Files
sumi/sketch.go
2026-01-10 16:03:24 -06:00

418 lines
10 KiB
Go

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 {
fmt.Printf("Creating new sketch with env: %v\n", env)
// 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,
}
s := Sketch {
env: env,
layerTools: make(map[string]*LayerTools),
layerToolsOrdered: []*LayerTools{},
composite: rl.LoadRenderTexture(env.Offscreen.WidthInt32(), env.Offscreen.HeightInt32()),
cam: &camera,
}
return s
}
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.BeginTexture(instance.texture)
lg.Begin()
layer.Draw(env, lg)
lg.End()
lg.EndTexture()
}
}
}
}
func (s *Sketch) Draw(env *Env) {
offscreen := env.Offscreen
s.RedrawLayers(env, offscreen)
/*
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),
}
*/
// 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("scaling %v to %v => outputRect = %v\n", offscreen.Bounds, env.Viewport.Bounds, outputRect)
x := float32(0)
y := float32(0)
w := outputRect.Width
h := outputRect.Height
output := sg.CreateGraphics(outputRect)
// render a checker pattern indicating transparency
output.Begin()
output.SetFill(true)
output.SetStroke(false)
checkSize := float32(outputRect.Width / 50.0)
grey := rl.NewColor(220, 220, 220, 255)
cellX := 0
cellY := 0
for y < h {
x = 0
cellX = 0
for x < w {
c := rl.White
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++
}
output.End()
rl.GenTextureMipmaps(&s.composite.Texture)
rl.SetTextureFilter(s.composite.Texture, rl.FilterTrilinear)
// render each layer onto the composite
offscreen.BeginPremultiplyBlend()
offscreen.BeginTexture(s.composite)
offscreen.Begin()
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, offscreen.Bounds, offscreen.Bounds, tint)
//rl.DrawTexturePro(instance.texture.Texture, src.ToRL(), dst.ToRL(), rl.Vector2{}, 0, tint)
}
}
offscreen.End()
offscreen.EndTexture()
offscreen.EndBlend()
// minimap indexing for composite so that it scales down nicely
//rl.DrawTexturePro(s.composite.Texture, rl.Rectangle { X: viewport.X, Y: viewport.Y, Width: viewport.Width, Height: viewport.Height}, dst.ToRL(), rl.Vector2{}, 0, rl.White)
//fmt.Printf("viewport -> %v\n", viewport)
// finally, transfer composite texture to output rect on screen
/**
rl.PushMatrix()
rl.BeginScissorMode(int32(offscreen.Bounds.X), int32(offscreen.Bounds.Y), int32(offscreen.Bounds.Width), int32(offscreen.Bounds.Height))
rl.Translatef(float32(offscreen.Bounds.UL().X), offscreen.Bounds.UL().Y, 0)
rl.DrawTexturePro(s.composite.Texture, viewport.ToRL(), outputRect.ToRL(), rl.Vector2{}, 0, rl.White)
rl.EndScissorMode()
rl.PopMatrix()
**/
env.Window.Begin()
env.Window.TransferTexture(s.composite.Texture, viewport, outputRect, rl.White)
env.Window.SetFill(false)
env.Window.SetStroke(true)
env.Window.SetStrokeColor(rl.Gray)
env.Window.DrawRect(outputRect)
env.Window.End()
/*
env.Window.Begin()
env.Window.SetStroke(true)
env.Window.SetFill(false)
env.Window.SetStrokeWeight(5.0)
env.Window.SetStrokeColor(rl.Magenta)
env.Window.DrawRect(outputRect)
env.Window.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.Height())
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.SetFill(true)
g.SetFillColor(cl.color)
g.SetStroke(false)
g.DrawRect(g.Bounds)
//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.PushMatrix()
rl.Translatef(
g.Width()/2.0-float32(il.texture.Width)/2.0,
g.Height()/2.0-float32(il.texture.Height)/2.0, 0)
g.DrawTexture(il.texture, sg.Origin, rl.White)
rl.PopMatrix()
}
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
}