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prims.nim
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import sdl2
from math import sin, cos, PI
type
Pixel* = object
col*: Color
thickness*: cint
gradient*: Color
proc brightness*(c: Color): int = 299*c.r.int + 587*c.g.int + 114*c.b.int
proc pixel*(renderer: RendererPtr; x: int; y: int; p: Pixel) =
#setDrawBlendMode(renderer,
# if c.a == 255: Blendmode_None else: Blendmode_Blend)
setDrawColor(renderer, p.col)
if p.thickness <= 1:
drawPoint(renderer, x.cint, y.cint)
else:
var rect: Rect
rect.x = x.cint
rect.y = y.cint
rect.w = p.thickness
rect.h = p.thickness
drawRect(renderer, rect)
#drawPoint(renderer, x+1, y)
#drawPoint(renderer, x, y+1)
#drawPoint(renderer, x+1, y+1)
proc pixel*(renderer: RendererPtr; x: int; y: int; c: Color) =
setDrawColor(renderer, c)
drawPoint(renderer, x.cint, y.cint)
template hasGradient(p: Pixel): bool = p.gradient != p.col
# 10 14 over 4 steps
# (14-10) div 4 --> 1
# (10-14) div 4 --> -1
template nextColor(r, w, i): untyped =
uint8(clamp(oldp.col.r.float + (p.gradient.r.int - oldp.col.r.int) / w * i.float, 0d, 255d))
#uint8(clamp(p.col.r + 1, 0, 255))
template prevColor(r, w, i): untyped =
uint8(clamp(p.gradient.r.float - (p.gradient.r.int - oldp.col.r.int) / w * i.float, 0d, 255d))
#uint8(clamp(p.col.r - 1, 0, 255))
proc hlineGradient(renderer: RendererPtr; x, y, w: int; oldp: Pixel) =
var p = oldp
for i in 0..w-1:
setDrawColor(renderer, p.col)
if p.thickness <= 1:
drawPoint(renderer, x.cint+i.cint, y.cint)
else:
var rect: Rect
rect.x = (x+i).cint
rect.y = y.cint
rect.w = 1
rect.h = p.thickness
drawRect(renderer, rect)
if i > w-40:
let strength = i-w+40
p.col.r = prevColor(r, 40, strength)
p.col.g = prevColor(g, 40, strength)
p.col.b = prevColor(b, 40, strength)
elif i > w-80:
let strength = i-w+80
p.col.r = nextColor(r, 40, strength)
p.col.g = nextColor(g, 40, strength)
p.col.b = nextColor(b, 40, strength)
proc vlineGradient(renderer: RendererPtr; x, y, h: int; p: Pixel) =
var p = p
for i in 0..h-1:
setDrawColor(renderer, p.col)
if p.thickness <= 1:
drawPoint(renderer, x.cint, y.cint+h.cint)
else:
var rect: Rect
rect.x = x.cint
rect.y = (y+i).cint
rect.w = p.thickness
rect.h = 1
drawRect(renderer, rect)
#p.col.r = nextColor(r)
#p.col.g = nextColor(g)
#p.col.b = nextColor(b)
proc hline*(renderer: RendererPtr; x1: int; x2: int; y: int; p: Pixel) =
setDrawColor(renderer, p.col)
if not hasGradient(p):
drawLine(renderer, x1.cint, y.cint, x2.cint, y.cint)
for i in 1..p.thickness:
drawLine(renderer, x1.cint, (y+i).cint, x2.cint, (y+i).cint)
else:
hLineGradient(renderer, x1.cint, y.cint, (x2-x1+1).cint, p)
proc hline*(renderer: RendererPtr; x1: int; x2: int; y: int; c: Color) =
setDrawColor(renderer, c)
drawLine(renderer, x1.cint, y.cint, x2.cint, y.cint)
proc vline*(renderer: RendererPtr; x: int; y1: int; y2: int; p: Pixel) =
setDrawColor(renderer, p.col)
if not hasGradient(p):
drawLine(renderer, x.cint, y1.cint, x.cint, y2.cint)
for i in 1..p.thickness:
drawLine(renderer, (x+i).cint, y1.cint, (x+i).cint, y2.cint)
else:
vLineGradient(renderer, x.cint, y1.cint, (y2-y1+1).cint, p)
proc vlineDotted*(renderer: RendererPtr; x: int; y1: int; y2: int; c: Color) =
setDrawColor(renderer, c)
var i = y1
while i <= y2:
drawPoint(renderer, x.cint, i.cint)
inc i, 2
proc hlineDotted*(renderer: RendererPtr; x1: int; x2: int; y: int; c: Color) =
setDrawColor(renderer, c)
var i = x1
while i <= x2:
drawPoint(renderer, i.cint, y.cint)
inc i, 2
proc vline*(renderer: RendererPtr; x: int; y1: int; y2: int; c: Color) =
setDrawColor(renderer, c)
drawLine(renderer, x.cint, y1.cint, x.cint, y2.cint)
when false:
proc rectangle*(renderer: RendererPtr; x1, y1, x2, y2: int; c: Color) =
var rect: Rect
if x1 == x2:
if y1 == y2:
pixel(renderer, x1, y1, c)
else:
vline(renderer, x1, y1, y2, c)
return
else:
if y1 == y2:
hline(renderer, x1, x2, y1, c)
return
var x1 = x1
var x2 = x2
var y1 = y1
var y2 = y2
if x1 > x2:
swap x1, x2
if y1 > y2:
swap y1, y2
rect.x = x1.cint
rect.y = y1.cint
rect.w = cint(x2 - x1)
rect.h = cint(y2 - y1)
#setDrawBlendMode(renderer, if c.a == 255: Blendmode_None else: Blendmode_Blend)
setDrawColor(renderer, c)
drawRect(renderer, rect)
proc arc*(renderer: RendererPtr; x: int; y: int; rad: int; start: int;
`end`: int; p: Pixel) =
var cx: int = 0
var cy: int = rad
var df: int = 1 - rad
var dE: int = 3
var dSe: int = - (2 * rad) + 5
var
xpcx: int
xmcx: int
xpcy: int
xmcy: int
var
ypcy: int
ymcy: int
ypcx: int
ymcx: int
var drawoct: uint8
var
startoct: cint
endoct: cint
oct: cint
stopvalStart: cint = 0
stopvalEnd: cint = 0
var
dstart: cdouble
dend: cdouble
temp: cdouble = 0.0
assert rad >= 0
if rad == 0:
pixel(renderer, x, y, p)
return
drawoct = 0
var start = start mod 360
var `end` = `end` mod 360
while start < 0: inc(start, 360)
while `end` < 0: inc(`end`, 360)
start = start mod 360
`end` = `end` mod 360
startoct = start.int32 div 45i32
endoct = `end`.int32 div 45i32
oct = startoct - 1
while true:
oct = (oct + 1) mod 8
if oct == startoct:
dstart = cdouble(start)
case oct
of 0, 3:
temp = sin(dstart * Pi / 180.0)
of 1, 6:
temp = cos(dstart * Pi / 180.0)
of 2, 5:
temp = - cos(dstart * Pi / 180.0)
of 4, 7:
temp = - sin(dstart * Pi / 180.0)
else: discard
temp = temp * rad.float
stopvalStart = cint(temp)
if oct mod 2 != 0: drawoct = drawoct or uint8(1 shl oct)
else: drawoct = drawoct and uint8(255 - (1 shl oct))
if oct == endoct:
dend = cdouble(`end`)
case oct
of 0, 3:
temp = sin(dend * Pi / 180.0)
of 1, 6:
temp = cos(dend * Pi / 180.0)
of 2, 5:
temp = - cos(dend * Pi / 180.0)
of 4, 7:
temp = - sin(dend * Pi / 180.0)
else: discard
temp = temp * rad.float
stopvalEnd = cint(temp)
if startoct == endoct:
if start > `end`:
drawoct = 255
else:
drawoct = drawoct and uint8(255 - (1 shl oct))
elif oct mod 2 != 0:
drawoct = drawoct and uint8(255 - (1 shl oct))
else:
drawoct = drawoct or uint8(1 shl oct)
elif oct != startoct:
drawoct = drawoct or uint8(1 shl oct)
if oct == endoct: break
#setDrawBlendMode(renderer, if c.a == 255: Blendmode_None else: Blendmode_Blend)
setDrawColor(renderer, p.col)
while true:
ypcy = y + cy
ymcy = y - cy
if cx > 0:
xpcx = x + cx
xmcx = x - cx
if (drawoct and 4) != 0: pixel(renderer, xmcx, ypcy, p)
if (drawoct and 2) != 0: pixel(renderer, xpcx, ypcy, p)
if (drawoct and 32) != 0: pixel(renderer, xmcx, ymcy, p)
if (drawoct and 64) != 0: pixel(renderer, xpcx, ymcy, p)
else:
if (drawoct and 96) != 0: pixel(renderer, x, ymcy, p)
if (drawoct and 6) != 0: pixel(renderer, x, ypcy, p)
xpcy = x + cy
xmcy = x - cy
if cx > 0 and cx != cy:
ypcx = y + cx
ymcx = y - cx
if (drawoct and 8) != 0: pixel(renderer, xmcy, ypcx, p)
if (drawoct and 1) != 0: pixel(renderer, xpcy, ypcx, p)
if (drawoct and 16) != 0: pixel(renderer, xmcy, ymcx, p)
if (drawoct and 128) != 0: pixel(renderer, xpcy, ymcx, p)
elif cx == 0:
if (drawoct and 24) != 0: pixel(renderer, xmcy, y, p)
if (drawoct and 129) != 0: pixel(renderer, xpcy, y, p)
if stopvalStart == cx:
if (drawoct and uint8(1 shl startoct)) != 0:
drawoct = drawoct and uint8(255 - (1 shl startoct))
else:
drawoct = drawoct or uint8(1 shl startoct)
if stopvalEnd == cx:
if (drawoct and uint8(1 shl endoct)) != 0:
drawoct = drawoct and uint8(255 - (1 shl endoct))
else:
drawoct = drawoct or uint8(1 shl endoct)
if df < 0:
inc(df, dE)
inc(dE, 2)
inc(dSe, 2)
else:
inc(df, dSe)
inc(dE, 2)
inc(dSe, 4)
dec(cy)
inc(cx)
if cx > cy: break
proc roundedRect*(renderer: RendererPtr; x1, y1, x2, y2, rad: int; p: Pixel) =
var
w: int
h: int
var
xx1: int
xx2: int
var
yy1: int
yy2: int
assert rad >= 0
if rad <= 1:
#rectangle(renderer, x1, y1, x2, y2, p)
return
if x1 == x2:
if y1 == y2:
pixel(renderer, x1, y1, p)
else:
vline(renderer, x1, y1, y2, p)
return
else:
if y1 == y2:
hline(renderer, x1, x2, y1, p)
return
var x1 = x1
var x2 = x2
var y1 = y1
var y2 = y2
if x1 > x2:
swap x1, x2
if y1 > y2:
swap y1, y2
w = x2 - x1
h = y2 - y1
var rad = rad
if (rad * 2) > w:
rad = w div 2
if (rad * 2) > h:
rad = h div 2
xx1 = x1 + rad
xx2 = x2 - rad
yy1 = y1 + rad
yy2 = y2 - rad
arc(renderer, xx1, yy1, rad, 180, 270, p)
arc(renderer, xx2, yy1, rad, 270, 360, p)
arc(renderer, xx1, yy2, rad, 90, 180, p)
arc(renderer, xx2, yy2, rad, 0, 90, p)
if xx1 <= xx2:
hline(renderer, xx1, xx2, y1, p)
hline(renderer, xx1, xx2, y2, p)
if yy1 <= yy2:
vline(renderer, x1, yy1, yy2, p)
vline(renderer, x2, yy1, yy2, p)
proc box*(renderer: RendererPtr; x1: int; y1: int; x2: int; y2: int;
c: Color) =
when false:
var rect: Rect
if x1 == x2:
if y1 == y2:
pixel(renderer, x1, y1, c)
else:
vline(renderer, x1, y1, y2, c)
return
else:
if y1 == y2:
hline(renderer, x1, x2, y1, c)
return
var x1 = x1
var x2 = x2
var y1 = y1
var y2 = y2
if x1 > x2:
swap x1, x2
if y1 > y2:
swap y1, y2
var rect: Rect
rect.x = x1.cint
rect.y = y1.cint
rect.w = cint(x2 - x1 + 1)
rect.h = cint(y2 - y1 + 1)
#setDrawBlendMode(renderer, if c.a == 255: Blendmode_None else: Blendmode_Blend)
setDrawColor(renderer, c)
fillRect(renderer, rect)
proc roundedBox*(renderer: RendererPtr; x1: int; y1: int; x2: int;
y2: int; rad: int; c: Color) =
var
w: int
h: int
r2: int
var cx: int = 0
var cy: int = rad
var ocx: int = -1
var ocy: int = -1
var df: int = 1 - rad
var dE: int = 3
var dSe: int = - (2 * rad) + 5
var
xpcx: int
xmcx: int
xpcy: int
xmcy: int
var
ypcy: int
ymcy: int
ypcx: int
ymcx: int
var
x: int
y: int
dx: int
dy: int
assert rad >= 0
if rad <= 1:
#rectangle(renderer, x1, y1, x2, y2, c)
return
if x1 == x2:
if y1 == y2:
pixel(renderer, x1, y1, c)
else:
vline(renderer, x1, y1, y2, c)
return
else:
if y1 == y2:
hline(renderer, x1, x2, y1, c)
return
var x1 = x1
var x2 = x2
var y1 = y1
var y2 = y2
if x1 > x2:
swap x1, x2
if y1 > y2:
swap y1, y2
w = x2 - x1 + 1
h = y2 - y1 + 1
r2 = rad + rad
var rad = rad
if r2 > w:
rad = w div 2
r2 = rad + rad
if r2 > h:
rad = h div 2
x = x1 + rad
y = y1 + rad
dx = x2 - x1 - rad - rad
dy = y2 - y1 - rad - rad
#setDrawBlendMode(renderer, if c.a == 255: Blendmode_None else: Blendmode_Blend)
setDrawColor(renderer, c)
while true:
xpcx = x + cx
xmcx = x - cx
xpcy = x + cy
xmcy = x - cy
if ocy != cy:
if cy > 0:
ypcy = y + cy
ymcy = y - cy
hline(renderer, xmcx, xpcx + dx, ypcy + dy, c)
hline(renderer, xmcx, xpcx + dx, ymcy, c)
else:
hline(renderer, xmcx, xpcx + dx, y, c)
ocy = cy
if ocx != cx:
if cx != cy:
if cx > 0:
ypcx = y + cx
ymcx = y - cx
hline(renderer, xmcy, xpcy + dx, ymcx, c)
hline(renderer, xmcy, xpcy + dx, ypcx + dy, c)
else:
hline(renderer, xmcy, xpcy + dx, y, c)
ocx = cx
if df < 0:
inc(df, dE)
inc(dE, 2)
inc(dSe, 2)
else:
inc(df, dSe)
inc(dE, 2)
inc(dSe, 4)
dec(cy)
inc(cx)
if cx > cy: break
if dx > 0 and dy > 0:
box(renderer, x1, y1 + rad + 1, x2, y2 - rad, c)