/* * Copyright (c) 2018, 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 structure 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 describe 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 /= 1.4142135623; size = round(size); /* Compute the four points. */ float k = M_PI/4 + angle; for (int j = 0; j < 4; j++) { px[j] = round(sin(k) * size + x); py[j] = round(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); } /* Schotter, the output of LOLWUT of Redis 5, is a computer graphic art piece * generated by Georg Nees in the 60s. It explores the relationship between * caos and order. * * The function creates the canvas itself, depending on the columns available * in the output display and the number of squares per row and per column * requested by the caller. */ lwCanvas *lwDrawSchotter(int console_cols, int squares_per_row, int squares_per_col) { /* Calculate the canvas size. */ int canvas_width = console_cols*2; int padding = canvas_width > 4 ? 2 : 0; float square_side = (float)(canvas_width-padding*2) / squares_per_row; int canvas_height = square_side * squares_per_col + padding*2; lwCanvas *canvas = lwCreateCanvas(canvas_width, canvas_height); for (int y = 0; y < squares_per_col; y++) { for (int x = 0; x < squares_per_row; x++) { int sx = x * square_side + square_side/2 + padding; int sy = y * square_side + square_side/2 + padding; /* Rotate and translate randomly as we go down to lower * rows. */ float angle = 0; if (y > 1) { float r1 = (float)rand() / RAND_MAX / squares_per_col * y; float r2 = (float)rand() / RAND_MAX / squares_per_col * y; float r3 = (float)rand() / RAND_MAX / squares_per_col * y; if (rand() % 2) r1 = -r1; if (rand() % 2) r2 = -r2; if (rand() % 2) r3 = -r3; angle = r1; sx += r2*square_side/3; sy += r3*square_side/3; } lwDrawSquare(canvas,sx,sy,square_side,angle); } } return canvas; } /* 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; } /* The LOLWUT command: * * LOLWUT [terminal columns] [squares-per-row] [squares-per-col] * * By default the command uses 66 columns, 8 squares per row, 12 squares * per column. */ void lolwut5Command(client *c) { long cols = 66; long squares_per_row = 8; long squares_per_col = 12; /* Parse the optional arguments if any. */ if (c->argc > 1 && getLongFromObjectOrReply(c,c->argv[1],&cols,NULL) != C_OK) return; if (c->argc > 2 && getLongFromObjectOrReply(c,c->argv[2],&squares_per_row,NULL) != C_OK) return; if (c->argc > 3 && getLongFromObjectOrReply(c,c->argv[3],&squares_per_col,NULL) != C_OK) return; /* Limits. We want LOLWUT to be always reasonably fast and cheap to execute * so we have maximum number of columns, rows, and output resulution. */ if (cols < 1) cols = 1; if (cols > 1000) cols = 1000; if (squares_per_row < 1) squares_per_row = 1; if (squares_per_row > 200) squares_per_row = 200; if (squares_per_col < 1) squares_per_col = 1; if (squares_per_col > 200) squares_per_col = 200; /* Generate some computer art and reply. */ lwCanvas *canvas = lwDrawSchotter(cols,squares_per_row,squares_per_col); sds rendered = lwRenderCanvas(canvas); rendered = sdscat(rendered, "\nGeorg Nees - schotter, plotter on paper, 1968. Redis ver. "); rendered = sdscat(rendered,REDIS_VERSION); rendered = sdscatlen(rendered,"\n",1); addReplyBulkSds(c,rendered); lwFreeCanvas(canvas); }