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https://github.com/bspeice/speice.io
synced 2025-07-01 13:56:11 -04:00
More writing for the main posts
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@ -44,20 +44,6 @@ const PaletteBar: React.FC<PaletteBarProps> = ({height, palette, children}) => {
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)
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}
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const colorSwatchPainter = (palette: number[], color: number) =>
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(width: number, height: number) => {
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const [r, g, b] = colorFromPalette(palette, color);
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const image = new ImageData(width, height);
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for (let i = 0; i < image.data.length; i += 4) {
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image.data[i] = r * 0xff;
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image.data[i + 1] = g * 0xff;
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image.data[i + 2] = b * 0xff;
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image.data[i + 3] = 0xff;
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}
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return image;
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}
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type ColorEditorProps = {
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title: string;
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palette: number[];
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@ -1,9 +1,13 @@
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import {ChaosGameFinalProps} from "../2-transforms/chaosGameFinal";
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// hidden-start
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import {Props as ChaosGameFinalProps} from "../2-transforms/chaosGameFinal";
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import {randomBiUnit} from "../src/randomBiUnit";
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import {randomChoice} from "../src/randomChoice";
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import {camera, histIndex} from "../src/camera";
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import {colorFromPalette, paintColor} from "./paintColor";
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const quality = 15;
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const step = 100_000;
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// hidden-end
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export type TransformColor = {
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color: number;
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colorSpeed: number;
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@ -13,23 +17,21 @@ function mixColor(color1: number, color2: number, colorSpeed: number) {
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return color1 * (1 - colorSpeed) + color2 * colorSpeed;
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}
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export type ChaosGameColorProps = ChaosGameFinalProps & {
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type Props = ChaosGameFinalProps & {
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palette: number[];
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colors: TransformColor[];
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finalColor: TransformColor;
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}
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export function* chaosGameColor({width, height, transforms, final, palette, colors, finalColor, quality, step}: ChaosGameColorProps) {
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let iterations = (quality ?? 1) * width * height;
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step = step ?? 10_000;
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export function* chaosGameColor({width, height, transforms, final, palette, colors, finalColor}: Props) {
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let currentColor = Math.random();
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const red = Array(width * height).fill(0);
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const green = Array(width * height).fill(0);
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const blue = Array(width * height).fill(0);
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const alpha = Array(width * height).fill(0);
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const red = Array<number>(width * height).fill(0);
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const green = Array<number>(width * height).fill(0);
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const blue = Array<number>(width * height).fill(0);
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const alpha = Array<number>(width * height).fill(0);
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let [x, y] = [randomBiUnit(), randomBiUnit()];
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const iterations = width * height * quality;
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for (let i = 0; i < iterations; i++) {
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const [transformIndex, transform] = randomChoice(transforms);
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[x, y] = transform(x, y);
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@ -1,17 +1,19 @@
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// hidden-start
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import {randomBiUnit} from "../src/randomBiUnit";
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import {randomChoice} from "../src/randomChoice";
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import {ChaosGameFinalProps} from "../2-transforms/chaosGameFinal";
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import {Props as ChaosGameFinalProps} from "../2-transforms/chaosGameFinal";
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import {camera, histIndex} from "../src/camera";
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// hidden-end
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export type ChaosGameHistogramProps = ChaosGameFinalProps & {
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paint: (width: number, histogram: Uint32Array) => ImageData;
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}
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export function* chaosGameHistogram({width, height, transforms, final, quality, step, paint}: ChaosGameHistogramProps) {
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let iterations = (quality ?? 1) * width * height;
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step = step ?? 10_000;
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const histogram = new Uint32Array(width * height);
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const quality = 10;
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const step = 100_000;
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// hidden-end
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export type Props = ChaosGameFinalProps & {
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paint: (width: number, height: number, histogram: number[]) => ImageData;
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}
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export function* chaosGameHistogram({width, height, transforms, final, paint}: Props) {
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let iterations = quality * width * height;
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const histogram = Array<number>(width * height).fill(0);
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let [x, y] = [randomBiUnit(), randomBiUnit()];
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@ -22,13 +24,18 @@ export function* chaosGameHistogram({width, height, transforms, final, quality,
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if (i > 20) {
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const [pixelX, pixelY] = camera(finalX, finalY, width);
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const pixelIndex = histIndex(pixelX, pixelY, width, 1);
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histogram[pixelIndex] += 1;
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const hIndex = histIndex(pixelX, pixelY, width, 1);
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if (hIndex < 0 || hIndex >= histogram.length) {
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continue;
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}
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histogram[hIndex] += 1;
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}
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if (i % step === 0)
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yield paint(width, histogram);
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yield paint(width, height, histogram);
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}
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yield paint(width, histogram);
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yield paint(width, height, histogram);
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}
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@ -18,6 +18,10 @@ Can we do something more intelligent with that information?
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## Image histograms
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:::note
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This post covers sections 4 and 5 of the Fractal Flame Algorithm paper
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:::
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To start with, it's worth demonstrating how much work is actually "wasted."
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We'll render the reference image again, but this time, set each pixel's transparency
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based on how many times we encounter it in the chaos game:
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@ -1,17 +1,17 @@
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export function paintLinear(width: number, histogram: Uint32Array): ImageData {
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const image = new ImageData(width, histogram.length / width);
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export function paintLinear(width: number, height: number, histogram: number[]): ImageData {
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const image = new ImageData(width, height);
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let countMax = 0;
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let valueMax = 0;
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for (let value of histogram) {
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countMax = Math.max(countMax, value);
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valueMax = Math.max(valueMax, value);
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}
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for (let i = 0; i < histogram.length; i++) {
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const pixelIndex = i * 4;
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image.data[pixelIndex] = 0; // red
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image.data[pixelIndex + 1] = 0; // green
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image.data[pixelIndex + 2] = 0; // blue
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image.data[pixelIndex + 3] = Number(histogram[i]) / countMax * 0xff;
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image.data[pixelIndex] = 0;
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image.data[pixelIndex + 1] = 0;
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image.data[pixelIndex + 2] = 0;
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image.data[pixelIndex + 3] = histogram[i] / valueMax * 0xff;
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}
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return image;
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@ -1,5 +1,5 @@
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export function paintLogarithmic(width: number, histogram: Uint32Array): ImageData {
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const image = new ImageData(width, histogram.length / width);
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export function paintLogarithmic(width: number, height: number, histogram: number[]): ImageData {
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const image = new ImageData(width, height);
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const histogramLog = new Array<number>();
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histogram.forEach(value => histogramLog.push(Math.log(value)));
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