package main import ( "fmt" sg "github.com/d2fn/sumi/internal/graphics" "github.com/gen2brain/raylib-go/raylib" "math" ) type Sketch struct { env *Env cam *TextureCam composite rl.RenderTexture2D layerTools map[string]*LayerTools layerToolsOrdered []*LayerTools } type TextureCam struct { LookAt rl.Vector2 Zoom float32 } type LayerTools struct { name string layer Layer texture rl.RenderTexture2D capture *rl.Image config *LayerConfig } type LayerConfig struct { visible bool a uint8 rVisible bool r uint8 gVisible bool g uint8 bVisible bool b uint8 desaturate bool saturation float32 kValue float32 } func NewSketch(env *Env) Sketch { // point at source center // put source center at center of screen var camera = TextureCam{ LookAt: rl.Vector2{X: env.Offscreen.Width() / 2.0, Y: env.Offscreen.Height() / 2.0}, Zoom: 1.0, } return Sketch{ env: env, layerTools: make(map[string]*LayerTools), layerToolsOrdered: []*LayerTools{}, composite: rl.LoadRenderTexture(env.Offscreen.WidthInt32(), env.Offscreen.HeightInt32()), cam: &camera, } } func (s *Sketch) AddLayer(name string, layer Layer) { texture := rl.LoadRenderTexture(s.env.Offscreen.WidthInt32(), s.env.Offscreen.HeightInt32()) config := NewLayerConfig() layerTools := LayerTools{ name: name, texture: texture, layer: layer, config: &config, } s.layerToolsOrdered = append(s.layerToolsOrdered, &layerTools) s.layerTools[name] = &layerTools } func (s *Sketch) AddColorLayer(name string, c rl.Color) { colorLayer := &ColorLayer{ color: c, dirty: true, } s.AddLayer(name, colorLayer) } func (s *Sketch) RedrawLayers(env *Env, g *sg.Graphics) { // render onto all layer textures for _, instance := range s.layerToolsOrdered { layer := instance.layer // ignore this layer entirely unless it's visible if instance.config.visible { w := float32(instance.texture.Texture.Width) h := float32(instance.texture.Texture.Height) lg := sg.CreateGraphics(sg.Rect { X: 0, Y: 0, Width: w, Height: h }) layer.Update(env, g) // re-render to texture if dirty if instance.layer.IsDirty() { lg.Begin() lg.BeginTexture(instance.texture) layer.Draw(env, lg) lg.EndTexture() lg.End() } } } } func (s *Sketch) Draw(env *Env) { offscreen := env.Offscreen s.RedrawLayers(env, offscreen) // copy from full texture for compositing, with vertical flipping src := offscreen.Bounds src.Height = -src.Height dst := offscreen.Bounds /* src := g.Rect { X: 0, Y: 0, Width: float32(ctx.SourceWidth), Height: -float32(ctx.SourceHeight), } dst := g.Rect{ X: 0, Y: 0, Width: float32(ctx.SourceWidth), Height: float32(ctx.SourceHeight), } */ offscreen.Begin() // calculate the viewable region of the offscreen buffer viewport := s.CalcViewport(env) // scale the offscreen buffer to the viewport maintaining aspect ratio outputRect := offscreen.Bounds.ScaleTo(env.Viewport.Bounds) fmt.Printf("outputRect = %v\n", outputRect) x := float32(0) y := float32(0) w := outputRect.Width h := outputRect.Height output := sg.CreateGraphics(outputRect) output.Begin() output.SetFill(true) output.SetStroke(false) checkSize := float32(outputRect.Width / 30.0) grey := sg.RGBA(220, 220, 220, 255) cellX := 0 cellY := 0 for y < h { x = 0 cellX = 0 for x < w { c := sg.RGBA(rl.White.R, rl.White.G, rl.White.B, rl.White.A) if ((cellX + cellY) & 1) == 1 { c = grey } output.SetFillColor(c) output.DrawRect(sg.Rect { X: x, Y: y, Width: checkSize, Height: checkSize }) //rl.DrawRectangle(int32(x), int32(y), int32(checkSize), int32(checkSize), c) x += checkSize cellX++ } y += checkSize cellY++ } // render each layer onto the output graphics context offscreen.BeginTexture(s.composite) offscreen.Clear() //rl.BeginBlendMode(rl.BlendAlphaPremultiply) //rl.BeginBlendMode(rl.BlendAlpha) //rl.BeginTextureMode(s.composite) //rl.ClearBackground(rl.Blank) //rl.ClearBackground(rl.Black) for _, instance := range s.layerToolsOrdered { config := instance.config if config.visible { var r uint8 = 0 if config.rVisible { r = config.r } var g uint8 = 0 if config.gVisible { g = config.g } var b uint8 = 0 if config.bVisible { b = config.b } r = uint8(float32(r) * (float32(config.a) / 255.0)) g = uint8(float32(g) * (float32(config.a) / 255.0)) b = uint8(float32(b) * (float32(config.a) / 255.0)) tint := rl.NewColor(r, g, b, config.a) offscreen.TransferTexture(instance.texture.Texture, src, dst, tint) //rl.DrawTexturePro(instance.texture.Texture, src.ToRL(), dst.ToRL(), rl.Vector2{}, 0, tint) } } offscreen.EndTexture() offscreen.End() rl.GenTextureMipmaps(&s.composite.Texture) rl.SetTextureFilter(s.composite.Texture, rl.FilterTrilinear) output.TransferTexture(s.composite.Texture, viewport, outputRect, rl.White) output.SetFill(false) output.SetStroke(true) output.SetStrokeColor(rl.Gray) output.DrawRect(outputRect) output.End() } // calculate the visible clip of the offscreen buffer based on the camera /zoom func (s *Sketch) CalcViewport(env *Env) sg.Rect { viewportWidth := rl.Clamp(env.Offscreen.Width()/s.cam.Zoom, 0, env.Offscreen.Width()) viewportHeight := rl.Clamp(env.Offscreen.Height()/s.cam.Zoom, 0, env.Offscreen.Width()) return sg.Rect{ X: rl.Clamp(s.cam.LookAt.X-viewportWidth/2.0, 0, env.Layout.Offscreen.Width-viewportWidth), Y: rl.Clamp(s.cam.LookAt.Y-viewportHeight/2.0, 0, env.Layout.Offscreen.Height-viewportHeight), Width: viewportWidth, Height: -viewportHeight, } } func (s *Sketch) Update(env *Env) { if rl.IsMouseButtonDown(rl.MouseRightButton) { // get mouse delta from last frame delta := rl.GetMouseDelta() sourceScale := env.Offscreen.Width() / env.Viewport.Width() // compute the amount to move scaled by the camera zoom delta = rl.Vector2Scale(delta, -sourceScale/s.cam.Zoom) delta.Y = -delta.Y s.cam.LookAt = rl.Vector2Add(s.cam.LookAt, delta) } // clamp LookAt to be somewhere on the texture s.cam.LookAt.X = rl.Clamp(s.cam.LookAt.X, 0, env.Offscreen.Width()) s.cam.LookAt.Y = rl.Clamp(s.cam.LookAt.Y, 0, env.Offscreen.Height()) // Zoom based on mouse wheel wheel := rl.GetMouseWheelMove() if wheel != 0 { const zoomIncrement float32 = 0.20 if wheel > 0 { s.cam.Zoom *= 1 + zoomIncrement } else { s.cam.Zoom *= 1 - zoomIncrement } } // clamp zoom to > 1 so we don't ever zoom out more than necessary s.cam.Zoom = rl.Clamp(s.cam.Zoom, 1, math.MaxInt64) } func (s *Sketch) ResetCamera(env *Env) { s.cam.LookAt = rl.Vector2 { X: env.Offscreen.Width() / 2.0, Y: env.Offscreen.Height() / 2.0, } s.cam.Zoom = 1.0 } type SketchCapture struct { width, height int32 compositeImage *rl.Image layerTools map[string]*LayerTools layerToolsOrdered []*LayerTools } func (s *Sketch) Capture(env *Env) *SketchCapture { composite := rl.LoadImageFromTexture(s.composite.Texture) rl.ImageFlipVertical(composite) for _, layerTool := range s.layerToolsOrdered { layerTool.capture = rl.LoadImageFromTexture(layerTool.texture.Texture) rl.ImageFlipVertical(layerTool.capture) } return &SketchCapture{ width: env.Offscreen.WidthInt32(), height: env.Offscreen.HeightInt32(), compositeImage: composite, layerTools: s.layerTools, layerToolsOrdered: s.layerToolsOrdered, } } func NewLayerConfig() LayerConfig { return LayerConfig{ visible: true, a: 255, rVisible: true, r: 255, gVisible: true, g: 255, bVisible: true, b: 255, desaturate: false, kValue: 1.0, } } /** Layer **/ type Layer interface { Update(ctx *Env, g *sg.Graphics) Draw(ctx *Env, g *sg.Graphics) IsDirty() bool } type ColorLayer struct { color rl.Color dirty bool } func (cl *ColorLayer) Update(ctx *Env, g *sg.Graphics) { } func (cl *ColorLayer) Draw(ctx *Env, g *sg.Graphics) { g.Background(cl.color) //rl.ClearBackground(cl.color) cl.dirty = false } func (cl *ColorLayer) IsDirty() bool { return cl.dirty } type ImageLayer struct { texture rl.Texture2D dirty bool } func NewImageLayer(path string) *ImageLayer { image := rl.LoadImage(path) tex := rl.LoadTextureFromImage(image) return &ImageLayer{ texture: tex, dirty: true, } } func (il *ImageLayer) Update(ctx *Env, g *sg.Graphics) { } func (il *ImageLayer) Draw(env *Env, g *sg.Graphics) { rl.Translatef( g.Width()/2.0-float32(il.texture.Width)/2.0, g.Width()/2.0-float32(il.texture.Height)/2.0, 0) g.DrawTexture(il.texture, sg.Origin, rl.White) } func (il *ImageLayer) IsDirty() bool { return il.dirty } /** Ports **/ type Ports map[string]Signal func MakePorts() Ports { return make(Ports) } /** * materialize current value for all ports **/ func (p Ports) Eval(t float64) map[string]float64 { out := make(map[string]float64, len(p)) for name, sig := range p { out[name] = sig.Eval(t) } return out }