renderer module
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@ -15,16 +15,9 @@
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create1dInitialState,
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create2dRandomGrid,
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} from "../modules/board.js";
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import { boardToPic, picToBoard } from "../modules/picture.js";
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const store = globalStore();
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// TODO: Do we really need to declare a work canvas in this scope?
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// Do we really need to declare a canvas here at all?
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let canvas = null;
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let workCanvas = null;
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let workCtx = null;
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let ctx = null;
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const available2dRules = {
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conway: conwayRules,
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overpopulation: overpopulationRules,
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@ -35,6 +28,7 @@
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};
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// used to determine the dimensions of the board
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// TODO: should be a Board method
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const max = () => {
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return Math.max(store.board.width, store.board.height);
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};
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@ -79,31 +73,28 @@
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);
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onMounted(() => {
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canvas = Object.freeze(document.getElementById("board-canvas"));
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workCanvas = Object.freeze(document.getElementById("work-canvas"));
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ctx = canvas.getContext("2d", { willReadFrequently: true });
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workCtx = workCanvas.getContext("2d", {
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// TODO : butt ugly.
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const canvas = document.getElementById("board-canvas");
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store.renderer.width = canvas.parentElement.clientWidth;
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store.renderer.height = canvas.parentElement.clientHeight;
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store.renderer.canvas = canvas;
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store.renderer.ctx = store.renderer.canvas.getContext("2d", {
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willReadFrequently: true,
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});
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store.renderer.workCanvas = new OffscreenCanvas(
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canvas.parentElement.clientWidth,
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canvas.parentElement.clientHeight
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);
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store.renderer.workCtx = store.renderer.workCanvas.getContext("2d", {
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willReadFrequently: true,
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});
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store.canvasWidth = canvas.parentElement.clientWidth;
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store.canvasHeight = canvas.parentElement.clientHeight;
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store.setBoardWidth();
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store.setBoardHeight();
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});
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// draws the board on the canvas
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const drawCanvas = async (board) => {
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const d = board.cellProperties.size;
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// bool to RGBA colors
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const img = await boardToPic(board);
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// rescale and draw
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ctx.save();
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ctx.clearRect(0, 0, store.canvasWidth, store.canvasHeight);
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workCtx.putImageData(img, 0, 0);
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ctx.imageSmoothingEnabled = false;
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ctx.scale(d, d);
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ctx.drawImage(workCanvas, 0, 0, store.canvasWidth, store.canvasHeight);
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ctx.restore();
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store.renderer.render(board);
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};
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// draw elementary automaton on the canvas based on selected ruleset
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@ -159,47 +150,18 @@
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// draw 2d automaton from an uploaded picture.
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// use the picture representation as an initial state
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const draw2dPicture = () => {
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// draw image on canvas
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ctx.fillStyle = "black";
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ctx.fillRect(0, 0, store.canvasWidth, store.canvasHeight);
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ctx.drawImage(
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store.renderer.renderImage(store.picture);
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const newBoard = store.renderer.getResizedImageData(
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store.picture,
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Math.floor((store.canvasWidth - store.picture.width) / 2),
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Math.floor((store.canvasHeight - store.picture.height) / 2),
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store.picture.width,
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store.picture.height
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store.board
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);
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// draw the image back on the work canvas with the dimensions of the board
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workCtx.drawImage(
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store.picture,
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0,
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0,
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store.board.width,
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store.board.height
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);
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// get the resized image data from work canvas
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const resized = workCtx.getImageData(
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0,
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0,
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store.board.width,
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store.board.height
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);
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// convert the image into a 2D board of boolean based on pixel value
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store.board.grid = Object.freeze(
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picToBoard(resized.data, store.board.width, store.board.height)
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);
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store.toggleStop();
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store.board.grid = Object.freeze(newBoard);
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};
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// stop drawing routines and clear the canvas
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const reset = () => {
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store.toggleStop();
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store.board.grid = null;
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ctx.clearRect(0, 0, store.canvasWidth, store.canvasHeight);
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store.renderer.reset();
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store.reset = false;
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};
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</script>
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@ -207,14 +169,8 @@
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<canvas
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id="board-canvas"
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ref="board-canvas"
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:width="store.canvasWidth"
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:height="store.canvasHeight"
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/>
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<canvas
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id="work-canvas"
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ref="work-canvas"
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:width="store.canvasWidth"
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:height="store.canvasHeight"
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:width="store.renderer.width"
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:height="store.renderer.height"
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/>
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</template>
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<style>
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