380 lines
9.0 KiB
Go
380 lines
9.0 KiB
Go
package main
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import (
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"math"
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"github.com/gen2brain/raylib-go/raylib"
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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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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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}
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/** RenderCtx **/
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type RenderCtx struct {
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TargetBounds rl.Rectangle
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SourceWidth int32
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SourceHeight int32
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Time float64
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Ports map[string]float64
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}
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type LayerTools struct {
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name string
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layer Layer
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texture rl.RenderTexture2D
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config *LayerConfig
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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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desaturate bool
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saturation 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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}
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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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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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name: name,
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texture: texture,
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layer: layer,
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config: &config,
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}
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s.layerToolsOrdered = append(s.layerToolsOrdered, &layerTools)
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s.layerTools[name] = &layerTools
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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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color: c,
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dirty: true,
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}
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s.AddLayer(name, colorLayer)
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}
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func (s *Sketch) Redraw(ctx *RenderCtx) {
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// render onto all layer textures
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for _, instance := range s.layerToolsOrdered {
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layer := instance.layer
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// ignore this layer entirely unless it's visible
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if instance.config.visible {
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layer.Update(ctx)
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// re-render to texture if dirty
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if instance.layer.IsDirty() {
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rl.BeginTextureMode(instance.texture)
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rl.PushMatrix()
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layer.Draw(ctx)
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rl.PopMatrix()
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rl.EndTextureMode()
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}
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}
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}
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}
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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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X: 0, Y: 0,
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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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X: 0, Y: 0,
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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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rl.BeginTextureMode(s.composite)
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rl.ClearBackground(rl.Black)
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for _, instance := range s.layerToolsOrdered {
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config := instance.config
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if config.visible {
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var r uint8 = 0
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if config.rVisible {
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r = config.r
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}
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var g uint8 = 0
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if config.gVisible {
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g = config.g
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}
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var b uint8 = 0
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if config.bVisible {
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b = config.b
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}
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tint := rl.NewColor(r, g, b, config.a)
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rl.DrawTexturePro(instance.texture.Texture, src, dst, rl.Vector2{}, 0, tint)
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}
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}
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rl.EndTextureMode()
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outputRect := s.calcOutputRectKeepingAspectRatio(ctx)
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rl.DrawTexturePro(s.composite.Texture, viewport, outputRect, rl.Vector2{}, 0, rl.White)
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outlineRect := outputRect.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 := ctx.TargetBounds.Width / 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 = 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 = 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: x, Y: y,
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Width: outputWidth,
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Height: 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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Width: float32(viewportWidth),
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Height: -float32(viewportHeight),
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}
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}
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func (s *Sketch) Update(ctx *RenderCtx) {
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if rl.IsMouseButtonDown(rl.MouseRightButton) {
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// get mouse delta from last frame
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delta := rl.GetMouseDelta()
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sourceScale := float32(ctx.SourceWidth) / ctx.TargetBounds.Width
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// compute the amount to move scaled by the camera zoom
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delta = rl.Vector2Scale(delta, -sourceScale/s.cam.Zoom)
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delta.Y = -delta.Y
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s.cam.LookAt = rl.Vector2Add(s.cam.LookAt, delta)
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}
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// clamp LookAt to be somewhere on the texture
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s.cam.LookAt.X = rl.Clamp(s.cam.LookAt.X, 0, float32(ctx.SourceWidth-1))
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s.cam.LookAt.Y = rl.Clamp(s.cam.LookAt.Y, 0, float32(ctx.SourceHeight-1))
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// Zoom based on mouse wheel
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wheel := rl.GetMouseWheelMove()
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if wheel != 0 {
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const zoomIncrement float32 = 0.05
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if wheel > 0 {
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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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}
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}
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// clamp zoom to > 1 so we don't ever zoom out more than necessary
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s.cam.Zoom = rl.Clamp(s.cam.Zoom, 1, math.MaxInt64)
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}
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func (s *Sketch) ResetCamera() {
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s.cam.LookAt = rl.Vector2{X: float32(s.sourceWidth) / 2.0, Y: float32(s.sourceHeight) / 2.0}
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s.cam.Zoom = 1.0
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}
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type SketchCapture struct {
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compositeImage *rl.Image
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layerImages []*rl.Image
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}
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func (s *Sketch) Capture() *SketchCapture {
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composite := rl.LoadImageFromTexture(s.composite.Texture)
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rl.ImageFlipVertical(composite)
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layerImages := make([]*rl.Image, len(s.layerToolsOrdered))
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for i, layerTool := range s.layerToolsOrdered {
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layerImages[i] = rl.LoadImageFromTexture(layerTool.texture.Texture)
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rl.ImageFlipVertical(layerImages[i])
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}
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return &SketchCapture {
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compositeImage: composite,
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layerImages: layerImages,
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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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desaturate: false,
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kValue: 1.0,
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}
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}
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/** Layer **/
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type Layer interface {
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Update(ctx *RenderCtx)
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Draw(ctx *RenderCtx)
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IsDirty() bool
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}
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type ColorLayer struct {
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color rl.Color
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dirty bool
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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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rl.ClearBackground(cl.color)
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cl.dirty = false
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}
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func (cl *ColorLayer) IsDirty() bool {
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return cl.dirty
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}
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type ImageLayer struct {
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texture rl.Texture2D
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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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texture: tex,
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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.DrawTexture(il.texture, 0, 0, rl.White)
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}
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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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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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rl.ClearBackground(rl.Black)
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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(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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rl.DrawLine(0, 0, ctx.SourceWidth, ctx.SourceHeight, rl.Black)
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rl.PushMatrix()
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rl.Translatef(centerX, centerY, 0)
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rl.SetLineWidth(4.0)
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rl.DrawLine(-10000, 0, 10000, 0, rl.Red)
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rl.DrawLine(0, -10000, 0, 10000, rl.Green)
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rl.DrawRectangleLines(-50, -50, 100, 100, rl.Magenta)
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rl.PopMatrix()
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tp.dirty = false
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}
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func (tp *TestPattern) IsDirty() bool {
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return tp.dirty
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}
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/** Ports **/
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type Ports map[string]Signal
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func MakePorts() Ports {
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return make(Ports)
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}
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/**
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* materialize current value for all ports
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**/
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func (p Ports) Eval(t float64) map[string]float64 {
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out := make(map[string]float64, len(p))
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for name, sig := range p {
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out[name] = sig.Eval(t)
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}
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return out
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}
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