Better builtin avatar generator (#17707)

This PR fixes the builtin avatar generator.

1. The random background color makes some images very dirty. So now we only use white background for avatars.
2. We use left-right mirror avatars to satisfy #14799
3. Fix a small padding error in the algorithm
This commit is contained in:
wxiaoguang
2021-11-20 01:10:41 +08:00
committed by GitHub
parent 38347aa16f
commit a8fd76557b
19 changed files with 417 additions and 376 deletions

View File

@ -8,16 +8,15 @@ import (
"bytes"
"fmt"
"image"
"image/color/palette"
"image/color"
_ "image/gif" // for processing gif images
_ "image/jpeg" // for processing jpeg images
_ "image/png" // for processing png images
"code.gitea.io/gitea/modules/avatar/identicon"
"code.gitea.io/gitea/modules/setting"
"code.gitea.io/gitea/modules/util"
"github.com/issue9/identicon"
"github.com/nfnt/resize"
"github.com/oliamb/cutter"
)
@ -28,20 +27,8 @@ const AvatarSize = 290
// RandomImageSize generates and returns a random avatar image unique to input data
// in custom size (height and width).
func RandomImageSize(size int, data []byte) (image.Image, error) {
randExtent := len(palette.WebSafe) - 32
integer, err := util.RandomInt(int64(randExtent))
if err != nil {
return nil, fmt.Errorf("util.RandomInt: %v", err)
}
colorIndex := int(integer)
backColorIndex := colorIndex - 1
if backColorIndex < 0 {
backColorIndex = randExtent - 1
}
// Define size, background, and forecolor
imgMaker, err := identicon.New(size,
palette.WebSafe[backColorIndex], palette.WebSafe[colorIndex:colorIndex+32]...)
// we use white as background, and use dark colors to draw blocks
imgMaker, err := identicon.New(size, color.White, identicon.DarkColors...)
if err != nil {
return nil, fmt.Errorf("identicon.New: %v", err)
}

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@ -0,0 +1,717 @@
// Copyright 2021 The Gitea Authors. All rights reserved.
// Use of this source code is governed by a MIT-style
// license that can be found in the LICENSE file.
// Copied and modified from https://github.com/issue9/identicon/ (MIT License)
package identicon
import "image"
var (
// the blocks can appear in center, these blocks can be more beautiful
centerBlocks = []blockFunc{b0, b1, b2, b3, b19, b26, b27}
// all blocks
blocks = []blockFunc{b0, b1, b2, b3, b4, b5, b6, b7, b8, b9, b10, b11, b12, b13, b14, b15, b16, b17, b18, b19, b20, b21, b22, b23, b24, b25, b26, b27}
)
type blockFunc func(img *image.Paletted, x, y, size int, angle int)
// draw a polygon by points, and the polygon is rotated by angle.
func drawBlock(img *image.Paletted, x, y, size int, angle int, points []int) {
if angle != 0 {
m := size / 2
rotate(points, m, m, angle)
}
for i := 0; i < size; i++ {
for j := 0; j < size; j++ {
if pointInPolygon(i, j, points) {
img.SetColorIndex(x+i, y+j, 1)
}
}
}
}
// blank
//
// --------
// | |
// | |
// | |
// --------
func b0(img *image.Paletted, x, y, size int, angle int) {}
// full-filled
//
// --------
// |######|
// |######|
// |######|
// --------
func b1(img *image.Paletted, x, y, size int, angle int) {
for i := x; i < x+size; i++ {
for j := y; j < y+size; j++ {
img.SetColorIndex(i, j, 1)
}
}
}
// a small block
// ----------
// | |
// | #### |
// | #### |
// | |
// ----------
func b2(img *image.Paletted, x, y, size int, angle int) {
l := size / 4
x += l
y += l
for i := x; i < x+2*l; i++ {
for j := y; j < y+2*l; j++ {
img.SetColorIndex(i, j, 1)
}
}
}
// diamond
//
// ---------
// | # |
// | ### |
// | ##### |
// |#######|
// | ##### |
// | ### |
// | # |
// ---------
func b3(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, 0, []int{
m, 0,
size, m,
m, size,
0, m,
m, 0,
})
}
// b4
//
// -------
// |#####|
// |#### |
// |### |
// |## |
// |# |
// |------
func b4(img *image.Paletted, x, y, size int, angle int) {
drawBlock(img, x, y, size, angle, []int{
0, 0,
size, 0,
0, size,
0, 0,
})
}
// b5
//
// ---------
// | # |
// | ### |
// | ##### |
// |#######|
func b5(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
m, 0,
size, size,
0, size,
m, 0,
})
}
// b6
//
// --------
// |### |
// |### |
// |### |
// --------
func b6(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, 0,
m, 0,
m, size,
0, size,
0, 0,
})
}
// b7 italic cone
//
// ---------
// | # |
// | ## |
// | #####|
// | ####|
// |--------
func b7(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, 0,
size, m,
size, size,
m, size,
0, 0,
})
}
// b8 three small triangles
//
// -----------
// | # |
// | ### |
// | ##### |
// | # # |
// | ### ### |
// |#########|
// -----------
func b8(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
mm := m / 2
// top
drawBlock(img, x, y, size, angle, []int{
m, 0,
3 * mm, m,
mm, m,
m, 0,
})
// bottom left
drawBlock(img, x, y, size, angle, []int{
mm, m,
m, size,
0, size,
mm, m,
})
// bottom right
drawBlock(img, x, y, size, angle, []int{
3 * mm, m,
size, size,
m, size,
3 * mm, m,
})
}
// b9 italic triangle
//
// ---------
// |# |
// | #### |
// | #####|
// | #### |
// | # |
// ---------
func b9(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, 0,
size, m,
m, size,
0, 0,
})
}
// b10
//
// ----------
// | ####|
// | ### |
// | ## |
// | # |
// |#### |
// |### |
// |## |
// |# |
// ----------
func b10(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
m, 0,
size, 0,
m, m,
m, 0,
})
drawBlock(img, x, y, size, angle, []int{
0, m,
m, m,
0, size,
0, m,
})
}
// b11
//
// ----------
// |#### |
// |#### |
// |#### |
// | |
// | |
// ----------
func b11(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, 0,
m, 0,
m, m,
0, m,
0, 0,
})
}
// b12
//
// -----------
// | |
// | |
// |#########|
// | ##### |
// | # |
// -----------
func b12(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, m,
size, m,
m, size,
0, m,
})
}
// b13
//
// -----------
// | |
// | |
// | # |
// | ##### |
// |#########|
// -----------
func b13(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
m, m,
size, size,
0, size,
m, m,
})
}
// b14
//
// ---------
// | # |
// | ### |
// |#### |
// | |
// | |
// ---------
func b14(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
m, 0,
m, m,
0, m,
m, 0,
})
}
// b15
//
// ----------
// |##### |
// |### |
// |# |
// | |
// | |
// ----------
func b15(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, 0,
m, 0,
0, m,
0, 0,
})
}
// b16
//
// ---------
// | # |
// | ##### |
// |#######|
// | # |
// | ##### |
// |#######|
// ---------
func b16(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
m, 0,
size, m,
0, m,
m, 0,
})
drawBlock(img, x, y, size, angle, []int{
m, m,
size, size,
0, size,
m, m,
})
}
// b17
//
// ----------
// |##### |
// |### |
// |# |
// | ##|
// | ##|
// ----------
func b17(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, 0,
m, 0,
0, m,
0, 0,
})
quarter := size / 4
drawBlock(img, x, y, size, angle, []int{
size - quarter, size - quarter,
size, size - quarter,
size, size,
size - quarter, size,
size - quarter, size - quarter,
})
}
// b18
//
// ----------
// |##### |
// |#### |
// |### |
// |## |
// |# |
// ----------
func b18(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, 0,
m, 0,
0, size,
0, 0,
})
}
// b19
//
// ----------
// |########|
// |### ###|
// |# #|
// |### ###|
// |########|
// ----------
func b19(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
drawBlock(img, x, y, size, angle, []int{
0, 0,
m, 0,
0, m,
0, 0,
})
drawBlock(img, x, y, size, angle, []int{
m, 0,
size, 0,
size, m,
m, 0,
})
drawBlock(img, x, y, size, angle, []int{
size, m,
size, size,
m, size,
size, m,
})
drawBlock(img, x, y, size, angle, []int{
0, m,
m, size,
0, size,
0, m,
})
}
// b20
//
// ----------
// | ## |
// |### |
// |## |
// |## |
// |# |
// ----------
func b20(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
q := size / 4
drawBlock(img, x, y, size, angle, []int{
q, 0,
0, size,
0, m,
q, 0,
})
}
// b21
//
// ----------
// | #### |
// |## #####|
// |## ##|
// |## |
// |# |
// ----------
func b21(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
q := size / 4
drawBlock(img, x, y, size, angle, []int{
q, 0,
0, size,
0, m,
q, 0,
})
drawBlock(img, x, y, size, angle, []int{
q, 0,
size, q,
size, m,
q, 0,
})
}
// b22
//
// ----------
// | #### |
// |## ### |
// |## ##|
// |## ##|
// |# #|
// ----------
func b22(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
q := size / 4
drawBlock(img, x, y, size, angle, []int{
q, 0,
0, size,
0, m,
q, 0,
})
drawBlock(img, x, y, size, angle, []int{
q, 0,
size, q,
size, size,
q, 0,
})
}
// b23
//
// ----------
// | #######|
// |### #|
// |## |
// |## |
// |# |
// ----------
func b23(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
q := size / 4
drawBlock(img, x, y, size, angle, []int{
q, 0,
0, size,
0, m,
q, 0,
})
drawBlock(img, x, y, size, angle, []int{
q, 0,
size, 0,
size, q,
q, 0,
})
}
// b24
//
// ----------
// | ## ###|
// |### ###|
// |## ## |
// |## ## |
// |# # |
// ----------
func b24(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
q := size / 4
drawBlock(img, x, y, size, angle, []int{
q, 0,
0, size,
0, m,
q, 0,
})
drawBlock(img, x, y, size, angle, []int{
m, 0,
size, 0,
m, size,
m, 0,
})
}
// b25
//
// ----------
// |# #|
// |## ###|
// |## ## |
// |###### |
// |#### |
// ----------
func b25(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
q := size / 4
drawBlock(img, x, y, size, angle, []int{
0, 0,
0, size,
q, size,
0, 0,
})
drawBlock(img, x, y, size, angle, []int{
0, m,
size, 0,
q, size,
0, m,
})
}
// b26
//
// ----------
// |# #|
// |### ###|
// | #### |
// |### ###|
// |# #|
// ----------
func b26(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
q := size / 4
drawBlock(img, x, y, size, angle, []int{
0, 0,
m, q,
q, m,
0, 0,
})
drawBlock(img, x, y, size, angle, []int{
size, 0,
m + q, m,
m, q,
size, 0,
})
drawBlock(img, x, y, size, angle, []int{
size, size,
m, m + q,
q + m, m,
size, size,
})
drawBlock(img, x, y, size, angle, []int{
0, size,
q, m,
m, q + m,
0, size,
})
}
// b27
//
// ----------
// |########|
// |## ###|
// |# #|
// |### ##|
// |########|
// ----------
func b27(img *image.Paletted, x, y, size int, angle int) {
m := size / 2
q := size / 4
drawBlock(img, x, y, size, angle, []int{
0, 0,
size, 0,
0, q,
0, 0,
})
drawBlock(img, x, y, size, angle, []int{
q + m, 0,
size, 0,
size, size,
q + m, 0,
})
drawBlock(img, x, y, size, angle, []int{
size, q + m,
size, size,
0, size,
size, q + m,
})
drawBlock(img, x, y, size, angle, []int{
0, size,
0, 0,
q, size,
0, size,
})
}

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@ -0,0 +1,135 @@
// Copyright 2021 The Gitea Authors. All rights reserved.
// Use of this source code is governed by a MIT-style
// license that can be found in the LICENSE file.
package identicon
import "image/color"
// DarkColors are dark colors for avatar blocks, they come from image/color/palette.WebSafe, and light colors (0xff) are removed
var DarkColors = []color.Color{
color.RGBA{0x00, 0x00, 0x33, 0xff},
color.RGBA{0x00, 0x00, 0x66, 0xff},
color.RGBA{0x00, 0x00, 0x99, 0xff},
color.RGBA{0x00, 0x00, 0xcc, 0xff},
color.RGBA{0x00, 0x33, 0x00, 0xff},
color.RGBA{0x00, 0x33, 0x33, 0xff},
color.RGBA{0x00, 0x33, 0x66, 0xff},
color.RGBA{0x00, 0x33, 0x99, 0xff},
color.RGBA{0x00, 0x33, 0xcc, 0xff},
color.RGBA{0x00, 0x66, 0x00, 0xff},
color.RGBA{0x00, 0x66, 0x33, 0xff},
color.RGBA{0x00, 0x66, 0x66, 0xff},
color.RGBA{0x00, 0x66, 0x99, 0xff},
color.RGBA{0x00, 0x66, 0xcc, 0xff},
color.RGBA{0x00, 0x99, 0x00, 0xff},
color.RGBA{0x00, 0x99, 0x33, 0xff},
color.RGBA{0x00, 0x99, 0x66, 0xff},
color.RGBA{0x00, 0x99, 0x99, 0xff},
color.RGBA{0x00, 0x99, 0xcc, 0xff},
color.RGBA{0x00, 0xcc, 0x00, 0xff},
color.RGBA{0x00, 0xcc, 0x33, 0xff},
color.RGBA{0x00, 0xcc, 0x66, 0xff},
color.RGBA{0x00, 0xcc, 0x99, 0xff},
color.RGBA{0x00, 0xcc, 0xcc, 0xff},
color.RGBA{0x33, 0x00, 0x00, 0xff},
color.RGBA{0x33, 0x00, 0x33, 0xff},
color.RGBA{0x33, 0x00, 0x66, 0xff},
color.RGBA{0x33, 0x00, 0x99, 0xff},
color.RGBA{0x33, 0x00, 0xcc, 0xff},
color.RGBA{0x33, 0x33, 0x00, 0xff},
color.RGBA{0x33, 0x33, 0x33, 0xff},
color.RGBA{0x33, 0x33, 0x66, 0xff},
color.RGBA{0x33, 0x33, 0x99, 0xff},
color.RGBA{0x33, 0x33, 0xcc, 0xff},
color.RGBA{0x33, 0x66, 0x00, 0xff},
color.RGBA{0x33, 0x66, 0x33, 0xff},
color.RGBA{0x33, 0x66, 0x66, 0xff},
color.RGBA{0x33, 0x66, 0x99, 0xff},
color.RGBA{0x33, 0x66, 0xcc, 0xff},
color.RGBA{0x33, 0x99, 0x00, 0xff},
color.RGBA{0x33, 0x99, 0x33, 0xff},
color.RGBA{0x33, 0x99, 0x66, 0xff},
color.RGBA{0x33, 0x99, 0x99, 0xff},
color.RGBA{0x33, 0x99, 0xcc, 0xff},
color.RGBA{0x33, 0xcc, 0x00, 0xff},
color.RGBA{0x33, 0xcc, 0x33, 0xff},
color.RGBA{0x33, 0xcc, 0x66, 0xff},
color.RGBA{0x33, 0xcc, 0x99, 0xff},
color.RGBA{0x33, 0xcc, 0xcc, 0xff},
color.RGBA{0x66, 0x00, 0x00, 0xff},
color.RGBA{0x66, 0x00, 0x33, 0xff},
color.RGBA{0x66, 0x00, 0x66, 0xff},
color.RGBA{0x66, 0x00, 0x99, 0xff},
color.RGBA{0x66, 0x00, 0xcc, 0xff},
color.RGBA{0x66, 0x33, 0x00, 0xff},
color.RGBA{0x66, 0x33, 0x33, 0xff},
color.RGBA{0x66, 0x33, 0x66, 0xff},
color.RGBA{0x66, 0x33, 0x99, 0xff},
color.RGBA{0x66, 0x33, 0xcc, 0xff},
color.RGBA{0x66, 0x66, 0x00, 0xff},
color.RGBA{0x66, 0x66, 0x33, 0xff},
color.RGBA{0x66, 0x66, 0x66, 0xff},
color.RGBA{0x66, 0x66, 0x99, 0xff},
color.RGBA{0x66, 0x66, 0xcc, 0xff},
color.RGBA{0x66, 0x99, 0x00, 0xff},
color.RGBA{0x66, 0x99, 0x33, 0xff},
color.RGBA{0x66, 0x99, 0x66, 0xff},
color.RGBA{0x66, 0x99, 0x99, 0xff},
color.RGBA{0x66, 0x99, 0xcc, 0xff},
color.RGBA{0x66, 0xcc, 0x00, 0xff},
color.RGBA{0x66, 0xcc, 0x33, 0xff},
color.RGBA{0x66, 0xcc, 0x66, 0xff},
color.RGBA{0x66, 0xcc, 0x99, 0xff},
color.RGBA{0x66, 0xcc, 0xcc, 0xff},
color.RGBA{0x99, 0x00, 0x00, 0xff},
color.RGBA{0x99, 0x00, 0x33, 0xff},
color.RGBA{0x99, 0x00, 0x66, 0xff},
color.RGBA{0x99, 0x00, 0x99, 0xff},
color.RGBA{0x99, 0x00, 0xcc, 0xff},
color.RGBA{0x99, 0x33, 0x00, 0xff},
color.RGBA{0x99, 0x33, 0x33, 0xff},
color.RGBA{0x99, 0x33, 0x66, 0xff},
color.RGBA{0x99, 0x33, 0x99, 0xff},
color.RGBA{0x99, 0x33, 0xcc, 0xff},
color.RGBA{0x99, 0x66, 0x00, 0xff},
color.RGBA{0x99, 0x66, 0x33, 0xff},
color.RGBA{0x99, 0x66, 0x66, 0xff},
color.RGBA{0x99, 0x66, 0x99, 0xff},
color.RGBA{0x99, 0x66, 0xcc, 0xff},
color.RGBA{0x99, 0x99, 0x00, 0xff},
color.RGBA{0x99, 0x99, 0x33, 0xff},
color.RGBA{0x99, 0x99, 0x66, 0xff},
color.RGBA{0x99, 0x99, 0x99, 0xff},
color.RGBA{0x99, 0x99, 0xcc, 0xff},
color.RGBA{0x99, 0xcc, 0x00, 0xff},
color.RGBA{0x99, 0xcc, 0x33, 0xff},
color.RGBA{0x99, 0xcc, 0x66, 0xff},
color.RGBA{0x99, 0xcc, 0x99, 0xff},
color.RGBA{0x99, 0xcc, 0xcc, 0xff},
color.RGBA{0xcc, 0x00, 0x00, 0xff},
color.RGBA{0xcc, 0x00, 0x33, 0xff},
color.RGBA{0xcc, 0x00, 0x66, 0xff},
color.RGBA{0xcc, 0x00, 0x99, 0xff},
color.RGBA{0xcc, 0x00, 0xcc, 0xff},
color.RGBA{0xcc, 0x33, 0x00, 0xff},
color.RGBA{0xcc, 0x33, 0x33, 0xff},
color.RGBA{0xcc, 0x33, 0x66, 0xff},
color.RGBA{0xcc, 0x33, 0x99, 0xff},
color.RGBA{0xcc, 0x33, 0xcc, 0xff},
color.RGBA{0xcc, 0x66, 0x00, 0xff},
color.RGBA{0xcc, 0x66, 0x33, 0xff},
color.RGBA{0xcc, 0x66, 0x66, 0xff},
color.RGBA{0xcc, 0x66, 0x99, 0xff},
color.RGBA{0xcc, 0x66, 0xcc, 0xff},
color.RGBA{0xcc, 0x99, 0x00, 0xff},
color.RGBA{0xcc, 0x99, 0x33, 0xff},
color.RGBA{0xcc, 0x99, 0x66, 0xff},
color.RGBA{0xcc, 0x99, 0x99, 0xff},
color.RGBA{0xcc, 0x99, 0xcc, 0xff},
color.RGBA{0xcc, 0xcc, 0x00, 0xff},
color.RGBA{0xcc, 0xcc, 0x33, 0xff},
color.RGBA{0xcc, 0xcc, 0x66, 0xff},
color.RGBA{0xcc, 0xcc, 0x99, 0xff},
color.RGBA{0xcc, 0xcc, 0xcc, 0xff},
}

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// Copyright 2021 The Gitea Authors. All rights reserved.
// Use of this source code is governed by a MIT-style
// license that can be found in the LICENSE file.
// Copied and modified from https://github.com/issue9/identicon/ (MIT License)
// Generate pseudo-random avatars by IP, E-mail, etc.
package identicon
import (
"crypto/sha256"
"fmt"
"image"
"image/color"
)
const minImageSize = 16
// Identicon is used to generate pseudo-random avatars
type Identicon struct {
foreColors []color.Color
backColor color.Color
size int
rect image.Rectangle
}
// New returns an Identicon struct with the correct settings
// size image size
// back background color
// fore all possible foreground colors. only one foreground color will be picked randomly for one image
func New(size int, back color.Color, fore ...color.Color) (*Identicon, error) {
if len(fore) == 0 {
return nil, fmt.Errorf("foreground is not set")
}
if size < minImageSize {
return nil, fmt.Errorf("size %d is smaller than min size %d", size, minImageSize)
}
return &Identicon{
foreColors: fore,
backColor: back,
size: size,
rect: image.Rect(0, 0, size, size),
}, nil
}
// Make generates an avatar by data
func (i *Identicon) Make(data []byte) image.Image {
h := sha256.New()
h.Write(data)
sum := h.Sum(nil)
b1 := int(sum[0]+sum[1]+sum[2]) % len(blocks)
b2 := int(sum[3]+sum[4]+sum[5]) % len(blocks)
c := int(sum[6]+sum[7]+sum[8]) % len(centerBlocks)
b1Angle := int(sum[9]+sum[10]) % 4
b2Angle := int(sum[11]+sum[12]) % 4
foreColor := int(sum[11]+sum[12]+sum[15]) % len(i.foreColors)
return i.render(c, b1, b2, b1Angle, b2Angle, foreColor)
}
func (i *Identicon) render(c, b1, b2, b1Angle, b2Angle, foreColor int) image.Image {
p := image.NewPaletted(i.rect, []color.Color{i.backColor, i.foreColors[foreColor]})
drawBlocks(p, i.size, centerBlocks[c], blocks[b1], blocks[b2], b1Angle, b2Angle)
return p
}
/*
# Algorithm
Origin: An image is splitted into 9 areas
```
-------------
| 1 | 2 | 3 |
-------------
| 4 | 5 | 6 |
-------------
| 7 | 8 | 9 |
-------------
```
Area 1/3/9/7 use a 90-degree rotating pattern.
Area 1/3/9/7 use another 90-degree rotating pattern.
Area 5 uses a random patter.
The Patched Fix: make the image left-right mirrored to get rid of something like "swastika"
*/
// draw blocks to the paletted
// c: the block drawer for the center block
// b1,b2: the block drawers for other blocks (around the center block)
// b1Angle,b2Angle: the angle for the rotation of b1/b2
func drawBlocks(p *image.Paletted, size int, c, b1, b2 blockFunc, b1Angle, b2Angle int) {
nextAngle := func(a int) int {
return (a + 1) % 4
}
padding := (size % 3) / 2 // in cased the size can not be aligned by 3 blocks.
blockSize := size / 3
twoBlockSize := 2 * blockSize
// center
c(p, blockSize+padding, blockSize+padding, blockSize, 0)
// left top (1)
b1(p, 0+padding, 0+padding, blockSize, b1Angle)
// center top (2)
b2(p, blockSize+padding, 0+padding, blockSize, b2Angle)
b1Angle = nextAngle(b1Angle)
b2Angle = nextAngle(b2Angle)
// right top (3)
// b1(p, twoBlockSize+padding, 0+padding, blockSize, b1Angle)
// right middle (6)
// b2(p, twoBlockSize+padding, blockSize+padding, blockSize, b2Angle)
b1Angle = nextAngle(b1Angle)
b2Angle = nextAngle(b2Angle)
// right bottom (9)
// b1(p, twoBlockSize+padding, twoBlockSize+padding, blockSize, b1Angle)
// center bottom (8)
b2(p, blockSize+padding, twoBlockSize+padding, blockSize, b2Angle)
b1Angle = nextAngle(b1Angle)
b2Angle = nextAngle(b2Angle)
// lef bottom (7)
b1(p, 0+padding, twoBlockSize+padding, blockSize, b1Angle)
// left middle (4)
b2(p, 0+padding, blockSize+padding, blockSize, b2Angle)
// then we make it left-right mirror, so we didn't draw 3/6/9 before
for x := 0; x < size/2; x++ {
for y := 0; y < size; y++ {
p.SetColorIndex(size-x, y, p.ColorIndexAt(x, y))
}
}
}

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// Copyright 2021 The Gitea Authors. All rights reserved.
// Use of this source code is governed by a MIT-style
// license that can be found in the LICENSE file.
//go:build test_avatar_identicon
// +build test_avatar_identicon
package identicon
import (
"image/color"
"image/png"
"os"
"strconv"
"testing"
"github.com/stretchr/testify/assert"
)
func TestGenerate(t *testing.T) {
dir, _ := os.Getwd()
dir = dir + "/testdata"
if st, err := os.Stat(dir); err != nil || !st.IsDir() {
t.Errorf("can not save generated images to %s", dir)
}
backColor := color.White
imgMaker, err := New(64, backColor, DarkColors...)
assert.NoError(t, err)
for i := 0; i < 100; i++ {
s := strconv.Itoa(i)
img := imgMaker.Make([]byte(s))
f, err := os.Create(dir + "/" + s + ".png")
if !assert.NoError(t, err) {
continue
}
defer f.Close()
err = png.Encode(f, img)
assert.NoError(t, err)
}
}

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// Copyright 2021 The Gitea Authors. All rights reserved.
// Use of this source code is governed by a MIT-style
// license that can be found in the LICENSE file.
// Copied and modified from https://github.com/issue9/identicon/ (MIT License)
package identicon
var (
// cos(0),cos(90),cos(180),cos(270)
cos = []int{1, 0, -1, 0}
// sin(0),sin(90),sin(180),sin(270)
sin = []int{0, 1, 0, -1}
)
// rotate the points by center point (x,y)
// angle: [0,1,2,3] means [090180270] degree
func rotate(points []int, x, y int, angle int) {
// the angle is only used internally, and it has been guaranteed to be 0/1/2/3, so we do not check it again
for i := 0; i < len(points); i += 2 {
px, py := points[i]-x, points[i+1]-y
points[i] = px*cos[angle] - py*sin[angle] + x
points[i+1] = px*sin[angle] + py*cos[angle] + y
}
}
// check whether the point is inside the polygon (defined by the points)
// the first and the last point must be the same
func pointInPolygon(x, y int, polygonPoints []int) bool {
if len(polygonPoints) < 8 { // a valid polygon must have more than 2 points
return false
}
// reference: nonzero winding rule, https://en.wikipedia.org/wiki/Nonzero-rule
// split the plane into two by the check point horizontally:
// y>0includes (x>0 && y==0)
// y<0includes (x<0 && y==0)
//
// then scan every point in the polygon.
//
// if current point and previous point are in different planes (eg: curY>0 && prevY<0),
// check the clock-direction from previous point to current point (use check point as origin).
// if the direction is clockwise, then r++, otherwise then r--
// finally, if 2==abs(r), then the check point is inside the polygon
r := 0
prevX, prevY := polygonPoints[0], polygonPoints[1]
prev := (prevY > y) || ((prevX > x) && (prevY == y))
for i := 2; i < len(polygonPoints); i += 2 {
currX, currY := polygonPoints[i], polygonPoints[i+1]
curr := (currY > y) || ((currX > x) && (currY == y))
if curr == prev {
prevX, prevY = currX, currY
continue
}
if mul := (prevX-x)*(currY-y) - (currX-x)*(prevY-y); mul >= 0 {
r++
} else { // mul < 0
r--
}
prevX, prevY = currX, currY
prev = curr
}
return r == 2 || r == -2
}

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*