roar/assets/js/gfx.js
Lucio Andrés Illanes Albornoz b853878b4b Refactor & clean up repository tree.
2018-11-26 10:23:26 +01:00

388 lines
9.8 KiB
JavaScript

var blit = (function(){
var blit = {}
blit.and = blit.atop = function(A, B, x, y){
x = x || 0 ; y = y || 0
B.forEach(function(lex, u, v){
var cell = A.getCell(u+x, v+y)
if (cell && lex.opacity > 0) {
cell.assign(lex)
}
})
}
blit.or = blit.under = function(A, B, x, y){
x = x || 0 ; y = y || 0
B.forEach(function(lex, u, v){
var cell = A.getCell(u+x, v+y)
if (cell && cell.opacity == 0) {
cell.assign(lex)
}
})
}
// copy the region of A beginning at x,y into B
blit.copy_from = function(A, B, x, y){
x = x || 0 ; y = y || 0
B.forEach(function(lex, u, v){
var cell = A.getCell(u+x, v+y)
if (cell) {
lex.assign(cell)
}
})
}
blit.copy_toroidal_from = function(A, B, x, y){
x = x || 0 ; y = y || 0
B.forEach(function(lex, u, v){
var cell = A.get(u+x, v+y)
if (cell) {
lex.assign(cell)
}
})
}
blit.copy_to = function(A, B, x, y){
x = x || 0 ; y = y || 0
B.forEach(function(lex, u, v){
var cell = A.getCell(u+x, v+y)
if (cell) {
cell.assign(lex)
}
})
}
blit.invert = function(A, B, x, y){
x = x || 0 ; y = y || 0
B.forEach(function(lex, u, v){
var cell = A.getCell(u+x, v+y)
if (cell && lex.opacity > 0) {
cell.fg = get_inverse(cell.fg)
cell.bg = get_inverse(cell.bg)
}
})
}
var distance_rect = function(x, y, ratio){
return Math.sqrt((Math.pow(y * ratio, 2)) + Math.pow(x, 2))
}
var distance_square = function(x, y, ratio){
return Math.sqrt((Math.pow(y * ratio, 2)) + Math.pow(x * ratio, 2))
}
blit.circle = function(A, lex){
var hw = brush.w/2, hh = brush.h/2
var ratio, distance
if (brush.w === brush.h){
distance = distance_square
ratio = hw / hh * (brush.w === 3 || brush.w === 5 ? 1.2 : 1.05)
} else {
distance = distance_rect
ratio = hw / hh
}
A.forEach(function(lex,x,y) {
if (distance(x - hw + 0.5, y - hh + 0.5, ratio) > hw){
lex.clear()
}
})
}
blit.cross = function(A, lex){
A.forEach(function(lex,x,y) {
if ((x+y)%2) {
lex.clear()
}
})
}
blit.inverted_cross = function(A, lex){
// 1x1 brush should still draw something
if (A.w == 1 && A.h == 1) {
return
}
A.forEach(function(lex,x,y) {
if (!((x+y)%2)) {
lex.clear()
}
})
}
blit.square = function(A, lex){
// i.e. no transparency
}
return blit
})()
var draw = (function(){
var last_point = [0,0]
function down (e, lex, point) {
var w = canvas.w, h = canvas.h
erasing = (e.which == "3" || e.ctrlKey)
changed = true
if (e.shiftKey) {
line (lex, last_point, point, erasing)
if (mirror_x) {
line(lex, [w-last_point[0], last_point[1]], [w-point[0], point[1]], erasing)
}
if (mirror_y) {
line(lex, [last_point[0], h-last_point[1]], [point[0], h-point[1]], erasing)
}
if (mirror_x && mirror_y) {
line(lex, [w-last_point[0], h-last_point[1]], [w-point[0], h-point[1]], erasing)
}
}
else {
stamp (canvas, brush, point[0], point[1], erasing)
if (mirror_x) {
stamp (canvas, brush, w-point[0], point[1], erasing)
}
if (mirror_y) {
stamp (canvas, brush, point[0], h-point[1], erasing)
}
if (mirror_x && mirror_y) {
stamp (canvas, brush, w-point[0], h-point[1], erasing)
}
}
last_point[0] = point[0]
last_point[1] = point[1]
}
function set_last_point (e, point) {
last_point[0] = point[0]
last_point[1] = point[1]
}
function move (e, lex, point) {
var w = canvas.w, h = canvas.h
line(lex, last_point, point, erasing)
if (mirror_x) {
line(lex, [w-last_point[0], last_point[1]], [w-point[0], point[1]], erasing)
}
if (mirror_y) {
line(lex, [last_point[0], h-last_point[1]], [point[0], h-point[1]], erasing)
}
if (mirror_x && mirror_y) {
line(lex, [w-last_point[0], h-last_point[1]], [w-point[0], h-point[1]], erasing)
}
last_point[0] = point[0]
last_point[1] = point[1]
}
function move_toroidal (e, lex, point) {
var w = canvas.w, h = canvas.h
var src_x_quantile = quantile( last_point[0], w )
var src_y_quantile = quantile( last_point[1], h )
var dst_x_quantile = quantile( point[0], w )
var dst_y_quantile = quantile( point[1], h )
var src_x_mod = mod( last_point[0], w )
var src_y_mod = mod( last_point[1], h )
var dst_x_mod = mod( point[0], w )
var dst_y_mod = mod( point[1], h )
// if we've moved across the edge of the board, draw two lines
if (src_x_quantile != dst_x_quantile || src_y_quantile != dst_y_quantile) {
var xa, ya
if (src_x_quantile < dst_x_quantile) {
xa = [
[src_x_mod, dst_x_mod + w],
[src_x_mod-w, dst_x_mod],
]
}
else if (src_x_quantile == dst_x_quantile) {
xa = [
[src_x_mod, dst_x_mod],
[src_x_mod, dst_x_mod],
]
}
else {
xa = [
[src_x_mod, dst_x_mod-w],
[src_x_mod+w, dst_x_mod],
]
}
if (src_y_quantile < dst_y_quantile) {
ya = [
[src_y_mod, dst_y_mod + h],
[src_y_mod-h, dst_y_mod],
]
}
else if (src_y_quantile == dst_y_quantile) {
ya = [
[src_y_mod, dst_y_mod],
[src_y_mod, dst_y_mod],
]
}
else {
ya = [
[src_y_mod, dst_y_mod-h],
[src_y_mod+h, dst_y_mod],
]
}
line(lex, [ xa[0][0], ya[0][0] ], [ xa[0][1], ya[0][1] ], erasing)
line(lex, [ xa[1][0], ya[1][0] ], [ xa[1][1], ya[1][1] ], erasing)
}
else {
var x_a = mod( last_point[0], w )
var y_a = mod( last_point[1], h )
var x_b = mod( point[0], w )
var y_b = mod( point[1], h )
var last_point_mod = [x_b, y_b], point_mod = [x_a, y_a]
line(lex, last_point_mod, point_mod, erasing)
// if (mirror_x) {
// line(lex, [w-last_point_mod[0], last_point_mod[1]], [w-point_mod[0], point_mod[1]], erasing)
// }
// if (mirror_y) {
// line(lex, [last_point_mod[0], h-last_point_mod[1]], [point_mod[0], h-point_mod[1]], erasing)
// }
}
last_point[0] = point[0]
last_point[1] = point[1]
// y = point.y
}
function point (lex, x, y, erasing) {
stamp (canvas, brush, x, y, erasing)
}
function line (lex, a, b, erasing) {
var len = dist(a[0], a[1], b[0], b[1])
var bw = 1
var x, y, i;
for (var i = 0; i <= len; i += bw) {
x = lerp(i / len, a[0], b[0])
y = lerp(i / len, a[1], b[1])
stamp (canvas, brush, x, y, erasing)
}
}
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
})()