gpt answer with sloped lines
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@@ -1,108 +1,182 @@
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#!/usr/bin/env python3
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#!/usr/bin/env python3
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"""
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"""
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draw_12_rects_thick_outline.py
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draw_12_slanted_top_bottom.py
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800 × 600 ARGB framebuffer.
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* 800 × 600 ARGB framebuffer (A,R,G,B each 1 byte)
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12 tall rectangles (aspect 1 : 12) placed side‑by‑side with a gap.
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* 12 rectangles, aspect 1 : 12, 5 px gap, 100 px empty margin at top & bottom
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Only the rectangle outline is drawn, the border thickness can be changed
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* each rectangle has an individual tilt angle (degrees) stored in
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with the constant LINE_THICKNESS (default = 3 pixels).
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ROT_ANGLES_DEG[12]
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* the top and bottom edges are *slanted* while the left‑ and right‑hand
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The complete framebuffer is streamed to a TCP server listening on
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edges remain perfectly vertical
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localhost:12345 (payload is prefixed with a 4‑byte big‑endian length).
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* outline colour = opaque white, thickness = LINE_THICKNESS (default = 3 px)
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* the raw buffer (with a 4‑byte length prefix) is streamed to a TCP server
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listening on localhost:12345
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"""
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"""
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import math
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import socket
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import socket
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import sys
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import sys
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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# Frame‑buffer configuration
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# 1️⃣ Frame‑buffer configuration
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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FB_WIDTH = 800 # horizontal pixels
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FB_WIDTH = 800 # horizontal pixels
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FB_HEIGHT = 600 # vertical pixels
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FB_HEIGHT = 600 # vertical pixels
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BPP = 4 # bytes per pixel (A,R,G,B)
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BPP = 4 # bytes per pixel (A,R,G,B)
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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# Geometry of the 12 rectangles
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# 2️⃣ Margins & rectangle geometry (before slant)
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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RECT_HEIGHT = 400 # fill the whole image vertically
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MARGIN_TOP = 100 # empty band at the very top
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RECT_WIDTH = RECT_HEIGHT // 12 # 600 / 12 = 50 px (maintains 1:12)
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MARGIN_BOTTOM = 300 # empty band at the very bottom
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SPACING = 10 # pixels between two neighbours
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RECT_HEIGHT = FB_HEIGHT - MARGIN_TOP - MARGIN_BOTTOM # usable height = 400 px
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RECT_WIDTH = RECT_HEIGHT // 12 # ≈ 33 px (aspect 1 : 12)
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SPACING = 10 # gap between rectangles
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TOTAL_RECT_W = 12 * RECT_WIDTH + 11 * SPACING
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TOTAL_RECT_W = 12 * RECT_WIDTH + 11 * SPACING
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X0_START = (FB_WIDTH - TOTAL_RECT_W) // 2 # centre the whole strip
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X0_START = (FB_WIDTH - TOTAL_RECT_W) // 2 # centre the whole strip
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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# Outline thickness (change this to whatever you need)
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# 3️⃣ Outline thickness (you may change it)
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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LINE_THICKNESS = 4 # >=1 ; thicker than 1 pixel
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LINE_THICKNESS = 5 # ≥ 1 pixel
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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# Helper – write a pixel into the bytearray (no bounds check for speed)
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# 4️⃣ Per‑rectangle tilt angles (degrees)
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# ----------------------------------------------------------------------
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# You can generate these programmatically, read them from a file, etc.
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ROT_ANGLES_DEG = [
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90, 5, 10, 15, 20, 25,
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30, 35, 40, 45, 50, 85
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]
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assert len(ROT_ANGLES_DEG) == 12, "Exactly 12 angles are required."
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# ----------------------------------------------------------------------
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# Helper – write a single pixel (bounds‑checked)
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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def set_pixel(buf: bytearray, x: int, y: int, color: tuple) -> None:
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def set_pixel(buf: bytearray, x: int, y: int, color: tuple) -> None:
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"""Write an ARGB pixel at (x, y). `color` = (A,R,G,B)."""
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"""Write an ARGB pixel at (x, y). `color` = (A,R,G,B)."""
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offset = (y * FB_WIDTH + x) * BPP
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if 0 <= x < FB_WIDTH and 0 <= y < FB_HEIGHT:
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buf[offset:offset + 4] = bytes(color) # A,R,G,B order
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off = (y * FB_WIDTH + x) * BPP
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buf[off:off + 4] = bytes(color) # A,R,G,B order
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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# Fill a rectangular region (used for thick edges)
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# Helper – draw a thick line (Bresenham + square brush)
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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def fill_rect(buf: bytearray, x0: int, y0: int, w: int, h: int, color: tuple) -> None:
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def draw_thick_line(buf: bytearray,
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"""Write a solid w × h block of `color` starting at (x0, y0)."""
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x0: int, y0: int,
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# Clip to the frame buffer – safety net for very thick lines at the border
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x1: int, y1: int,
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x0 = max(0, x0)
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color: tuple,
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y0 = max(0, y0)
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thickness: int) -> None:
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w = min(w, FB_WIDTH - x0)
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"""Draw a line from (x0,y0) to (x1,y1) using a square brush of `thickness`."""
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h = min(h, FB_HEIGHT - y0)
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dx = abs(x1 - x0)
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dy = -abs(y1 - y0)
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sx = 1 if x0 < x1 else -1
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sy = 1 if y0 < y1 else -1
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err = dx + dy # error term
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row_bytes = w * BPP
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while True:
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pixel_bytes = bytes(color)
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# paint a filled square centred on the current pixel
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for ty in range(-thickness // 2, thickness // 2 + 1):
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for tx in range(-thickness // 2, thickness // 2 + 1):
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set_pixel(buf, x0 + tx, y0 + ty, color)
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for y in range(y0, y0 + h):
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if x0 == x1 and y0 == y1:
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off = (y * FB_WIDTH + x0) * BPP
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break
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buf[off:off + row_bytes] = pixel_bytes * w
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e2 = 2 * err
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if e2 >= dy:
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err += dy
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x0 += sx
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if e2 <= dx:
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err += dx
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y0 += sy
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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# Build the framebuffer
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# 5️⃣ Build the framebuffer (background + white slanted‑top/bottom rectangles)
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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def build_framebuffer() -> bytearray:
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def build_framebuffer() -> bytearray:
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"""Create an ARGB buffer, fill it black and draw the thick‑outline rectangles."""
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"""Create the ARGB buffer and draw the 12 rectangles with slanted top/bottom."""
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# 1️⃣ background = opaque black (A,R,G,B)
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# ----- background: opaque black -----
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fb = bytearray(FB_WIDTH * FB_HEIGHT * BPP)
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fb = bytearray(FB_WIDTH * FB_HEIGHT * BPP)
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bg_color = (255, 0, 0, 0) # opaque black
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bg = (255, 0, 0, 0) # A,R,G,B = opaque black
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fb[:] = bg_color * (FB_WIDTH * FB_HEIGHT)
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fb[:] = bg * (FB_WIDTH * FB_HEIGHT)
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WHITE = (255, 255, 255, 255) # colour of the outlines
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half_w = RECT_WIDTH // 2 # half the (un‑slanted) width
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y_top = MARGIN_TOP
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y_bottom = FB_HEIGHT - MARGIN_BOTTOM - 1 # inclusive bottom row
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# 2️⃣ draw each rectangle outline
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for idx in range(12):
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for idx in range(12):
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# ── colour palette (feel free to change) ───────────────────────
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# --------------------------------------------------------------
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rect_color = (255, 255, 255, 255) # opaque
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# 1️⃣ Un‑slanted left edge of the rectangle (including spacing)
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# --------------------------------------------------------------
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orig_x0 = X0_START + idx * (RECT_WIDTH + SPACING)
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# left‑most X coordinate of the *inner* rectangle (the border belongs to it)
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# --------------------------------------------------------------
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x0 = X0_START + idx * (RECT_WIDTH + SPACING)
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# 2️⃣ Centre X coordinate (kept fixed while slanting)
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y0 = 100
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# --------------------------------------------------------------
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w = RECT_WIDTH
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cx = orig_x0 + half_w
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h = RECT_HEIGHT
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# ── thick edges ──────────────────────────────────────────────────
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# --------------------------------------------------------------
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# 3️⃣ Angle for this rectangle
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# --------------------------------------------------------------
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angle_rad = math.radians(ROT_ANGLES_DEG[idx])
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sin_a = math.sin(angle_rad)
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# --------------------------------------------------------------
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# 4️⃣ Vertical offset applied to the *ends* of the top/bottom lines
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# (the spec says: sin(angle) * RECT_WITH / 2)
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# --------------------------------------------------------------
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offset = sin_a * half_w # because RECT_WITH/2 == half_w
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# --------------------------------------------------------------
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# 5️⃣ Coordinates of the four line end‑points
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# --------------------------------------------------------------
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# top edge
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# top edge
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fill_rect(fb, x0, y0, w, LINE_THICKNESS, rect_color)
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x0_top = cx - half_w
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y0_top = int(round(y_top + offset))
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x1_top = cx + half_w
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y1_top = int(round(y_top - offset))
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# bottom edge
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# bottom edge
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fill_rect(fb, x0, y0 + h - LINE_THICKNESS, w, LINE_THICKNESS, rect_color)
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x0_bot = cx - half_w
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y0_bot = int(round(y_bottom - offset))
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# left edge
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x1_bot = cx + half_w
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fill_rect(fb, x0, y0, LINE_THICKNESS, h, rect_color)
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y1_bot = int(round(y_bottom + offset))
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# right edge
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# --------------------------------------------------------------
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fill_rect(fb, x0 + w - LINE_THICKNESS, y0, LINE_THICKNESS, h, rect_color)
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# 6️⃣ Draw the four sides
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# --------------------------------------------------------------
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# top (slanted)
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draw_thick_line(fb, x0_top, y0_top, x1_top, y1_top,
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WHITE, LINE_THICKNESS)
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# bottom (slanted)
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draw_thick_line(fb, x0_bot, y0_bot, x1_bot, y1_bot,
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WHITE, LINE_THICKNESS)
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# left vertical side – from the *top‑left* endpoint down to the
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# *bottom‑left* endpoint
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draw_thick_line(fb, x0_top, y0_top, x0_bot, y0_bot,
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WHITE, LINE_THICKNESS)
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# right vertical side – from the *top‑right* endpoint down to the
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# *bottom‑right* endpoint
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draw_thick_line(fb, x1_top, y1_top, x1_bot, y1_bot,
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WHITE, LINE_THICKNESS)
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return fb
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return fb
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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# Send the buffer to the TCP server
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# 6️⃣ Send the framebuffer to the TCP server (localhost:12345)
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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def send_framebuffer(buf: bytearray,
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def send_framebuffer(buf: bytearray,
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host: str = "127.0.0.1",
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host: str = "127.0.0.1",
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@@ -110,7 +184,7 @@ def send_framebuffer(buf: bytearray,
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"""Open a TCP socket, connect, and stream the whole framebuffer."""
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"""Open a TCP socket, connect, and stream the whole framebuffer."""
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try:
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try:
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with socket.create_connection((host, port), timeout=5) as sock:
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with socket.create_connection((host, port), timeout=5) as sock:
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# optional length prefix (many protocols expect it)
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# optional 4‑byte length prefix – many simple protocols expect it
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length_prefix = len(buf).to_bytes(4, byteorder="big")
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length_prefix = len(buf).to_bytes(4, byteorder="big")
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sock.sendall(length_prefix + buf)
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sock.sendall(length_prefix + buf)
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print(f"✔ Sent {len(buf)} bytes to {host}:{port}")
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print(f"✔ Sent {len(buf)} bytes to {host}:{port}")
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@@ -119,7 +193,7 @@ def send_framebuffer(buf: bytearray,
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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# Main entry point
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# 7️⃣ Main entry point
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# ----------------------------------------------------------------------
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# ----------------------------------------------------------------------
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def main() -> None:
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def main() -> None:
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fb = build_framebuffer()
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fb = build_framebuffer()
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@@ -128,3 +202,4 @@ def main() -> None:
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if __name__ == "__main__":
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if __name__ == "__main__":
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main()
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main()
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