Broken: Refactor grid code into parcellize

For some reason the updated pixel buffer isn't drawn? Or the pixel
buffer isn't completely updated? i🤔
This commit is contained in:
heyarne 2022-10-03 23:24:24 +02:00
commit 3493a7cc78

View file

@ -1,9 +1,15 @@
use nannou::image::{self, GenericImageView}; use nannou::image::{self, GenericImage, GenericImageView};
use nannou::prelude::*; use nannou::prelude::*;
use std::env; use std::env;
struct Parcels {
rect_size: u32,
texture: wgpu::Texture,
}
struct Model { struct Model {
image: image::DynamicImage, image: image::DynamicImage,
parcellized: Parcels,
} }
const WIDTH: u32 = 800; const WIDTH: u32 = 800;
@ -12,11 +18,88 @@ fn main() {
nannou::app(model).run(); nannou::app(model).run();
} }
fn parcellize(app: &App, img: &image::DynamicImage, rect_size: u32) -> wgpu::Texture {
let start = std::time::Instant::now();
println!("Called parcellize…");
let win = app.window_rect();
let tile_count = win.w() as u32 / rect_size;
let scale_x = img.width() / win.w() as u32;
let scale_y = img.height() / win.h() as u32;
eprintln!("scale: {:?}", (scale_x, scale_y));
let img = img.to_owned();
let mut parcels = img.clone();
eprintln!(
"before iterating: {:?}, {:?}, {:?}",
parcels.get_pixel(0, 0),
parcels.get_pixel(100, 100),
parcels.get_pixel(parcels.width() - 1, parcels.height() - 1)
);
for grid_y in 0..tile_count {
for grid_x in 0..tile_count {
// eprintln!("Iteration: {:?}", start.elapsed());
let iter = std::time::Instant::now();
let x = grid_x * rect_size;
let y = grid_y * rect_size;
// extract colors from current rect; note that we're working in
// image coordinates here!
let img_x = (x * scale_x) as u32;
let img_y = (y * scale_y) as u32;
let img_rect = rect_size * scale_x as u32;
let crop = img.view(img_x, img_y, img_rect, img_rect);
let mut colors: Vec<_> = crop.pixels().map(|(_, _, px)| px).collect();
// eprintln!("get_pixels: {:?}", iter.elapsed());
// sort colors
colors.sort_unstable_by(|a, b| a.0.cmp(&b.0));
// eprintln!("sorted: {:?}", iter.elapsed());
// eprintln!(
// "crop: {:?} {:?}",
// crop.pixels().into_iter().nth(0),
// crop.pixels().into_iter().last()
// );
// eprintln!("colors: {:?} {:?}", colors.first(), colors.last());
// // draw sorted colors
// crop.pixels().enumerate().for_each(|(i, (_, _, rgba))| {
// parcels.put_pixel(x + i as u32 % (rect_size * scale_x), y, rgba);
// });
//
// eprintln!("before put pixel: {:?}", parcels.get_pixel(x, y));
colors.iter().enumerate().for_each(|(i, col)| {
let i = i as u32;
let x_off = i % rect_size;
let y_off = i / rect_size;
// let (r, g, b) = col.into_components();
parcels.put_pixel(x + x_off, y + y_off, *col); //image::Rgba::from([r, g, b, 255]));
});
// eprintln!("after put pixel: {:?}", parcels.get_pixel(x, y));
// eprintln!("put_pixels: {:?}", iter.elapsed());
}
}
eprintln!(
"after iterating: {:?}, {:?}, {:?}",
parcels.get_pixel(0, 0),
parcels.get_pixel(100, 100),
parcels.get_pixel(parcels.width() - 1, parcels.height() - 1)
);
wgpu::Texture::from_image(app, &parcels)
}
fn model(app: &App) -> Model { fn model(app: &App) -> Model {
app.set_loop_mode(LoopMode::Wait); // app.set_loop_mode(LoopMode::Wait);
app.new_window() app.new_window()
.size(WIDTH, WIDTH) .size(WIDTH, WIDTH)
.view(view) .view(view)
.mouse_moved(mouse_moved)
.build() .build()
.unwrap(); .unwrap();
@ -24,77 +107,39 @@ fn model(app: &App) -> Model {
let image = let image =
image::open(file).expect(format!("Could not open image, please check the path.").as_str()); image::open(file).expect(format!("Could not open image, please check the path.").as_str());
Model { image } let rect_size = app.window_rect().w() as u32 / 20;
let parcellized = parcellize(&app, &image, rect_size);
Model {
image,
parcellized: Parcels {
rect_size,
texture: parcellized,
},
}
}
fn mouse_moved(app: &App, model: &mut Model, mouse: Vec2) {
let tile_count = map_range(
clamp(mouse.x, WIDTH as f32 / -2.0, WIDTH as f32 / 2.0),
WIDTH as f32 / -2.0,
WIDTH as f32 / 2.0,
4,
20,
);
let rect_size = app.window_rect().w() as u32 / tile_count;
if rect_size != model.parcellized.rect_size {
model.parcellized = Parcels {
rect_size,
texture: parcellize(&app, &model.image, rect_size),
};
}
} }
fn view(app: &App, model: &Model, frame: Frame) { fn view(app: &App, model: &Model, frame: Frame) {
let _block_size: usize = 32; frame.clear(BLACK);
let draw = app let draw = app.draw();
.draw() draw.texture(&model.parcellized.texture);
.translate(vec3(WIDTH as f32 / 2.0, WIDTH as f32 / 2.0, 0.0))
.scale(-1.0);
let win = app.window_rect();
let tile_count = map_range(
clamp(app.mouse.x, WIDTH as f32 / -2.0, WIDTH as f32 / 2.0),
WIDTH as f32 / -2.0,
WIDTH as f32 / 2.0,
WIDTH / 4,
WIDTH / 20,
);
let rect_size = win.w() / tile_count as f32;
let scale_x = model.image.width() as f32 / win.w();
let scale_y = model.image.height() as f32 / win.h();
for grid_y in 0..tile_count as usize {
for grid_x in 0..tile_count as usize {
let pos_x = grid_x as f32 * rect_size;
let pos_y = grid_y as f32 * rect_size;
let img_x1 = (pos_x * scale_x) as u32;
let img_y1 = (pos_y * scale_y) as u32;
let img_x2 = ((pos_x + rect_size - 1.0) * scale_x) as u32;
let img_y2 = ((pos_y + rect_size - 1.0) * scale_y) as u32;
// extract colors from current rect
let mut cols: Vec<Hsv> = Vec::new();
for px_y in img_y1..img_y2 {
for px_x in img_x1..img_x2 {
let px = model.image.get_pixel(px_x, px_y);
let col = rgb(
px[0] as f32 / 255.0,
px[1] as f32 / 255.0,
px[2] as f32 / 255.0,
);
cols.push(col.clone().into());
}
}
// sort colors
cols.sort_by(|a, b| {
a.hue
.to_radians()
.partial_cmp(&b.hue.to_radians())
.unwrap()
.reverse()
});
// draw sorted colors
for y in 0..(img_y2 - img_y1) {
for x in 0..(img_x2 - img_x1) {
let i = (x * (rect_size as u32) + y) as usize;
let pos_x = pos_x + (rect_size * (x as f32 / rect_size));
let pos_y = pos_y + (rect_size * (y as f32 / rect_size));
draw.rect()
.x_y(pos_x, pos_y) // rects get drawn from the middle
.w_h(1.0, 1.0)
.color(cols[i]);
}
}
}
}
draw.to_frame(app, &frame).unwrap(); draw.to_frame(app, &frame).unwrap();
} }