refactoring progress

This commit is contained in:
2026-01-08 11:54:35 -06:00
parent bbad63c60a
commit b3d9d0340a
7 changed files with 312 additions and 155 deletions

View File

@@ -4,6 +4,7 @@ import (
"github.com/gen2brain/raylib-go/raylib"
"math"
"math/rand"
sg "github.com/d2fn/sumi/internal/graphics"
)
type ContourLayer struct {
@@ -12,12 +13,12 @@ type ContourLayer struct {
maxActors uint32
actors []*Actor
actorIndex uint32
actorColor rl.Color
actorColor sg.Color
loActorAngle float32
hiActorAngle float32
}
func NewContourLayer(sketch *Sketch, rng *rand.Rand, field Field, color rl.Color, loActorAngle float32, hiActorAngle float32) *ContourLayer {
func NewContourLayer(sketch *Sketch, rng *rand.Rand, field Field, color sg.Color, loActorAngle float32, hiActorAngle float32) *ContourLayer {
maxActors := 200000
@@ -37,13 +38,13 @@ func NewContourLayer(sketch *Sketch, rng *rand.Rand, field Field, color rl.Color
return &layer
}
func (s *ContourLayer) AddActors(color rl.Color, n, sourceWidth, sourceHeight int32) {
func (s *ContourLayer) AddActors(color sg.Color, n, sourceWidth, sourceHeight int32) {
for range n {
x := s.rng.Int31() % sourceWidth
y := s.rng.Int31() % sourceHeight
newActor :=
&Actor{
position: rl.Vector2{X: float32(x), Y: float32(y)},
position: sg.Point { X: float32(x), Y: float32(y) },
field: s.field,
stepSize: 1,
color: s.actorColor,
@@ -55,18 +56,19 @@ func (s *ContourLayer) AddActors(color rl.Color, n, sourceWidth, sourceHeight in
}
}
func (s *ContourLayer) Update(ctx *RenderCtx) {
s.AddActors(s.actorColor, 100, ctx.SourceWidth, ctx.SourceHeight)
func (s *ContourLayer) Update(ctx *Env) {
s.AddActors(s.actorColor, 100, int32(ctx.Graphics.Layout.Graphics.Width), int32(ctx.Graphics.Layout.Graphics.Height))
}
func (s *ContourLayer) Draw(ctx *RenderCtx) {
rl.BeginBlendMode(rl.BlendAdditive)
func (s *ContourLayer) Draw(ctx *Env) {
g := ctx.Graphics
g.BeginAdditiveBlend()
for _, actor := range s.actors {
if actor != nil {
actor.Draw()
actor.Draw(ctx)
}
}
rl.EndBlendMode()
g.EndBlend()
}
func (s *ContourLayer) IsDirty() bool {
@@ -74,40 +76,43 @@ func (s *ContourLayer) IsDirty() bool {
}
type Actor struct {
position rl.Vector2
position sg.Point
field Field
stepSize float32
color rl.Color
color sg.Color
loAngle float32
hiAngle float32
}
func (a *Actor) Draw() {
func (a *Actor) Draw(ctx *Env) {
v := a.field.Get(a.position.X, a.position.Y)
rad := rl.Remap(v, 0, 1, a.loAngle, a.hiAngle)
nextPosition := rl.Vector2{X: a.position.X + a.stepSize*float32(math.Cos(float64(rad))), Y: a.position.Y + a.stepSize*float32(math.Sin(float64(rad)))}
rl.DrawLineV(a.position, nextPosition, a.color)
nextPosition := sg.Point {X: a.position.X + a.stepSize*float32(math.Cos(float64(rad))), Y: a.position.Y + a.stepSize*float32(math.Sin(float64(rad)))}
//nextPosition := rl.Vector2{X: a.position.X + a.stepSize*float32(math.Cos(float64(rad))), Y: a.position.Y + a.stepSize*float32(math.Sin(float64(rad)))}
g := ctx.Graphics
g.SetStrokeWeight(1.0)
g.SetStroke(true)
g.SetStrokeColor(a.color)
g.DrawLine(a.position, nextPosition)
//rl.DrawLineV(a.position, nextPosition, a.color)
a.position = nextPosition
}
func RandRadialVec(rng *rand.Rand, minRadius float32, maxRadius float32, loAngle float32, hiAngle float32) rl.Vector2 {
r := float64(rl.Remap(rng.Float32(), 0, 1, minRadius, maxRadius))
deg := float64(rl.Remap(rng.Float32(), 0, 1, loAngle, hiAngle))
rad := rl.Deg2rad * deg
return rl.Vector2{X: float32(r * math.Cos(rad)), Y: float32(r * math.Sin(rad))}
}
type Worm struct {
position rl.Vector2
position sg.Point
angles []float32
angleIndex int
stepSize int
renderPct float32
}
func (w *Worm) Draw(ctx *RenderCtx) {
rl.PushMatrix()
rl.Translatef(w.position.X, w.position.Y, 0)
func (w *Worm) Draw(ctx *Env) {
g := ctx.Graphics
g.PushMatrix()
g.Translate(w.position)
//rl.PushMatrix()
//rl.Translatef(w.position.X, w.position.Y, 0)
lastAngle := float32(0.0)
stepCount := 0
nudged := false
@@ -117,8 +122,8 @@ func (w *Worm) Draw(ctx *RenderCtx) {
deltaAngle := angle - lastAngle
if !nudged {
rad := float64(deltaAngle * math.Pi / 180.0)
nudge := rl.Vector2{X: float32(w.stepSize) * float32(math.Cos(rad)), Y: float32(w.stepSize) * float32(math.Sin(rad))}
w.position = rl.Vector2Add(w.position, nudge)
nudge := sg.Vec {X: float32(w.stepSize) * float32(math.Cos(rad)), Y: float32(w.stepSize) * float32(math.Sin(rad))}
w.position = w.position.Add(nudge)//rl.Vector2Add(w.position, nudge)
nudged = true
}
rl.Rotatef(deltaAngle, 0, 0, 1)
@@ -130,6 +135,6 @@ func (w *Worm) Draw(ctx *RenderCtx) {
break
}
}
rl.PopMatrix()
g.PopMatrix()
w.angleIndex = (w.angleIndex + 1) % len(w.angles)
}