automated snapshot
This commit is contained in:
28
field.go
28
field.go
@@ -19,16 +19,16 @@ type ScaleField struct {
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}
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func (f *ScaleField) Get(x, y float32) float32 {
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return f.field.Get(x / f.scale, y / f.scale)
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return f.field.Get(x/f.scale, y/f.scale)
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}
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type TranslateField struct {
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field Field
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x, y float32
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x, y float32
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}
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func (f *TranslateField) Get(x, y float32) float32 {
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return f.field.Get(x + f.x, y + f.y)
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return f.field.Get(x+f.x, y+f.y)
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}
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// NOISE FIELDS
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@@ -44,13 +44,13 @@ func (f *SimplexNoiseField) Get(x, y float32) float32 {
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// IMAGE FIELDS
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type ImageField struct {
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image *rl.Image
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pixels ImagePixels
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image *rl.Image
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pixels ImagePixels
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offsetX, offsetY float32
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}
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type ImagePixels struct {
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w, h int
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w, h int
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colors []rl.Color
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}
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@@ -61,22 +61,22 @@ func (p *ImagePixels) Get(x, y int) rl.Color {
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if y < 0 || y >= p.h {
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return rl.Black
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}
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return p.colors[x + y * p.w]
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return p.colors[x+y*p.w]
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}
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func NewImageField(path string) ImageField {
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image := rl.LoadImage(path)
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colors := rl.LoadImageColors(image)
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pixels := ImagePixels {
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w: int(image.Width),
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h: int(image.Height),
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pixels := ImagePixels{
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w: int(image.Width),
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h: int(image.Height),
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colors: colors,
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}
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offsetX := float32(image.Width / 2)
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offsetY := float32(image.Height / 2)
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return ImageField {
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image: image,
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pixels: pixels,
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return ImageField{
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image: image,
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pixels: pixels,
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offsetX: offsetX,
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offsetY: offsetY,
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}
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@@ -84,6 +84,6 @@ func NewImageField(path string) ImageField {
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func (f *ImageField) Get(x, y float32) float32 {
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// todo : blend colors
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c := f.pixels.Get(int(x+f.offsetX), int(y + f.offsetY))
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c := f.pixels.Get(int(x+f.offsetX), int(y+f.offsetY))
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return Brightness(c)
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}
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153
main.go
153
main.go
@@ -13,12 +13,48 @@ import (
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)
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const (
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screenWidth = 3000
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screenHeight = 2000
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screenWidth = 800
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screenHeight = 600
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sourceWidth = 10000
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sourceHeight = 10000
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displayScale = 2
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snapshotsDir = "snapshots"
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)
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func main3() {
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rl.InitWindow(800, 600, "rt test")
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defer rl.CloseWindow()
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rt := rl.LoadRenderTexture(512, 512)
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defer rl.UnloadRenderTexture(rt)
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for !rl.WindowShouldClose() {
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// draw into offscreen buffer
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rl.BeginTextureMode(rt)
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rl.ClearBackground(rl.Blank)
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rl.DrawCircle(256, 256, 100, rl.Red)
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rl.EndTextureMode()
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// draw to screen
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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src := rl.Rectangle{
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X: 0, Y: 0,
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Width: float32(rt.Texture.Width),
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Height: -float32(rt.Texture.Height),
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}
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dst := rl.Rectangle{
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X: 0, Y: 0,
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Width: 800,
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Height: 600,
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}
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rl.DrawTexturePro(rt.Texture, src, dst, rl.Vector2{}, 0, rl.White)
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rl.EndDrawing()
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}
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}
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func main() {
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os.MkdirAll(snapshotsDir, 0755)
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@@ -47,32 +83,29 @@ func main() {
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}
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/*
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field :=
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ScaleField {
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Scale: 50.0,
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Field: &SimplexNoiseField {
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Noise: opensimplex.NewNormalized32(0),
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},
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}
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field :=
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ScaleField {
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Scale: 50.0,
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Field: &SimplexNoiseField {
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Noise: opensimplex.NewNormalized32(0),
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},
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}
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imgf := NewImageField("/home/d/Dropbox/art/passage/data/david.png")
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imageField :=
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ScaleField{
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field: &imgf,
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scale: 0.5,
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}
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*/
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imgf := NewImageField("/home/d/Dropbox/art/passage/data/david.png")
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imageField :=
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ScaleField {
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field: &imgf,
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scale: 0.5,
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}
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//rng := rand.New(rand.NewSource(0))
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rng := rand.New(rand.NewSource(0))
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//contourSketch := NewContourLayer(rng, &imageField)
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contourSketch := NewContourLayer(rng, &imageField)
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sketch := Sketch {
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layers: []Layer {
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&contourSketch,
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//&FieldSketch { Field: &imageField },
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},
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}
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sketch := NewSketch()
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sketch.CreateLayer("testPattern", &TestPattern{}, sourceWidth, sourceHeight)
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rl.SetTargetFPS(60)
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@@ -90,30 +123,33 @@ func main() {
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updateCamera(&camera)
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// begin drawing
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rl.BeginDrawing()
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//rl.ClearBackground(rl.Black)
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rl.BeginMode2D(camera)
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rl.BeginBlendMode(rl.BlendAdditive)
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t := time.Since(t0).Seconds()
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// set up RenderCtx
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renderCtx := &RenderCtx{
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Width: int32(w),
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Height: int32(h),
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Time: t,
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Ports: ports.Eval(t),
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Cam: camera,
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TargetWidth: int32(w),
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TargetHeight: int32(h),
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SourceWidth: int32(sourceWidth),
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SourceHeight: int32(sourceHeight),
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Time: t,
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Ports: ports.Eval(t),
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Cam: camera,
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}
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/**
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MAIN DRAWING
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**/
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rl.BeginDrawing()
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rl.ClearBackground(rl.Blank)
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rl.PushMatrix()
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//rl.PushMatrix()
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sketch.Draw(renderCtx)
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rl.PopMatrix()
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rl.DrawCircle(0, 0, 10, rl.Green)
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rl.DrawText("Mouse right button drag to move, mouse wheel to zoom", 10, 10, 20, rl.White)
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//rl.PopMatrix()
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rl.EndDrawing()
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//rl.DrawCircle(0, 0, 10, rl.Green)
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if rl.IsKeyDown(rl.KeySpace) {
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if _, err := storage.Save(); err != nil {
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@@ -121,12 +157,9 @@ func main() {
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}
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}
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rl.EndBlendMode()
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rl.EndMode2D()
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//rl.EndMode2D()
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// HUD
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rl.DrawText("Mouse right button drag to move, mouse wheel to zoom", 10, 10, 20, rl.Black)
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rl.EndDrawing()
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}
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rl.CloseWindow()
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@@ -138,9 +171,9 @@ type FieldSketch struct {
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func (s *FieldSketch) Draw(ctx *RenderCtx) {
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fmt.Printf("drawing field")
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for x := range ctx.Width {
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for y := range ctx.Height {
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screen := rl.Vector2 { X: float32(x), Y: float32(y) }
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for x := range ctx.TargetWidth {
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for y := range ctx.TargetHeight {
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screen := rl.Vector2{X: float32(x), Y: float32(y)}
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world := rl.GetScreenToWorld2D(screen, ctx.Cam)
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v := s.Field.Get(world.X, world.Y)
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clr := GrayCurve(v, 1.0)
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@@ -150,7 +183,7 @@ func (s *FieldSketch) Draw(ctx *RenderCtx) {
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}
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type ContourLayer struct {
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field Field
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field Field
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actors []*Actor
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}
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@@ -158,16 +191,16 @@ func NewContourLayer(rng *rand.Rand, field Field) ContourLayer {
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actors := make([]*Actor, 20000)
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for i := range len(actors) {
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actors[i] =
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&Actor {
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actors[i] =
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&Actor{
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position: RandRadialVec(rng, 0, 500, 0, 360),
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field: field,
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field: field,
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stepSize: 1,
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color: rl.NewColor(11, 35, 176, 100),
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color: rl.NewColor(11, 35, 176, 100),
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}
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}
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return ContourLayer {
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return ContourLayer{
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actors: actors,
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}
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}
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@@ -178,29 +211,27 @@ func (s *ContourLayer) Draw(ctx *RenderCtx) {
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}
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}
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type Actor struct {
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position rl.Vector2
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field Field
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field Field
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stepSize float32
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color rl.Color
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color rl.Color
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}
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func (a *Actor) Draw() {
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v := a.field.Get(a.position.X, a.position.Y)
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rad := rl.Remap(v, 0, 1, 0, 3 * math.Pi)
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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))) }
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rad := rl.Remap(v, 0, 1, 0, 3*math.Pi)
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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)))}
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rl.DrawLineV(a.position, nextPosition, a.color)
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//fmt.Printf("position %v -> nextPosition %v \n", a.position, nextPosition)
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a.position = nextPosition
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}
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func RandRadialVec(rng *rand.Rand, minRadius float32, maxRadius float32, loAngle float32, hiAngle float32) rl.Vector2 {
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r := float64(rl.Remap(rng.Float32(), 0, 1, minRadius, maxRadius))
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deg := float64(rl.Remap(rng.Float32(), 0, 1, loAngle, hiAngle))
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rad := rl.Deg2rad * deg
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return rl.Vector2 { X: float32(r * math.Cos(rad)), Y: float32(r * math.Sin(rad)) }
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return rl.Vector2{X: float32(r * math.Cos(rad)), Y: float32(r * math.Sin(rad))}
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}
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func updateCamera(camera *rl.Camera2D) {
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@@ -237,11 +268,11 @@ func updateCamera(camera *rl.Camera2D) {
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}
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type Worm struct {
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position rl.Vector2
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angles []float32
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position rl.Vector2
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angles []float32
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angleIndex int
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stepSize int
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renderPct float32
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stepSize int
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renderPct float32
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}
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func (w *Worm) Draw(ctx *RenderCtx) {
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@@ -256,7 +287,7 @@ func (w *Worm) Draw(ctx *RenderCtx) {
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deltaAngle := angle - lastAngle
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if !nudged {
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rad := float64(deltaAngle * math.Pi / 180.0)
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nudge := rl.Vector2 { X: float32(w.stepSize) * float32(math.Cos(rad)), Y: float32(w.stepSize) * float32(math.Sin(rad)) }
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nudge := rl.Vector2{X: float32(w.stepSize) * float32(math.Cos(rad)), Y: float32(w.stepSize) * float32(math.Sin(rad))}
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w.position = rl.Vector2Add(w.position, nudge)
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nudged = true
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}
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68
sketch.go
68
sketch.go
@@ -5,21 +5,75 @@ import (
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)
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type Sketch struct {
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layers []Layer
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layerTools map[string]LayerTools
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}
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func (s *Sketch) Draw(ctx *RenderCtx) {
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for _, layer := range s.layers {
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layer.Draw(ctx)
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func NewSketch() Sketch {
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return Sketch {
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layerTools: make(map[string]LayerTools),
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}
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}
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func (s *Sketch) CreateLayer(name string, layer Layer, sourceWidth int32, sourceHeight int32) {
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texture := rl.LoadRenderTexture(sourceWidth, sourceHeight)
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s.layerTools[name] = LayerTools {
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name: name,
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texture: &texture,
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layer: layer,
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}
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}
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func (s *Sketch) Draw(ctx *RenderCtx) {
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// render onto all layer textures
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for _, instance := range s.layerTools {
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layer := instance.layer
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rl.BeginTextureMode(*instance.texture)
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layer.Draw(ctx)
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rl.EndTextureMode()
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}
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// composite all layers to screen
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src := rl.Rectangle {
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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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X: 0, Y: 0,
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Width: float32(ctx.TargetWidth),
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Height: float32(ctx.TargetHeight),
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}
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for _, instance := range s.layerTools {
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rl.DrawTexturePro(instance.texture.Texture, src, dst, rl.Vector2{}, 0, rl.White)
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}
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}
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type LayerTools struct {
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name string
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layer Layer
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texture *rl.RenderTexture2D
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}
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/** Layer **/
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type Layer interface {
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Draw(ctx *RenderCtx)
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}
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type TestPattern struct { }
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func (tp *TestPattern) Draw(ctx *RenderCtx) {
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rl.DrawRectangle(0, 0, int32(ctx.SourceWidth), int32(ctx.SourceHeight), rl.Magenta)
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rl.PushMatrix()
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rl.Translatef(float32(ctx.SourceWidth)/2.0, float32(ctx.SourceHeight)/2.0, 0.0)
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rl.DrawRectangle(-100, -100, 200, 200, rl.Green)
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rl.PopMatrix()
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}
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/** Ports **/
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type Ports map[string]Signal
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@@ -42,8 +96,10 @@ func (p Ports) Eval(t float64) map[string]float64 {
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/** RenderCtx **/
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type RenderCtx struct {
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Width int32
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Height int32
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TargetWidth int32
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TargetHeight int32
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SourceWidth int32
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SourceHeight int32
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Time float64
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Ports map[string]float64
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Cam rl.Camera2D
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Reference in New Issue
Block a user