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13
vendor/github.com/faiface/pixel/examples/lights/README.md
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vendor/github.com/faiface/pixel/examples/lights/README.md
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# Lights
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This example demonstrates powerful Porter-Duff composition used to create a nice noisy light effect.
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**Use W and S keys** to adjust the level of "dust".
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The FPS is limited to 30, because the effect is a little expensive and my computer couldn't handle
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60 FPS. If you have a more powerful computer (which is quite likely), peek into the code and disable
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the limit.
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Credit for the panda art goes to [Ján Štrba](https://www.artstation.com/artist/janstrba).
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vendor/github.com/faiface/pixel/examples/lights/main.go
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vendor/github.com/faiface/pixel/examples/lights/main.go
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package main
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import (
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"image"
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"math"
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"os"
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"time"
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_ "image/jpeg"
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_ "image/png"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/imdraw"
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"github.com/faiface/pixel/pixelgl"
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)
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func loadPicture(path string) (pixel.Picture, error) {
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file, err := os.Open(path)
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if err != nil {
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return nil, err
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}
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defer file.Close()
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img, _, err := image.Decode(file)
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if err != nil {
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return nil, err
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}
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return pixel.PictureDataFromImage(img), nil
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}
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type colorlight struct {
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color pixel.RGBA
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point pixel.Vec
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angle float64
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radius float64
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dust float64
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spread float64
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imd *imdraw.IMDraw
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}
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func (cl *colorlight) apply(dst pixel.ComposeTarget, center pixel.Vec, src, noise *pixel.Sprite) {
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// create the light arc if not created already
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if cl.imd == nil {
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imd := imdraw.New(nil)
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imd.Color = pixel.Alpha(1)
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imd.Push(pixel.ZV)
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imd.Color = pixel.Alpha(0)
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for angle := -cl.spread / 2; angle <= cl.spread/2; angle += cl.spread / 64 {
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imd.Push(pixel.V(1, 0).Rotated(angle))
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}
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imd.Polygon(0)
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cl.imd = imd
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}
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// draw the light arc
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dst.SetMatrix(pixel.IM.Scaled(pixel.ZV, cl.radius).Rotated(pixel.ZV, cl.angle).Moved(cl.point))
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dst.SetColorMask(pixel.Alpha(1))
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dst.SetComposeMethod(pixel.ComposePlus)
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cl.imd.Draw(dst)
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// draw the noise inside the light
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dst.SetMatrix(pixel.IM)
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dst.SetComposeMethod(pixel.ComposeIn)
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noise.Draw(dst, pixel.IM.Moved(center))
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// draw an image inside the noisy light
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dst.SetColorMask(cl.color)
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dst.SetComposeMethod(pixel.ComposeIn)
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src.Draw(dst, pixel.IM.Moved(center))
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// draw the light reflected from the dust
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dst.SetMatrix(pixel.IM.Scaled(pixel.ZV, cl.radius).Rotated(pixel.ZV, cl.angle).Moved(cl.point))
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dst.SetColorMask(cl.color.Mul(pixel.Alpha(cl.dust)))
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dst.SetComposeMethod(pixel.ComposePlus)
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cl.imd.Draw(dst)
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}
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func run() {
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pandaPic, err := loadPicture("panda.png")
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if err != nil {
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panic(err)
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}
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noisePic, err := loadPicture("noise.png")
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if err != nil {
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panic(err)
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}
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cfg := pixelgl.WindowConfig{
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Title: "Lights",
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Bounds: pixel.R(0, 0, 1024, 768),
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VSync: true,
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}
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win, err := pixelgl.NewWindow(cfg)
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if err != nil {
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panic(err)
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}
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panda := pixel.NewSprite(pandaPic, pandaPic.Bounds())
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noise := pixel.NewSprite(noisePic, noisePic.Bounds())
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colors := []pixel.RGBA{
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pixel.RGB(1, 0, 0),
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pixel.RGB(0, 1, 0),
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pixel.RGB(0, 0, 1),
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pixel.RGB(1/math.Sqrt2, 1/math.Sqrt2, 0),
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}
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points := []pixel.Vec{
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{X: win.Bounds().Min.X, Y: win.Bounds().Min.Y},
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{X: win.Bounds().Max.X, Y: win.Bounds().Min.Y},
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{X: win.Bounds().Max.X, Y: win.Bounds().Max.Y},
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{X: win.Bounds().Min.X, Y: win.Bounds().Max.Y},
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}
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angles := []float64{
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math.Pi / 4,
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math.Pi/4 + math.Pi/2,
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math.Pi/4 + 2*math.Pi/2,
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math.Pi/4 + 3*math.Pi/2,
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}
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lights := make([]colorlight, 4)
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for i := range lights {
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lights[i] = colorlight{
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color: colors[i],
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point: points[i],
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angle: angles[i],
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radius: 800,
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dust: 0.3,
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spread: math.Pi / math.E,
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}
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}
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speed := []float64{11.0 / 23, 13.0 / 23, 17.0 / 23, 19.0 / 23}
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oneLight := pixelgl.NewCanvas(win.Bounds())
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allLight := pixelgl.NewCanvas(win.Bounds())
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fps30 := time.Tick(time.Second / 30)
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start := time.Now()
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for !win.Closed() {
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if win.Pressed(pixelgl.KeyW) {
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for i := range lights {
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lights[i].dust += 0.05
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if lights[i].dust > 1 {
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lights[i].dust = 1
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}
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}
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}
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if win.Pressed(pixelgl.KeyS) {
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for i := range lights {
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lights[i].dust -= 0.05
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if lights[i].dust < 0 {
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lights[i].dust = 0
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}
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}
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}
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since := time.Since(start).Seconds()
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for i := range lights {
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lights[i].angle = angles[i] + math.Sin(since*speed[i])*math.Pi/8
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}
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win.Clear(pixel.RGB(0, 0, 0))
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// draw the panda visible outside the light
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win.SetColorMask(pixel.Alpha(0.4))
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win.SetComposeMethod(pixel.ComposePlus)
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panda.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
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allLight.Clear(pixel.Alpha(0))
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allLight.SetComposeMethod(pixel.ComposePlus)
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// accumulate all the lights
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for i := range lights {
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oneLight.Clear(pixel.Alpha(0))
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lights[i].apply(oneLight, oneLight.Bounds().Center(), panda, noise)
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oneLight.Draw(allLight, pixel.IM.Moved(allLight.Bounds().Center()))
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}
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// compose the final result
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win.SetColorMask(pixel.Alpha(1))
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allLight.Draw(win, pixel.IM.Moved(win.Bounds().Center()))
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win.Update()
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<-fps30 // maintain 30 fps, because my computer couldn't handle 60 here
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}
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}
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func main() {
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pixelgl.Run(run)
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}
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vendor/github.com/faiface/pixel/examples/lights/noise.png
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vendor/github.com/faiface/pixel/examples/lights/noise.png
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vendor/github.com/faiface/pixel/examples/lights/panda.png
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vendor/github.com/faiface/pixel/examples/lights/panda.png
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vendor/github.com/faiface/pixel/examples/lights/screenshot.png
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vendor/github.com/faiface/pixel/examples/lights/screenshot.png
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