LOLWUT: version 6 initial concept.

This commit is contained in:
antirez 2019-10-07 12:35:05 +02:00
parent bd60447066
commit f019f28e7b
2 changed files with 95 additions and 5 deletions

View File

@ -106,7 +106,7 @@ lwCanvas *lwDrawSchotter(int console_cols, int squares_per_row, int squares_per_
* logical canvas. The actual returned string will require a terminal that is
* width/2 large and height/4 tall in order to hold the whole image without
* overflowing or scrolling, since each Barille character is 2x4. */
sds lwRenderCanvas(lwCanvas *canvas) {
static sds renderCanvas(lwCanvas *canvas) {
sds text = sdsempty();
for (int y = 0; y < canvas->height; y += 4) {
for (int x = 0; x < canvas->width; x += 2) {
@ -166,7 +166,7 @@ void lolwut5Command(client *c) {
/* Generate some computer art and reply. */
lwCanvas *canvas = lwDrawSchotter(cols,squares_per_row,squares_per_col);
sds rendered = lwRenderCanvas(canvas);
sds rendered = renderCanvas(canvas);
rendered = sdscat(rendered,
"\nGeorg Nees - schotter, plotter on paper, 1968. Redis ver. ");
rendered = sdscat(rendered,REDIS_VERSION);

View File

@ -36,6 +36,94 @@
#include "server.h"
#include "lolwut.h"
/* Render the canvas using the four gray levels of the standard color
* terminal: they match very well to the grayscale display of the gameboy. */
static sds renderCanvas(lwCanvas *canvas) {
sds text = sdsempty();
for (int y = 0; y < canvas->height; y++) {
for (int x = 0; x < canvas->width; x++) {
int color = lwGetPixel(canvas,x,y);
char *ce; /* Color escape sequence. */
/* Note that we set both the foreground and background color.
* This way we are able to get a more consistent result among
* different terminals implementations. */
switch(color) {
case 0: ce = "0;30;40m"; break; /* Black */
case 1: ce = "0;90;100m"; break; /* Gray 1 */
case 2: ce = "0;37;47m"; break; /* Gray 2 */
case 3: ce = "0;97;107m"; break; /* White */
}
text = sdscatprintf(text,"\033[%s \033[0m",ce);
}
if (y != canvas->height-1) text = sdscatlen(text,"\n",1);
}
return text;
}
/* Draw a skyscraper on the canvas, according to the parameters in the
* 'skyscraper' structure. Window colors are random and are always selected
* to be different than the color of the skyscraper itsefl. */
struct skyscraper {
int xoff; /* X offset. */
int width; /* Pixels width. */
int height; /* Pixels height. */
int windows; /* Draw windows if true. */
int color; /* Color of the skyscraper. */
};
void generateSkyscraper(lwCanvas *canvas, struct skyscraper *si) {
int starty = canvas->height-1;
int endy = starty - si->height + 1;
for (int y = starty; y >= endy; y--) {
for (int x = si->xoff; x < si->xoff+si->width; x++) {
/* The roof is four pixels less wide. */
if (y == endy && (x <= si->xoff+1 || x >= si->xoff+si->width-2))
continue;
int color = si->color;
/* Alter the color if this is a place where we want to
* draw a window. We check that we are in the inner part of the
* skyscraper, so that windows are far from the borders. */
if (si->windows &&
x > si->xoff+1 &&
x < si->xoff+si->width-2 &&
y > endy+1 &&
y < starty-1)
{
/* Calculate the x,y position relative to the start of
* the window area. */
int relx = x - (si->xoff+1);
int rely = y - (endy+1);
/* Note that we want the windows to be two pixels wide
* but just one pixel tall, because terminal "pixels"
* (characters) are not square. */
if (relx/2 % 2 && rely % 2) {
do {
color = rand() % 4;
} while (color == si->color);
/* Except we want adjacent pixels creating the same
* window to be the same color. */
if (relx % 2) color = lwGetPixel(canvas,x-1,y);
}
}
lwDrawPixel(canvas,x,y,color);
}
}
}
/* Generate a skyline inspired by the parallax backgrounds of 8 bit games. */
void generateSkyline(lwCanvas *canvas) {
struct skyscraper si = {
.xoff = 4,
.width = 13,
.height = 15,
.windows = 1,
.color = 1
};
generateSkyscraper(canvas, &si);
}
/* The LOLWUT 6 command:
*
* LOLWUT [columns] [rows]
@ -45,7 +133,7 @@
*/
void lolwut6Command(client *c) {
long cols = 80;
long rows = 40;
long rows = 20;
/* Parse the optional arguments if any. */
if (c->argc > 1 &&
@ -64,12 +152,14 @@ void lolwut6Command(client *c) {
if (rows > 1000) rows = 1000;
/* Generate the city skyline and reply. */
sds rendered = sdsempty();
lwCanvas *canvas = lwCreateCanvas(cols,rows);
generateSkyline(canvas);
sds rendered = renderCanvas(canvas);
rendered = sdscat(rendered,
"\nDedicated to the 8 bit game developers of the past. Redis ver. ");
rendered = sdscat(rendered,REDIS_VERSION);
rendered = sdscatlen(rendered,"\n",1);
addReplyVerbatim(c,rendered,sdslen(rendered),"txt");
sdsfree(rendered);
// lwFreeCanvas(canvas);
lwFreeCanvas(canvas);
}