fuzzing updated
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31a1fbb2a2
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dee3c81c67
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@ -2,30 +2,26 @@ import pixie, random
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randomize()
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for i in 0 ..< 25:
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for i in 0 ..< 250:
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let a = newImage(rand(1 .. 20), rand(1 .. 20))
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for j in 0 ..< 25:
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let b = newImage(rand(1 .. 20), rand(1 .. 20))
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let
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translation = vec2(rand(25.0), rand(25.0)) - vec2(5, 5)
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rotation = rand(2 * PI).float32
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let translation = vec2(rand(-25..25).float32, rand(-25..25).float32)
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echo a, " ", b, " ", translation, " ", rotation
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echo a, " ", b, " ", translation
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a.draw(b, translate(vec2(translation.x.trunc, translation.y.trunc)))
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a.draw(b, translate(translation) * rotate(rotation))
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a.draw(b, translate(translation))
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for i in 0 ..< 25:
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for i in 0 ..< 250:
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let a = newImage(rand(1 .. 2000), rand(1 .. 2000))
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for j in 0 ..< 25:
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let b = newImage(rand(1 .. 1000), rand(1 .. 1000))
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let
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translation = vec2(rand(2500.0), rand(2500.0)) - vec2(500, 500)
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rotation = rand(2 * PI).float32
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let translation = vec2(rand(-2500..2500).float32, rand(-2500..2500).float32)
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echo a, " ", b, " ", translation, " ", rotation
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echo a, " ", b, " ", translation
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a.draw(b, translate(vec2(translation.x.trunc, translation.y.trunc)))
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a.draw(b, translate(translation) * rotate(rotation))
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a.draw(b, translate(translation))
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31
tests/fuzz_image_draw_smooth.nim
Normal file
31
tests/fuzz_image_draw_smooth.nim
Normal file
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@ -0,0 +1,31 @@
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import pixie, random
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randomize()
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for i in 0 ..< 25:
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let a = newImage(rand(1 .. 20), rand(1 .. 20))
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for j in 0 ..< 25:
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let b = newImage(rand(1 .. 20), rand(1 .. 20))
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let
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translation = vec2(rand(25.0), rand(25.0)) - vec2(5, 5)
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rotation = rand(2 * PI).float32
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echo a, " ", b, " ", translation, " ", rotation
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a.draw(b, translate(vec2(translation.x.trunc, translation.y.trunc)))
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a.draw(b, translate(translation) * rotate(rotation))
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for i in 0 ..< 25:
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let a = newImage(rand(1 .. 2000), rand(1 .. 2000))
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for j in 0 ..< 25:
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let b = newImage(rand(1 .. 1000), rand(1 .. 1000))
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let
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translation = vec2(rand(2500.0), rand(2500.0)) - vec2(500, 500)
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rotation = rand(2 * PI).float32
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echo a, " ", b, " ", translation, " ", rotation
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a.draw(b, translate(vec2(translation.x.trunc, translation.y.trunc)))
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a.draw(b, translate(translation) * rotate(rotation))
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