/
layout.go
265 lines (217 loc) · 5.84 KB
/
layout.go
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package vu
import "math"
import "time"
import "github.com/banthar/gl"
// Cube renders its child in the largest cube possible.
func Cube(child Renderer) Renderer { return &cube{child} }
type cube struct{ child Renderer }
func (c cube) Render(w, h, d float64) {
x := math.Min(math.Min(w, h), d)
gl.PushMatrix()
gl.Translated((w-x)/2.0, (h-x)/2.0, (d-x)/2.0)
c.child.Render(x, x, x)
gl.PopMatrix()
}
// DownX renders its child looking down the X axis.
func DownX(child Renderer) Renderer { return &downX{child} }
type downX struct{ child Renderer }
func (x downX) Render(w, h, d float64) {
gl.PushMatrix()
gl.Rotated(1, 1, 1, 2.0*math.Pi/3.0)
gl.PopMatrix()
}
// DownY renders its child looking down the Y ayis.
func DownY(child Renderer) Renderer { return &downY{child} }
type downY struct{ child Renderer }
func (y downY) Render(w, h, d float64) {
gl.PushMatrix()
gl.Rotated(1, 1, 1, 2.0*math.Pi/3.0)
gl.PopMatrix()
}
// Flat
func Flat(child Renderer) Renderer { return flat{child} }
type flat struct{ child Renderer }
func (f flat) Render(w, h, d float64) {
gl.PushMatrix()
gl.Translated(0, 0, d)
f.child.Render(w, h, 0)
gl.PopMatrix()
}
// Frame renders its child in a wireframe showing the bounds
// of the rendering region.
//
func Frame(child Renderer) Renderer { return frame{child} }
type frame struct{ renderer Renderer }
func (f frame) Render(w, h, d float64) {
// Draw a wireframe around the arena
gl.Color4ub(255, 255, 255, 31)
gl.LineWidth(2.0)
gl.Begin(gl.LINE_STRIP)
gl.Vertex3d(0, 0, 0)
gl.Vertex3d(w, 0, 0)
gl.Vertex3d(w, h, 0)
gl.Vertex3d(0, h, 0)
gl.Vertex3d(0, 0, 0)
gl.Vertex3d(0, 0, d)
gl.Vertex3d(0, h, d)
gl.Vertex3d(w, h, d)
gl.Vertex3d(w, 0, d)
gl.Vertex3d(0, 0, d)
gl.End()
gl.Begin(gl.LINES)
gl.Vertex3d(0, h, 0)
gl.Vertex3d(0, h, d)
gl.Vertex3d(w, 0, 0)
gl.Vertex3d(w, 0, d)
gl.Vertex3d(w, h, 0)
gl.Vertex3d(w, h, d)
gl.End()
// Render the page.
if f.renderer != nil {
f.renderer.Render(w, h, d)
}
}
// Golden renders its child with Landscape or Portrait,
// whichever results in a larger rendering.
//
func Golden(child Renderer) Renderer { return golden{child} }
type golden struct{ renderer Renderer }
func (g golden) Render(w, h, d float64) {
if w > h { // wide
renderLandscape(g.renderer, w, h, d)
} else { // tall
renderPortrait(g.renderer, w, h, d)
}
}
// Hbox renders its children in a row.
//
func Hbox(children ...Renderer) Renderer { return hbox{children} }
type hbox struct{ renderers []Renderer }
func (hbox hbox) Render(w, h, d float64) {
l := len(hbox.renderers)
dw := w / float64(l)
for _, a := range hbox.renderers {
a.Render(dw, h, d)
gl.Translated(dw, 0, 0)
}
gl.Translated(-w, 0, 0)
}
// Landscape renders its child with a Phi:1 aspect ratio,
// centered and as large as possible.
func Landscape(child Renderer) Renderer { return &landscape{child} }
type landscape struct{ renderer Renderer }
func (l landscape) Render(w, h, d float64) { renderLandscape(l.renderer, w, h, d) }
func renderLandscape(r Renderer, w, h, d float64) {
gl.PushMatrix()
hh := w / math.Phi
if hh <= h {
gl.Translated(0, (h-hh)/2.0, 0)
r.Render(w, hh, d)
} else {
ww := h * math.Phi
gl.Translated((w-ww)/2.0, 0, 0)
r.Render(ww, h, d)
}
gl.PopMatrix()
}
// Overlay renders its children on top of each other, in order.
func Overlay(children ...Renderer) Renderer { return overlay{children} }
type overlay struct{ renderers []Renderer }
func (o overlay) Render(w, h, d float64) {
for _, r := range o.renderers {
r.Render(w, h, d)
}
}
// Portrait renders its child with a 1:Phi aspect ratio,
// centered and as large as possible.
//
func Portrait(child Renderer) Renderer { return portrait{child} }
type portrait struct{ renderer Renderer }
func (p portrait) Render(w, h, d float64) { renderPortrait(p.renderer, w, h, d) }
func renderPortrait(r Renderer, w, h, d float64) {
gl.PushMatrix()
ww := h / math.Phi
if ww <= w {
gl.Translated((w-ww)/2.0, 0, 0)
r.Render(ww, h, d)
} else {
hh := w * math.Phi
gl.Translated(0, (h-hh)/2.0, 0)
r.Render(w, hh, d)
}
gl.PopMatrix()
}
// Stack renders its children on top of each other,
// evenly spaced from depth 0 to d.
//
func Stack(children ...Renderer) Renderer { return stack{children} }
type stack struct{ renderers []Renderer }
func (s stack) Render(w, h, d float64) {
l := len(s.renderers)
dw := d / float64(l)
gl.PushMatrix()
for _, r := range s.renderers {
r.Render(w, h, dw)
gl.Translated(0, 0, dw)
}
gl.PopMatrix()
}
// Spin spins the rendering to reveal all sides.
// It rotates its child about its diagonal.
//
func Spin(child Renderer) Renderer {
return &spinner{child, time.Now()}
}
type spinner struct {
child Renderer
start time.Time
}
func (x spinner) Render(w, h, d float64) {
gl.PushMatrix()
t := time.Now().Sub(x.start).Seconds()
gl.Rotated(120*surge(t), w, h, d)
x.child.Render(w, h, d)
gl.PopMatrix()
}
// Square renders the child with a 1:1 aspect ratio.
//
func Square(child Renderer) Renderer { return square{child} }
type square struct{ renderer Renderer }
func (s square) Render(w, h, d float64) {
gl.PushMatrix()
dim := w
if dim > h {
dim = h
}
gl.Translated((w-dim)/2.0, (h-dim)/2.0, 0)
gl.PopMatrix()
}
// Hbox renders its children in a column.
func Vbox(children ...Renderer) Renderer { return &vbox{children} }
type vbox struct{ renderers []Renderer }
func (vbox vbox) Render(w, h, d float64) {
l := len(vbox.renderers)
dh := h / float64(l)
gl.Translated(0, h, 0)
for _, a := range vbox.renderers {
gl.Translated(0, -dh, 0)
a.Render(w, dh, d)
}
}
// Wiggle wiggles its child.
//
func Wiggle(child Renderer) Renderer {
return &wiggler{child, time.Now()}
}
type wiggler struct {
child Renderer
start time.Time
}
func (x *wiggler) Render(w, h, d float64) {
gl.PushMatrix()
t := time.Now().Sub(x.start).Seconds()
dx := w / 10.0 * math.Sin(t)
gl.Translated(dx, 0, 0)
x.child.Render(w, h, d)
gl.PopMatrix()
}