automated snapshot

This commit is contained in:
sumi
2025-12-22 16:36:33 -06:00
parent ee5e9d7d5d
commit 96a4a34ae0
38 changed files with 262 additions and 161 deletions

120
contour_layer.go Normal file
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@@ -0,0 +1,120 @@
package main
import (
"math"
"math/rand"
"github.com/gen2brain/raylib-go/raylib"
)
type ContourLayer struct {
field Field
actors []*Actor
rng *rand.Rand
}
func NewContourLayer(sketch *Sketch, rng *rand.Rand, field Field) ContourLayer {
actors := make([]*Actor, 0)
layer := ContourLayer {
rng: rng,
field: field,
actors: actors,
}
layer.AddActors(1, sketch.sourceWidth, sketch.sourceHeight)
return layer
}
func (s *ContourLayer) AddActors(n, sourceWidth, sourceHeight int32) {
for range n {
x := s.rng.Int31() % sourceWidth
y := s.rng.Int31() % sourceHeight
newActor :=
&Actor {
position: rl.Vector2{X: float32(x), Y: float32(y)},
field: s.field,
stepSize: 1,
color: rl.NewColor(11, 35, 176, 20),
}
s.actors = append(s.actors, newActor)
}
}
func (s *ContourLayer) Update(ctx *RenderCtx) {
s.AddActors(100, ctx.SourceWidth, ctx.SourceHeight)
}
func (s *ContourLayer) Draw(ctx *RenderCtx) {
rl.BeginBlendMode(rl.BlendAdditive)
for _, actor := range s.actors {
actor.Draw()
}
rl.EndBlendMode()
}
func (s *ContourLayer) IsDirty() bool {
return true
}
type Actor struct {
position rl.Vector2
field Field
stepSize float32
color rl.Color
}
func (a *Actor) Draw() {
v := a.field.Get(a.position.X, a.position.Y)
rad := rl.Remap(v, 0, 1, 0, 3*math.Pi)
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)))}
rl.DrawLineV(a.position, nextPosition, a.color)
//fmt.Printf("position %v -> nextPosition %v \n", a.position, nextPosition)
a.position = nextPosition
}
func RandRadialVec(rng *rand.Rand, minRadius float32, maxRadius float32, loAngle float32, hiAngle float32) rl.Vector2 {
r := float64(rl.Remap(rng.Float32(), 0, 1, minRadius, maxRadius))
deg := float64(rl.Remap(rng.Float32(), 0, 1, loAngle, hiAngle))
rad := rl.Deg2rad * deg
return rl.Vector2{X: float32(r * math.Cos(rad)), Y: float32(r * math.Sin(rad))}
}
type Worm struct {
position rl.Vector2
angles []float32
angleIndex int
stepSize int
renderPct float32
}
func (w *Worm) Draw(ctx *RenderCtx) {
rl.PushMatrix()
rl.Translatef(w.position.X, w.position.Y, 0)
lastAngle := float32(0.0)
stepCount := 0
nudged := false
for i := range w.angles {
ii := (i + w.angleIndex) % len(w.angles)
angle := w.angles[ii]
deltaAngle := angle - lastAngle
if !nudged {
rad := float64(deltaAngle * math.Pi / 180.0)
nudge := rl.Vector2{X: float32(w.stepSize) * float32(math.Cos(rad)), Y: float32(w.stepSize) * float32(math.Sin(rad))}
w.position = rl.Vector2Add(w.position, nudge)
nudged = true
}
rl.Rotatef(deltaAngle, 0, 0, 1)
rl.DrawLine(0, 0, int32(w.stepSize), 0, rl.NewColor(184, 187, 38, 50))
rl.Translatef(float32(w.stepSize), 0, 0)
lastAngle = angle
stepCount++
if stepCount > int(float32(len(w.angles))*w.renderPct) {
break
}
}
rl.PopMatrix()
w.angleIndex = (w.angleIndex + 1) % len(w.angles)
}

6
flake.lock generated
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@@ -20,11 +20,11 @@
},
"nixpkgs": {
"locked": {
"lastModified": 1765363881,
"narHash": "sha256-3C3xWn8/2Zzr7sxVBmpc1H1QfxjNfta5IMFe3O9ZEPw=",
"lastModified": 1766014764,
"narHash": "sha256-+73VffE5GP5fvbib6Hs1Su6LehG+9UV1Kzs90T2gBLA=",
"owner": "NixOS",
"repo": "nixpkgs",
"rev": "d2b1213bf5ec5e62d96b003ab4b5cbc42abfc0d0",
"rev": "2b0d2b456e4e8452cf1c16d00118d145f31160f9",
"type": "github"
},
"original": {

148
main.go
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@@ -3,7 +3,6 @@ package main
import (
"fmt"
"log"
"math"
"math/rand"
"os"
"time"
@@ -19,13 +18,6 @@ const (
snapshotsDir = "snapshots"
)
type TextureCam struct {
SourceWidth int32
SourceHeight int32
LookAt rl.Vector2
Zoom float32
}
func main() {
sourceWidth := int32(sourceScale * targetWidth)
@@ -42,15 +34,6 @@ func main() {
rl.SetConfigFlags(rl.FlagMsaa4xHint)
rl.InitWindow(targetWidth, targetHeight, "sumi sierpinski arrow")
// point at source center
// put source center at center of screen
var camera = TextureCam{
LookAt: rl.Vector2{X: float32(sourceWidth) / 2.0, Y: float32(sourceHeight) / 2.0},
Zoom: 1.0,
SourceWidth: sourceWidth,
SourceHeight: sourceHeight,
}
rl.SetTargetFPS(60)
t0 := time.Now()
@@ -70,13 +53,14 @@ func main() {
}
rng := rand.New(rand.NewSource(0))
contourLayer := NewContourLayer(rng, &field, sourceWidth, sourceHeight)
sketch := NewSketch(sourceWidth, sourceHeight)
contourLayer := NewContourLayer(&sketch, rng, &field)
//sketch.CreateLayer("testPattern", &TestPattern{}, int32(sourceWidth), int32(sourceHeight))
//sketch.CreateLayer("actors", &contourLayer, int32(sourceWidth), int32(sourceHeight))
//sketch.CreateLayer("field", &FieldLayer{field: &field, dirty: true}, int32(sourceWidth), int32(sourceHeight))
sketch.CreateLayer("contours", &contourLayer, int32(sourceWidth), int32(sourceHeight))
sketch.CreateLayer("contours", &contourLayer)
ports := MakePorts()
ports["sierpinskiArrowAngle"] = Sine {
@@ -98,7 +82,6 @@ func main() {
SourceHeight: int32(sourceHeight),
Time: t,
Ports: ports.Eval(t),
Cam: &camera,
}
sketch.Update(renderCtx)
@@ -125,10 +108,10 @@ func main() {
for ch := rl.GetCharPressed(); ch != 0; ch = rl.GetCharPressed() {
c := rune(ch)
if c == 'c' {
resetCamera(&camera)
sketch.ResetCamera()
} else if c >= '1' && c <= '9' {
zoom := 1 << int(ch-'0')
camera.Zoom = float32(zoom)
sketch.cam.Zoom = float32(zoom)
}
}
@@ -140,11 +123,6 @@ func main() {
rl.CloseWindow()
}
func resetCamera(cam *TextureCam) {
cam.LookAt = rl.Vector2{X: float32(cam.SourceWidth) / 2.0, Y: float32(cam.SourceHeight) / 2.0}
cam.Zoom = 1.0
}
type FieldLayer struct {
field Field
dirty bool
@@ -169,122 +147,6 @@ func (s *FieldLayer) IsDirty() bool {
return s.dirty
}
type ContourLayer struct {
field Field
actors []*Actor
rng *rand.Rand
sourceWidth int32
sourceHeight int32
}
func NewContourLayer(rng *rand.Rand, field Field, sourceWidth int32, sourceHeight int32) ContourLayer {
actors := make([]*Actor, 0)
layer := ContourLayer {
rng: rng,
field: field,
actors: actors,
sourceWidth: sourceWidth,
sourceHeight: sourceHeight,
}
layer.AddActors(1)
return layer
}
func (s *ContourLayer) AddActors(n int) {
for range n {
x := s.rng.Int31() % s.sourceWidth
y := s.rng.Int31() % s.sourceHeight
newActor :=
&Actor {
position: rl.Vector2{X: float32(x), Y: float32(y)},
field: s.field,
stepSize: 1,
color: rl.NewColor(11, 35, 176, 20),
}
s.actors = append(s.actors, newActor)
}
}
func (s *ContourLayer) Update(ctx *RenderCtx) {
s.AddActors(100) // parameterize
}
func (s *ContourLayer) Draw(ctx *RenderCtx) {
rl.BeginBlendMode(rl.BlendAdditive)
for _, actor := range s.actors {
actor.Draw()
}
rl.EndBlendMode()
}
func (s *ContourLayer) IsDirty() bool {
return true
}
type Actor struct {
position rl.Vector2
field Field
stepSize float32
color rl.Color
}
func (a *Actor) Draw() {
v := a.field.Get(a.position.X, a.position.Y)
rad := rl.Remap(v, 0, 1, 0, 3*math.Pi)
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)))}
rl.DrawLineV(a.position, nextPosition, a.color)
//fmt.Printf("position %v -> nextPosition %v \n", a.position, nextPosition)
a.position = nextPosition
}
func RandRadialVec(rng *rand.Rand, minRadius float32, maxRadius float32, loAngle float32, hiAngle float32) rl.Vector2 {
r := float64(rl.Remap(rng.Float32(), 0, 1, minRadius, maxRadius))
deg := float64(rl.Remap(rng.Float32(), 0, 1, loAngle, hiAngle))
rad := rl.Deg2rad * deg
return rl.Vector2{X: float32(r * math.Cos(rad)), Y: float32(r * math.Sin(rad))}
}
type Worm struct {
position rl.Vector2
angles []float32
angleIndex int
stepSize int
renderPct float32
}
func (w *Worm) Draw(ctx *RenderCtx) {
rl.PushMatrix()
rl.Translatef(w.position.X, w.position.Y, 0)
lastAngle := float32(0.0)
stepCount := 0
nudged := false
for i := range w.angles {
ii := (i + w.angleIndex) % len(w.angles)
angle := w.angles[ii]
deltaAngle := angle - lastAngle
if !nudged {
rad := float64(deltaAngle * math.Pi / 180.0)
nudge := rl.Vector2{X: float32(w.stepSize) * float32(math.Cos(rad)), Y: float32(w.stepSize) * float32(math.Sin(rad))}
w.position = rl.Vector2Add(w.position, nudge)
nudged = true
}
rl.Rotatef(deltaAngle, 0, 0, 1)
rl.DrawLine(0, 0, int32(w.stepSize), 0, rl.NewColor(184, 187, 38, 50))
rl.Translatef(float32(w.stepSize), 0, 0)
lastAngle = angle
stepCount++
if stepCount > int(float32(len(w.angles))*w.renderPct) {
break
}
}
rl.PopMatrix()
w.angleIndex = (w.angleIndex + 1) % len(w.angles)
}
type SierpinskiArrow struct{}
func (s *SierpinskiArrow) Draw(ctx *RenderCtx) {

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@@ -0,0 +1,18 @@
zlib License
Copyright (c) 2015-2024 raylib technologies (@raylibtech) / Ramon Santamaria (@raysan5)
This software is provided "as-is", without any express or implied warranty. In no event
will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose, including commercial
applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you
wrote the original software. If you use this software in a product, an acknowledgment
in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented
as being the original software.
3. This notice may not be removed or altered from any source distribution.

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@@ -0,0 +1,58 @@
# `rGuiStyler`
A simple and easy-to-use [raygui](https://github.com/raysan5/raygui) styles editor.
Useful for tools style customization. The best tool companion for [rGuiLayout](https://raylibtech.itch.io/rguilayout) and [rGuiIcons](https://raylibtech.itch.io/rguiicons).
`rGuiStyler` can be used for free as a [WebAssembly online tool](https://raylibtech.itch.io/rguistyler) and it can also be downloaded as a **standalone tool** for `Windows`, `Linux` and `macOS` with some extra features.
**NOTE: Latest `rGuiStyler 6.0` release is intended to be used with [`raygui 4.5+`](https://github.com/raysan5/raygui) release.**
## Features
- **Global and control specific styles edition**
- **Style preview** in real time with individual test controls
- **Style templates** available to start customizing new styles
- Selectable controls state: **NORMAL, FOCUSED, PRESSED, DISABLED**
- Save and load as binary style file `.rgs` (with font embedded!)
- Export style as an embeddable **code file** (`.h`) (with font embedded!)
- Export style as a `.png` **controls table image** for showcase
- Embed style as png image chunk: `rGSf` (rgs file data)
- Import, configure and preview **style fonts** (`.ttf`/`.otf`)
- Load custom font charset for the style (Unicode codepoints)
- Color palette for quick color save/selection
- **+14 custom style examples** included for reference
- Command-line support for `.rgs`/`.h`/`.png` batch conversion
- **Free and open source**
## Screenshot
![rGuiStyler](screenshots/rguistyler_v600_shot01.png)
## Usage
The tool is quite intuitive, the expected steps to follow are:
1. Choose the control to edit from the Controls ListView (`DEFAULT` referes to global style for all controls)
2. Choose the property to edit from Properties ListView
3. Select a value for that property (color, number...) on Control Property Edit window
4. Font can be loaded and atlas generated automatically
NOTE: Changes are previewed in real time in the same tool!
Once the desired style has been created, press the `Export Style` button to save it as a `.rgs`**binary style file**. Style can also be exported as an embeddable `.h` **code file** or a `.png` **controls table image** (intended for preview and style showcase)
`rGuiStyler Standalone` comes with command-line support for batch conversion. For usage help:
> rguistyler.exe --help
## License
`rGuiStyler` source code is distributed as **open source**, licensed under an unmodified [zlib/libpng license](LICENSE).
`rGuiStyler` binaries are completely free for anyone willing to compile them directly from source.
`rGuiStyler Standalone` desktop tool is distributed as freeware.
In any case, consider some donation to help the author keep working on software for games development.
*Copyright (c) 2017-2025 raylib technologies ([@raylibtech](https://twitter.com/raylibtech)) / Ramon Santamaria ([@raysan5](https://twitter.com/raysan5))*

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@@ -0,0 +1,23 @@
## Fonts licenses
All included fonts are licensed under a permissive license, usually free to use for personal use and in most cases also for commercial use. In any case, individual licenses should be carefully reviewed and it's recommended to contact creators in case of doubts.
| Font Name | File Name | License Type | Creator | More details |
|-----------------------|----------------------|------------------------------------------|--------------------------------|-------------------------------------|
| 2A03 | `2a03.ttf` | Free for Personal & Commercial Use | memesbruh03 | https://www.dafont.com/2a03.font |
| Cartridge | `Cartridge.ttf` | [Creative Commons BY 4.0](https://creativecommons.org/licenses/by/4.0/) | jeti | https://www.dafont.com/cartridge.font |
| CozetteVector | `CozetteVector.otf` | [MIT License](https://github.com/slavfox/Cozette/blob/main/LICENSE) | [Slavfox](https://github.com/slavfox) | https://github.com/slavfox/Cozette |
| Fairfax | `Fairfax.ttf` | [SIL Open Font License 1.1](https://github.com/kreativekorp/open-relay/blob/master/Fairfax/OFL.txt) | Kreative Korp | https://github.com/kreativekorp/open-relay |
| Generic Mobile System Nuevo | `GMSN.ttf` | [Creative Commons Zero (CC0) 1.0](https://creativecommons.org/licenses/zero/1.0/) | Jayvee Enaguas (HarvettFox96) | https://www.dafont.com/generic-mobile-system.font |
| Hello World Regular | `hello-world.ttf` | SIL Open Font License | Anthony Gross | https://www.dafont.com/hello-world.font |
| Homespun TT BRK | `homespun.ttf` | Free for Personal Use | AEnigma (Brian Kent) | https://www.dafont.com/homespun-brk.font |
| Grixel Kyrou 7 Wide | `Kyrou7Wide.ttf` | [Creative Commons BY-ND 2.5](http://creativecommons.org/licenses/by-nd/2.5/) | Nikos Giannakopoulos | https://www.dafont.com/grixel-kyrou-7-wide.font
| Mecha | `Mecha.ttf` | Free for Personal Use | Captain Falcon | https://www.dafont.com/mecha-cf.font |
| OwreKynge | `OwreKynge.ttf` | [Creative Commons BY 4.0](https://creativecommons.org/licenses/by/4.0/) | jeti | https://www.dafont.com/owrekynge.font |
| Pixel Intv | `PixelIntv.otf` | Free for Personal Use | Pixel Sagas (Neale Davidson) | https://www.dafont.com/pixel-intv.font |
| Pixel Operator | `PixelOperator.ttf` | [Creative Commons Zero (CC0) 1.0](https://creativecommons.org/licenses/zero/1.0/) | Jayvee Enaguas (HarvettFox96) | https://www.dafont.com/pixel-operator.font |
| V5 Eastergothic | `v5easter.ttf` | Free, use at will | Roberto Christen | https://www.dafont.com/v5eastergothic.font |
| V5 Loxical Lixera | `v5loxical.ttf` | Free, use at will | Roberto Christen | https://www.dafont.com/v5loxica-lixera.font |
| Westington | `Westington.ttf` | Free use for anything, personal or otherwise | Hazel Abbiati | https://www.dafont.com/westington.font |
Enjoy it!

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@@ -8,23 +8,39 @@ import (
type Sketch struct {
sourceWidth int32
sourceHeight int32
cam *TextureCam
layerTools map[string]LayerTools
layerToolsOrdered []LayerTools
composite rl.RenderTexture2D
}
type TextureCam struct {
LookAt rl.Vector2
Zoom float32
}
func NewSketch(sourceWidth, sourceHeight int32) Sketch {
// point at source center
// put source center at center of screen
var camera = TextureCam {
LookAt: rl.Vector2{X: float32(sourceWidth) / 2.0, Y: float32(sourceHeight) / 2.0},
Zoom: 1.0,
}
return Sketch {
sourceWidth: sourceWidth,
sourceHeight: sourceHeight,
layerTools: make(map[string]LayerTools),
layerToolsOrdered: []LayerTools {},
composite: rl.LoadRenderTexture(sourceWidth, sourceHeight),
cam: &camera,
}
}
func (s *Sketch) CreateLayer(name string, layer Layer, sourceWidth int32, sourceHeight int32) {
texture := rl.LoadRenderTexture(sourceWidth, sourceHeight)
func (s *Sketch) CreateLayer(name string, layer Layer) {
texture := rl.LoadRenderTexture(s.sourceWidth, s.sourceHeight)
layerTools := LayerTools {
name: name,
texture: &texture,
@@ -80,44 +96,49 @@ func (s *Sketch) Draw(ctx *RenderCtx) {
}
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))
viewportWidth := rl.Clamp(float32(ctx.SourceWidth) / s.cam.Zoom, 0, float32(ctx.SourceWidth))
viewportHeight := rl.Clamp(float32(ctx.SourceHeight) / s.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),
X: rl.Clamp(s.cam.LookAt.X - viewportWidth/2.0, 0, float32(ctx.SourceWidth)-viewportWidth),
Y: rl.Clamp(s.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 = rl.Vector2Scale(delta, -sourceScale/s.cam.Zoom)
delta.Y = -delta.Y
ctx.Cam.LookAt = rl.Vector2Add(ctx.Cam.LookAt, delta)
s.cam.LookAt = rl.Vector2Add(s.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))
s.cam.LookAt.X = rl.Clamp(s.cam.LookAt.X, 0, float32(ctx.SourceWidth-1))
s.cam.LookAt.Y = rl.Clamp(s.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
s.cam.Zoom *= 1+zoomIncrement
} else {
ctx.Cam.Zoom *= 1-zoomIncrement
s.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)
s.cam.Zoom = rl.Clamp(s.cam.Zoom, 1, math.MaxInt64)
}
func (s *Sketch) ResetCamera() {
s.cam.LookAt = rl.Vector2{X: float32(s.sourceWidth) / 2.0, Y: float32(s.sourceHeight) / 2.0}
s.cam.Zoom = 1.0
}
type SketchCapture struct {
@@ -218,5 +239,4 @@ type RenderCtx struct {
SourceHeight int32
Time float64
Ports map[string]float64
Cam *TextureCam
}