/* * Copyright (c) 2017, Salvatore Sanfilippo * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Redis nor the names of its contributors may be used * to endorse or promote products derived from this software without * specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * * ---------------------------------------------------------------------------- * * This file implements the LOLWUT command. The command should do something * fun and interesting, and should be replaced by a new implementation at * each new version of Redis. */ #include "server.h" #include /* This function represents our canvas. Drawing functions will take a pointer * to a canvas to write to it. Later the canvas can be rendered to a string * suitable to be printed on the screen, using unicode Braille characters. */ typedef struct lwCanvas { int width; int height; char *pixels; } lwCanvas; /* Translate a group of 8 pixels (2x4 vertical rectangle) to the corresponding * braille character. The byte should correspond to the pixels arranged as * follows, where 0 is the least significant bit, and 7 the most significant * bit: * * 0 3 * 1 4 * 2 5 * 6 7 * * The corresponding utf8 encoded character is set into the three bytes * pointed by 'output'. */ #include void lwTranslatePixelsGroup(int byte, char *output) { int code = 0x2800 + byte; /* Convert to unicode. This is in the U0800-UFFFF range, so we need to * emit it like this in three bytes: * 1110xxxx 10xxxxxx 10xxxxxx. */ output[0] = 0xE0 | (code >> 12); /* 1110-xxxx */ output[1] = 0x80 | ((code >> 6) & 0x3F); /* 10-xxxxxx */ output[2] = 0x80 | (code & 0x3F); /* 10-xxxxxx */ } /* Allocate and return a new canvas of the specified size. */ lwCanvas *lwCreateCanvas(int width, int height) { lwCanvas *canvas = zmalloc(sizeof(*canvas)); canvas->width = width; canvas->height = height; canvas->pixels = zmalloc(width*height); memset(canvas->pixels,0,width*height); return canvas; } /* Free the canvas created by lwCreateCanvas(). */ void lwFreeCanvas(lwCanvas *canvas) { zfree(canvas->pixels); zfree(canvas); } /* Set a pixel to the specified color. Color is 0 or 1, where zero means no * dot will be displyed, and 1 means dot will be displayed. * Coordinates are arranged so that left-top corner is 0,0. You can write * out of the size of the canvas without issues. */ void lwDrawPixel(lwCanvas *canvas, int x, int y, int color) { if (x < 0 || x >= canvas->width || y < 0 || y >= canvas->height) return; canvas->pixels[x+y*canvas->width] = color; } /* Return the value of the specified pixel on the canvas. */ int lwGetPixel(lwCanvas *canvas, int x, int y) { if (x < 0 || x >= canvas->width || y < 0 || y >= canvas->height) return 0; return canvas->pixels[x+y*canvas->width]; } /* Draw a line from x1,y1 to x2,y2 using the Bresenham algorithm. */ void lwDrawLine(lwCanvas *canvas, int x1, int y1, int x2, int y2, int color) { int dx = abs(x2-x1); int dy = abs(y2-y1); int sx = (x1 < x2) ? 1 : -1; int sy = (y1 < y2) ? 1 : -1; int err = dx-dy, e2; while(1) { lwDrawPixel(canvas,x1,y1,color); if (x1 == x2 && y1 == y2) break; e2 = err*2; if (e2 > -dy) { err -= dy; x1 += sx; } if (e2 < dx) { err += dx; y1 += sy; } } } /* Draw a square centered at the specified x,y coordinates, with the specified * rotation angle and size. In order to write a rotated square, we use the * trivial fact that the parametric equation: * * x = sin(k) * y = cos(k) * * Describes a circle for values going from 0 to 2*PI. So basically if we start * at 45 degrees, that is k = PI/4, with the first point, and then we find * the other three points incrementing K by PI/2 (90 degrees), we'll have the * points of the square. In order to rotate the square, we just start with * k = PI/4 + rotation_angle, and we are done. * * Of course the vanilla equations above will descrive the square inside a * circle of radius 1, so in order to draw larger squares we'll have to * multiply the obtained coordinates, and then translate them. However this * is much simpler than implementing the abstract concept of 2D shape and then * performing the rotation/translation transformation, so for LOLWUT it's * a good approach. */ void lwDrawSquare(lwCanvas *canvas, int x, int y, float size, float angle) { int px[4], py[4]; /* Adjust the desired size according to the fact that the square inscribed * into a circle of radius 1 has the side of length SQRT(2). This way * size becomes a simple multiplication factor we can use with our * coordinates to magnify them. */ size /= 1.4142; /* Compute the four points. */ float k = M_PI/4 + angle; for (int j = 0; j < 4; j++) { px[j] = sin(k) * size + x; py[j] = cos(k) * size + y; k += M_PI/2; } /* Draw the square. */ for (int j = 0; j < 4; j++) lwDrawLine(canvas,px[j],py[j],px[(j+1)%4],py[(j+1)%4],1); } /* Converts the canvas to an SDS string representing the UTF8 characters to * print to the terminal in order to obtain a graphical representaiton of the * 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) { sds text = sdsempty(); for (int y = 0; y < canvas->height; y += 4) { for (int x = 0; x < canvas->width; x += 2) { /* We need to emit groups of 8 bits according to a specific * arrangement. See lwTranslatePixelsGroup() for more info. */ int byte = 0; if (lwGetPixel(canvas,x,y)) byte |= (1<<0); if (lwGetPixel(canvas,x,y+1)) byte |= (1<<1); if (lwGetPixel(canvas,x,y+2)) byte |= (1<<2); if (lwGetPixel(canvas,x+1,y)) byte |= (1<<3); if (lwGetPixel(canvas,x+1,y+1)) byte |= (1<<4); if (lwGetPixel(canvas,x+1,y+2)) byte |= (1<<5); if (lwGetPixel(canvas,x,y+3)) byte |= (1<<6); if (lwGetPixel(canvas,x+1,y+3)) byte |= (1<<7); char unicode[3]; lwTranslatePixelsGroup(byte,unicode); text = sdscatlen(text,unicode,3); } if (y != canvas->height-1) text = sdscatlen(text,"\n",1); } return text; } int main(void) { lwCanvas *c = lwCreateCanvas(80,80); for (int i = 0; i < 40; i++) { lwDrawPixel(c,i,i,1); } lwDrawLine(c,10,10,60,30,1); lwDrawSquare(c,40,40,40,0.5); lwDrawSquare(c,50,40,10,1); sds rendered = lwRenderCanvas(c); printf("%s\n", rendered); }