mirror of
https://github.com/lalbornoz/roar.git
synced 2024-11-26 16:56:37 +00:00
js/{draw,gfx}.js: merged.
index.html: updates script URIs.
This commit is contained in:
parent
1302616ec0
commit
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@ -140,7 +140,7 @@
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<script src="js/matrix.js"></script>
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<script src="js/gfx.js"></script>
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<script src="js/ui/tool.js"></script>
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<script src="js/draw.js"></script>
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<script src="js/gfx.js"></script>
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<script src="js/ui/brush.js"></script>
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<script src="js/ui/canvas.js"></script>
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221
js/draw.js
221
js/draw.js
@ -1,221 +0,0 @@
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var draw = (function(){
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var last_point = [0,0]
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function down (e, lex, point) {
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var w = canvas.w, h = canvas.h
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erasing = (e.which == "3" || e.ctrlKey)
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changed = true
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if (e.shiftKey) {
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line (lex, last_point, point, erasing)
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if (mirror_x) {
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line(lex, [w-last_point[0], last_point[1]], [w-point[0], point[1]], erasing)
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}
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if (mirror_y) {
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line(lex, [last_point[0], h-last_point[1]], [point[0], h-point[1]], erasing)
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}
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if (mirror_x && mirror_y) {
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line(lex, [w-last_point[0], h-last_point[1]], [w-point[0], h-point[1]], erasing)
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}
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}
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else {
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stamp (canvas, brush, point[0], point[1], erasing)
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if (mirror_x) {
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stamp (canvas, brush, w-point[0], point[1], erasing)
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}
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if (mirror_y) {
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stamp (canvas, brush, point[0], h-point[1], erasing)
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}
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if (mirror_x && mirror_y) {
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stamp (canvas, brush, w-point[0], h-point[1], erasing)
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}
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function set_last_point (e, point) {
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function move (e, lex, point) {
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var w = canvas.w, h = canvas.h
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line(lex, last_point, point, erasing)
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if (mirror_x) {
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line(lex, [w-last_point[0], last_point[1]], [w-point[0], point[1]], erasing)
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}
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if (mirror_y) {
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line(lex, [last_point[0], h-last_point[1]], [point[0], h-point[1]], erasing)
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}
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if (mirror_x && mirror_y) {
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line(lex, [w-last_point[0], h-last_point[1]], [w-point[0], h-point[1]], erasing)
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function move_toroidal (e, lex, point) {
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var w = canvas.w, h = canvas.h
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var src_x_quantile = quantile( last_point[0], w )
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var src_y_quantile = quantile( last_point[1], h )
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var dst_x_quantile = quantile( point[0], w )
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var dst_y_quantile = quantile( point[1], h )
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var src_x_mod = mod( last_point[0], w )
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var src_y_mod = mod( last_point[1], h )
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var dst_x_mod = mod( point[0], w )
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var dst_y_mod = mod( point[1], h )
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// if we've moved across the edge of the board, draw two lines
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if (src_x_quantile != dst_x_quantile || src_y_quantile != dst_y_quantile) {
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var xa, ya
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if (src_x_quantile < dst_x_quantile) {
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xa = [
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[src_x_mod, dst_x_mod + w],
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[src_x_mod-w, dst_x_mod],
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]
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}
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else if (src_x_quantile == dst_x_quantile) {
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xa = [
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[src_x_mod, dst_x_mod],
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[src_x_mod, dst_x_mod],
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]
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}
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else {
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xa = [
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[src_x_mod, dst_x_mod-w],
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[src_x_mod+w, dst_x_mod],
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]
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}
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if (src_y_quantile < dst_y_quantile) {
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ya = [
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[src_y_mod, dst_y_mod + h],
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[src_y_mod-h, dst_y_mod],
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]
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}
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else if (src_y_quantile == dst_y_quantile) {
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ya = [
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[src_y_mod, dst_y_mod],
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[src_y_mod, dst_y_mod],
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]
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}
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else {
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ya = [
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[src_y_mod, dst_y_mod-h],
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[src_y_mod+h, dst_y_mod],
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]
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}
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line(lex, [ xa[0][0], ya[0][0] ], [ xa[0][1], ya[0][1] ], erasing)
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line(lex, [ xa[1][0], ya[1][0] ], [ xa[1][1], ya[1][1] ], erasing)
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}
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else {
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var x_a = mod( last_point[0], w )
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var y_a = mod( last_point[1], h )
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var x_b = mod( point[0], w )
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var y_b = mod( point[1], h )
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var last_point_mod = [x_b, y_b], point_mod = [x_a, y_a]
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line(lex, last_point_mod, point_mod, erasing)
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// if (mirror_x) {
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// line(lex, [w-last_point_mod[0], last_point_mod[1]], [w-point_mod[0], point_mod[1]], erasing)
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// }
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// if (mirror_y) {
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// line(lex, [last_point_mod[0], h-last_point_mod[1]], [point_mod[0], h-point_mod[1]], erasing)
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// }
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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// y = point.y
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}
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function point (lex, x, y, erasing) {
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stamp (canvas, brush, x, y, erasing)
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}
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function line (lex, a, b, erasing) {
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var len = dist(a[0], a[1], b[0], b[1])
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var bw = 1
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var x, y, i;
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for (var i = 0; i <= len; i += bw) {
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x = lerp(i / len, a[0], b[0])
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y = lerp(i / len, a[1], b[1])
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stamp (canvas, brush, x, y, erasing)
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}
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}
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function stamp (canvas, brush, x, y, erasing) {
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var hh = brush.w/2|0
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brush.forEach(function(lex, s, t){
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s = round( s + x-hh )
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t = round( t + y-hh )
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if (s >= 0 && s < canvas.w && t >= 0 && t < canvas.h) {
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if (lex.opacity === 0 && lex.char === ' ') return;
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var aa = canvas.aa[t][s]
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undo.save_lex(s, t, aa)
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if (erasing) {
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aa.erase(lex)
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}
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else {
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aa.stamp(lex, brush)
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}
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}
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})
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}
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function fill (lex, x, y) {
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var q = [ [x,y] ]
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var aa = canvas.aa
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var target = aa[y][x].clone()
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var n, w = 0, e = 0, j = 0
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var kk = 0
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// gets into a weird infinite loop if we don't break here.. :\
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if (target.eq(lex)) { return }
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LOOP: while (q.length) {
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n = q.shift()
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if (aa[n[1]][n[0]].ne(target)) {
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continue LOOP
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}
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w = e = n[0]
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j = n[1]
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WEST: while (w > 0) {
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if (aa[j][w-1].eq(target)) {
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w = w-1
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}
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else {
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break WEST
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}
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}
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EAST: while (e < canvas.w-1) {
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if (aa[j][e+1].eq(target)) {
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e = e+1
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}
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else {
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break EAST
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}
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}
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for (var i = w; i <= e; i++) {
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undo.save_lex(i, j, aa[j][i])
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aa[j][i].assign(lex)
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if (j > 0 && aa[j-1][i].eq(target)) {
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q.push([ i, j-1 ])
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}
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if (j < canvas.h-1 && aa[j+1][i].eq(target)) {
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q.push([ i, j+1 ])
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}
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}
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}
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}
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var draw = {}
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draw.down = down
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draw.set_last_point = set_last_point
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draw.move = move
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draw.move_toroidal = move_toroidal
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draw.stamp = stamp
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draw.line = line
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draw.point = point
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draw.fill = fill
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return draw
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})()
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339
js/gfx.js
339
js/gfx.js
@ -1,61 +1,3 @@
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var shader = (function(){
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var fn_str, fn, lex
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var exports = {}
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var animating = false
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exports.init = function(){
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lex = new Lex (0, 0)
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exports.build(demo_shader.innerHTML)
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}
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exports.build = function (fn_str){
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try {
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new_fn = new Function('lex', 'x', 'y', 'w', 'h', 't', fn_str)
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new_fn(lex, 0, 0, 1, 1, 0)
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}
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catch (e) {
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throw 'Shader execution error'
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}
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exports.fn = fn = new_fn
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return fn
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}
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exports.run = function(canvas){
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var t = +new Date
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shader.canvas = shader.canvas || canvas
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var w = shader.canvas.w, h = shader.canvas.h
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shader.canvas.forEach(function(lex, x, y){
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fn(lex, x, y, w, h, t)
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lex.build()
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})
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}
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exports.toggle = function(state){
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animating = typeof state == "boolean" ? state : ! animating
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shader_fps_el.classList.toggle('hidden')
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return animating
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}
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exports.pause = function(){
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animating = false
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shader_fps_el.classList.add('hidden')
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shader.fps_time = 0
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}
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exports.play = function(){
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animating = true
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shader_fps_el.classList.remove('hidden')
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}
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exports.animate = function (t){
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requestAnimationFrame(exports.animate)
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if (! animating) { return }
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if (shader.fps_time){
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var ms = Date.now() - shader.fps_time
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fps = 1000 / ms
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shader_fps_el.innerHTML = (fps | 0) + ' fps'
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}
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shader.fps_time = Date.now()
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exports.run(canvas)
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}
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return exports
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})()
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var blit = (function(){
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var blit = {}
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@ -162,3 +104,284 @@ var blit = (function(){
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}
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return blit
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})()
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var draw = (function(){
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var last_point = [0,0]
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function down (e, lex, point) {
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var w = canvas.w, h = canvas.h
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erasing = (e.which == "3" || e.ctrlKey)
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changed = true
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if (e.shiftKey) {
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line (lex, last_point, point, erasing)
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if (mirror_x) {
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line(lex, [w-last_point[0], last_point[1]], [w-point[0], point[1]], erasing)
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}
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if (mirror_y) {
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line(lex, [last_point[0], h-last_point[1]], [point[0], h-point[1]], erasing)
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}
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if (mirror_x && mirror_y) {
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line(lex, [w-last_point[0], h-last_point[1]], [w-point[0], h-point[1]], erasing)
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}
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}
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else {
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stamp (canvas, brush, point[0], point[1], erasing)
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if (mirror_x) {
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stamp (canvas, brush, w-point[0], point[1], erasing)
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}
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if (mirror_y) {
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stamp (canvas, brush, point[0], h-point[1], erasing)
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}
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if (mirror_x && mirror_y) {
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stamp (canvas, brush, w-point[0], h-point[1], erasing)
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}
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function set_last_point (e, point) {
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function move (e, lex, point) {
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var w = canvas.w, h = canvas.h
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line(lex, last_point, point, erasing)
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if (mirror_x) {
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line(lex, [w-last_point[0], last_point[1]], [w-point[0], point[1]], erasing)
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}
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if (mirror_y) {
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line(lex, [last_point[0], h-last_point[1]], [point[0], h-point[1]], erasing)
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}
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if (mirror_x && mirror_y) {
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line(lex, [w-last_point[0], h-last_point[1]], [w-point[0], h-point[1]], erasing)
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function move_toroidal (e, lex, point) {
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var w = canvas.w, h = canvas.h
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var src_x_quantile = quantile( last_point[0], w )
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var src_y_quantile = quantile( last_point[1], h )
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var dst_x_quantile = quantile( point[0], w )
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var dst_y_quantile = quantile( point[1], h )
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var src_x_mod = mod( last_point[0], w )
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var src_y_mod = mod( last_point[1], h )
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var dst_x_mod = mod( point[0], w )
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var dst_y_mod = mod( point[1], h )
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// if we've moved across the edge of the board, draw two lines
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if (src_x_quantile != dst_x_quantile || src_y_quantile != dst_y_quantile) {
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var xa, ya
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if (src_x_quantile < dst_x_quantile) {
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xa = [
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[src_x_mod, dst_x_mod + w],
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[src_x_mod-w, dst_x_mod],
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]
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}
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else if (src_x_quantile == dst_x_quantile) {
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xa = [
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[src_x_mod, dst_x_mod],
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[src_x_mod, dst_x_mod],
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]
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}
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else {
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xa = [
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[src_x_mod, dst_x_mod-w],
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[src_x_mod+w, dst_x_mod],
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]
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}
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if (src_y_quantile < dst_y_quantile) {
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ya = [
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[src_y_mod, dst_y_mod + h],
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[src_y_mod-h, dst_y_mod],
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]
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}
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else if (src_y_quantile == dst_y_quantile) {
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ya = [
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[src_y_mod, dst_y_mod],
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[src_y_mod, dst_y_mod],
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]
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}
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else {
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ya = [
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[src_y_mod, dst_y_mod-h],
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[src_y_mod+h, dst_y_mod],
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]
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}
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line(lex, [ xa[0][0], ya[0][0] ], [ xa[0][1], ya[0][1] ], erasing)
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line(lex, [ xa[1][0], ya[1][0] ], [ xa[1][1], ya[1][1] ], erasing)
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}
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else {
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var x_a = mod( last_point[0], w )
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var y_a = mod( last_point[1], h )
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var x_b = mod( point[0], w )
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var y_b = mod( point[1], h )
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var last_point_mod = [x_b, y_b], point_mod = [x_a, y_a]
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line(lex, last_point_mod, point_mod, erasing)
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// if (mirror_x) {
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// line(lex, [w-last_point_mod[0], last_point_mod[1]], [w-point_mod[0], point_mod[1]], erasing)
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// }
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// if (mirror_y) {
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// line(lex, [last_point_mod[0], h-last_point_mod[1]], [point_mod[0], h-point_mod[1]], erasing)
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// }
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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// y = point.y
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}
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function point (lex, x, y, erasing) {
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stamp (canvas, brush, x, y, erasing)
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}
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function line (lex, a, b, erasing) {
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var len = dist(a[0], a[1], b[0], b[1])
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var bw = 1
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var x, y, i;
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for (var i = 0; i <= len; i += bw) {
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x = lerp(i / len, a[0], b[0])
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y = lerp(i / len, a[1], b[1])
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stamp (canvas, brush, x, y, erasing)
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}
|
||||
}
|
||||
|
||||
function stamp (canvas, brush, x, y, erasing) {
|
||||
var hh = brush.w/2|0
|
||||
brush.forEach(function(lex, s, t){
|
||||
s = round( s + x-hh )
|
||||
t = round( t + y-hh )
|
||||
if (s >= 0 && s < canvas.w && t >= 0 && t < canvas.h) {
|
||||
if (lex.opacity === 0 && lex.char === ' ') return;
|
||||
var aa = canvas.aa[t][s]
|
||||
undo.save_lex(s, t, aa)
|
||||
if (erasing) {
|
||||
aa.erase(lex)
|
||||
}
|
||||
else {
|
||||
aa.stamp(lex, brush)
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
function fill (lex, x, y) {
|
||||
var q = [ [x,y] ]
|
||||
var aa = canvas.aa
|
||||
var target = aa[y][x].clone()
|
||||
var n, w = 0, e = 0, j = 0
|
||||
var kk = 0
|
||||
// gets into a weird infinite loop if we don't break here.. :\
|
||||
if (target.eq(lex)) { return }
|
||||
LOOP: while (q.length) {
|
||||
n = q.shift()
|
||||
if (aa[n[1]][n[0]].ne(target)) {
|
||||
continue LOOP
|
||||
}
|
||||
w = e = n[0]
|
||||
j = n[1]
|
||||
WEST: while (w > 0) {
|
||||
if (aa[j][w-1].eq(target)) {
|
||||
w = w-1
|
||||
}
|
||||
else {
|
||||
break WEST
|
||||
}
|
||||
}
|
||||
EAST: while (e < canvas.w-1) {
|
||||
if (aa[j][e+1].eq(target)) {
|
||||
e = e+1
|
||||
}
|
||||
else {
|
||||
break EAST
|
||||
}
|
||||
}
|
||||
for (var i = w; i <= e; i++) {
|
||||
undo.save_lex(i, j, aa[j][i])
|
||||
aa[j][i].assign(lex)
|
||||
if (j > 0 && aa[j-1][i].eq(target)) {
|
||||
q.push([ i, j-1 ])
|
||||
}
|
||||
if (j < canvas.h-1 && aa[j+1][i].eq(target)) {
|
||||
q.push([ i, j+1 ])
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var draw = {}
|
||||
draw.down = down
|
||||
draw.set_last_point = set_last_point
|
||||
draw.move = move
|
||||
draw.move_toroidal = move_toroidal
|
||||
draw.stamp = stamp
|
||||
draw.line = line
|
||||
draw.point = point
|
||||
draw.fill = fill
|
||||
return draw
|
||||
|
||||
})()
|
||||
|
||||
var shader = (function(){
|
||||
var fn_str, fn, lex
|
||||
var exports = {}
|
||||
var animating = false
|
||||
|
||||
exports.init = function(){
|
||||
lex = new Lex (0, 0)
|
||||
exports.build(demo_shader.innerHTML)
|
||||
}
|
||||
exports.build = function (fn_str){
|
||||
try {
|
||||
new_fn = new Function('lex', 'x', 'y', 'w', 'h', 't', fn_str)
|
||||
new_fn(lex, 0, 0, 1, 1, 0)
|
||||
}
|
||||
catch (e) {
|
||||
throw 'Shader execution error'
|
||||
}
|
||||
exports.fn = fn = new_fn
|
||||
return fn
|
||||
}
|
||||
exports.run = function(canvas){
|
||||
var t = +new Date
|
||||
shader.canvas = shader.canvas || canvas
|
||||
var w = shader.canvas.w, h = shader.canvas.h
|
||||
shader.canvas.forEach(function(lex, x, y){
|
||||
fn(lex, x, y, w, h, t)
|
||||
lex.build()
|
||||
})
|
||||
}
|
||||
exports.toggle = function(state){
|
||||
animating = typeof state == "boolean" ? state : ! animating
|
||||
shader_fps_el.classList.toggle('hidden')
|
||||
return animating
|
||||
}
|
||||
exports.pause = function(){
|
||||
animating = false
|
||||
shader_fps_el.classList.add('hidden')
|
||||
shader.fps_time = 0
|
||||
}
|
||||
exports.play = function(){
|
||||
animating = true
|
||||
shader_fps_el.classList.remove('hidden')
|
||||
}
|
||||
exports.animate = function (t){
|
||||
requestAnimationFrame(exports.animate)
|
||||
if (! animating) { return }
|
||||
if (shader.fps_time){
|
||||
var ms = Date.now() - shader.fps_time
|
||||
fps = 1000 / ms
|
||||
shader_fps_el.innerHTML = (fps | 0) + ' fps'
|
||||
}
|
||||
shader.fps_time = Date.now()
|
||||
exports.run(canvas)
|
||||
}
|
||||
|
||||
return exports
|
||||
|
||||
})()
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user