progress using my own graphics interface
This commit is contained in:
@@ -1,9 +1,9 @@
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package main
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import (
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"github.com/gen2brain/raylib-go/raylib"
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"math"
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"math/rand"
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"github.com/gen2brain/raylib-go/raylib"
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)
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type ContourLayer struct {
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@@ -133,4 +133,3 @@ func (w *Worm) Draw(ctx *RenderCtx) {
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rl.PopMatrix()
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w.angleIndex = (w.angleIndex + 1) % len(w.angles)
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}
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5
field.go
5
field.go
@@ -2,9 +2,9 @@ package main
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import (
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"fmt"
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"math"
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rl "github.com/gen2brain/raylib-go/raylib"
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"github.com/ojrac/opensimplex-go"
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"math"
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)
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type Field interface {
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@@ -92,7 +92,6 @@ func (f *ImageField) Get(x, y float32) float32 {
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return Brightness(c)
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}
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/** LAYER HELPERS **/
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type FieldLayer struct {
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@@ -103,7 +102,7 @@ type FieldLayer struct {
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}
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func (fl *FieldLayer) Update(ctx *RenderCtx) {
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;
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}
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func (fl *FieldLayer) Draw(ctx *RenderCtx) {
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@@ -3,9 +3,83 @@ package graphics
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import (
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"fmt"
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"math/rand"
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"image/color"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type Graphics struct {
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layout Layout
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style Style
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}
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type Layout struct {
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// total monitor bounds
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Monitor Rect
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// bounds of the application window
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Window Rect
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// bounds of the ui controls area
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Controls Rect
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// bounds of the region of the app window reserved for rendering the graphics buffer
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Viewport Rect
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// bounds of the off screen graphics buffer where rendering happens
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Graphics Rect
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}
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type Color color.RGBA
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type HSBA struct {
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H uint
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S, B float32
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A uint8
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}
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type Style struct {
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StrokeColor Color
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StrokeWeight float32
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FillColor Color
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}
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type Rect rl.Rectangle
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/**
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* scale the given rect down to the target rect
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* maintaining the aspect ratio of the original rect
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*/
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func (r Rect) ToRL() *rl.Rectangle {
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return &rl.Rectangle { X: r.X, Y: r.Y, Width: r.Width, Height: r.Height }
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}
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func (r Rect) ScaleTo(tgt Rect) Rect {
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outputWidth := tgt.Width
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outputHeight := tgt.Height
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aspect := r.Width / r.Height
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tgtAspect := outputWidth / outputHeight
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if aspect < tgtAspect {
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// source is relatively taller than the target
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// so we set the output height to the target height
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// and calculate the width based on source aspect and center
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outputWidth = float32(outputHeight) * aspect
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} else {
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// source is relatively wider than the target
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// so we set the output width to the target width
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// and calculate the height based on source aspect and center
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outputHeight = float32(outputWidth) / aspect
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}
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// output width and height are correct -- center within TargetBounds
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x := tgt.X + tgt.Width / 2.0 - outputWidth / 2.0
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y := tgt.Y + tgt.Height / 2.0 - outputHeight / 2.0
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return Rect {
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X: x, Y: y,
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Width: outputWidth,
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Height: outputHeight,
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}
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}
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var (
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FlourescentHues = []float32{
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0, // hot magenta-red
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48
main.go
48
main.go
@@ -22,15 +22,7 @@ var (
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storage *Storage
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)
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type Layout struct {
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monitor rl.RectangleInt32
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window rl.RectangleInt32
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controls rl.RectangleInt32
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viewport rl.RectangleInt32
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graphics rl.RectangleInt32
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}
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func bootstrap() Layout {
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func Bootstrap() g.Layout {
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rl.InitWindow(800, 600, "bootstrap")
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@@ -82,12 +74,12 @@ func bootstrap() Layout {
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os.Exit(1)
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}
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return Layout {
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monitor: rl.RectangleInt32{ X: 0, Y: 0, Width: int32(monitorWidth), Height: int32(monitorHeight) },
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window: rl.RectangleInt32{ X: 0, Y: 0, Width: int32(windowWidth), Height: int32(windowHeight) },
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controls: rl.RectangleInt32{ X: 0, Y: 0, Width: int32(controlsWidth), Height: int32(windowHeight) },
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viewport: rl.RectangleInt32{ X: int32(controlsWidth), Y: 0, Width: int32(viewportWidth), Height: int32(windowHeight) },
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graphics: rl.RectangleInt32{ X: 0, Y: 0, Width: int32(graphicsWidth), Height: int32(graphicsHeight) },
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return g.Layout {
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Monitor: g.Rect{X: 0, Y: 0, Width: float32(monitorWidth), Height: float32(monitorHeight)},
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Window: g.Rect{X: 0, Y: 0, Width: float32(windowWidth), Height: float32(windowHeight)},
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Controls: g.Rect{X: 0, Y: 0, Width: float32(controlsWidth), Height: float32(windowHeight)},
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Viewport: g.Rect{X: float32(controlsWidth), Y: 0, Width: float32(viewportWidth), Height: float32(windowHeight)},
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Graphics: g.Rect{X: 0, Y: 0, Width: float32(graphicsWidth), Height: float32(graphicsHeight)},
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}
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}
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@@ -95,10 +87,10 @@ func main() {
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log := log.New(os.Stdout, "", log.Ldate|log.Ltime|log.Lshortfile)
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layout := bootstrap()
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layout := Bootstrap()
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//rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(layout.window.Width, layout.window.Height, "sumi sierpinski arrow")
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rl.InitWindow(int32(layout.Window.Width), int32(layout.Window.Height), "sumi sierpinski arrow")
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// reproducable flourescent color cycle
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colorCycle := g.NewFixedColorCycle(g.FlourescentColors).Shuffle(0)
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@@ -116,8 +108,8 @@ func main() {
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//imageField := NewImageField("/home/d/Dropbox/art/data/moses_statue.jpg")
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field :=
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&TranslateField{
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x: -float32(layout.graphics.Width / 2.0),
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y: -float32(layout.graphics.Height / 2.0),
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x: -float32(layout.Graphics.Width / 2.0),
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y: -float32(layout.Graphics.Height / 2.0),
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field: &ScaleField{
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scale: 100.0,
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field: &AdderField{
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@@ -131,12 +123,11 @@ func main() {
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//sierpinskiLayer := &SierpinskiArrow { dirty: true }
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sketch := NewSketch(layout.graphics.Width, layout.graphics.Height)
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sketch := NewSketch(int32(layout.Graphics.Width), int32(layout.Graphics.Height))
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fieldColor := colorCycle.Next()
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fmt.Printf("field color = %v\n", fieldColor)
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sketch.AddColorLayer("background-magenta", rl.Magenta)
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sketch.AddColorLayer("background-black", rl.Black)
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//sketch.AddLayer("field", &FieldLayer{field: field, loColor: rl.NewColor(0, 0, 0, 0), hiColor: fieldColor, dirty: true})
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@@ -144,7 +135,7 @@ func main() {
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fmt.Printf("actor color = %v\n", actorColor)
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hsv := rl.ColorToHSV(actorColor);
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hsv := rl.ColorToHSV(actorColor)
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hsv.Z *= 0.7
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actorColor = rl.ColorFromHSV(hsv.X, hsv.Y, hsv.Z)
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actorColor = g.Clamp(actorColor, 10, 255)
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@@ -178,7 +169,6 @@ func main() {
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V: 8000,
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}
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for !rl.WindowShouldClose() {
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// begin drawing
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@@ -186,9 +176,9 @@ func main() {
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// set up RenderCtx
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renderCtx := &RenderCtx {
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TargetBounds: layout.viewport,
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SourceWidth: layout.graphics.Width,
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SourceHeight: layout.graphics.Height,
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TargetBounds: layout.Viewport,
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SourceWidth: int32(layout.Graphics.Width),
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SourceHeight: int32(layout.Graphics.Height),
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Time: t,
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Ports: ports.Eval(t),
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}
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@@ -214,13 +204,15 @@ func main() {
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y := float32(10)
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minX := float32(60)
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maxX := float32(layout.controls.X + layout.controls.Width - 20)
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maxX := float32(layout.Controls.X + layout.Controls.Width - 20)
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sliderWidth := maxX - minX - 20
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controlRowHeight := 20
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for _, layerTools := range sketch.layerToolsOrdered {
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config := layerTools.config
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//layerTools.texture.Texture
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gui.Label(rl.Rectangle{X: minX, Y: y, Width: 120, Height: 24}, layerTools.name)
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y += float32(controlRowHeight + 10)
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@@ -243,7 +235,6 @@ func main() {
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config.bVisible = gui.Toggle(rl.Rectangle{X: minX, Y: y, Width: 16, Height: 16}, "B", config.bVisible)
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config.b = uint8(gui.Slider(rl.Rectangle{X: minX + 20, Y: y, Width: sliderWidth, Height: 16}, "", "", float32(config.b), 0, 255))
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/*
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// don't do anything with saturation / k values yet
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y += float32(controlRowHeight)
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@@ -284,4 +275,3 @@ func main() {
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rl.CloseWindow()
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}
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@@ -45,5 +45,3 @@ func curve(ctx *RenderCtx, order int, length float64, angle float64) {
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curve(ctx, order-1, length/2, -angle)
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}
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}
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63
sketch.go
63
sketch.go
@@ -1,8 +1,10 @@
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package main
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import (
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"math"
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"fmt"
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g "github.com/d2fn/sumi/internal/graphics"
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"github.com/gen2brain/raylib-go/raylib"
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"math"
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)
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type Sketch struct {
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@@ -21,7 +23,7 @@ type TextureCam struct {
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/** RenderCtx **/
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type RenderCtx struct {
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TargetBounds rl.RectangleInt32
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TargetBounds g.Rect
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SourceWidth int32
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SourceHeight int32
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Time float64
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@@ -115,19 +117,23 @@ func (s *Sketch) Draw(ctx *RenderCtx) {
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s.Redraw(ctx)
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// copy from full texture for compositing, with vertical flipping
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src := rl.Rectangle {
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src := g.Rect {
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X: 0, Y: 0,
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Width: float32(ctx.SourceWidth),
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Height: -float32(ctx.SourceHeight),
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}
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dst := rl.Rectangle {
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dst := g.Rect {
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X: 0, Y: 0,
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Width: float32(ctx.SourceWidth),
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Height: float32(ctx.SourceHeight),
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}
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viewport := s.CalcViewport(ctx)
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outputRect := s.calcOutputRectKeepingAspectRatio(ctx)
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sourceRect := g.Rect{X: 0, Y: 0, Width: float32(ctx.SourceWidth), Height: float32(ctx.SourceHeight)}
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targetRect := g.Rect{X: float32(ctx.TargetBounds.X), Y: float32(ctx.TargetBounds.Y), Width: float32(ctx.TargetBounds.Width), Height: float32(ctx.TargetBounds.Height)}
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outputRect := sourceRect.ScaleTo(targetRect)
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fmt.Printf("outputRect = %v\n", outputRect)
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x := float32(0)
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y := float32(0)
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@@ -158,7 +164,6 @@ func (s *Sketch) Draw(ctx *RenderCtx) {
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rl.EndScissorMode()
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rl.PopMatrix()
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rl.BeginBlendMode(rl.BlendAlphaPremultiply)
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//rl.BeginBlendMode(rl.BlendAlpha)
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rl.BeginTextureMode(s.composite)
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@@ -192,46 +197,16 @@ func (s *Sketch) Draw(ctx *RenderCtx) {
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rl.GenTextureMipmaps(&s.composite.Texture)
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rl.SetTextureFilter(s.composite.Texture, rl.FilterTrilinear)
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rl.DrawTexturePro(s.composite.Texture, viewport, outputRect, rl.Vector2{}, 0, rl.White)
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rl.DrawTexturePro(s.composite.Texture, viewport, *outputRect.ToRL(), rl.Vector2{}, 0, rl.White)
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outlineRect := outputRect.ToInt32()
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outlineRect := outputRect.ToRL().ToInt32()
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rl.DrawRectangleLines(outlineRect.X, outlineRect.Y, outlineRect.Width, outlineRect.Height, rl.Gray)
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}
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func (s *Sketch) calcOutputRectKeepingAspectRatio(ctx *RenderCtx) rl.Rectangle {
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sourceAspect := float32(ctx.SourceWidth) / float32(ctx.SourceHeight)
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targetAspect := float32(ctx.TargetBounds.Width) / float32(ctx.TargetBounds.Height)
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outputWidth := ctx.TargetBounds.Width
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outputHeight := ctx.TargetBounds.Height
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if sourceAspect < targetAspect {
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// source is relatively taller than the target
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// so we set the output height to the target height
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// and calculate the width based on source aspect and center
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outputWidth = int32(float32(outputHeight) * sourceAspect)
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} else {
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// source is relatively wider than the target
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// so we set the output width to the target width
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// and calculate the height based on source aspect and center
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outputHeight = int32(float32(outputWidth) / sourceAspect)
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}
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// output width and height are correct -- center within TargetBounds
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x := ctx.TargetBounds.X + ctx.TargetBounds.Width / 2.0 - outputWidth / 2.0
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y := ctx.TargetBounds.Y + ctx.TargetBounds.Height / 2.0 - outputHeight / 2.0
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return rl.Rectangle{
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X: float32(x), Y: float32(y),
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Width: float32(outputWidth),
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Height: float32(outputHeight),
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}
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}
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func (s *Sketch) CalcViewport(ctx *RenderCtx) rl.Rectangle {
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func (s *Sketch) CalcViewport(ctx *RenderCtx) g.Rect {
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viewportWidth := rl.Clamp(float32(ctx.SourceWidth)/s.cam.Zoom, 0, float32(ctx.SourceWidth))
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viewportHeight := rl.Clamp(float32(ctx.SourceHeight)/s.cam.Zoom, 0, float32(ctx.SourceHeight))
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return rl.Rectangle{
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return g.Rect {
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X: rl.Clamp(s.cam.LookAt.X-viewportWidth/2.0, 0, float32(ctx.SourceWidth)-viewportWidth),
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Y: rl.Clamp(s.cam.LookAt.Y-viewportHeight/2.0, 0, float32(ctx.SourceHeight)-viewportHeight),
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Width: float32(viewportWidth),
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@@ -326,7 +301,7 @@ type ColorLayer struct {
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}
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func (cl *ColorLayer) Update(ctx *RenderCtx) {
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;
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}
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func (cl *ColorLayer) Draw(ctx *RenderCtx) {
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@@ -353,7 +328,7 @@ func NewImageLayer(path string) *ImageLayer {
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}
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func (il *ImageLayer) Update(ctx *RenderCtx) {
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;
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}
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func (il *ImageLayer) Draw(ctx *RenderCtx) {
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@@ -370,7 +345,7 @@ type TestPattern struct{
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}
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func (tp *TestPattern) Update(ctx *RenderCtx) {
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;
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}
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func (tp *TestPattern) Draw(ctx *RenderCtx) {
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@@ -379,7 +354,7 @@ func (tp *TestPattern) Draw(ctx *RenderCtx) {
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centerX := float32(ctx.SourceWidth) / 2
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centerY := float32(ctx.SourceHeight) / 2
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rl.DrawRectangleRec(rl.Rectangle{X: 0, Y: 0, Width: centerX, Height: centerY}, rl.Red)
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rl.DrawRectangleRec(*g.Rect{X: 0, Y: 0, Width: centerX, Height: centerY}.ToRL(), rl.Red)
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rl.DrawRectangleRec(rl.Rectangle{X: centerX, Y: 0, Width: centerX, Height: centerY}, rl.Green)
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rl.DrawRectangleRec(rl.Rectangle{X: 0, Y: centerY, Width: centerX, Height: centerY}, rl.Blue)
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rl.DrawRectangleRec(rl.Rectangle{X: centerX, Y: centerY, Width: centerX, Height: centerY}, rl.White)
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Reference in New Issue
Block a user