progress using my own graphics interface
This commit is contained in:
177
sketch.go
177
sketch.go
@@ -1,27 +1,29 @@
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package main
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import (
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"math"
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"fmt"
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g "github.com/d2fn/sumi/internal/graphics"
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"github.com/gen2brain/raylib-go/raylib"
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"math"
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)
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type Sketch struct {
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sourceWidth int32
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sourceHeight int32
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cam *TextureCam
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composite rl.RenderTexture2D
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layerTools map[string]*LayerTools
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sourceWidth int32
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sourceHeight int32
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cam *TextureCam
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composite rl.RenderTexture2D
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layerTools map[string]*LayerTools
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layerToolsOrdered []*LayerTools
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}
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type TextureCam struct {
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LookAt rl.Vector2
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Zoom float32
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LookAt rl.Vector2
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Zoom float32
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}
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/** RenderCtx **/
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type RenderCtx struct {
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TargetBounds rl.RectangleInt32
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TargetBounds g.Rect
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SourceWidth int32
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SourceHeight int32
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Time float64
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@@ -37,35 +39,35 @@ type LayerTools struct {
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}
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type LayerConfig struct {
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visible bool
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a uint8
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rVisible bool
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r uint8
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gVisible bool
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g uint8
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bVisible bool
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b uint8
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visible bool
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a uint8
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rVisible bool
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r uint8
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gVisible bool
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g uint8
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bVisible bool
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b uint8
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desaturate bool
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saturation float32
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kValue float32
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kValue float32
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}
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func NewSketch(sourceWidth, sourceHeight int32) Sketch {
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// point at source center
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// put source center at center of screen
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var camera = TextureCam {
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LookAt: rl.Vector2{X: float32(sourceWidth) / 2.0, Y: float32(sourceHeight) / 2.0},
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Zoom: 1.0,
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var camera = TextureCam{
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LookAt: rl.Vector2{X: float32(sourceWidth) / 2.0, Y: float32(sourceHeight) / 2.0},
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Zoom: 1.0,
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}
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return Sketch {
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sourceWidth: sourceWidth,
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sourceHeight: sourceHeight,
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layerTools: make(map[string]*LayerTools),
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layerToolsOrdered: []*LayerTools {},
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composite: rl.LoadRenderTexture(sourceWidth, sourceHeight),
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cam: &camera,
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return Sketch{
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sourceWidth: sourceWidth,
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sourceHeight: sourceHeight,
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layerTools: make(map[string]*LayerTools),
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layerToolsOrdered: []*LayerTools{},
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composite: rl.LoadRenderTexture(sourceWidth, sourceHeight),
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cam: &camera,
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}
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}
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@@ -73,7 +75,7 @@ func (s *Sketch) AddLayer(name string, layer Layer) {
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texture := rl.LoadRenderTexture(s.sourceWidth, s.sourceHeight)
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config := NewLayerConfig()
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layerTools :=
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LayerTools {
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LayerTools{
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name: name,
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texture: texture,
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layer: layer,
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@@ -84,7 +86,7 @@ func (s *Sketch) AddLayer(name string, layer Layer) {
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}
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func (s *Sketch) AddColorLayer(name string, c rl.Color) {
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colorLayer := &ColorLayer {
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colorLayer := &ColorLayer{
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color: c,
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dirty: true,
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}
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@@ -115,19 +117,23 @@ func (s *Sketch) Draw(ctx *RenderCtx) {
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s.Redraw(ctx)
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// copy from full texture for compositing, with vertical flipping
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src := rl.Rectangle {
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src := g.Rect {
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X: 0, Y: 0,
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Width: float32(ctx.SourceWidth),
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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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dst := g.Rect {
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X: 0, Y: 0,
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Width: float32(ctx.SourceWidth),
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Width: float32(ctx.SourceWidth),
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Height: float32(ctx.SourceHeight),
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}
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viewport := s.CalcViewport(ctx)
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outputRect := s.calcOutputRectKeepingAspectRatio(ctx)
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sourceRect := g.Rect{X: 0, Y: 0, Width: float32(ctx.SourceWidth), Height: float32(ctx.SourceHeight)}
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targetRect := g.Rect{X: float32(ctx.TargetBounds.X), Y: float32(ctx.TargetBounds.Y), Width: float32(ctx.TargetBounds.Width), Height: float32(ctx.TargetBounds.Height)}
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outputRect := sourceRect.ScaleTo(targetRect)
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fmt.Printf("outputRect = %v\n", outputRect)
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x := float32(0)
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y := float32(0)
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@@ -158,7 +164,6 @@ func (s *Sketch) Draw(ctx *RenderCtx) {
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rl.EndScissorMode()
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rl.PopMatrix()
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rl.BeginBlendMode(rl.BlendAlphaPremultiply)
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//rl.BeginBlendMode(rl.BlendAlpha)
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rl.BeginTextureMode(s.composite)
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@@ -192,48 +197,18 @@ func (s *Sketch) Draw(ctx *RenderCtx) {
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rl.GenTextureMipmaps(&s.composite.Texture)
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rl.SetTextureFilter(s.composite.Texture, rl.FilterTrilinear)
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rl.DrawTexturePro(s.composite.Texture, viewport, outputRect, rl.Vector2{}, 0, rl.White)
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rl.DrawTexturePro(s.composite.Texture, viewport, *outputRect.ToRL(), rl.Vector2{}, 0, rl.White)
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outlineRect := outputRect.ToInt32()
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outlineRect := outputRect.ToRL().ToInt32()
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rl.DrawRectangleLines(outlineRect.X, outlineRect.Y, outlineRect.Width, outlineRect.Height, rl.Gray)
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}
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func (s *Sketch) calcOutputRectKeepingAspectRatio(ctx *RenderCtx) rl.Rectangle {
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sourceAspect := float32(ctx.SourceWidth) / float32(ctx.SourceHeight)
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targetAspect := float32(ctx.TargetBounds.Width) / float32(ctx.TargetBounds.Height)
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outputWidth := ctx.TargetBounds.Width
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outputHeight := ctx.TargetBounds.Height
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if sourceAspect < targetAspect {
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// source is relatively taller than the target
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// so we set the output height to the target height
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// and calculate the width based on source aspect and center
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outputWidth = int32(float32(outputHeight) * sourceAspect)
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} else {
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// source is relatively wider than the target
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// so we set the output width to the target width
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// and calculate the height based on source aspect and center
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outputHeight = int32(float32(outputWidth) / sourceAspect)
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}
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// output width and height are correct -- center within TargetBounds
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x := ctx.TargetBounds.X + ctx.TargetBounds.Width / 2.0 - outputWidth / 2.0
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y := ctx.TargetBounds.Y + ctx.TargetBounds.Height / 2.0 - outputHeight / 2.0
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return rl.Rectangle{
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X: float32(x), Y: float32(y),
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Width: float32(outputWidth),
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Height: float32(outputHeight),
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}
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}
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func (s *Sketch) CalcViewport(ctx *RenderCtx) rl.Rectangle {
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viewportWidth := rl.Clamp(float32(ctx.SourceWidth) / s.cam.Zoom, 0, float32(ctx.SourceWidth))
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viewportHeight := rl.Clamp(float32(ctx.SourceHeight) / s.cam.Zoom, 0, float32(ctx.SourceHeight))
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return rl.Rectangle{
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X: rl.Clamp(s.cam.LookAt.X - viewportWidth/2.0, 0, float32(ctx.SourceWidth)-viewportWidth),
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Y: rl.Clamp(s.cam.LookAt.Y - viewportHeight/2.0, 0, float32(ctx.SourceHeight)-viewportHeight),
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func (s *Sketch) CalcViewport(ctx *RenderCtx) g.Rect {
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viewportWidth := rl.Clamp(float32(ctx.SourceWidth)/s.cam.Zoom, 0, float32(ctx.SourceWidth))
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viewportHeight := rl.Clamp(float32(ctx.SourceHeight)/s.cam.Zoom, 0, float32(ctx.SourceHeight))
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return g.Rect {
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X: rl.Clamp(s.cam.LookAt.X-viewportWidth/2.0, 0, float32(ctx.SourceWidth)-viewportWidth),
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Y: rl.Clamp(s.cam.LookAt.Y-viewportHeight/2.0, 0, float32(ctx.SourceHeight)-viewportHeight),
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Width: float32(viewportWidth),
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Height: -float32(viewportHeight),
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}
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@@ -260,9 +235,9 @@ func (s *Sketch) Update(ctx *RenderCtx) {
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if wheel != 0 {
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const zoomIncrement float32 = 0.20
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if wheel > 0 {
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s.cam.Zoom *= 1+zoomIncrement
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s.cam.Zoom *= 1 + zoomIncrement
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} else {
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s.cam.Zoom *= 1-zoomIncrement
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s.cam.Zoom *= 1 - zoomIncrement
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}
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}
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@@ -276,9 +251,9 @@ func (s *Sketch) ResetCamera() {
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}
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type SketchCapture struct {
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width, height uint32
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compositeImage *rl.Image
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layerTools map[string]*LayerTools
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width, height uint32
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compositeImage *rl.Image
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layerTools map[string]*LayerTools
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layerToolsOrdered []*LayerTools
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}
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@@ -289,26 +264,26 @@ func (s *Sketch) Capture() *SketchCapture {
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layerTool.capture = rl.LoadImageFromTexture(layerTool.texture.Texture)
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rl.ImageFlipVertical(layerTool.capture)
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}
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return &SketchCapture {
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return &SketchCapture{
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width: uint32(s.sourceWidth), height: uint32(s.sourceHeight),
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compositeImage: composite,
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layerTools: s.layerTools,
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compositeImage: composite,
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layerTools: s.layerTools,
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layerToolsOrdered: s.layerToolsOrdered,
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}
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}
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func NewLayerConfig() LayerConfig {
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return LayerConfig {
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visible: true,
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a: 255,
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rVisible: true,
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r: 255,
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gVisible: true,
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g: 255,
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bVisible: true,
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b: 255,
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return LayerConfig{
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visible: true,
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a: 255,
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rVisible: true,
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r: 255,
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gVisible: true,
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g: 255,
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bVisible: true,
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b: 255,
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desaturate: false,
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kValue: 1.0,
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kValue: 1.0,
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}
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}
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@@ -326,7 +301,7 @@ type ColorLayer struct {
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}
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func (cl *ColorLayer) Update(ctx *RenderCtx) {
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;
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}
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func (cl *ColorLayer) Draw(ctx *RenderCtx) {
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@@ -340,24 +315,24 @@ func (cl *ColorLayer) IsDirty() bool {
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type ImageLayer struct {
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texture rl.Texture2D
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dirty bool
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dirty bool
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}
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func NewImageLayer(path string) *ImageLayer {
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image := rl.LoadImage(path)
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tex := rl.LoadTextureFromImage(image)
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return &ImageLayer {
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return &ImageLayer{
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texture: tex,
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dirty: true,
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dirty: true,
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}
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}
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func (il *ImageLayer) Update(ctx *RenderCtx) {
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;
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}
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func (il *ImageLayer) Draw(ctx *RenderCtx) {
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rl.Translatef(float32(ctx.SourceWidth) / 2.0 - float32(il.texture.Width) / 2.0, float32(ctx.SourceHeight) / 2.0 - float32(il.texture.Height) / 2.0, 0)
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rl.Translatef(float32(ctx.SourceWidth)/2.0-float32(il.texture.Width)/2.0, float32(ctx.SourceHeight)/2.0-float32(il.texture.Height)/2.0, 0)
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rl.DrawTexture(il.texture, 0, 0, rl.White)
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}
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@@ -365,12 +340,12 @@ func (il *ImageLayer) IsDirty() bool {
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return il.dirty
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}
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type TestPattern struct{
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type TestPattern struct {
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dirty bool
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}
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func (tp *TestPattern) Update(ctx *RenderCtx) {
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;
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}
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func (tp *TestPattern) Draw(ctx *RenderCtx) {
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@@ -379,7 +354,7 @@ func (tp *TestPattern) Draw(ctx *RenderCtx) {
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centerX := float32(ctx.SourceWidth) / 2
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centerY := float32(ctx.SourceHeight) / 2
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rl.DrawRectangleRec(rl.Rectangle{X: 0, Y: 0, Width: centerX, Height: centerY}, rl.Red)
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rl.DrawRectangleRec(*g.Rect{X: 0, Y: 0, Width: centerX, Height: centerY}.ToRL(), rl.Red)
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rl.DrawRectangleRec(rl.Rectangle{X: centerX, Y: 0, Width: centerX, Height: centerY}, rl.Green)
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rl.DrawRectangleRec(rl.Rectangle{X: 0, Y: centerY, Width: centerX, Height: centerY}, rl.Blue)
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rl.DrawRectangleRec(rl.Rectangle{X: centerX, Y: centerY, Width: centerX, Height: centerY}, rl.White)
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