go-opengl-pixel/data.go

277 lines
7.0 KiB
Go

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
}{Color: RGBA{1, 1, 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, (*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 &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) 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().Max.X),
float64(rgba.Bounds().Max.Y),
))
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 = at.Sub(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)])
}