implement and document PictureData

This commit is contained in:
faiface 2017-02-28 18:24:25 +01:00
parent 7974f86c4a
commit d598e68c03
2 changed files with 281 additions and 234 deletions

281
data.go Normal file
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package pixel
import (
"fmt"
"image"
"image/color"
"image/draw"
"math"
)
// TrianglesData specifies a list of Triangles vertices with three common properties: Position,
// Color and Texture.
type TrianglesData []struct {
Position Vec
Color NRGBA
Picture Vec
}
// MakeTrianglesData creates TrianglesData of length len initialized with default property values.
//
// Prefer this function to make(TrianglesData, len), because make zeros them, while this function
// does a correct intialization.
func MakeTrianglesData(len int) TrianglesData {
td := TrianglesData{}
td.SetLen(len)
return td
}
// Len returns the number of vertices in TrianglesData.
func (td *TrianglesData) Len() int {
return len(*td)
}
// SetLen resizes TrianglesData to len, while keeping the original content.
//
// If len is greater than TrianglesData's current length, the new data is filled with default
// values ((0, 0), white, (-1, -1)).
func (td *TrianglesData) SetLen(len int) {
if len > td.Len() {
needAppend := len - td.Len()
for i := 0; i < needAppend; i++ {
*td = append(*td, struct {
Position Vec
Color NRGBA
Picture Vec
}{V(0, 0), NRGBA{1, 1, 1, 1}, V(-1, -1)})
}
}
if len < td.Len() {
*td = (*td)[:len]
}
}
// Slice returns a sub-Triangles of this TrianglesData.
func (td *TrianglesData) Slice(i, j int) Triangles {
s := TrianglesData((*td)[i:j])
return &s
}
func (td *TrianglesData) updateData(t Triangles) {
// fast path optimization
if t, ok := t.(*TrianglesData); ok {
copy(*td, *t)
return
}
// slow path manual copy
if t, ok := t.(TrianglesPosition); ok {
for i := range *td {
(*td)[i].Position = t.Position(i)
}
}
if t, ok := t.(TrianglesColor); ok {
for i := range *td {
(*td)[i].Color = t.Color(i)
}
}
if t, ok := t.(TrianglesPicture); ok {
for i := range *td {
(*td)[i].Picture = t.Picture(i)
}
}
}
// Update copies vertex properties from the supplied Triangles into this TrianglesData.
//
// TrianglesPosition, TrianglesColor and TrianglesTexture are supported.
func (td *TrianglesData) Update(t Triangles) {
if td.Len() != t.Len() {
panic(fmt.Errorf("%T.Update: invalid triangles length", td))
}
td.updateData(t)
}
// Copy returns an exact independent copy of this TrianglesData.
func (td *TrianglesData) Copy() Triangles {
copyTd := TrianglesData{}
copyTd.SetLen(td.Len())
copyTd.Update(td)
return &copyTd
}
// Position returns the position property of i-th vertex.
func (td *TrianglesData) Position(i int) Vec {
return (*td)[i].Position
}
// Color returns the color property of i-th vertex.
func (td *TrianglesData) Color(i int) NRGBA {
return (*td)[i].Color
}
// Picture returns the picture property of i-th vertex.
func (td *TrianglesData) Picture(i int) Vec {
return (*td)[i].Picture
}
// PictureData specifies an in-memory rectangular area of NRGBA pixels and implements Picture and
// PictureColor.
//
// Pixels are small rectangles of unit size of form (x, y, x+1, y+1), where x and y are integers.
// PictureData contains and assigns a color to all pixels that are at least partially contained
// within it's Bounds (Rect).
//
// The struct's innards are exposed for convenience, manual modification is at your own risk.
type PictureData struct {
Pix []NRGBA
Stride int
Rect Rect
}
// MakePictureData creates a zero-initialized PictureData covering the given rectangle.
func MakePictureData(rect Rect) PictureData {
w := int(math.Ceil(rect.Pos.X()+rect.Size.X())) - int(math.Floor(rect.Pos.X()))
h := int(math.Ceil(rect.Pos.Y()+rect.Size.Y())) - int(math.Floor(rect.Pos.Y()))
pd := PictureData{
Stride: w,
Rect: rect,
}
pd.Pix = make([]NRGBA, w*h)
return pd
}
func verticalFlip(nrgba *image.NRGBA) {
bounds := nrgba.Bounds()
width := bounds.Dx()
tmpRow := make([]uint8, width*4)
for i, j := 0, bounds.Dy()-1; i < j; i, j = i+1, j-1 {
iRow := nrgba.Pix[i*nrgba.Stride : i*nrgba.Stride+width*4]
jRow := nrgba.Pix[j*nrgba.Stride : j*nrgba.Stride+width*4]
copy(tmpRow, iRow)
copy(iRow, jRow)
copy(jRow, tmpRow)
}
}
// PictureDataFromImage converts an image.Image into PictureData.
//
// The resulting PictureData's Bounds will be the equivalent of the supplied image.Image's Bounds.
func PictureDataFromImage(img image.Image) PictureData {
nrgba := image.NewNRGBA(image.Rect(
0, 0,
img.Bounds().Dx(), img.Bounds().Dy(),
))
draw.Draw(nrgba, nrgba.Bounds(), img, img.Bounds().Min, draw.Src)
verticalFlip(nrgba)
pd := MakePictureData(R(
float64(nrgba.Bounds().Min.X),
float64(nrgba.Bounds().Min.Y),
float64(nrgba.Bounds().Dx()),
float64(nrgba.Bounds().Dy()),
))
for i := range pd.Pix {
pd.Pix[i] = NRGBA{
R: float64(nrgba.Pix[i*4+0]) / 255,
G: float64(nrgba.Pix[i*4+1]) / 255,
B: float64(nrgba.Pix[i*4+2]) / 255,
A: float64(nrgba.Pix[i*4+3]) / 255,
}
}
return pd
}
// PictureDataFromPicture converts an arbitrary Picture into PictureData (the conversion may be
// lossy, because PictureData works with unit-sized pixels).
//
// Bounds are preserved.
func PictureDataFromPicture(pic Picture) PictureData {
if pd, ok := pic.(PictureData); ok {
return pd
}
bounds := pic.Bounds()
pd := MakePictureData(bounds)
if pic, ok := pic.(PictureColor); ok {
for y := bounds.Pos.Y(); y < bounds.Pos.Y()+bounds.Size.Y(); y++ {
for x := bounds.Pos.X(); x < bounds.Pos.X()+bounds.Size.X(); x++ {
at := V(x, y)
pd.SetColor(at, pic.Color(at))
}
}
}
return pd
}
// Image converts PictureData into an image.NRGBA.
//
// The resulting image.NRGBA's Bounds will be equivalent of the PictureData's Bounds.
func (pd PictureData) Image() *image.NRGBA {
fmt.Println(pd.Rect.Pos + pd.Rect.Size)
bounds := image.Rect(
int(math.Floor(pd.Rect.Pos.X())),
int(math.Floor(pd.Rect.Pos.Y())),
int(math.Ceil(pd.Rect.Pos.X()+pd.Rect.Size.X())),
int(math.Ceil(pd.Rect.Pos.Y()+pd.Rect.Size.Y())),
)
nrgba := image.NewNRGBA(bounds)
fmt.Println(nrgba.Rect)
i := 0
for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
for x := bounds.Min.X; x < bounds.Max.X; x++ {
off := pd.offset(V(float64(x), float64(y)))
nrgba.Pix[i*4+0] = uint8(pd.Pix[off].R * 255)
nrgba.Pix[i*4+1] = uint8(pd.Pix[off].G * 255)
nrgba.Pix[i*4+2] = uint8(pd.Pix[off].B * 255)
nrgba.Pix[i*4+3] = uint8(pd.Pix[off].A * 255)
i++
}
}
verticalFlip(nrgba)
fmt.Println(len(nrgba.Pix) / 4)
return nrgba
}
func (pd PictureData) offset(at Vec) int {
at -= pd.Rect.Pos
x, y := int(at.X()), int(at.Y())
return y*pd.Stride + x
}
// Bounds returns the bounds of this PictureData.
func (pd PictureData) Bounds() Rect {
return pd.Rect
}
// Slice returns a sub-Picture of this PictureData inside the supplied rectangle.
func (pd PictureData) Slice(r Rect) Picture {
return PictureData{
Pix: pd.Pix[pd.offset(r.Pos):],
Stride: pd.Stride,
Rect: r,
}
}
// Color returns the color located at the given position.
func (pd PictureData) Color(at Vec) NRGBA {
if !pd.Rect.Contains(at) {
return NRGBA{0, 0, 0, 0}
}
return pd.Pix[pd.offset(at)]
}
// SetColor changes the color located at the given position.
func (pd PictureData) SetColor(at Vec, color color.Color) {
if !pd.Rect.Contains(at) {
return
}
pd.Pix[pd.offset(at)] = NRGBAModel.Convert(color).(NRGBA)
}

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package pixel
import (
"fmt"
"image/color"
)
// TrianglesData specifies a list of Triangles vertices with three common properties: Position,
// Color and Texture.
type TrianglesData []struct {
Position Vec
Color NRGBA
Picture Vec
}
// MakeTrianglesData creates TrianglesData of length len initialized with default property values.
//
// Prefer this function to make(TrianglesData, len), because make zeros them, while this function
// does a correct intialization.
func MakeTrianglesData(len int) TrianglesData {
td := TrianglesData{}
td.SetLen(len)
return td
}
// Len returns the number of vertices in TrianglesData.
func (td *TrianglesData) Len() int {
return len(*td)
}
// SetLen resizes TrianglesData to len, while keeping the original content.
//
// If len is greater than TrianglesData's current length, the new data is filled with default
// values ((0, 0), white, (-1, -1)).
func (td *TrianglesData) SetLen(len int) {
if len > td.Len() {
needAppend := len - td.Len()
for i := 0; i < needAppend; i++ {
*td = append(*td, struct {
Position Vec
Color NRGBA
Picture Vec
}{V(0, 0), NRGBA{1, 1, 1, 1}, V(-1, -1)})
}
}
if len < td.Len() {
*td = (*td)[:len]
}
}
// Slice returns a sub-Triangles of this TrianglesData.
func (td *TrianglesData) Slice(i, j int) Triangles {
s := TrianglesData((*td)[i:j])
return &s
}
func (td *TrianglesData) updateData(t Triangles) {
// fast path optimization
if t, ok := t.(*TrianglesData); ok {
copy(*td, *t)
return
}
// slow path manual copy
if t, ok := t.(TrianglesPosition); ok {
for i := range *td {
(*td)[i].Position = t.Position(i)
}
}
if t, ok := t.(TrianglesColor); ok {
for i := range *td {
(*td)[i].Color = t.Color(i)
}
}
if t, ok := t.(TrianglesPicture); ok {
for i := range *td {
(*td)[i].Picture = t.Picture(i)
}
}
}
// Update copies vertex properties from the supplied Triangles into this TrianglesData.
//
// TrianglesPosition, TrianglesColor and TrianglesTexture are supported.
func (td *TrianglesData) Update(t Triangles) {
if td.Len() != t.Len() {
panic(fmt.Errorf("%T.Update: invalid triangles length", td))
}
td.updateData(t)
}
// Copy returns an exact independent copy of this TrianglesData.
func (td *TrianglesData) Copy() Triangles {
copyTd := TrianglesData{}
copyTd.SetLen(td.Len())
copyTd.Update(td)
return &copyTd
}
// Position returns the position property of i-th vertex.
func (td *TrianglesData) Position(i int) Vec {
return (*td)[i].Position
}
// Color returns the color property of i-th vertex.
func (td *TrianglesData) Color(i int) NRGBA {
return (*td)[i].Color
}
// Picture returns the picture property of i-th vertex.
func (td *TrianglesData) Picture(i int) Vec {
return (*td)[i].Picture
}
// Sprite is a picture that can be drawn onto a Target. To change the position/rotation/scale of
// the Sprite, use Target's SetTransform method.
type Sprite struct {
data TrianglesData
d Drawer
}
// NewSprite creates a Sprite with the supplied Picture. The dimensions of the returned Sprite match
// the dimensions of the Picture.
func NewSprite(pic Picture) *Sprite {
s := &Sprite{
data: TrianglesData{
{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Picture: V(0, 0)},
{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Picture: V(1, 0)},
{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Picture: V(1, 1)},
{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Picture: V(0, 0)},
{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Picture: V(1, 1)},
{Position: V(0, 0), Color: NRGBA{1, 1, 1, 1}, Picture: V(0, 1)},
},
}
s.d = Drawer{Triangles: &s.data}
s.SetPicture(pic)
return s
}
// SetPicture changes the Picture of the Sprite and resizes it accordingly.
func (s *Sprite) SetPicture(pic Picture) {
oldPic := s.d.Picture
s.d.Picture = pic
if oldPic != nil && oldPic.Bounds().Size == pic.Bounds().Size {
return
}
w, h := pic.Bounds().Size.XY()
s.data[0].Position = V(0, 0)
s.data[1].Position = V(w, 0)
s.data[2].Position = V(w, h)
s.data[3].Position = V(0, 0)
s.data[4].Position = V(w, h)
s.data[5].Position = V(0, h)
s.d.Dirty()
}
// Picture returns the current Picture of the Sprite.
func (s *Sprite) Picture() Picture {
return s.d.Picture
}
// Draw draws the Sprite onto the provided Target.
func (s *Sprite) Draw(t Target) {
s.d.Draw(t)
}
// Polygon is a convex polygon shape filled with a single color.
type Polygon struct {
data TrianglesData
d Drawer
col NRGBA
}
// NewPolygon creates a Polygon with specified color and points. Points can be in clock-wise or
// counter-clock-wise order, it doesn't matter. They should however form a convex polygon.
func NewPolygon(c color.Color, points ...Vec) *Polygon {
p := &Polygon{
data: TrianglesData{},
}
p.d = Drawer{Triangles: &p.data}
p.SetColor(c)
p.SetPoints(points...)
return p
}
// SetColor changes the color of the Polygon.
//
// If the Polygon is very large, this method might end up being too expensive. Consider using
// a color mask on a Target, in such a case.
func (p *Polygon) SetColor(c color.Color) {
p.col = NRGBAModel.Convert(c).(NRGBA)
for i := range p.data {
p.data[i].Color = p.col
}
p.d.Dirty()
}
// Color returns the current color of the Polygon.
func (p *Polygon) Color() NRGBA {
return p.col
}
// SetPoints sets the points of the Polygon. The number of points might differ from the original
// count.
//
// This method is more effective, than creating a new Polygon with the given points.
//
// However, it is less expensive than using a transform on a Target.
func (p *Polygon) SetPoints(points ...Vec) {
p.data.SetLen(3 * (len(points) - 2))
for i := 2; i < len(points); i++ {
p.data[(i-2)*3+0].Position = points[0]
p.data[(i-2)*3+1].Position = points[i-1]
p.data[(i-2)*3+2].Position = points[i]
}
for i := range p.data {
p.data[i].Color = p.col
}
p.d.Dirty()
}
// Points returns a slice of points of the Polygon in the order they where supplied.
func (p *Polygon) Points() []Vec {
points := make([]Vec, p.data.Len())
for i := range p.data {
points[i] = p.data[i].Position
}
return points
}
// Draw draws the Polygon onto the Target.
func (p *Polygon) Draw(t Target) {
p.d.Draw(t)
}