summaryrefslogtreecommitdiff
path: root/src/lolwut5.c
blob: 8408b378dc836772a97dfc1039aa381b141fceb7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
/*
 * Copyright (c) 2018, Salvatore Sanfilippo <antirez at gmail dot com>
 * 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 <math.h>

/* 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 <stdio.h>
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);
}