package pixel import ( "fmt" "image" "image/color" "image/draw" "math" ) // TrianglesData specifies a list of Triangles vertices with three common properties: // TrianglesPosition, TrianglesColor and TrianglesPicture. type TrianglesData []struct { Position Vec Color RGBA Picture Vec Intensity float64 } // 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 the 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, (0, 0), 0). 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 RGBA Picture Vec Intensity float64 }{V(0, 0), Alpha(1), V(0, 0), 0}) } } 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, (*td)[i].Intensity = 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 ©Td } // 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) RGBA { return (*td)[i].Color } // Picture returns the picture property of i-th vertex. func (td *TrianglesData) Picture(i int) (pic Vec, intensity float64) { return (*td)[i].Picture, (*td)[i].Intensity } // PictureData specifies an in-memory rectangular area of 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. // // The format of the pixels is color.RGBA and not pixel.RGBA for a very serious reason: // pixel.RGBA takes up 8x more memory than color.RGBA. type PictureData struct { Pix []color.RGBA Stride int Rect Rect } // MakePictureData creates a zero-initialized PictureData covering the given rectangle. func MakePictureData(rect Rect) *PictureData { w := int(math.Ceil(rect.Max.X())) - int(math.Floor(rect.Min.X())) h := int(math.Ceil(rect.Max.Y())) - int(math.Floor(rect.Min.Y())) pd := &PictureData{ Stride: w, Rect: rect, } pd.Pix = make([]color.RGBA, w*h) return pd } func verticalFlip(rgba *image.RGBA) { bounds := rgba.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 := rgba.Pix[i*rgba.Stride : i*rgba.Stride+width*4] jRow := rgba.Pix[j*rgba.Stride : j*rgba.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 { var rgba *image.RGBA if rgbaImg, ok := img.(*image.RGBA); ok { rgba = rgbaImg } else { rgba = image.NewRGBA(img.Bounds()) draw.Draw(rgba, rgba.Bounds(), img, img.Bounds().Min, draw.Src) } verticalFlip(rgba) pd := MakePictureData(R( float64(rgba.Bounds().Min.X), float64(rgba.Bounds().Min.Y), float64(rgba.Bounds().Dx()), float64(rgba.Bounds().Dy()), )) for i := range pd.Pix { pd.Pix[i].R = rgba.Pix[i*4+0] pd.Pix[i].G = rgba.Pix[i*4+1] pd.Pix[i].B = rgba.Pix[i*4+2] pd.Pix[i].A = rgba.Pix[i*4+3] } 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 := math.Floor(bounds.Min.Y()); y < bounds.Max.Y(); y++ { for x := math.Floor(bounds.Min.X()); x < bounds.Max.X(); x++ { // this together with the Floor is a trick to get all of the pixels at := V( math.Max(x, bounds.Min.X()), math.Max(y, bounds.Min.Y()), ) col := pic.Color(at) pd.Pix[pd.Index(at)] = color.RGBA{ R: uint8(col.R * 255), G: uint8(col.G * 255), B: uint8(col.B * 255), A: uint8(col.A * 255), } } } } return pd } // Image converts PictureData into an image.RGBA. // // The resulting image.RGBA's Bounds will be equivalent of the PictureData's Bounds. func (pd *PictureData) Image() *image.RGBA { bounds := image.Rect( int(math.Floor(pd.Rect.Min.X())), int(math.Floor(pd.Rect.Min.Y())), int(math.Ceil(pd.Rect.Max.X())), int(math.Ceil(pd.Rect.Max.Y())), ) rgba := image.NewRGBA(bounds) i := 0 for y := bounds.Min.Y; y < bounds.Max.Y; y++ { for x := bounds.Min.X; x < bounds.Max.X; x++ { off := pd.Index(V(float64(x), float64(y))) rgba.Pix[i*4+0] = pd.Pix[off].R rgba.Pix[i*4+1] = pd.Pix[off].G rgba.Pix[i*4+2] = pd.Pix[off].B rgba.Pix[i*4+3] = pd.Pix[off].A i++ } } verticalFlip(rgba) return rgba } // Index returns the index of the pixel at the specified position inside the Pix slice. func (pd *PictureData) Index(at Vec) int { at -= pd.Rect.Min.Map(math.Floor) 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 } // Color returns the color located at the given position. func (pd *PictureData) Color(at Vec) RGBA { if !pd.Rect.Contains(at) { return RGBA{0, 0, 0, 0} } return ToRGBA(pd.Pix[pd.Index(at)]) }