Files
sumi/sketch.go
2025-12-22 01:49:40 -06:00

223 lines
5.6 KiB
Go

package main
import (
"math"
"github.com/gen2brain/raylib-go/raylib"
)
type Sketch struct {
sourceWidth int32
sourceHeight int32
layerTools map[string]LayerTools
layerToolsOrdered []LayerTools
composite rl.RenderTexture2D
}
func NewSketch(sourceWidth, sourceHeight int32) Sketch {
return Sketch {
sourceWidth: sourceWidth,
sourceHeight: sourceHeight,
layerTools: make(map[string]LayerTools),
layerToolsOrdered: []LayerTools {},
composite: rl.LoadRenderTexture(sourceWidth, sourceHeight),
}
}
func (s *Sketch) CreateLayer(name string, layer Layer, sourceWidth int32, sourceHeight int32) {
texture := rl.LoadRenderTexture(sourceWidth, sourceHeight)
layerTools := LayerTools {
name: name,
texture: &texture,
layer: layer,
}
s.layerToolsOrdered = append(s.layerToolsOrdered, layerTools)
s.layerTools[name] = layerTools
}
func (s *Sketch) Draw(ctx *RenderCtx) {
// render onto all layer textures
for _, instance := range s.layerToolsOrdered {
instance.layer.Update(ctx)
if instance.layer.IsDirty() {
layer := instance.layer
rl.BeginTextureMode(*instance.texture)
layer.Draw(ctx)
rl.EndTextureMode()
}
}
// composite all layers to screen
screen := rl.Rectangle {
X: 0,
Y: 0,
Width: float32(ctx.TargetWidth),
Height: float32(ctx.TargetHeight),
}
// copy from full texture for compositing, with vertical flipping
src := rl.Rectangle {
X: 0, Y: 0,
Width: float32(ctx.SourceWidth),
Height: -float32(ctx.SourceHeight),
}
dst := rl.Rectangle {
X: 0, Y: 0,
Width: float32(ctx.SourceWidth),
Height: float32(ctx.SourceHeight),
}
viewport := s.CalcViewport(ctx)
rl.BeginTextureMode(s.composite)
rl.ClearBackground(rl.Black)
for _, instance := range s.layerToolsOrdered {
rl.DrawTexturePro(instance.texture.Texture, src, dst, rl.Vector2{}, 0, rl.White)
}
rl.EndTextureMode()
rl.DrawTexturePro(s.composite.Texture, viewport, screen, rl.Vector2{}, 0, rl.White)
}
func (s *Sketch) CalcViewport(ctx *RenderCtx) rl.Rectangle {
viewportWidth := rl.Clamp(float32(ctx.SourceWidth) / ctx.Cam.Zoom, 0, float32(ctx.SourceWidth))
viewportHeight := rl.Clamp(float32(ctx.SourceHeight) / ctx.Cam.Zoom, 0, float32(ctx.SourceHeight))
return rl.Rectangle{
X: rl.Clamp(ctx.Cam.LookAt.X - viewportWidth/2.0, 0, float32(ctx.SourceWidth)-viewportWidth),
Y: rl.Clamp(ctx.Cam.LookAt.Y - viewportHeight/2.0, 0, float32(ctx.SourceHeight)-viewportHeight),
Width: float32(viewportWidth),
Height: -float32(viewportHeight),
}
}
func (s *Sketch) Update(ctx *RenderCtx) {
if rl.IsMouseButtonDown(rl.MouseRightButton) {
// get mouse delta from last frame
delta := rl.GetMouseDelta()
// compute the amount to move scaled by the camera zoom
delta = rl.Vector2Scale(delta, -sourceScale/ctx.Cam.Zoom)
delta.Y = -delta.Y
ctx.Cam.LookAt = rl.Vector2Add(ctx.Cam.LookAt, delta)
}
// clamp LookAt to be somewhere on the texture
ctx.Cam.LookAt.X = rl.Clamp(ctx.Cam.LookAt.X, 0, float32(ctx.SourceWidth-1))
ctx.Cam.LookAt.Y = rl.Clamp(ctx.Cam.LookAt.Y, 0, float32(ctx.SourceHeight-1))
// Zoom based on mouse wheel
wheel := rl.GetMouseWheelMove()
if wheel != 0 {
const zoomIncrement float32 = 0.05
if wheel > 0 {
ctx.Cam.Zoom *= 1+zoomIncrement
} else {
ctx.Cam.Zoom *= 1-zoomIncrement
}
}
// clamp zoom to > 1 so we don't ever zoom out more than necessary
ctx.Cam.Zoom = rl.Clamp(ctx.Cam.Zoom, 1, math.MaxInt64)
}
type SketchCapture struct {
compositeImage *rl.Image
layerImages []*rl.Image
}
func (s *Sketch) Capture() *SketchCapture {
composite := rl.LoadImageFromTexture(s.composite.Texture)
rl.ImageFlipVertical(composite)
layerImages := make([]*rl.Image, len(s.layerToolsOrdered))
for i, layerTool := range s.layerToolsOrdered {
layerImages[i] = rl.LoadImageFromTexture(layerTool.texture.Texture)
rl.ImageFlipVertical(layerImages[i])
}
return &SketchCapture {
compositeImage: composite,
layerImages: layerImages,
}
}
type LayerTools struct {
name string
layer Layer
texture *rl.RenderTexture2D
}
/** Layer **/
type Layer interface {
Update(ctx *RenderCtx)
Draw(ctx *RenderCtx)
IsDirty() bool
}
type TestPattern struct{
dirty bool
}
func (tp *TestPattern) Update(ctx *RenderCtx) {
;
}
func (tp *TestPattern) Draw(ctx *RenderCtx) {
rl.ClearBackground(rl.Black)
centerX := float32(ctx.SourceWidth) / 2
centerY := float32(ctx.SourceHeight) / 2
rl.DrawRectangleRec(rl.Rectangle{X: 0, Y: 0, Width: centerX, Height: centerY}, rl.Red)
rl.DrawRectangleRec(rl.Rectangle{X: centerX, Y: 0, Width: centerX, Height: centerY}, rl.Green)
rl.DrawRectangleRec(rl.Rectangle{X: 0, Y: centerY, Width: centerX, Height: centerY}, rl.Blue)
rl.DrawRectangleRec(rl.Rectangle{X: centerX, Y: centerY, Width: centerX, Height: centerY}, rl.White)
rl.DrawLine(0, 0, ctx.SourceWidth, ctx.SourceHeight, rl.Black)
rl.PushMatrix()
rl.Translatef(centerX, centerY, 0)
rl.SetLineWidth(4.0)
rl.DrawLine(-10000, 0, 10000, 0, rl.Red)
rl.DrawLine(0, -10000, 0, 10000, rl.Green)
rl.DrawRectangleLines(-50, -50, 100, 100, rl.Magenta)
rl.PopMatrix()
tp.dirty = false
}
func (tp *TestPattern) IsDirty() bool {
return tp.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
}
/** RenderCtx **/
type RenderCtx struct {
TargetWidth int32
TargetHeight int32
SourceWidth int32
SourceHeight int32
Time float64
Ports map[string]float64
Cam *TextureCam
}