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4 Commits
04d6693c37
...
42c154903a
Author | SHA1 | Date | |
---|---|---|---|
42c154903a | |||
1f0575baa9 | |||
895f15bdd2 | |||
fb8c0f12d5 |
228
banner.go
228
banner.go
@ -5,6 +5,7 @@ import (
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"image"
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"image/color"
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"image/png"
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"math"
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"math/rand/v2"
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"os"
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"path/filepath"
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@ -39,7 +40,6 @@ func NewTextData(text string, size float64, multiline bool) *TextData {
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return &TextData{splits, size, false, -1, -1, -1, -1}
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}
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// Consistent outline thickness based on font size
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func getOutlineThickness(size float64) int {
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thickness := int(size / 8)
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if thickness < 1 {
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@ -50,7 +50,6 @@ func getOutlineThickness(size float64) int {
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return thickness
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}
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// Actual bounding box for text including outline
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func getTextBounds(text []string, size float64) (width, height int) {
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face, err := createFontFace(size)
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if err != nil {
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@ -145,8 +144,7 @@ func drawTextWithOutline(canvas *image.RGBA, text []string, x, y int, textColor,
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}
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}
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// Place all elements to canvas without overlaps
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func findTextPositions(textData []*TextData) {
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func findTextPositions(textData []*TextData, filename string) {
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padding := 10
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for i, data := range textData {
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@ -181,7 +179,7 @@ func findTextPositions(textData []*TextData) {
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y := rand.IntN(maxY-minY+1) + minY
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// bounding box for cur. text
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currentRect := struct{ x, y, w, h int }{
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curRect := struct{ x, y, w, h int }{
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x: x,
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y: y,
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w: w,
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@ -203,7 +201,7 @@ func findTextPositions(textData []*TextData) {
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h: other.H + padding,
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}
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if rectsOverlap(currentRect, otherRect) {
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if rectsOverlap(curRect, otherRect) {
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overlaps = true
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break
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}
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@ -218,93 +216,196 @@ func findTextPositions(textData []*TextData) {
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}
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}
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// fallback: use grid positioning
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// fallback: place to a free corner
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if !placed {
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log.Warnf("Using fallback position for text '%v'", data.Text)
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log.Debugf("Using fallback position for text '%s' in '%s'", data.Text, filename)
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gridCols := 2
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col := i % gridCols
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row := i / gridCols
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cellWidth := config.BannerWidth / gridCols
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cellHeight := config.BannerHeight / 3 // NOTE: assuming max 3 rows
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data.X = col*cellWidth + (cellWidth-w)/2
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data.Y = row*cellHeight + (cellHeight-h)/2
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// ensure within bounds
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if data.X < padding {
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data.X = padding
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}
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if data.Y < padding {
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data.Y = padding
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}
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if data.X+w > config.BannerWidth-padding {
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data.X = config.BannerWidth - w - padding
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}
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if data.Y+h > config.BannerHeight-padding {
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data.Y = config.BannerHeight - h - padding
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corners := []struct {
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name string
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x, y int
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}{
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{"top-left", padding, padding},
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{"top-right", config.BannerWidth - w - padding, padding},
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{"bottom-left", padding, config.BannerHeight - h - padding},
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{"bottom-right", config.BannerWidth - w - padding, config.BannerHeight - h - padding},
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}
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bestCorner := 0
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minOverlapArea := int(^uint(0) >> 1) // max. int
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// try each corner and find the one with least overlap
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for cornerIdx, corner := range corners {
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curRect := struct{ x, y, w, h int }{
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x: corner.x,
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y: corner.y,
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w: w,
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h: h,
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}
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totalOverlapArea := 0
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// calculate total overlap area with existing texts
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for j := 0; j < i; j++ {
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other := textData[j]
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if !other.Positioned {
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continue
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}
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otherRect := struct{ x, y, w, h int }{
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x: other.X,
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y: other.Y,
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w: other.W,
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h: other.H,
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}
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if rectsOverlap(curRect, otherRect) {
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// intersection rectangle
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overlapLeft := max(curRect.x, otherRect.x)
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overlapTop := max(curRect.y, otherRect.y)
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overlapRight := min(curRect.x+curRect.w, otherRect.x+otherRect.w)
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overlapBottom := min(curRect.y+curRect.h, otherRect.y+otherRect.h)
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overlapWidth := overlapRight - overlapLeft
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overlapHeight := overlapBottom - overlapTop
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overlapArea := overlapWidth * overlapHeight
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totalOverlapArea += overlapArea
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}
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if totalOverlapArea < minOverlapArea {
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minOverlapArea = totalOverlapArea
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bestCorner = cornerIdx
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}
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// if no overlap, use the pos. immediately
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if totalOverlapArea == 0 {
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break
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}
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}
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}
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// place at the best corner
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data.X = corners[bestCorner].x
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data.Y = corners[bestCorner].y
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data.Positioned = true
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if minOverlapArea > 0 {
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log.Debugf("Placed text '%v' at %s corner with some overlap (area: %d)", data.Text, corners[bestCorner].name, minOverlapArea)
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} else {
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log.Debugf("Placed text '%v' at %s corner with no overlap", data.Text, corners[bestCorner].name)
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}
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}
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}
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}
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func genPerlinBG() *image.RGBA {
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func genPerlinBG() (*image.RGBA, string) {
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palette, theme := getRandomThemePalette()
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img := image.NewRGBA(image.Rect(0, 0, config.BannerWidth, config.BannerHeight))
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// noise params for interesting patterns
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scale1 := 0.01 + rand.Float64()*0.02 // primary pattern scale (adjusted by lib)
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scale2 := 0.03 + rand.Float64()*0.03 // secondary detail
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scale3 := 0.08 + rand.Float64()*0.05 // fine detail
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scale1 := 0.008 + rand.Float64()*0.015 // 0.008-0.023 (large patterns)
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scale2 := 0.025 + rand.Float64()*0.035 // 0.025-0.06 (medium detail)
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scale3 := 0.060 + rand.Float64()*0.040 // 0.060-0.100 (fine detail, reduced grain)
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// variation offsets
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offsetX := rand.Float64() * 1000
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offsetY := rand.Float64() * 1000
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offsetX := rand.Float64() * 5000
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offsetY := rand.Float64() * 5000
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log.Infof("Generating background with theme: %s, scales: %.4f, %.4f, %.4f", theme, scale1, scale2, scale3)
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// noise layer weights for different effects
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weight1 := 0.4 + rand.Float64()*0.4 // 0.4-0.8 (large patterns)
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weight2 := 0.15 + rand.Float64()*0.25 // 0.15-0.4 (medium detail)
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weight3 := 0.05 + rand.Float64()*0.15 // 0.15-0.4 (fine detail, reduced grain)
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// normalize weights to sum to 1.0
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totalWeight := weight1 + weight2 + weight3
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weight1 /= totalWeight
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weight2 /= totalWeight
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weight3 /= totalWeight
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// FIX: limit gradient strength to prevent overwhelming the noise
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gradientStrengthX := rand.Float64() * 0.25 // old: 0.4
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gradientStrengthY := rand.Float64() * 0.2 // old: 0.3
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gradientDirectionX := 1.0
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gradientDirectionY := 1.0
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// sometimes reverse gradient direction for variety
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if rand.Float64() < 0.3 {
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gradientDirectionX = -1.0
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}
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if rand.Float64() < 0.3 {
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gradientDirectionY = -1.0
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}
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// randomize noise combination method
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combineMethod := rand.IntN(4)
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// fix: increase distortion chance and make it more visible
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useDistortion := rand.Float64() < 0.4 // old: 30%
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distortionStrength := 0.05 + rand.Float64()*0.15 // 0.05-0.2 (old: 0.0-0.1)
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log.Debugf("BG theme: %s / Scales: %.4f, %.4f, %.4f / Weights: %.3f, %.3f, %.3f",
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theme, scale1, scale2, scale3, weight1, weight2, weight3)
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log.Debugf("Gradient: X=%.3f*%.0f, Y=%.3f*%.0f / Combine method: %d / Distortion %t (%.3f)",
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gradientStrengthX, gradientDirectionX, gradientStrengthY, gradientDirectionY,
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combineMethod, useDistortion, distortionStrength)
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for y := range config.BannerHeight {
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for x := range config.BannerWidth {
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// multi-octave noise
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fx := (float64(x) + offsetX) * scale1
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fy := (float64(y) + offsetY) * scale1
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baseX := float64(x) + offsetX
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baseY := float64(y) + offsetY
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// optional distortion for more organic patterns
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if useDistortion {
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baseX += math.Sin(float64(y)*0.015) * distortionStrength * 200
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baseY += math.Cos(float64(x)*0.015) * distortionStrength * 200
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}
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// multi-octave noise with randomized scales
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fx1 := baseX * scale1
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fy1 := baseY * scale1
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fx2 := baseX * scale2
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fy2 := baseY * scale2
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fx3 := baseX * scale3
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fy3 := baseY * scale3
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// noise values at different scales
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noise1 := perlinNoise.Noise2D(fx, fy)
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noise2 := perlinNoise.Noise2D(fx/scale1*scale2, fy/scale1*scale2)
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noise3 := perlinNoise.Noise2D(fx/scale1*scale3, fy/scale1*scale3)
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noise1 := perlinNoise.Noise2D(fx1, fy1)
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noise2 := perlinNoise.Noise2D(fx2, fy2)
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noise3 := perlinNoise.Noise2D(fx3, fy3)
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// combined noise layers with different weights
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combined := noise1*0.6 + noise2*0.3 + noise3*0.1
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// different combination methods for variety
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var combined float64
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switch combineMethod {
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case 0: // standard linear combination
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combined = noise1*weight1 + noise2*weight2 + noise3*weight3
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case 1: // multiplicative blend
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combined = (noise1*weight1)*(1+noise2*weight2)*(1+noise3*weight3) - 1
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case 2: // maximum blend (creates sharper patterns)
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values := []float64{noise1 * weight1, noise2 * weight2, noise3 * weight3}
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combined = math.Max(math.Max(values[0], values[1]), values[2])
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case 3: // turbulence (abs. values create more chaotic patterns)
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combined = math.Abs(noise1)*weight1 + math.Abs(noise2)*weight2 + math.Abs(noise3)*weight3
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}
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// position-based gradient for a more dynamic look
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gradientX := float64(x) / float64(config.BannerWidth) * 0.2
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gradientY := float64(y) / float64(config.BannerHeight) * 0.1
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// randomized gradient with variable direction and strength
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gradientX := (float64(x) / float64(config.BannerWidth)) * gradientStrengthX * gradientDirectionX
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gradientY := (float64(y) / float64(config.BannerHeight)) * gradientStrengthY * gradientDirectionY
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// combined and normalized to [0, 1] range
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noise := (combined + gradientX + gradientY + 1) / 2
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if noise < 0 {
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noise = 0
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}
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if noise > 1 {
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noise = 1
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}
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noise := min(max((combined+gradientX+gradientY+1)/2, 0), 1)
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pixelColor := palette.interpolate(noise)
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img.Set(x, y, pixelColor)
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}
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}
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return img
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return img, theme
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}
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func genBanner(textData []*TextData) error {
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canvas := genPerlinBG()
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findTextPositions(textData)
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fn := fmt.Sprintf("banner_%d.png", time.Now().UnixMicro())
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canvas, theme := genPerlinBG()
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findTextPositions(textData, fn)
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for _, td := range textData {
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if td.Positioned {
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@ -313,7 +414,6 @@ func genBanner(textData []*TextData) error {
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}
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}
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fn := fmt.Sprintf("banner_%d.png", time.Now().UnixMicro())
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fp := filepath.Join(bannersDir, fn)
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file, err := os.Create(fp)
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if err != nil {
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@ -321,7 +421,13 @@ func genBanner(textData []*TextData) error {
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}
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defer file.Close()
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return png.Encode(file, canvas)
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if err := png.Encode(file, canvas); err != nil {
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return err
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}
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log.Infof("Output '%s' with theme '%s'", fn, theme)
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return nil
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}
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// TODO: functions for banner rotation implementation
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|
148
palette.go
148
palette.go
@ -157,14 +157,6 @@ var themePalettes = map[string]Palette{
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{100, 255, 0, 255}, // lime
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{150, 0, 255, 255}, // purple
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},
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"forest": {
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{34, 139, 34, 255}, // forest green
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{107, 142, 35, 255}, // olive
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{154, 205, 50, 255}, // yellow green
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{50, 205, 50, 255}, // lime green
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{0, 128, 0, 255}, // green
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{85, 107, 47, 255}, // dark olive
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},
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"cosmic": {
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{138, 43, 226, 255}, // blue violet
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{75, 0, 130, 255}, // indigo
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@ -173,6 +165,146 @@ var themePalettes = map[string]Palette{
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{255, 0, 255, 255}, // magenta
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{72, 61, 139, 255}, // dark slate blue
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},
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"midnight": {
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{25, 25, 112, 255}, // midnight blue
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{72, 61, 139, 255}, // dark slate blue
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{123, 104, 238, 255}, // medium slate blue
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{147, 112, 219, 255}, // medium purple
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{138, 43, 226, 255}, // blue violet
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{75, 0, 130, 255}, // indigo
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{0, 0, 139, 255}, // dark blue
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{30, 144, 255, 255}, // dodger blue
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},
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"fire": {
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{139, 0, 0, 255}, // dark red
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{178, 34, 34, 255}, // firebrick
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{220, 20, 60, 255}, // crimson
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{255, 69, 0, 255}, // red orange
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{255, 140, 0, 255}, // dark orange
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{255, 165, 0, 255}, // orange
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{255, 215, 0, 255}, // gold
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{255, 255, 224, 255}, // light yellow
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},
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"pastel": {
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{255, 182, 193, 255}, // light pink
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{255, 218, 185, 255}, // peach puff
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{255, 255, 224, 255}, // light yellow
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{240, 255, 240, 255}, // honeydew
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{224, 255, 255, 255}, // light cyan
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{230, 230, 250, 255}, // lavender
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{255, 228, 225, 255}, // misty rose
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{245, 255, 250, 255}, // mint cream
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},
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"earth": {
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{139, 69, 19, 255}, // saddle brown
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{160, 82, 45, 255}, // saddle brown
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{205, 133, 63, 255}, // peru
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{222, 184, 135, 255}, // burlywood
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{210, 180, 140, 255}, // tan
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{188, 143, 143, 255}, // rosy brown
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{218, 165, 32, 255}, // goldenrod
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{128, 128, 0, 255}, // olive
|
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},
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"ice": {
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{240, 248, 255, 255}, // alice blue
|
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{230, 230, 250, 255}, // lavender
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{176, 196, 222, 255}, // light steel blue
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{173, 216, 230, 255}, // light blue
|
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{135, 206, 250, 255}, // light sky blue
|
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{135, 206, 235, 255}, // sky blue
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{70, 130, 180, 255}, // steel blue
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{100, 149, 237, 255}, // cornflower blue
|
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},
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"autumn": {
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{139, 69, 19, 255}, // saddle brown
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{165, 42, 42, 255}, // brown
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{178, 34, 34, 255}, // firebrick
|
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{205, 92, 92, 255}, // indian red
|
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{233, 150, 122, 255}, // dark salmon
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{255, 160, 122, 255}, // light salmon
|
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{255, 215, 0, 255}, // gold
|
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{255, 140, 0, 255}, // dark orange
|
||||
},
|
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"cyberpunk": {
|
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{255, 0, 150, 255}, // hot pink
|
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{0, 255, 255, 255}, // cyan
|
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{255, 0, 255, 255}, // magenta
|
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{148, 0, 211, 255}, // dark violet
|
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{75, 0, 130, 255}, // indigo
|
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{0, 0, 139, 255}, // dark blue
|
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{255, 20, 147, 255}, // deep pink
|
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{138, 43, 226, 255}, // blue violet
|
||||
},
|
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"retro": {
|
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{255, 105, 180, 255}, // hot pink
|
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{255, 20, 147, 255}, // deep pink
|
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{255, 69, 0, 255}, // red orange
|
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{255, 215, 0, 255}, // gold
|
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{50, 205, 50, 255}, // lime green
|
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{0, 191, 255, 255}, // deep sky blue
|
||||
{138, 43, 226, 255}, // blue violet
|
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{255, 140, 0, 255}, // dark orange
|
||||
},
|
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"monochrome": {
|
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{0, 0, 0, 255}, // black
|
||||
{105, 105, 105, 255}, // dim gray
|
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{128, 128, 128, 255}, // gray
|
||||
{169, 169, 169, 255}, // dark gray
|
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{192, 192, 192, 255}, // silver
|
||||
{211, 211, 211, 255}, // light gray
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{220, 220, 220, 255}, // gainsboro
|
||||
{255, 255, 255, 255}, // white
|
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},
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||||
"tropical": {
|
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{255, 99, 71, 255}, // tomato
|
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{255, 165, 0, 255}, // orange
|
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{255, 215, 0, 255}, // gold
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{154, 205, 50, 255}, // yellow green
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||||
{0, 255, 127, 255}, // spring green
|
||||
{64, 224, 208, 255}, // turquoise
|
||||
{0, 206, 209, 255}, // dark turquoise
|
||||
{72, 209, 204, 255}, // medium turquoise
|
||||
},
|
||||
"volcanic": {
|
||||
{128, 0, 0, 255}, // maroon
|
||||
{139, 0, 0, 255}, // dark red
|
||||
{165, 42, 42, 255}, // brown
|
||||
{178, 34, 34, 255}, // firebrick
|
||||
{205, 92, 92, 255}, // indian red
|
||||
{220, 20, 60, 255}, // crimson
|
||||
{255, 69, 0, 255}, // red orange
|
||||
{255, 99, 71, 255}, // tomato
|
||||
},
|
||||
"aurora": {
|
||||
{0, 255, 127, 255}, // spring green
|
||||
{50, 205, 50, 255}, // lime green
|
||||
{0, 255, 255, 255}, // cyan
|
||||
{135, 206, 250, 255}, // light sky blue
|
||||
{138, 43, 226, 255}, // blue violet
|
||||
{148, 0, 211, 255}, // dark violet
|
||||
{255, 20, 147, 255}, // deep pink
|
||||
{255, 105, 180, 255}, // hot pink
|
||||
},
|
||||
"desert": {
|
||||
{244, 164, 96, 255}, // sandy brown
|
||||
{210, 180, 140, 255}, // tan
|
||||
{222, 184, 135, 255}, // burlywood
|
||||
{238, 203, 173, 255}, // navajo white
|
||||
{255, 228, 181, 255}, // moccasin
|
||||
{255, 218, 185, 255}, // peach puff
|
||||
{255, 160, 122, 255}, // light salmon
|
||||
{205, 133, 63, 255}, // peru
|
||||
},
|
||||
"matrix": {
|
||||
{0, 100, 0, 255}, // dark green
|
||||
{0, 128, 0, 255}, // green
|
||||
{34, 139, 34, 255}, // forest green
|
||||
{50, 205, 50, 255}, // lime green
|
||||
{124, 252, 0, 255}, // lawn green
|
||||
{127, 255, 0, 255}, // chartreuse
|
||||
{0, 255, 0, 255}, // lime
|
||||
{173, 255, 47, 255}, // green yellow
|
||||
},
|
||||
}
|
||||
|
||||
func getRandomTextColors() (color.RGBA, color.RGBA) {
|
||||
|
Loading…
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Reference in New Issue
Block a user