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https://github.com/bspeice/speice.io
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Rewrite canvas to use React state management properly
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@ -1,6 +1,6 @@
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import {useEffect, useState} from "react";
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import Canvas from "../src/Canvas";
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import { Params, chaosGameWeighted } from "./chaosGameWeighted";
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import {useEffect, useState, useContext} from "react";
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import {PainterContext} from "../src/Canvas";
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import {chaosGameWeighted } from "./chaosGameWeighted";
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import TeX from '@matejmazur/react-katex';
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import styles from "../src/css/styles.module.css"
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@ -8,10 +8,6 @@ import styles from "../src/css/styles.module.css"
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type Transform = (x: number, y: number) => [number, number];
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export default function GasketWeighted() {
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const image = new ImageData(600, 600);
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const iterations = 100_000;
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const step = 1000;
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const [f0Weight, setF0Weight] = useState<number>(1);
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const [f1Weight, setF1Weight] = useState<number>(1);
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const [f2Weight, setF2Weight] = useState<number>(1);
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@ -20,19 +16,14 @@ export default function GasketWeighted() {
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const f1: Transform = (x, y) => [(x + 1) / 2, y / 2];
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const f2: Transform = (x, y) => [x / 2, (y + 1) / 2];
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const [game, setGame] = useState<Generator<ImageData>>(null);
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const {setPainter} = useContext(PainterContext);
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useEffect(() => {
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const params: Params = {
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transforms: [
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[f0Weight, f0],
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[f1Weight, f1],
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[f2Weight, f2]
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],
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image,
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iterations,
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step
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}
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setGame(chaosGameWeighted(params))
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setPainter(chaosGameWeighted([
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[f0Weight, f0],
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[f1Weight, f1],
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[f2Weight, f2]
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]));
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}, [f0Weight, f1Weight, f2Weight]);
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const weightInput = (title, weight, setWeight) => (
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@ -47,7 +38,6 @@ export default function GasketWeighted() {
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return (
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<>
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<Canvas width={image.width} height={image.height} painter={game}/>
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<div style={{paddingTop: '1em', display: 'grid', gridTemplateColumns: 'auto auto auto'}}>
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{weightInput("F_0", f0Weight, setF0Weight)}
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{weightInput("F_1", f1Weight, setF1Weight)}
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@ -1,36 +1,36 @@
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function Gasket() {
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// Hint: try increasing the iteration count
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const iterations = 10000;
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// Hint: try increasing the iteration count
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const iterations = 10000;
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// Hint: negating `x` and `y` creates some interesting images
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const transforms = [
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(x, y) => [x / 2, y / 2],
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(x, y) => [(x + 1) / 2, y / 2],
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(x, y) => [x / 2, (y + 1) / 2]
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]
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// Hint: negating `x` and `y` creates some interesting images
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const transforms = [
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(x, y) => [x / 2, y / 2],
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(x, y) => [(x + 1) / 2, y / 2],
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(x, y) => [x / 2, (y + 1) / 2]
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]
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const image = new ImageData(600, 600);
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function* chaosGame() {
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let image = new ImageData(500, 500);
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let [x, y] = [randomBiUnit(), randomBiUnit()];
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function* chaosGame() {
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var [x, y] = [randomBiUnit(), randomBiUnit()];
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for (var count = 0; count < iterations; count++) {
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const i = randomInteger(0, transforms.length);
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[x, y] = transforms[i](x, y);
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for (var count = 0; count < iterations; count++) {
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const i = randomInteger(0, transforms.length);
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[x, y] = transforms[i](x, y);
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if (count > 20)
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plot(x, y, image);
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if (count > 20)
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plot(x, y, image);
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if (count % 1000 === 0)
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yield image;
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}
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if (count % 1000 === 0)
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yield image;
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}
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return (
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<Canvas
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width={image.width}
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height={image.height}
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painter={chaosGame()}/>
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)
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yield image;
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}
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// Wiring so the code above displays properly
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function Gasket() {
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const {setPainter} = useContext(PainterContext);
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setPainter(chaosGame());
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return (<></>)
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}
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render(<Gasket/>)
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@ -2,15 +2,12 @@
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import { randomBiUnit } from "../src/randomBiUnit";
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import { randomChoice } from "../src/randomChoice";
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import { plot } from "./plot"
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export type Transform = (x: number, y: number) => [number, number];
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export type Params = {
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transforms: [number, Transform][],
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image: ImageData,
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iterations: number,
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step: number
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}
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import {Transform} from "../src/transform";
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const iterations = 50_000;
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const step = 1000;
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// hidden-end
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export function* chaosGameWeighted({transforms, image, iterations, step}: Params) {
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export function* chaosGameWeighted(transforms: [number, Transform][]) {
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let image = new ImageData(500, 500);
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var [x, y] = [randomBiUnit(), randomBiUnit()];
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for (let i = 0; i < iterations; i++) {
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@ -177,7 +177,9 @@ import Scope from './scope'
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import chaosGameSource from '!!raw-loader!./chaosGame'
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<!--
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<Playground scope={Scope} noInline={true}>{chaosGameSource}</Playground>
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-->
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<hr/>
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@ -198,7 +200,9 @@ import chaosGameWeightedSource from "!!raw-loader!./chaosGameWeighted";
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<CodeBlock language={'typescript'}>{chaosGameWeightedSource}</CodeBlock>
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import BrowserOnly from "@docusaurus/BrowserOnly";
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import GasketWeighted from "./GasketWeighted"
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import Canvas from "../src/Canvas"
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<BrowserOnly>{() => <GasketWeighted/>}</BrowserOnly>
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<Canvas width={500} height={500}>
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<GasketWeighted/>
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</Canvas>
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@ -1,12 +1,15 @@
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import {useContext} from "react";
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import { plot } from './plot';
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import { randomBiUnit } from '../src/randomBiUnit';
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import { randomInteger } from '../src/randomInteger';
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import Canvas from "../src/Canvas";
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import Canvas, {PainterContext} from "../src/Canvas";
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const Scope = {
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Canvas,
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PainterContext,
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plot,
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randomBiUnit,
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randomInteger,
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Canvas
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useContext,
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}
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export default Scope;
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@ -1,4 +1,4 @@
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import {useState} from "react";
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import {useContext, useEffect, useState} from "react";
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import { blend } from "./blend";
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import { applyCoefs, Coefs } from "../src/coefs"
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import {randomBiUnit} from "../src/randomBiUnit";
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@ -19,7 +19,7 @@ import {
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} from "../src/params";
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import {randomChoice} from "../src/randomChoice";
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import {plotBinary} from "../src/plotBinary"
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import Canvas from "../src/Canvas"
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import {PainterContext} from "../src/Canvas"
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import styles from "../src/css/styles.module.css"
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@ -31,10 +31,11 @@ type VariationBlend = {
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}
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export default function FlameBlend() {
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const image = new ImageData(400, 400);
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const quality = 2;
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const step = 5000;
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const {width, height, setPainter} = useContext(PainterContext);
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const xform1Default: VariationBlend = {
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linear: 0,
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julia: 1,
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@ -73,6 +74,7 @@ export default function FlameBlend() {
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}
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}
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const image = new ImageData(width, height);
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function* chaosGame() {
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let [x, y] = [randomBiUnit(), randomBiUnit()];
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const transforms: [number, Transform][] = [
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@ -97,6 +99,7 @@ export default function FlameBlend() {
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yield image;
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}
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useEffect(() => setPainter(chaosGame()), [xform1Variations, xform2Variations, xform3Variations]);
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const variationEditor = (title, variations, setVariations) => {
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return (
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@ -127,16 +130,10 @@ export default function FlameBlend() {
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}
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return (
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<>
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<Canvas
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width={image.width}
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height={image.height}
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painter={chaosGame()}/>
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<div style={{paddingTop: '1em', display: 'grid', gridTemplateColumns: 'auto auto auto auto'}}>
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{variationEditor("Transform 1", xform1Variations, setXform1Variations)}
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{variationEditor("Transform 2", xform2Variations, setXform2Variations)}
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{variationEditor("Transform 3", xform3Variations, setXform3Variations)}
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</div>
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</>
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<div style={{paddingTop: '1em', display: 'grid', gridTemplateColumns: 'auto auto auto auto'}}>
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{variationEditor("Transform 1", xform1Variations, setXform1Variations)}
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{variationEditor("Transform 2", xform2Variations, setXform2Variations)}
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{variationEditor("Transform 3", xform3Variations, setXform3Variations)}
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</div>
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)
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}
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@ -119,7 +119,7 @@ import pdjSrc from '!!raw-loader!../src/pdj'
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<CodeBlock language={'typescript'}>{pdjSrc}</CodeBlock>
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### Blending
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## Blending
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Now, one variation is fun, but we can also combine variations in a single transform by "blending."
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Each variation receives the same $x$ and $y$ inputs, and we add together each variation's $x$ and $y$ outputs.
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@ -132,10 +132,15 @@ $$
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The formula looks intimidating, but it's not hard to implement:
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TODO: Blending implementation?
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import blendSource from "!!raw-loader!./blend";
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<CodeBlock language={'typescript'}>{blendSource}</CodeBlock>
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And with that in place, we have enough to render a first full fractal flame:
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import Canvas from "../src/Canvas";
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import FlameBlend from "./FlameBlend";
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<FlameBlend/>
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<Canvas width={500} height={500}>
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<FlameBlend/>
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</Canvas>
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@ -1,16 +1,53 @@
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import React, {useCallback, useEffect, useState} from "react";
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import React, {useCallback, useEffect, useState, createContext} from "react";
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import {useColorMode} from "@docusaurus/theme-common";
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interface Props {
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export interface PainterProps {
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readonly width: number;
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readonly height: number;
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readonly setPainter: (painter: Iterator<ImageData>) => void;
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}
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/**
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* Context provider for child elements to submit image iterator functions
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* (painters) for rendering
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*/
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export const PainterContext = createContext<PainterProps>(null);
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interface CanvasProps {
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width: number;
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height: number;
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painter: Iterator<ImageData>;
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children?: React.ReactNode;
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}
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export default function Canvas({width, height, painter, children}: Props) {
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const {colorMode} = useColorMode();
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const [image, setImage] = useState<[ImageData]>(null);
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/**
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* Draw fractal flames to a canvas.
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*
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* This component is a bit involved because it attempts to solve
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* a couple problems at the same time:
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* - Incrementally drawing an image to the canvas
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* - Interrupting drawing with new parameters on demand
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* - Dark mode
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*
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* Image iterators provide a means to draw incremental images;
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* iterators can easily checkpoint state, and this component will
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* request the next image on the next animation frame. As a result,
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* the browser should be responsive even though we run CPU-heavy
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* code on the main thread.
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*
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* Swapping a new iterator allows interrupting a render in progress,
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* as the canvas completely repaints on each provided image.
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*
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* Finally, check whether dark mode is active, and invert the most
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* recent image prior to painting if so.
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*
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* PainterContext is used to allow child elements to swap in
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* new iterators.
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*
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* @param width Canvas draw width
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* @param height Canvas draw height
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* @param children Child elements
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*/
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export default function Canvas({width, height, children}: CanvasProps) {
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const [canvasCtx, setCanvasCtx] = useState<CanvasRenderingContext2D>(null);
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const canvasRef = useCallback(node => {
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if (node !== null) {
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@ -18,52 +55,93 @@ export default function Canvas({width, height, painter, children}: Props) {
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}
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}, []);
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const paintImage = new ImageData(width, height);
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const paint = () => {
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if (!canvasCtx || !image) {
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const {colorMode} = useColorMode();
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// Holder objects are used to force re-painting even if the iterator
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// returns a modified image with the same reference
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type ImageHolder = { image?: ImageData };
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const [imageHolder, setImageHolder] = useState<ImageHolder>({ image: null });
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useEffect(() => {
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const image = imageHolder.image;
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if (!image) {
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// No image is available, leave the canvas as-is
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return;
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}
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for (const [index, value] of image[0].data.entries()) {
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if (index % 4 === 3) {
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// Alpha values are copied as-is
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paintImage.data[index] = value;
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} else {
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// If dark mode is active, invert the color
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paintImage.data[index] = colorMode === 'light' ? value : 255 - value;
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}
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if (!canvasCtx) {
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// Canvas is not ready for the image we have,
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// re-submit the image and wait for the ref to populate
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setImageHolder({ image });
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return;
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}
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canvasCtx.putImageData(paintImage, 0, 0);
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}
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useEffect(paint, [colorMode, image]);
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// If light mode is active, paint the image as-is
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if (colorMode === 'light') {
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canvasCtx.putImageData(image, 0, 0);
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return;
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}
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const animate = () => {
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// If dark mode is active, copy the image into a new buffer
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// and invert colors prior to painting.
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// Copy alpha values as-is.
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const paintImage = new ImageData(image.width, image.height);
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image.data.forEach((value, index) => {
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const isAlpha = index % 4 === 3;
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paintImage.data[index] = isAlpha ? value : 255 - value;
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})
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canvasCtx.putImageData(paintImage, 0, 0);
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}, [colorMode, imageHolder]);
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// Image iterators (painters) are also in a holder; this allows
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// re-submitting the existing iterator to draw the next frame,
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// and also allows child components to over-write the iterator
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// if a new set of parameters becomes available
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// TODO(bspeice): Potential race condition?
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// Not sure if it's possible for painters submitted by children
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// to be over-ridden as a result re-submitting the
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// existing iterator
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type PainterHolder = { painter?: Iterator<ImageData> };
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const [animHolder, setAnimHolder] = useState<PainterHolder>({ painter: null });
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useEffect(() => {
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const painter = animHolder.painter;
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if (!painter) {
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return;
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}
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console.log("Animating");
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const nextImage = painter.next().value;
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if (nextImage) {
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setImage([nextImage])
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requestAnimationFrame(animate);
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if (!canvasCtx) {
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setAnimHolder({ painter });
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return;
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}
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}
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useEffect(animate, [painter, canvasCtx]);
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const image = painter.next().value;
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if (image) {
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setImageHolder({ image });
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setAnimHolder({ painter });
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} else {
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setAnimHolder({ painter: null });
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}
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}, [animHolder, canvasCtx]);
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// Finally, child elements submit painters through a context provider
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const [painter, setPainter] = useState<Iterator<ImageData>>(null);
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useEffect(() => setAnimHolder({ painter }), [painter]);
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return (
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<>
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<canvas
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ref={canvasRef}
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width={width}
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height={height}
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style={{
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aspectRatio: width / height,
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width: '100%'
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}}
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/>
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{children}
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<center>
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<canvas
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ref={canvasRef}
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width={width}
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height={height}
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style={{
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aspectRatio: width / height,
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width: '80%'
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}}
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/>
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</center>
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<PainterContext.Provider value={{width, height, setPainter}}>
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{children}
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</PainterContext.Provider>
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</>
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)
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}
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@ -4,9 +4,7 @@
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* The way `flam3` actually calculates the "camera" for mapping a point
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* to its pixel coordinate is fairly involved - it also needs to calculate
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* zoom and rotation (see the bucket accumulator code in rect.c).
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* We'll make some simplifying assumptions:
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* - The final image is square
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* - We want to plot the range [-2, 2]
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* We simplify things here by assuming a square image
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*
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* The reference parameters were designed in Apophysis, which uses the
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* range [-2, 2] by default (the `scale` parameter in XML defines the
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@ -15,7 +13,7 @@
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*
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* @param x point in the range [-2, 2]
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* @param y point in the range [-2, 2]
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* @param size image size
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* @param size image width/height in pixels
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* @returns pair of pixel coordinates
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*/
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||||
export function camera(x: number, y: number, size: number): [number, number] {
|
||||
|
Loading…
Reference in New Issue
Block a user