Files
sumi/sketch.go
2025-12-23 12:06:13 -06:00

374 lines
8.9 KiB
Go

package main
import (
"math"
"github.com/gen2brain/raylib-go/raylib"
)
type Sketch struct {
sourceWidth int32
sourceHeight int32
cam *TextureCam
composite rl.RenderTexture2D
layerTools map[string]*LayerTools
layerToolsOrdered []*LayerTools
}
type TextureCam struct {
LookAt rl.Vector2
Zoom float32
}
/** RenderCtx **/
type RenderCtx struct {
TargetBounds rl.Rectangle
SourceWidth int32
SourceHeight int32
Time float64
Ports map[string]float64
}
type LayerTools struct {
name string
layer Layer
texture rl.RenderTexture2D
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(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) AddLayer(name string, layer Layer) {
texture := rl.LoadRenderTexture(s.sourceWidth, s.sourceHeight)
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) Draw(ctx *RenderCtx) {
// render onto all layer textures
for _, instance := range s.layerToolsOrdered {
layer := instance.layer
layer.Update(ctx)
if instance.layer.IsDirty() {
rl.BeginTextureMode(instance.texture)
rl.PushMatrix()
layer.Draw(ctx)
rl.PopMatrix()
rl.EndTextureMode()
//rl.GenTextureMipmaps(&instance.texture.Texture)
}
}
// composite all layers to screen
outputRect := s.calcOutputRectKeepingAspectRatio(ctx)
// 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 {
config := instance.config
if config.visible {
var r uint8
if config.rVisible {
r = config.r
}
var g uint8
if config.gVisible {
g = config.g
}
var b uint8
if config.bVisible {
b = config.b
}
tint := rl.NewColor(r, g, b, config.a)
rl.DrawTexturePro(instance.texture.Texture, src, dst, rl.Vector2{}, 0, tint)
}
}
rl.EndTextureMode()
rl.DrawTexturePro(s.composite.Texture, viewport, outputRect, rl.Vector2{}, 0, rl.White)
outlineRect := outputRect.ToInt32()
rl.DrawRectangleLines(outlineRect.X, outlineRect.Y, outlineRect.Width, outlineRect.Height, rl.Gray)
}
func (s *Sketch) calcOutputRectKeepingAspectRatio(ctx *RenderCtx) rl.Rectangle {
sourceAspect := float32(ctx.SourceWidth) / float32(ctx.SourceHeight)
targetAspect := ctx.TargetBounds.Width / ctx.TargetBounds.Height
outputWidth := ctx.TargetBounds.Width
outputHeight := ctx.TargetBounds.Height
if sourceAspect < targetAspect {
// source is relatively taller than the target
// so we set the output height to the target height
// and calculate the width based on source aspect and center
outputWidth = outputHeight * sourceAspect
} else {
// source is relatively wider than the target
// so we set the output width to the target width
// and calculate the height based on source aspect and center
outputHeight = outputWidth / sourceAspect
}
// output width and height are correct -- center within TargetBounds
x := ctx.TargetBounds.X + ctx.TargetBounds.Width / 2.0 - outputWidth / 2.0
y := ctx.TargetBounds.Y + ctx.TargetBounds.Height / 2.0 - outputHeight / 2.0
return rl.Rectangle {
X: x, Y: y,
Width: outputWidth,
Height: outputHeight,
}
}
func (s *Sketch) CalcViewport(ctx *RenderCtx) rl.Rectangle {
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(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()
sourceScale := float32(ctx.SourceWidth) / ctx.TargetBounds.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, 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 {
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() {
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 {
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,
}
}
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 *RenderCtx)
Draw(ctx *RenderCtx)
IsDirty() bool
}
type ColorLayer struct {
color rl.Color
dirty bool
}
func (cl *ColorLayer) Update(ctx *RenderCtx) {
;
}
func (cl *ColorLayer) Draw(ctx *RenderCtx) {
rl.DrawRectangle(0, 0, ctx.SourceWidth, ctx.SourceHeight, cl.color)
}
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 *RenderCtx) {
;
}
func (il *ImageLayer) Draw(ctx *RenderCtx) {
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)
rl.DrawTexture(il.texture, 0, 0, rl.White)
}
func (il *ImageLayer) IsDirty() bool {
return il.dirty
}
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
}