strconv.Itoa(int(point.X)))
strBuilder.WriteRune(' ')
strBuilder.WriteString(strconv.Itoa(int(point.Y)))
}
strBuilder.WriteRune('\n')
}
_, err = file.WriteString(strBuilder.String())
if err != nil { return err }
err = file.Close()
if err != nil { return err }
fmt.Print("Exported shape data successfully!\n")
default:
panic(key)
}
}
}
return nil
}
func (self *Game) newImage() error {
fsw, fsh := float64(self.size)*64, float64(self.size)*64
var makeXY = func() (sfntshape.Fract, sfntshape.Fract) {
return sfntshape.Fract(rand.Float64()*fsw), sfntshape.Fract(rand.Float64()*fsh)
}
startX, startY := makeXY()
self.shape = sfntshape.New()
self.shape.InvertY(true)
// trick to expand bounds
self.shape.MoveTo(0, 0)
self.shape.MoveTo(self.size, self.size)
// actual shape generation
self.shape.MoveToFract(startX, startY)
for i := 0; i < self.segments; i++ {
x, y := makeXY()
switch rand.Intn(3) {
case 0: // LineTo
self.shape.LineToFract(x, y)
case 1: // QuadTo
cx, cy := makeXY()
self.shape.QuadToFract(cx, cy, x, y)
case 2: // CubeTo
cx1, cy1 := makeXY()
cx2, cy2 := makeXY()
self.shape.CubeToFract(cx1, cy1, cx2, cy2, x, y)
}
}
self.shape.LineToFract(startX, startY)
var err error
self.originalImg, err = self.shape.Rasterize()
if err != nil { return err }
self.refreshSymmetry()
return nil
}
func (self *Game) refreshSymmetry() {
bounds := self.originalImg.Bounds()
w, h := bounds.Dx(), bounds.Dy()
if w != h { panic("what?") }
self.symmetryImg = image.NewAlpha(bounds)
copy(self.symmetryImg.Pix, self.originalImg.Pix)
switch self.symmetryMode {
case 0:
// nothing to do here
case 1: // mirror
xStart, yStart, xEnd, yEnd := 0, 0, w/2, h
pix := getImgRect(self.originalImg, xStart, yStart, xEnd, yEnd)
xStart, xEnd = w - 1, w - w/2 - 1
setImgRect(self.symmetryImg, xStart, yStart, xEnd, yEnd, pix)
case 2: // x2
odd := (w % 2)
xStart, yStart, xEnd, yEnd := 0, 0, w/2 + odd, h/2 + odd
pix := getImgRect(self.originalImg, xStart, yStart, xEnd, yEnd)
xStart, xEnd = w - 1, w - w/2 - 1 - odd
setImgRect(self.symmetryImg, xStart, yStart, xEnd, yEnd, pix)
yStart, yEnd = h - 1, h - h/2 - 1 - odd
setImgRect(self.symmetryImg, xStart, yStart, xEnd, yEnd, pix)
xStart, xEnd = 0, w/2 + odd
setImgRect(self.symmetryImg, xStart, yStart, xEnd, yEnd, pix)
case 3: // diag. x2
pix := getImgTopToCenterTriangle(self.originalImg)
setImgBottomToCenterTriangle(self.symmetryImg, pix)
setImgLeftToCenterTriangle(self.symmetryImg, pix)
setImgRightToCenterTriangle(self.symmetryImg, pix)
}
self.ebiImg = ebiten.NewImage(w, h)
self.ebiImg.Fill(color.Black)
img := ebiten.NewImageFromImage(self.symmetryImg)
self.ebiImg.DrawImage(img, nil)
}
func (self *Game) Draw(screen *ebiten.Image) {
if !self.needsRedraw { return } // rendering optimization
self.needsRedraw = false
screen.Clear()
sw, sh := screen.Size()
iw, ih := self.ebiImg.Size()
tx := (sw - iw)/2
ty := (sh - ih)/2
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(float64(tx), float64(ty))
screen.DrawImage(self.ebiImg, opts)
if !self.hideShortcuts {
var content string
if runtime.GOOS != "js" { content += "export [E]\n" }
content += "generate [SPACE]\nsize "
content += strconv.Itoa(self.size) + " [UP/DOWN](+shift)\n"
switch self.symmetryMode {
case 0: content += "no"
case 1: content += "mirror"
case 2: content += "x2"
case 3: content += "diag.x2"
}
content += " symmetry [M]\nsegments "
content += strconv.Itoa(self.segments) + " [S + UP/DOWN]"
ebitenutil.DebugPrint(screen, content)
}
}
func main() {
fmt.Print("Instructions can be hidden with [H]\n")
fmt.Print("Fullscreen can be switched with [F]\n")
ebiten.SetWindowTitle("sfntshapes/examples/rng")
ebiten.SetWindowResizable(true)
ebiten.SetScreenClearedEveryFrame(false)
ebiten.SetWindowSize(640, 480)
game := &Game{
keyPressed: make(map[ebiten.Key]bool),
size: int(476*ebiten.DeviceScaleFactor()),
segments: 16,
symmetryMode: 1,
}
err := game.newImage()
if err != nil { log.Fatal(err) }
err = ebiten.RunGame(game)
if err != nil { log.Fatal(err) }
}
// --- lots of helper functions for symmetries ---
// Precondition: xStart <= xEnd, yStart <= yEnd
// Returns the colors of the given rect for the given image (xEnd and yEnd
// not included) as a single slice, from the top left to the bottom right.
func getImgRect(img *image.Alpha, xStart, yStart, xEnd, yEnd int) []color.Alpha {
result := make([]color.Alpha, 0, (xEnd - xStart)*(yEnd - yStart))
for y := yStart; y < yEnd; y += 1 {
for x := xStart; x < xEnd; x += 1 {
result = append(result, img.AlphaAt(x, y))
}
}
return result
}
// Sets the colors of the given rect on the given image with the contents
// of pix (xEnd and yEnd not included). xStart and yStart may be smaller
// than xEnd and yEnd, respectively, and the iteration direction will be
// changed.
func setImgRect(img *image.Alpha, xStart, yStart, xEnd, yEnd int, pix []color.Alpha) {
xChange, yChange := 1, 1
if xEnd < xStart { xChange = -1 }
if yEnd < yStart { yChange = -1 }
index := 0
for y := yStart; y != yEnd; y += yChange {
for x := xStart; x != xEnd; x += xChange {
img.SetAlpha(x, y, pix[index])
index += 1
}
}
if index != len(pix) { panic("incorrect pix len") }
}
// Returns the colors of the triangle that goes from the top corners of
// the given image to its center, as a single slice, from left to right,
// top to bottom.
func getImgTopToCenterTriangle(img *image.Alpha) []color.Alpha {
bounds := img.Bounds()
height := bounds.Dy()
xStart, xEnd := bounds.Min.X, bounds.Max.X
yStart, yEnd := bounds.Min.Y, bounds.Min.Y + height/2
result := make([]color.Alpha, 0, (height*height)/4)
offset := 0 // increased for each triangle row
for y := yStart; y < yEnd; y += 1 {
for x := xStart + offset; x < xEnd - offset; x += 1 {
result = append(result, img.AlphaAt(x, y))
}
offset += 1
}
return result
}
// Sets the colors of the triangle that goes from the bottom corners of
// the given image to its center, from right to left and bottom to top.
func setImgBottomToCenterTriangle(img *image.Alpha, pix []color.Alpha) {
bounds := img.Bounds()
xStart, xEnd := bounds.Min.X, bounds.Max.X - 1
yStart, yEnd := bounds.Max.Y - 1, bounds.Max.Y - bounds.Dy()/2
index := 0 // pix index
offset := 0 // increased for each triangle row
for y := yStart; y >= yEnd; y -= 1 {
for x := xEnd - offset; x >= xStart + offset; x -= 1 {
img.SetAlpha(x, y, pix[index])
index += 1
}
offset += 1
}
if index != len(pix) { panic("incorrect pix len") }
}
// Sets the colors of the triangle that goes from the left corners of
// the given image to its center, from top to bottom and left to right.
func setImgLeftToCenterTriangle(img *image.Alpha, pix []color.Alpha) {
bounds := img.Bounds()
xStart, xEnd := bounds.Min.X, bounds.Min.X + bounds.Dx()/2
yStart, yEnd := bounds.Min.Y, bounds.Max.Y
index := 0 // pix index
offset := 0 // increased for each triangle column
for x := xStart; x < xEnd; x += 1 {
for y := yStart + offset; y < yEnd - offset; y += 1 {
img.SetAlpha(x, y, pix[index])
index += 1
}
offset += 1
}
if index != len(pix) { panic("incorrect pix len") }
}
// Sets the colors of the triangle that goes from the right corners of
// the given image to its center, from bottom to top and right to left.
func setImgRightToCenterTriangle(img *image.Alpha, pix []color.Alpha) {
bounds := img.Bounds()
xStart, xEnd := bounds.Max.X - 1, bounds.Max.X - bounds.Dx()/2
yStart, yEnd := bounds.Max.Y - 1, bounds.Min.Y
index := 0 // pix index
offset := 0 // increased for each triangle column
for x := xStart; x >= xEnd; x -= 1 {
for y := yStart - offset; y >= yEnd + offset; y -= 1 {
img.SetAlpha(x, y, pix[index])
index += 1
}
offset += 1
}
if index != len(pix) { panic("incorrect pix len") }
}