Files
go-jdenticon/internal/renderer/png.go
Kevin McIntyre f84b511895 init
2025-06-18 01:00:00 -04:00

293 lines
7.0 KiB
Go

package renderer
import (
"bytes"
"image"
"image/color"
"image/draw"
"image/png"
"math"
"strconv"
"strings"
"sync"
"github.com/kevin/go-jdenticon/internal/engine"
)
// PNGRenderer implements the Renderer interface for PNG output
type PNGRenderer struct {
*BaseRenderer
img *image.RGBA
currentColor color.RGBA
background color.RGBA
hasBackground bool
mu sync.RWMutex // For thread safety in concurrent generation
}
// bufferPool provides buffer pooling for efficient PNG generation
var bufferPool = sync.Pool{
New: func() interface{} {
return &bytes.Buffer{}
},
}
// NewPNGRenderer creates a new PNG renderer with the specified icon size
func NewPNGRenderer(iconSize int) *PNGRenderer {
return &PNGRenderer{
BaseRenderer: NewBaseRenderer(iconSize),
img: image.NewRGBA(image.Rect(0, 0, iconSize, iconSize)),
}
}
// SetBackground sets the background color and opacity
func (r *PNGRenderer) SetBackground(fillColor string, opacity float64) {
r.mu.Lock()
defer r.mu.Unlock()
r.BaseRenderer.SetBackground(fillColor, opacity)
r.background = parseColor(fillColor, opacity)
r.hasBackground = opacity > 0
if r.hasBackground {
// Fill the entire image with background color
draw.Draw(r.img, r.img.Bounds(), &image.Uniform{r.background}, image.Point{}, draw.Src)
}
}
// BeginShape marks the beginning of a new shape with the specified color
func (r *PNGRenderer) BeginShape(fillColor string) {
r.mu.Lock()
defer r.mu.Unlock()
r.BaseRenderer.BeginShape(fillColor)
r.currentColor = parseColor(fillColor, 1.0)
}
// EndShape marks the end of the currently drawn shape
func (r *PNGRenderer) EndShape() {
// No action needed for PNG - shapes are drawn immediately
}
// AddPolygon adds a polygon with the current fill color to the image
func (r *PNGRenderer) AddPolygon(points []engine.Point) {
if len(points) == 0 {
return
}
r.mu.Lock()
defer r.mu.Unlock()
// Convert engine.Point to image coordinates
imagePoints := make([]image.Point, len(points))
for i, p := range points {
imagePoints[i] = image.Point{
X: int(math.Round(p.X)),
Y: int(math.Round(p.Y)),
}
}
// Fill polygon using scanline algorithm
r.fillPolygon(imagePoints)
}
// AddCircle adds a circle with the current fill color to the image
func (r *PNGRenderer) AddCircle(topLeft engine.Point, size float64, invert bool) {
r.mu.Lock()
defer r.mu.Unlock()
radius := size / 2
centerX := int(math.Round(topLeft.X + radius))
centerY := int(math.Round(topLeft.Y + radius))
radiusInt := int(math.Round(radius))
// Use Bresenham's circle algorithm for anti-aliased circle drawing
r.drawCircle(centerX, centerY, radiusInt, invert)
}
// ToPNG generates the final PNG image data
func (r *PNGRenderer) ToPNG() []byte {
r.mu.RLock()
defer r.mu.RUnlock()
buf := bufferPool.Get().(*bytes.Buffer)
buf.Reset()
defer bufferPool.Put(buf)
// Encode to PNG with compression
encoder := &png.Encoder{
CompressionLevel: png.BestCompression,
}
if err := encoder.Encode(buf, r.img); err != nil {
return nil
}
// Return a copy of the buffer data
result := make([]byte, buf.Len())
copy(result, buf.Bytes())
return result
}
// parseColor converts a hex color string to RGBA color
func parseColor(hexColor string, opacity float64) color.RGBA {
// Remove # prefix if present
hexColor = strings.TrimPrefix(hexColor, "#")
// Default to black if parsing fails
var r, g, b uint8 = 0, 0, 0
switch len(hexColor) {
case 3:
// Short form: #RGB -> #RRGGBB
if val, err := strconv.ParseUint(hexColor, 16, 12); err == nil {
r = uint8((val >> 8 & 0xF) * 17)
g = uint8((val >> 4 & 0xF) * 17)
b = uint8((val & 0xF) * 17)
}
case 6:
// Full form: #RRGGBB
if val, err := strconv.ParseUint(hexColor, 16, 24); err == nil {
r = uint8(val >> 16)
g = uint8(val >> 8)
b = uint8(val)
}
case 8:
// With alpha: #RRGGBBAA
if val, err := strconv.ParseUint(hexColor, 16, 32); err == nil {
r = uint8(val >> 24)
g = uint8(val >> 16)
b = uint8(val >> 8)
// Override opacity with alpha from color
opacity = float64(uint8(val)) / 255.0
}
}
alpha := uint8(math.Round(opacity * 255))
return color.RGBA{R: r, G: g, B: b, A: alpha}
}
// fillPolygon fills a polygon using a scanline algorithm
func (r *PNGRenderer) fillPolygon(points []image.Point) {
if len(points) < 3 {
return
}
// Find bounding box
minY, maxY := points[0].Y, points[0].Y
for _, p := range points[1:] {
if p.Y < minY {
minY = p.Y
}
if p.Y > maxY {
maxY = p.Y
}
}
// Ensure bounds are within image
bounds := r.img.Bounds()
if minY < bounds.Min.Y {
minY = bounds.Min.Y
}
if maxY >= bounds.Max.Y {
maxY = bounds.Max.Y - 1
}
// For each scanline, find intersections and fill
for y := minY; y <= maxY; y++ {
intersections := r.getIntersections(points, y)
if len(intersections) < 2 {
continue
}
// Sort intersections and fill between pairs
for i := 0; i < len(intersections); i += 2 {
if i+1 < len(intersections) {
x1, x2 := intersections[i], intersections[i+1]
if x1 > x2 {
x1, x2 = x2, x1
}
// Clamp to image bounds
if x1 < bounds.Min.X {
x1 = bounds.Min.X
}
if x2 >= bounds.Max.X {
x2 = bounds.Max.X - 1
}
// Fill the horizontal line
for x := x1; x <= x2; x++ {
r.img.SetRGBA(x, y, r.currentColor)
}
}
}
}
}
// getIntersections finds x-coordinates where a horizontal line intersects polygon edges
func (r *PNGRenderer) getIntersections(points []image.Point, y int) []int {
var intersections []int
n := len(points)
for i := 0; i < n; i++ {
j := (i + 1) % n
p1, p2 := points[i], points[j]
// Check if the edge crosses the scanline
if (p1.Y <= y && p2.Y > y) || (p2.Y <= y && p1.Y > y) {
// Calculate intersection x-coordinate
x := p1.X + (y-p1.Y)*(p2.X-p1.X)/(p2.Y-p1.Y)
intersections = append(intersections, x)
}
}
// Sort intersections
for i := 0; i < len(intersections)-1; i++ {
for j := i + 1; j < len(intersections); j++ {
if intersections[i] > intersections[j] {
intersections[i], intersections[j] = intersections[j], intersections[i]
}
}
}
return intersections
}
// drawCircle draws a filled circle using Bresenham's algorithm
func (r *PNGRenderer) drawCircle(centerX, centerY, radius int, invert bool) {
bounds := r.img.Bounds()
// For filled circle, we'll draw it by filling horizontal lines
for y := -radius; y <= radius; y++ {
actualY := centerY + y
if actualY < bounds.Min.Y || actualY >= bounds.Max.Y {
continue
}
// Calculate x extent for this y
x := int(math.Sqrt(float64(radius*radius - y*y)))
x1, x2 := centerX-x, centerX+x
// Clamp to image bounds
if x1 < bounds.Min.X {
x1 = bounds.Min.X
}
if x2 >= bounds.Max.X {
x2 = bounds.Max.X - 1
}
// Fill the horizontal line
for x := x1; x <= x2; x++ {
if invert {
// For inverted circles, we need to punch a hole
// This would typically be handled by a compositing mode
// For now, we'll set to transparent
r.img.SetRGBA(x, actualY, color.RGBA{0, 0, 0, 0})
} else {
r.img.SetRGBA(x, actualY, r.currentColor)
}
}
}
}