A simple tool I use to "jankify" my textures. It performs a series of transforms that gives everything a consistent pixelated 80s look.
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jankifier/main.go

79 lines
1.8 KiB

package main
import (
"os"
"image"
"log"
"image/png"
"github.com/disintegration/gift"
"flag"
"math"
"lcthw.dev/go/jankifier/filters"
)
func LoadImage(filename string) image.Image {
reader, err := os.Open(filename)
if err != nil { log.Fatal(err) }
defer reader.Close()
img, _, err := image.Decode(reader)
if err != nil { log.Fatal(err) }
return img
}
func SaveImage(filename string, img image.Image) {
out, err := os.Create(filename)
if err != nil {
log.Fatalf("can't write file %s: %v", filename, err)
}
defer out.Close()
err = png.Encode(out, img)
if err != nil {
log.Fatalf("can't png encode %s: %v", filename, err)
}
}
type Opts struct {
InFile string
OutFile string
PixelWidth int
ColorDepth int
DitherType int
}
func ParseOpts() Opts {
var opts Opts
flag.StringVar(&opts.InFile, "input", "", "input file.png")
flag.StringVar(&opts.OutFile, "output", "", "output file.png")
flag.IntVar(&opts.PixelWidth, "pixel-width", 4, "pixel width")
flag.IntVar(&opts.ColorDepth, "color-depth", 16, "number of colors in the palette")
flag.IntVar(&opts.DitherType, "dither", 0, "0=none, 1=floyd, 2=atkinson")
flag.Parse()
if opts.ColorDepth > math.MaxUint8 {
log.Fatalf("color-depth can't be greater than %d", math.MaxUint8);
}
return opts
}
func main() {
opts := ParseOpts()
src := LoadImage(opts.InFile)
bounds := src.Bounds()
resize := gift.Resize(bounds.Max.X / opts.PixelWidth, 0, gift.NearestNeighborResampling)
posterize := filters.Posterize(uint16(opts.ColorDepth), opts.DitherType)
upscale := filters.Upscale(bounds, opts.PixelWidth)
sharpen := gift.UnsharpMask(1, 1, 0)
g := gift.New(resize, posterize, upscale, sharpen)
smaller := image.NewNRGBA(g.Bounds(bounds))
g.Draw(smaller, src)
SaveImage(opts.OutFile, smaller)
}