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// Package mosaic provides a unicode image renderer.
package mosaic
import (
"image"
"image/color"
"image/color/palette"
"image/draw"
"math"
"strings"
"github.com/charmbracelet/x/ansi"
xdraw "golang.org/x/image/draw"
)
// Blocks definition.
var (
halfBlocks = []block{
{Char: '▀', Coverage: [4]bool{true, true, false, false}, CoverageMap: "██\n "}, // Upper half block.
{Char: '▄', Coverage: [4]bool{false, false, true, true}, CoverageMap: " \n██"}, // Lower half block.
{Char: ' ', Coverage: [4]bool{false, false, false, false}, CoverageMap: " \n "}, // Space.
{Char: '█', Coverage: [4]bool{true, true, true, true}, CoverageMap: "██\n██"}, // Full block.
}
quarterBlocks = []block{
{Char: '▘', Coverage: [4]bool{true, false, false, false}, CoverageMap: "█ \n "}, // Quadrant upper left.
{Char: '▝', Coverage: [4]bool{false, true, false, false}, CoverageMap: " █\n "}, // Quadrant upper right.
{Char: '▖', Coverage: [4]bool{false, false, true, false}, CoverageMap: " \n█ "}, // Quadrant lower left.
{Char: '▗', Coverage: [4]bool{false, false, false, true}, CoverageMap: " \n █"}, // Quadrant lower right.
{Char: '▌', Coverage: [4]bool{true, false, true, false}, CoverageMap: "█ \n█ "}, // Left half block.
{Char: '▐', Coverage: [4]bool{false, true, false, true}, CoverageMap: " █\n █"}, // Right half block.
{Char: '▀', Coverage: [4]bool{true, true, false, false}, CoverageMap: "██\n "}, // Upper half block (already added).
{Char: '▄', Coverage: [4]bool{false, false, true, true}, CoverageMap: " \n██"}, // Lower half block (already added).
}
complexBlocks = []block{
{Char: '▙', Coverage: [4]bool{true, false, true, true}, CoverageMap: "█ \n██"}, // Quadrant upper left and lower half.
{Char: '▟', Coverage: [4]bool{false, true, true, true}, CoverageMap: " █\n██"}, // Quadrant upper right and lower half.
{Char: '▛', Coverage: [4]bool{true, true, true, false}, CoverageMap: "██\n█ "}, // Quadrant upper half and lower left.
{Char: '▜', Coverage: [4]bool{true, true, false, true}, CoverageMap: "██\n █"}, // Quadrant upper half and lower right.
{Char: '▚', Coverage: [4]bool{true, false, false, true}, CoverageMap: "█ \n █"}, // Quadrant upper left and lower right.
{Char: '▞', Coverage: [4]bool{false, true, true, false}, CoverageMap: " █\n█ "}, // Quadrant upper right and lower left.
}
)
// Block represents different Unicode block characters.
type block struct {
Char rune
Coverage [4]bool // Which parts of the block are filled (true = filled).
CoverageMap string // Visual representation of coverage for debugging.
}
// Symbol represents the symbol type to use when rendering the image.
type Symbol uint8
// Symbol types.
const (
All Symbol = iota
Half
Quarter
)
// In many contexts, a default threshold level is often set to 0.5 (or 50%),
// which means that values above this threshold are considered positive,
// while those below are considered negative.
// The value 128 represents the 0.5 of 0..255.
const middleThresholdLevel = 128
// Render mosaic with default values.
func Render(img image.Image, width int, height int) string {
m := New().Width(width).Height(height)
return m.Render(img)
}
// Mosaic represents a Unicode image renderer.
//
// Example:
//
// ```go
// art := mosaic.New().Width(100). // Limit to 100 cells
// Scale(mosaic.Fit). // Fit to width
// Render()
// ```
type Mosaic struct {
outputWidth int // Output width.
outputHeight int // Output height (0 for auto).
thresholdLevel uint8 // Threshold for considering a pixel as set (0-255).
dither bool // Enable Dithering (false as default).
useFgBgOnly bool // Use only foreground/background colors (no block symbols).
invertColors bool // Invert colors.
scale int // Scale level
symbols Symbol // Which symbols to use: "half", "quarter", "all".
}
// New creates and returns a [Renderer].
func New() Mosaic {
return Mosaic{
outputWidth: 0, // Override width.
outputHeight: 0, // Override height.
thresholdLevel: middleThresholdLevel, // Middle threshold.
dither: false, // Enable dithering.
useFgBgOnly: false, // Use block symbols.
invertColors: false, // Don't invert.
scale: 1, // Don't scale.
symbols: Half, // Use half blocks.
}
}
// PixelBlock represents a 2x2 pixel block from the image.
type pixelBlock struct {
Pixels [2][2]color.Color // 2x2 pixel grid.
AvgFg color.Color // Average foreground color.
AvgBg color.Color // Average background color.
BestSymbol rune // Best matching character.
BestFgColor color.Color // Best foreground color.
BestBgColor color.Color // Best background color.
}
// Represents 255.
const u8MaxValue = 0xff
type shiftable interface {
~uint | ~uint16 | ~uint32 | ~uint64
}
func shift[T shiftable](x T) T {
if x > u8MaxValue {
x >>= 8
}
return x
}
// Scale sets the [ScaleMode] on [Mosaic].
func (m Mosaic) Scale(scale int) Mosaic {
m.scale = scale
return m
}
// IgnoreBlockSymbols set UseFgBgOnly on [Mosaic].
func (m Mosaic) IgnoreBlockSymbols(fgOnly bool) Mosaic {
m.useFgBgOnly = fgOnly
return m
}
// Dither sets the dither level on [Mosaic].
func (m Mosaic) Dither(dither bool) Mosaic {
m.dither = dither
return m
}
// Threshold sets the threshold level on [Mosaic].
// It expects a value between 0-255, anything else will be ignored.
func (m Mosaic) Threshold(threshold int) Mosaic {
if threshold >= 0 && threshold <= u8MaxValue {
m.thresholdLevel = uint8(threshold)
}
return m
}
// InvertColors whether to invert the colors of the mosaic image.
func (m Mosaic) InvertColors(invertColors bool) Mosaic {
m.invertColors = invertColors
return m
}
// Width sets the maximum width the image can have. Defaults to the image width.
func (m Mosaic) Width(width int) Mosaic {
m.outputWidth = width
return m
}
// Height sets the maximum height the image can have. Defaults to the image height.
func (m Mosaic) Height(height int) Mosaic {
m.outputHeight = height
return m
}
// Symbol sets the mosaic symbol type.
func (m Mosaic) Symbol(symbol Symbol) Mosaic {
m.symbols = symbol
return m
}
// Render renders the image to a string.
func (m *Mosaic) Render(img image.Image) string {
// Calculate dimensions.
bounds := img.Bounds()
srcWidth := bounds.Max.X - bounds.Min.X
srcHeight := bounds.Max.Y - bounds.Min.Y
// Determine output dimensions.
outWidth := srcWidth
if m.outputWidth > 0 {
outWidth = m.outputWidth
}
outHeight := srcHeight
if m.outputHeight > 0 {
outHeight = m.outputHeight
}
if outHeight <= 0 {
// Calculate height based on aspect ratio and character cell proportions.
// Terminal characters are roughly twice as tall as wide, so we divide by 2.
const divider = 2
outHeight = int(float64(outWidth) * float64(srcHeight) / float64(srcWidth) / divider)
if outHeight < 1 {
outHeight = 1
}
}
// Scale image according to the scale.
scaledImg := m.applyScaling(img, outWidth*m.scale, outHeight*m.scale)
// Apply dithering if enabled.
if m.dither {
scaledImg = m.applyDithering(scaledImg)
}
// Invert colors if needed.
if m.invertColors {
scaledImg = m.invertImage(scaledImg)
}
// Generate terminal outpum.
var output strings.Builder
// Process the image by 2x2 blocks (representing one character cell).
imageBounds := scaledImg.Bounds()
// Set initial blocks based on symbols value (initial/default is half)
blocks := halfBlocks
// Quarter blocks.
if m.symbols == Quarter || m.symbols == All {
blocks = append(blocks, quarterBlocks...)
}
// All block elements (including complex combinations).
if m.symbols == All {
blocks = append(blocks, complexBlocks...)
}
for y := 0; y < imageBounds.Max.Y; y += 2 {
for x := 0; x < imageBounds.Max.X; x += 2 {
// Create and analyze the 2x2 pixel block.
block := m.createPixelBlock(scaledImg, x, y)
// Determine best symbol and colors.
m.findBestRepresentation(block, blocks)
// Append to output.
output.WriteString(
ansi.Style{}.ForegroundColor(block.BestFgColor).BackgroundColor(block.BestBgColor).Styled(string(block.BestSymbol)),
)
}
output.WriteString("\n")
}
return output.String()
}
// createPixelBlock extracts a 2x2 block of pixels from the image.
func (m *Mosaic) createPixelBlock(img image.Image, x, y int) *pixelBlock {
block := &pixelBlock{}
// Extract the 2x2 pixel grid.
for dy := 0; dy < 2; dy++ {
for dx := 0; dx < 2; dx++ {
block.Pixels[dy][dx] = m.getPixelSafe(img, x+dx, y+dy)
}
}
return block
}
// findBestRepresentation finds the best block character and colors for a 2x2 pixel block.
func (m *Mosaic) findBestRepresentation(block *pixelBlock, availableBlocks []block) {
// Simple case: use only foreground/background colors.
if m.useFgBgOnly {
// Just use the upper half block with top pixels as background and bottom as foreground.
block.BestSymbol = '▀'
block.BestBgColor = m.averageColors(block.Pixels[0][0], block.Pixels[0][1])
block.BestFgColor = m.averageColors(block.Pixels[1][0], block.Pixels[1][1])
return
}
// Determine which pixels are "set" based on threshold.
pixelMask := [2][2]bool{}
for y := 0; y < 2; y++ {
for x := 0; x < 2; x++ {
// Calculate luminance.
luma := rgbaToLuminance(block.Pixels[y][x])
pixelMask[y][x] = luma >= m.thresholdLevel
}
}
// Find the best matching block character.
bestChar := ' '
bestScore := math.MaxFloat64
for _, blockChar := range availableBlocks {
score := 0.0
for i := 0; i < 4; i++ {
y, x := i/2, i%2 //nolint:mnd
if blockChar.Coverage[i] != pixelMask[y][x] {
score += 1.0
}
}
if score < bestScore {
bestScore = score
bestChar = blockChar.Char
}
}
// Determine foreground and background colors based on the best character.
var fgPixels, bgPixels []color.Color
// Get the coverage pattern for the selected character.
var coverage [4]bool
for _, b := range availableBlocks {
if b.Char == bestChar {
coverage = b.Coverage
break
}
}
// Assign pixels to foreground or background based on the character's coverage.
for i := 0; i < 4; i++ {
y, x := i/2, i%2 //nolint:mnd
if coverage[i] {
fgPixels = append(fgPixels, block.Pixels[y][x])
} else {
bgPixels = append(bgPixels, block.Pixels[y][x])
}
}
// Calculate average colors.
if len(fgPixels) > 0 {
block.BestFgColor = m.averageColors(fgPixels...)
} else {
// Default to black if no foreground pixels.
block.BestFgColor = color.Black
}
if len(bgPixels) > 0 {
block.BestBgColor = m.averageColors(bgPixels...)
} else {
// Default to black if no background pixels.
block.BestBgColor = color.Black
}
block.BestSymbol = bestChar
}
// averageColors calculates the average color from a slice of colors.
func (m *Mosaic) averageColors(colors ...color.Color) color.Color {
if len(colors) == 0 {
return color.Black
}
var sumR, sumG, sumB, sumA uint32
for _, c := range colors {
r, g, b, a := c.RGBA()
r, g, b, a = shift(r), shift(g), shift(b), shift(a)
sumR += r
sumG += g
sumB += b
sumA += a
}
count := uint32(len(colors)) //nolint:gosec
return color.RGBA{
R: uint8(sumR / count), //nolint:gosec
G: uint8(sumG / count), //nolint:gosec
B: uint8(sumB / count), //nolint:gosec
A: uint8(sumA / count), //nolint:gosec
}
}
// getPixelSafe returns the color at (x,y) or black if out of bounds.
func (m *Mosaic) getPixelSafe(img image.Image, x, y int) color.RGBA {
bounds := img.Bounds()
if x < bounds.Min.X || x >= bounds.Max.X || y < bounds.Min.Y || y >= bounds.Max.Y {
return color.RGBA{0, 0, 0, 255}
}
r8, g8, b8, a8 := img.At(x, y).RGBA()
return color.RGBA{
R: uint8(r8 >> 8), //nolint:gosec,mnd
G: uint8(g8 >> 8), //nolint:gosec,mnd
B: uint8(b8 >> 8), //nolint:gosec,mnd
A: uint8(a8 >> 8), //nolint:gosec,mnd
}
}
// applyScaling resizes an image to the specified dimensions.
func (m *Mosaic) applyScaling(img image.Image, width, height int) image.Image {
rect := image.Rect(0, 0, width, height)
dst := image.NewRGBA(rect)
xdraw.ApproxBiLinear.Scale(dst, rect, img, img.Bounds(), draw.Over, nil)
return dst
}
// applyDithering applies Floyd-Steinberg dithering.
func (m *Mosaic) applyDithering(img image.Image) image.Image {
b := img.Bounds()
pm := image.NewPaletted(b, palette.Plan9)
draw.FloydSteinberg.Draw(pm, b, img, image.Point{})
return pm
}
// invertImage inverts the colors of an image.
func (m *Mosaic) invertImage(img image.Image) image.Image {
bounds := img.Bounds()
width := bounds.Max.X - bounds.Min.X
height := bounds.Max.Y - bounds.Min.Y
result := image.NewRGBA(bounds)
for y := 0; y < height; y++ {
for x := 0; x < width; x++ {
r8, g8, b8, a8 := img.At(x+bounds.Min.X, y+bounds.Min.Y).RGBA()
result.Set(x, y, color.RGBA{
R: uint8(255 - (r8 >> 8)), //nolint:gosec,mnd
G: uint8(255 - (g8 >> 8)), //nolint:gosec,mnd
B: uint8(255 - (b8 >> 8)), //nolint:gosec,mnd
A: uint8(a8 >> 8), //nolint:gosec,mnd
})
}
}
return result
}
// rgbaToLuminance converts RGBA color to luminance (brightness).
func rgbaToLuminance(c color.Color) uint8 {
r, g, b, _ := c.RGBA()
r, g, b = shift(r), shift(g), shift(b)
// Weighted RGB to account for human perception
// source: https://www.w3.org/TR/AERT/#color-contrast
// context: https://stackoverflow.com/questions/596216/formula-to-determine-perceived-brightness-of-rgb-color
return uint8(float64(r)*0.299 + float64(g)*0.587 + float64(b)*0.114)
}
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