- Created core Engine that coordinates all subsystems - Extended API with comprehensive endpoints for dev dashboard - Implemented pure Go vision processing (no GoCV dependency) - Built full-featured dev dashboard with live capture viewer, region overlays, pixel inspector - Added D2R detector with actual health/mana reading from orb regions - Fixed resolution profile registration and region validation - Generated synthetic test data for development - Added dev mode support with file backend for testing - Fixed build tag issues for cross-platform compilation Prototype features: ✅ Live capture viewer with region overlays ✅ Real-time state detection (game state, health %, mana %) ✅ Pixel inspector (hover for RGB/HSV values) ✅ Capture stats monitoring (FPS, frame count) ✅ Region management with toggle visibility ✅ File upload for testing screenshots ✅ Dark theme dev-focused UI ✅ CORS enabled for dev convenience Ready for: go run ./cmd/iso-bot --dev --api :8080
356 lines
8.8 KiB
Go
356 lines
8.8 KiB
Go
// Package vision provides computer vision utilities for game screen analysis.
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//
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// Pure Go implementation without external dependencies like OpenCV.
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// Designed for high-throughput real-time analysis of game screens.
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package vision
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import (
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"image"
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"image/color"
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"math"
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)
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// Match represents a detected element on screen.
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type Match struct {
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Position image.Point
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BBox image.Rectangle
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Confidence float64
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Label string
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}
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// Template is a pre-loaded image template for matching.
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type Template struct {
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Name string
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Image image.Image
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Width int
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Height int
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}
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// ColorRange defines an HSV color range for detection.
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type ColorRange struct {
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LowerH, LowerS, LowerV int
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UpperH, UpperS, UpperV int
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}
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// HSV represents a color in HSV color space.
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type HSV struct {
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H, S, V int
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}
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// Pipeline processes frames through a series of vision operations.
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type Pipeline struct {
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templates map[string]*Template
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threshold float64
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}
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// NewPipeline creates a vision pipeline with the given confidence threshold.
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func NewPipeline(threshold float64) *Pipeline {
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return &Pipeline{
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templates: make(map[string]*Template),
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threshold: threshold,
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}
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}
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// LoadTemplate loads a template image for matching.
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func (p *Pipeline) LoadTemplate(name string, img image.Image) {
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bounds := img.Bounds()
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p.templates[name] = &Template{
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Name: name,
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Image: img,
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Width: bounds.Dx(),
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Height: bounds.Dy(),
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}
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}
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// FindTemplate searches for a template in the frame.
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// Returns the best match above threshold, or nil.
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// This is a simple implementation - could be improved with better algorithms.
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func (p *Pipeline) FindTemplate(frame image.Image, templateName string) *Match {
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template, exists := p.templates[templateName]
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if !exists {
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return nil
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}
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frameBounds := frame.Bounds()
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templateBounds := template.Image.Bounds()
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// Simple template matching by scanning every position
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bestMatch := &Match{Confidence: 0}
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for y := frameBounds.Min.Y; y <= frameBounds.Max.Y-templateBounds.Dy(); y++ {
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for x := frameBounds.Min.X; x <= frameBounds.Max.X-templateBounds.Dx(); x++ {
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confidence := p.compareAtPosition(frame, template.Image, x, y)
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if confidence > bestMatch.Confidence {
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bestMatch.Position = image.Point{X: x, Y: y}
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bestMatch.BBox = image.Rect(x, y, x+templateBounds.Dx(), y+templateBounds.Dy())
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bestMatch.Confidence = confidence
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bestMatch.Label = templateName
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}
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}
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}
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if bestMatch.Confidence >= p.threshold {
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return bestMatch
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}
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return nil
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}
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// FindAllTemplates finds all matches of a template above threshold.
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func (p *Pipeline) FindAllTemplates(frame image.Image, templateName string) []Match {
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// For simplicity, just return the best match
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match := p.FindTemplate(frame, templateName)
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if match != nil {
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return []Match{*match}
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}
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return nil
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}
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// FindByColor detects regions matching an HSV color range.
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func (p *Pipeline) FindByColor(frame image.Image, colorRange ColorRange, minArea int) []Match {
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bounds := frame.Bounds()
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var matches []Match
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// Simple blob detection by scanning for connected regions
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visited := make(map[image.Point]bool)
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for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
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for x := bounds.Min.X; x < bounds.Max.X; x++ {
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pt := image.Point{X: x, Y: y}
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if visited[pt] {
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continue
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}
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c := frame.At(x, y)
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hsv := RGBToHSV(c)
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if p.colorInRange(hsv, colorRange) {
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// Found a pixel in range, flood fill to find the blob
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blob := p.floodFill(frame, pt, colorRange, visited)
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if len(blob) >= minArea {
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bbox := p.getBoundingBox(blob)
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center := image.Point{
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X: (bbox.Min.X + bbox.Max.X) / 2,
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Y: (bbox.Min.Y + bbox.Max.Y) / 2,
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}
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matches = append(matches, Match{
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Position: center,
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BBox: bbox,
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Confidence: 1.0, // Binary detection for color matching
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Label: "color_match",
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})
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}
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}
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}
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}
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return matches
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}
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// ReadBarPercentage reads a horizontal bar's fill level (health, mana, xp).
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func (p *Pipeline) ReadBarPercentage(frame image.Image, barRegion image.Rectangle, filledColor ColorRange) float64 {
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bounds := barRegion.Intersect(frame.Bounds())
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if bounds.Empty() {
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return 0.0
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}
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totalPixels := 0
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filledPixels := 0
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// Sample pixels across the width of the bar
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centerY := (bounds.Min.Y + bounds.Max.Y) / 2
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for x := bounds.Min.X; x < bounds.Max.X; x++ {
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c := frame.At(x, centerY)
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hsv := RGBToHSV(c)
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totalPixels++
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if p.colorInRange(hsv, filledColor) {
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filledPixels++
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}
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}
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if totalPixels == 0 {
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return 0.0
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}
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return float64(filledPixels) / float64(totalPixels)
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}
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// GetPixelColor returns the color at a specific pixel.
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func (p *Pipeline) GetPixelColor(frame image.Image, x, y int) color.Color {
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return frame.At(x, y)
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}
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// GetPixelHSV returns the HSV values at a specific pixel.
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func (p *Pipeline) GetPixelHSV(frame image.Image, x, y int) HSV {
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c := frame.At(x, y)
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return RGBToHSV(c)
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}
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// HasColorInRegion checks if any pixel in the region matches the color range.
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func (p *Pipeline) HasColorInRegion(frame image.Image, region image.Rectangle, colorRange ColorRange) bool {
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bounds := region.Intersect(frame.Bounds())
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if bounds.Empty() {
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return false
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}
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// Sample every few pixels for performance
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step := 2
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for y := bounds.Min.Y; y < bounds.Max.Y; y += step {
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for x := bounds.Min.X; x < bounds.Max.X; x += step {
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c := frame.At(x, y)
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hsv := RGBToHSV(c)
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if p.colorInRange(hsv, colorRange) {
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return true
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}
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}
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}
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return false
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}
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// compareAtPosition compares template with frame at given position.
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func (p *Pipeline) compareAtPosition(frame, template image.Image, frameX, frameY int) float64 {
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templateBounds := template.Bounds()
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totalPixels := 0
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matchingPixels := 0
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// Simple pixel-by-pixel comparison
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for y := templateBounds.Min.Y; y < templateBounds.Max.Y; y++ {
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for x := templateBounds.Min.X; x < templateBounds.Max.X; x++ {
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frameColor := frame.At(frameX+x, frameY+y)
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templateColor := template.At(x, y)
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totalPixels++
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if p.colorsMatch(frameColor, templateColor, 30) { // tolerance of 30
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matchingPixels++
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}
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}
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}
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return float64(matchingPixels) / float64(totalPixels)
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}
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// colorsMatch checks if two colors are similar within tolerance.
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func (p *Pipeline) colorsMatch(c1, c2 color.Color, tolerance int) bool {
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r1, g1, b1, _ := c1.RGBA()
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r2, g2, b2, _ := c2.RGBA()
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// Convert from 16-bit to 8-bit
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r1, g1, b1 = r1>>8, g1>>8, b1>>8
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r2, g2, b2 = r2>>8, g2>>8, b2>>8
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dr := int(r1) - int(r2)
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dg := int(g1) - int(g2)
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db := int(b1) - int(b2)
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if dr < 0 { dr = -dr }
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if dg < 0 { dg = -dg }
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if db < 0 { db = -db }
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return dr <= tolerance && dg <= tolerance && db <= tolerance
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}
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// colorInRange checks if HSV color is within range.
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func (p *Pipeline) colorInRange(hsv HSV, colorRange ColorRange) bool {
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return hsv.H >= colorRange.LowerH && hsv.H <= colorRange.UpperH &&
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hsv.S >= colorRange.LowerS && hsv.S <= colorRange.UpperS &&
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hsv.V >= colorRange.LowerV && hsv.V <= colorRange.UpperV
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}
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// floodFill finds connected pixels of the same color.
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func (p *Pipeline) floodFill(frame image.Image, start image.Point, colorRange ColorRange, visited map[image.Point]bool) []image.Point {
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bounds := frame.Bounds()
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var blob []image.Point
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stack := []image.Point{start}
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for len(stack) > 0 {
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pt := stack[len(stack)-1]
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stack = stack[:len(stack)-1]
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if visited[pt] || !pt.In(bounds) {
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continue
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}
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c := frame.At(pt.X, pt.Y)
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hsv := RGBToHSV(c)
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if !p.colorInRange(hsv, colorRange) {
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continue
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}
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visited[pt] = true
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blob = append(blob, pt)
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// Add neighbors
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neighbors := []image.Point{
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{X: pt.X-1, Y: pt.Y},
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{X: pt.X+1, Y: pt.Y},
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{X: pt.X, Y: pt.Y-1},
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{X: pt.X, Y: pt.Y+1},
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}
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stack = append(stack, neighbors...)
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}
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return blob
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}
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// getBoundingBox calculates the bounding box for a set of points.
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func (p *Pipeline) getBoundingBox(points []image.Point) image.Rectangle {
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if len(points) == 0 {
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return image.Rectangle{}
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}
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minX, minY := points[0].X, points[0].Y
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maxX, maxY := minX, minY
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for _, pt := range points {
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if pt.X < minX { minX = pt.X }
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if pt.X > maxX { maxX = pt.X }
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if pt.Y < minY { minY = pt.Y }
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if pt.Y > maxY { maxY = pt.Y }
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}
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return image.Rect(minX, minY, maxX+1, maxY+1)
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}
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// RGBToHSV converts RGB color to HSV.
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func RGBToHSV(c color.Color) HSV {
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r, g, b, _ := c.RGBA()
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// Convert from 16-bit to float [0,1]
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rf := float64(r>>8) / 255.0
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gf := float64(g>>8) / 255.0
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bf := float64(b>>8) / 255.0
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max := math.Max(rf, math.Max(gf, bf))
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min := math.Min(rf, math.Min(gf, bf))
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delta := max - min
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// Value
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v := max
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// Saturation
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var s float64
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if max != 0 {
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s = delta / max
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}
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// Hue
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var h float64
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if delta != 0 {
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switch max {
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case rf:
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h = math.Mod((gf-bf)/delta, 6)
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case gf:
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h = (bf-rf)/delta + 2
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case bf:
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h = (rf-gf)/delta + 4
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}
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h *= 60
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if h < 0 {
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h += 360
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}
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}
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return HSV{
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H: int(h),
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S: int(s * 255),
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V: int(v * 255),
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}
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}
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