Incremental rendering

This commit is contained in:
Bradlee Speice 2024-11-24 18:59:11 -05:00
parent 22a4ffff7c
commit 4c3f4246a4
3 changed files with 64 additions and 61 deletions

View File

@ -1,3 +1,4 @@
function Gasket() {
// Hint: try increasing the iteration count
const iterations = 10000;
@ -8,7 +9,8 @@ const functions = [
(x, y) => [x / 2, (y + 1) / 2]
]
function chaosGame(image) {
const image = new ImageData(600, 600);
function* chaosGame() {
var [x, y] = [randomBiUnit(), randomBiUnit()];
for (var count = 0; count < iterations; count++) {
@ -18,7 +20,21 @@ function chaosGame(image) {
if (count > 20) {
plot(x, y, image);
}
if (count % 1000 === 0) {
yield image;
}
}
render(<Gasket renderFn={chaosGame}/>)
yield image;
}
return (
<Canvas
width={image.width}
height={image.height}
painter={chaosGame()}/>
)
}
render(<Gasket/>)

View File

@ -1,30 +1,12 @@
import React, {useContext, useEffect} from "react";
import randomBiUnit from './biunit';
import plot from './plot';
import randomInteger from './randint';
import Canvas, {ImageContext} from "../src/Canvas";
interface Props {
renderFn: (image: ImageData) => void;
}
function Render({renderFn}: Props) {
const {width, height, setImage} = useContext(ImageContext);
const image = new ImageData(width, height);
useEffect(() => {
renderFn(image);
setImage(image);
}, []);
return <></>;
}
import Canvas from "../src/Canvas";
const Scope = {
plot,
randomBiUnit,
randomInteger,
Canvas,
Gasket: ({renderFn}: Props) =>
<Canvas width={600} height={600}><Render renderFn={renderFn}/></Canvas>
Canvas
}
export default Scope;

View File

@ -1,49 +1,54 @@
import React, {createContext, useCallback, useContext, useEffect, useRef, useState} from "react";
import React, {useCallback, useEffect, useState} from "react";
import {useColorMode} from "@docusaurus/theme-common";
interface IImageContext {
width: number;
height: number;
setImage: (image: ImageData) => void;
}
export const ImageContext = createContext<IImageContext>(null);
interface Props {
width: number;
height: number;
painter: Iterator<ImageData>;
children?: React.ReactNode;
}
export default function Canvas({width, height, children}) {
const [canvasCtx, setCanvasCtx] = useState<CanvasRenderingContext2D | null>(null);
export default function Canvas({width, height, painter, children}: Props) {
const {colorMode} = useColorMode();
const [image, setImage] = useState<[ImageData]>(null);
const [canvasCtx, setCanvasCtx] = useState<CanvasRenderingContext2D>(null);
const canvasRef = useCallback(node => {
if (node !== null) {
setCanvasCtx(node.getContext("2d"));
}
}, []);
const {colorMode} = useColorMode();
const [image, setImage] = useState<ImageData>(new ImageData(width, height));
const paintImage = new ImageData(width, height);
useEffect(() => {
if (!canvasCtx) {
const paint = () => {
if (!canvasCtx || !image) {
return;
}
for (const [index, value] of image.data.entries()) {
// If dark mode is active, invert the color scheme
const adjustValue = colorMode === 'light' ? value : 255 - value;
// Alpha values never change
paintImage.data[index] = index % 4 === 3 ? value : adjustValue;
for (const [index, value] of image[0].data.entries()) {
if (index % 4 === 3) {
// Alpha values are copied as-is
paintImage.data[index] = value;
} else {
// If dark mode is active, invert the color
paintImage.data[index] = colorMode === 'light' ? value : 255 - value;
}
}
console.log("Painting image");
canvasCtx.putImageData(paintImage, 0, 0);
}, [canvasCtx, colorMode, image]);
}
useEffect(paint, [colorMode, image]);
const animate = () => {
const nextImage = painter.next().value;
if (nextImage) {
setImage([nextImage])
requestAnimationFrame(animate);
}
}
useEffect(animate, [canvasCtx]);
return (
<ImageContext.Provider value={{width, height, setImage}}>
<>
<canvas
ref={canvasRef}
width={width}
@ -54,6 +59,6 @@ export default function Canvas({width, height, children}) {
}}
/>
{children}
</ImageContext.Provider>
</>
)
}