renderer module
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@ -16,8 +16,8 @@
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const onResize = () => {
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nextTick(() => {
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windowWidth.value = window.innerWidth;
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store.canvasWidth = window.innerWidth;
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store.canvasHeight = window.innerHeight;
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// TODO: changing the width will clear the canvas. Find something else
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store.renderer.resize(window.innerWidth, window.innerHeight);
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store.setBoardWidth();
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store.setBoardHeight();
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});
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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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@ -6,17 +6,17 @@
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const updateCanvasHeight = (event) => {
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const elem = event.target;
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store.canvasHeight = elem.value;
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store.renderer.resize(elem.value, store.renderer.width);
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};
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const updateCanvasWidth = (event) => {
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const elem = event.target;
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store.canvasWidth = elem.value;
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store.renderer.resize(elem.value, store.renderer.height);
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};
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const updateRefreshRate = (event) => {
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const elem = event.target;
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store.refreshRate = elem.value;
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store.renderer.refreshRate = elem.value;
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};
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const updateDrawingDirection = (event) => {
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@ -39,7 +39,7 @@
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name="canvasWidth"
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type="number"
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step="10"
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:value="store.canvasWidth"
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:value="store.renderer.width"
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@input="updateCanvasWidth"
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/>
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</div>
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@ -50,7 +50,7 @@
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name="canvasHeight"
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type="number"
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step="10"
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:value="store.canvasHeight"
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:value="store.renderer.height"
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@input="updateCanvasHeight"
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/>
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</div>
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@ -64,7 +64,7 @@
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type="number"
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min="100"
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step="100"
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:value="store.refreshRate"
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:value="store.renderer.refreshRate"
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@input="updateRefreshRate"
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/>
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</div>
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@ -17,7 +17,6 @@ function evolve1d(state, rules) {
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const cells = [getCell(x - 1), getCell(x), getCell(x + 1)];
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return rules[cells.join("")];
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});
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return newState.map(Number);
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}
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@ -36,7 +36,7 @@ export function picToBlackAndWhite(pixels, width, height) {
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}
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// convert an ImageData into a 2D array of boolean (0, 1) values
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export function picToBoard(pixels, width, height) {
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export function picToBoard(pixels, board) {
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const flat = pixels.reduce((acc, pixel, index) => {
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const i = index * 4;
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const count = pixels[i] + pixels[i + 1] + pixels[i + 2];
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@ -46,7 +46,7 @@ export function picToBoard(pixels, width, height) {
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}, []);
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// TODO: The representation has to be 2D, not the data structure
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// (change to flat)
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return toMatrix(flat, width, height);
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return toMatrix(flat, board.width, board.height);
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}
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// convert board to ImageData
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72
src/modules/renderer.js
Normal file
72
src/modules/renderer.js
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@ -0,0 +1,72 @@
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import { boardToPic, picToBoard } from "./picture.js";
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// draws the board representation on the canvas
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async function render(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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this.ctx.save();
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// rescale
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this.ctx.clearRect(0, 0, this.width, this.height);
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this.workCtx.putImageData(img, 0, 0);
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this.ctx.imageSmoothingEnabled = false;
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this.ctx.scale(d, d);
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// draw from work canvas
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this.ctx.drawImage(this.workCanvas, 0, 0, this.width, this.height);
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this.ctx.restore();
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}
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// draw image on canvas
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function renderImage(image) {
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this.ctx.fillStyle = "black";
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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this.ctx.drawImage(
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image,
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Math.floor((this.canvas.width - image.width) / 2),
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Math.floor((this.canvas.height - image.height) / 2),
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image.width,
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image.height
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);
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}
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// resize image to board dimensions
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function getResizedImageData(image, board) {
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// draw the image on the work canvas with the dimensions of the board
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this.workCtx.drawImage(image, 0, 0, board.width, board.height);
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// get the resized image data from work canvas
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const resized = this.workCtx.getImageData(0, 0, board.width, board.height);
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// convert the image into a 2D board of boolean based on pixel value
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return picToBoard(resized.data, board);
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}
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function resize(width, height) {
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this.width = width;
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this.height = height;
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this.canvas.height = height;
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this.canvas.width = width;
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this.workCanvas.height = height;
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this.workCanvas.width = width;
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}
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function reset() {
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this.ctx.clearRect(0, 0, this.width, this.height);
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}
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function Renderer() {
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this.canvas = null;
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this.workCanvas = null;
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this.workCtx = null;
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this.width = null;
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this.height = null;
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this.ctx = null;
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this.refreshRate = 300;
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this.render = render;
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this.getResizedImageData = getResizedImageData;
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this.renderImage = renderImage;
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this.reset = reset;
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this.resize = resize;
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}
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export { Renderer };
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import { defineStore } from "pinia";
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import { Board } from "../modules/board.js";
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import { Renderer } from "../modules/renderer.js";
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export const globalStore = defineStore("globalStore", {
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state: () => {
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@ -22,9 +23,6 @@ export const globalStore = defineStore("globalStore", {
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name: "Conway's Game of Life",
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description: "The most popular 2d automata",
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},
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canvasWidth: 0,
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canvasHeight: 0,
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refreshRate: 300,
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initial1dState: "onecell",
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drawingDirection: "y",
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board: new Board(),
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@ -39,17 +37,18 @@ export const globalStore = defineStore("globalStore", {
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activeSubMenu: "",
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loop: false,
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lastAction: "drawfromlast",
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renderer: new Renderer(),
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};
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},
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actions: {
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setBoardWidth() {
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this.board.width = Math.floor(
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this.canvasWidth / this.board.cellProperties.size
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this.renderer.width / this.board.cellProperties.size
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);
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},
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setBoardHeight() {
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this.board.height = Math.floor(
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this.canvasHeight / this.board.cellProperties.size
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this.renderer.height / this.board.cellProperties.size
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);
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},
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setCellProperties(name, value) {
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