automated snapshot
This commit is contained in:
28
main.go
28
main.go
@@ -15,21 +15,21 @@ import (
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const (
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targetWidth = 1000
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targetHeight = 1000
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sourceScale = 8
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sourceScale = 2
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snapshotsDir = "snapshots"
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)
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type TextureCam struct {
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SourceWidth int
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SourceHeight int
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SourceWidth int32
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SourceHeight int32
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LookAt rl.Vector2
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Zoom float32
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}
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func main() {
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sourceWidth := sourceScale * targetWidth
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sourceHeight := sourceScale * targetHeight
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sourceWidth := int32(sourceScale * targetWidth)
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sourceHeight := int32(sourceScale * targetHeight)
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os.MkdirAll(snapshotsDir, 0755)
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log := log.New(os.Stdout, "", log.Ldate|log.Ltime|log.Lshortfile)
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@@ -64,7 +64,7 @@ func main() {
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x: -float32(sourceWidth / 2.0),
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y: -float32(sourceHeight / 2.0),
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field: &ScaleField{
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scale: 5.0,
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scale: 1.0,
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field: &imageField,
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},
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}
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@@ -72,7 +72,7 @@ func main() {
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contourLayer := NewContourLayer(rng, &field, sourceWidth, sourceHeight)
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sketch := NewSketch()
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sketch := NewSketch(sourceWidth, sourceHeight)
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//sketch.CreateLayer("testPattern", &TestPattern{}, int32(sourceWidth), int32(sourceHeight))
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//sketch.CreateLayer("actors", &contourLayer, int32(sourceWidth), int32(sourceHeight))
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//sketch.CreateLayer("field", &FieldLayer{field: &field, dirty: true}, int32(sourceWidth), int32(sourceHeight))
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@@ -112,7 +112,9 @@ func main() {
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sketch.Draw(renderCtx)
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if rl.IsKeyDown(rl.KeySpace) {
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if _, err := storage.Save(); err != nil {
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capture := sketch.Capture()
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if _, err := storage.Save(capture); err != nil {
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log.Printf("Error saving snapshot: %v\n", err)
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}
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}
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@@ -172,11 +174,11 @@ type ContourLayer struct {
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field Field
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actors []*Actor
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rng *rand.Rand
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sourceWidth int
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sourceHeight int
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sourceWidth int32
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sourceHeight int32
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}
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func NewContourLayer(rng *rand.Rand, field Field, sourceWidth int, sourceHeight int) ContourLayer {
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func NewContourLayer(rng *rand.Rand, field Field, sourceWidth int32, sourceHeight int32) ContourLayer {
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actors := make([]*Actor, 0)
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@@ -195,8 +197,8 @@ func NewContourLayer(rng *rand.Rand, field Field, sourceWidth int, sourceHeight
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func (s *ContourLayer) AddActors(n int) {
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for range n {
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x := s.rng.Int() % s.sourceWidth
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y := s.rng.Int() % s.sourceHeight
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x := s.rng.Int31() % s.sourceWidth
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y := s.rng.Int31() % s.sourceHeight
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newActor :=
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&Actor {
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position: rl.Vector2{X: float32(x), Y: float32(y)},
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