239 lines
5.6 KiB
Go
239 lines
5.6 KiB
Go
// Package pattern applies a kind of brush texture to a palette swatch.
|
|
package pattern
|
|
|
|
import (
|
|
"errors"
|
|
"fmt"
|
|
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
|
|
"git.kirsle.net/SketchyMaze/doodle/pkg/sprites"
|
|
"git.kirsle.net/go/render"
|
|
"git.kirsle.net/go/ui"
|
|
)
|
|
|
|
// Pattern applies a texture to a color in level drawings.
|
|
type Pattern struct {
|
|
Name string
|
|
Filename string
|
|
Hidden bool // boolProp showHiddenDoodads true
|
|
}
|
|
|
|
// Builtins are the list of the game's built-in patterns.
|
|
var Builtins = []Pattern{
|
|
{
|
|
Name: "No pattern",
|
|
Filename: "",
|
|
},
|
|
{
|
|
Name: "Noise",
|
|
Filename: "noise.png",
|
|
},
|
|
{
|
|
Name: "Marker",
|
|
Filename: "marker.png",
|
|
},
|
|
{
|
|
Name: "Ink",
|
|
Filename: "ink.png",
|
|
},
|
|
{
|
|
Name: "Perlin Noise",
|
|
Filename: "perlin-noise.png",
|
|
},
|
|
{
|
|
Name: "Bubbles",
|
|
Filename: "bubbles.png",
|
|
},
|
|
{
|
|
Name: "Circles",
|
|
Filename: "circles.png",
|
|
},
|
|
{
|
|
Name: "Grid",
|
|
Filename: "grid.png",
|
|
},
|
|
{
|
|
Name: "Bars (debug)",
|
|
Filename: "bars.png",
|
|
Hidden: true,
|
|
},
|
|
}
|
|
|
|
// Images is a map of file names to ui.Image widgets,
|
|
// after LoadBuiltins had been called.
|
|
var images map[string]*ui.Image
|
|
|
|
// LoadBuiltins loads all of the PNG textures of built-in patterns
|
|
// into ui.Image widgets.
|
|
func LoadBuiltins(e render.Engine) {
|
|
images = map[string]*ui.Image{}
|
|
|
|
for _, pat := range Builtins {
|
|
if pat.Filename == "" {
|
|
continue
|
|
}
|
|
|
|
img, err := sprites.LoadImage(e, "assets/pattern/"+pat.Filename)
|
|
if err != nil {
|
|
log.Error("Load pattern %s: %s", pat.Filename, err)
|
|
}
|
|
images[pat.Filename] = img
|
|
}
|
|
}
|
|
|
|
// GetImage returns the ui.Image for a builtin pattern.
|
|
func GetImage(filename string) (*ui.Image, error) {
|
|
if images == nil {
|
|
return nil, errors.New("pattern.GetImage: LoadBuiltins() was not called")
|
|
}
|
|
|
|
if im, ok := images[filename]; ok {
|
|
return im, nil
|
|
}
|
|
return nil, fmt.Errorf("pattern.GetImage: filename %s not found", filename)
|
|
}
|
|
|
|
// SampleColor samples a color with the pattern for a given coordinate in infinite space.
|
|
func SampleColor(filename string, color render.Color, point render.Point) render.Color {
|
|
if filename == "" {
|
|
return color
|
|
}
|
|
|
|
// Not loaded in memory?
|
|
if _, ok := images[filename]; !ok {
|
|
return color
|
|
}
|
|
|
|
// Translate the world coord (point) into the bounds of the texture image.
|
|
var (
|
|
image = images[filename].Image // the Go image.Image
|
|
bounds = image.Bounds()
|
|
coord = render.Point{
|
|
// The world coordinate bounded to the pattern image size.
|
|
X: render.AbsInt(point.X % bounds.Max.X),
|
|
Y: render.AbsInt(point.Y % bounds.Max.Y),
|
|
}
|
|
|
|
// Sample the color from the pattern texture.
|
|
colorAt = render.FromColor(image.At(coord.X, coord.Y))
|
|
|
|
// Average the RGBA color out to a grayscale brightness.
|
|
// sourceAvgGray = (int(color.Red) + int(color.Blue) + int(color.Green)/3) % 255
|
|
// patternAvgGray = (int(colorAt.Red) + int(colorAt.Blue) + int(colorAt.Green)/3) % 255
|
|
)
|
|
|
|
// See if the gray average is brighter or lower than the color.
|
|
// if sourceAvgGray < patternAvgGray {
|
|
// delta := patternAvgGray - sourceAvgGray
|
|
// color = color.Lighten(delta)
|
|
// } else if sourceAvgGray > patternAvgGray {
|
|
// color = color.Darken(sourceAvgGray - patternAvgGray)
|
|
// }
|
|
|
|
// return OverlayFilter(color, colorAt)
|
|
// return ScreenFilter(color, colorAt)
|
|
return GrayToColor(color, colorAt)
|
|
|
|
// log.Info("color: %s at point: %s image point: %s", color, point, coord)
|
|
|
|
// return color
|
|
}
|
|
|
|
// GrayToColor samples a colorful swatch with the grayscale pattern img.
|
|
func GrayToColor(color, grayscale render.Color) render.Color {
|
|
// The grayscale image ranges from 0 to 255.
|
|
// The color might be #FF0000 (red)
|
|
// 127 in grayscale should be FF0000 (perfectly red)
|
|
// 0 (black) in grayscale should be black in output
|
|
// 255 (white) in grayscale should be white in output
|
|
var (
|
|
AR = float64(color.Red)
|
|
AG = float64(color.Green)
|
|
AB = float64(color.Blue)
|
|
BR = float64(grayscale.Red)
|
|
BG = float64(grayscale.Green)
|
|
BB = float64(grayscale.Blue)
|
|
)
|
|
|
|
// If the pattern has a fully transparent pixel here, return transparent.
|
|
if grayscale.Alpha == 0 {
|
|
return render.RGBA(1, 0, 0, 1)
|
|
}
|
|
|
|
convert := func(cc, gs float64) uint8 {
|
|
var delta float64
|
|
if gs < 127 {
|
|
// return uint8(cc + cc/gs)
|
|
delta = cc * (gs / 255)
|
|
} else {
|
|
delta = cc * (gs / 255)
|
|
}
|
|
return uint8(delta)
|
|
}
|
|
|
|
return render.RGBA(
|
|
convert(AR, BR),
|
|
convert(AG, BG),
|
|
convert(AB, BB),
|
|
255,
|
|
)
|
|
}
|
|
|
|
// ScreenFilter applies a "screen" blend mode between the two colors (a > b).
|
|
func ScreenFilter(a, b render.Color) render.Color {
|
|
// The algorithm we're going for is:
|
|
// 1 - (1 - a) * (1 - b)
|
|
var (
|
|
AR = a.Red
|
|
AG = a.Green
|
|
AB = a.Blue
|
|
BR = b.Red
|
|
BG = b.Green
|
|
BB = b.Blue
|
|
|
|
deltaR = 255 - (255-AR)*(255-BR)
|
|
deltaG = 255 - (255-AG)*(255-BG)
|
|
deltaB = 255 - (255-AB)*(255-BB)
|
|
)
|
|
|
|
// If the pattern has a fully transparent pixel here, return transparent.
|
|
// if b.Alpha == 0 {
|
|
// return render.RGBA(1, 0, 0, 1)
|
|
// }
|
|
|
|
return render.RGBA(deltaR, deltaG, deltaB, a.Alpha)
|
|
}
|
|
|
|
// OverlayFilter applies an "overlay" blend mode between the two colors.
|
|
func OverlayFilter(a, b render.Color) render.Color {
|
|
// The algorithm we're going for is:
|
|
// If a < 0.5: 2ab
|
|
// Otherwise: 1 - 2(1 - a)(1 - b)
|
|
munch := func(a, b uint8) uint8 {
|
|
if a < 127 {
|
|
return 2 * a * b
|
|
}
|
|
return 255 - (2 * (255 - a) * (255 - b))
|
|
}
|
|
|
|
// If the pattern has a fully transparent pixel here, return transparent.
|
|
if b.Alpha == 0 {
|
|
return render.RGBA(1, 0, 0, 0)
|
|
}
|
|
|
|
var (
|
|
AR = a.Red
|
|
AG = a.Green
|
|
AB = a.Blue
|
|
BR = b.Red
|
|
BG = b.Green
|
|
BB = b.Blue
|
|
|
|
deltaR = munch(AR, BR)
|
|
deltaG = munch(AG, BG)
|
|
deltaB = munch(AB, BB)
|
|
)
|
|
|
|
return render.RGBA(deltaR, deltaG, deltaB, a.Alpha)
|
|
}
|