mirror of
https://github.com/bspeice/speice.io
synced 2024-12-22 08:38:09 -05:00
Checkpoint for histogram
It takes a lot of render time to get a usable result, and it's not that interesting. Committing so I can save the work if I want to revisit it, but abandoning the idea for now.
This commit is contained in:
parent
06069fdcea
commit
79b66337e8
@ -198,8 +198,7 @@ import chaosGameWeightedSource from "!!raw-loader!./chaosGameWeighted";
|
||||
|
||||
<CodeBlock language={'typescript'}>{chaosGameWeightedSource}</CodeBlock>
|
||||
|
||||
import BrowserOnly from "@docusaurus/BrowserOnly";
|
||||
import GasketWeighted from "./GasketWeighted";
|
||||
import Canvas from "../src/Canvas";
|
||||
|
||||
<Canvas><BrowserOnly>{() => <GasketWeighted/>}</BrowserOnly></Canvas>
|
||||
<Canvas><GasketWeighted/></Canvas>
|
@ -24,6 +24,12 @@ import {VariationEditor, VariationProps} from "./VariationEditor";
|
||||
import {CoefEditor} from "./CoefEditor";
|
||||
import {Transform} from "../src/transform";
|
||||
|
||||
export const transforms: [number, Transform][] = [
|
||||
[xform1Weight, transformPost(buildTransform(xform1Coefs, xform1Variations), xform1CoefsPost)],
|
||||
[xform2Weight, transformPost(buildTransform(xform2Coefs, xform2Variations), xform2CoefsPost)],
|
||||
[xform3Weight, transformPost(buildTransform(xform3Coefs, xform3Variations), xform3CoefsPost)]
|
||||
];
|
||||
|
||||
export default function FlameFinal() {
|
||||
const {width, height, setPainter} = useContext(PainterContext);
|
||||
|
||||
@ -43,12 +49,6 @@ export default function FlameFinal() {
|
||||
const resetXformFinalCoefsPost = () => setXformFinalCoefsPost(xformFinalCoefsPostDefault);
|
||||
|
||||
useEffect(() => {
|
||||
const transforms: [number, Transform][] = [
|
||||
[xform1Weight, transformPost(buildTransform(xform1Coefs, xform1Variations), xform1CoefsPost)],
|
||||
[xform2Weight, transformPost(buildTransform(xform2Coefs, xform2Variations), xform2CoefsPost)],
|
||||
[xform3Weight, transformPost(buildTransform(xform3Coefs, xform3Variations), xform3CoefsPost)]
|
||||
];
|
||||
|
||||
const finalBlend = buildBlend(xformFinalCoefs, xformFinalVariations);
|
||||
const finalTransform = buildTransform(xformFinalCoefs, finalBlend);
|
||||
const finalPost = transformPost(finalTransform, xformFinalCoefsPost);
|
||||
|
@ -142,11 +142,10 @@ The sliders below change the variation weights for each transform (the $v_{ij}$
|
||||
try changing them around to see which parts of the image are controlled by
|
||||
each transform.
|
||||
|
||||
import BrowserOnly from "@docusaurus/BrowserOnly";
|
||||
import Canvas from "../src/Canvas";
|
||||
import FlameBlend from "./FlameBlend";
|
||||
|
||||
<Canvas><BrowserOnly>{() => <FlameBlend/>}</BrowserOnly></Canvas>
|
||||
<Canvas><FlameBlend/></Canvas>
|
||||
|
||||
## Post transforms
|
||||
|
||||
@ -161,10 +160,10 @@ $$
|
||||
|
||||
import FlamePost from "./FlamePost";
|
||||
|
||||
<Canvas><BrowserOnly>{() => <FlamePost/>}</BrowserOnly></Canvas>
|
||||
<Canvas><FlamePost/></Canvas>
|
||||
|
||||
## Final transform
|
||||
|
||||
import FlameFinal from "./FlameFinal";
|
||||
|
||||
<Canvas><BrowserOnly>{() => <FlameFinal/>}</BrowserOnly></Canvas>
|
||||
<Canvas><FlameFinal/></Canvas>
|
@ -1,5 +1,30 @@
|
||||
import {VictoryArea} from "victory";
|
||||
import {VictoryChart, VictoryLine, VictoryScatter, VictoryTheme} from "victory";
|
||||
import {useContext, useEffect, useState} from "react";
|
||||
import {PainterContext} from "../src/Canvas";
|
||||
import {chaosGameHistogram} from "./chaosGameHistogram";
|
||||
import {PlotData, plotHistogram} from "./plotHistogram";
|
||||
|
||||
function F() {
|
||||
return <VictoryArea data={}
|
||||
function* plotChaosGame(width: number, height: number, setPdf: (data: PlotData) => void, setCdf: (data: PlotData) => void) {
|
||||
const emptyImage = new ImageData(width, height);
|
||||
for (let histogram of chaosGameHistogram(width, height)) {
|
||||
const plotData = plotHistogram(histogram);
|
||||
setPdf(plotData);
|
||||
yield emptyImage;
|
||||
}
|
||||
}
|
||||
|
||||
export default function FlameHistogram() {
|
||||
const {width, height, setPainter} = useContext(PainterContext);
|
||||
const [pdfData, setPdfData] = useState<{ x: number, y: number }[]>(null);
|
||||
|
||||
useEffect(() => setPainter(plotChaosGame(width, height, setPdfData, null)), []);
|
||||
|
||||
return (
|
||||
<VictoryChart theme={VictoryTheme.clean}>
|
||||
<VictoryLine
|
||||
data={pdfData}
|
||||
interpolation='natural'
|
||||
/>
|
||||
</VictoryChart>
|
||||
)
|
||||
}
|
@ -1,35 +0,0 @@
|
||||
// hidden-start
|
||||
import {VictoryChart} from "victory";
|
||||
import {camera, histIndex} from "../src/camera";
|
||||
// hidden-end
|
||||
export class PlotHistogram {
|
||||
public readonly pixels: Uint32Array;
|
||||
|
||||
public constructor(private readonly width: number, height: number) {
|
||||
this.pixels = new Uint32Array(width * height);
|
||||
}
|
||||
|
||||
public plot(x: number, y: number) {
|
||||
const [pixelX, pixelY] = camera(x, y, this.width);
|
||||
const pixelIndex = histIndex(pixelX, pixelY, this.width, 1);
|
||||
this.pixels[pixelIndex] += 1;
|
||||
}
|
||||
|
||||
public getHistogram() {
|
||||
const data = new Map<number, number>();
|
||||
this.pixels.forEach(value => {
|
||||
const bucket = 32 - Math.clz32(value);
|
||||
|
||||
if (bucket in data) {
|
||||
data[bucket] += 1;
|
||||
} else {
|
||||
data[bucket] = 1;
|
||||
}
|
||||
})
|
||||
|
||||
const output: {x: number, y: number}[] = [];
|
||||
data.forEach((bucket, value) =>
|
||||
output.push({x: Math.pow(bucket, 2), y: value}));
|
||||
return output;
|
||||
}
|
||||
}
|
@ -0,0 +1,34 @@
|
||||
import {plot} from "./plotHistogram";
|
||||
import {randomBiUnit} from "../src/randomBiUnit";
|
||||
import {randomChoice} from "../src/randomChoice";
|
||||
import {buildTransform} from "../2-transforms/buildTransform";
|
||||
import {transformPost} from "../2-transforms/post";
|
||||
import {transforms} from "../2-transforms/FlameFinal";
|
||||
import * as params from "../src/params";
|
||||
|
||||
const finalTransform = buildTransform(params.xformFinalCoefs, params.xformFinalVariations);
|
||||
const finalTransformPost = transformPost(finalTransform, params.xformFinalCoefsPost);
|
||||
|
||||
const step = 1000;
|
||||
const quality = 1;
|
||||
|
||||
export function* chaosGameHistogram(width: number, height: number) {
|
||||
let iterations = quality * width * height;
|
||||
let histogram = new Uint32Array(width * height);
|
||||
|
||||
let [x, y] = [randomBiUnit(), randomBiUnit()];
|
||||
|
||||
for (let i = 0; i < iterations; i++) {
|
||||
const [_, transform] = randomChoice(transforms);
|
||||
[x, y] = transform(x, y);
|
||||
[x, y] = finalTransformPost(x, y);
|
||||
|
||||
if (i > 20)
|
||||
plot(x, y, width, histogram);
|
||||
|
||||
if (i % step === 0)
|
||||
yield histogram;
|
||||
}
|
||||
|
||||
yield histogram;
|
||||
}
|
@ -23,6 +23,13 @@ We'll render the reference image again, but this time, counting the times
|
||||
we tried to turn on a pixel.
|
||||
|
||||
import CodeBlock from "@theme/CodeBlock";
|
||||
import plotHistogramSource from "!!raw-loader!./PlotHistogram";
|
||||
import plotHistogramSource from "!!raw-loader!./plotHistogram";
|
||||
|
||||
<CodeBlock language="typescript">{plotHistogramSource}</CodeBlock>
|
||||
|
||||
import Canvas from "../src/Canvas";
|
||||
import FlameHistogram from "./FlameHistogram";
|
||||
|
||||
<Canvas width={400} height={400} hidden={true}>
|
||||
<FlameHistogram/>
|
||||
</Canvas>
|
@ -0,0 +1,23 @@
|
||||
// hidden-start
|
||||
import {camera, histIndex} from "../src/camera";
|
||||
// hidden-end
|
||||
export function plot(x: number, y: number, width: number, hitCount: Uint32Array) {
|
||||
const [pixelX, pixelY] = camera(x, y, width);
|
||||
const pixelIndex = histIndex(pixelX, pixelY, width, 1);
|
||||
hitCount[pixelIndex] += 1;
|
||||
}
|
||||
|
||||
export type PlotData = {x: number, y: number}[];
|
||||
export function plotHistogram(hitCount: Uint32Array) {
|
||||
const data = new Map<number, number>();
|
||||
hitCount.forEach(value => {
|
||||
const bucket = 32 - Math.clz32(value);
|
||||
const currentCount = data.get(bucket) ?? 0;
|
||||
data.set(bucket, currentCount + 1);
|
||||
})
|
||||
|
||||
const output: PlotData = [];
|
||||
data.forEach((value, bucket) =>
|
||||
output.push({x: Math.pow(2, bucket), y: value}));
|
||||
return output;
|
||||
}
|
@ -1,23 +1,80 @@
|
||||
import React, {useCallback, useEffect, useState, createContext} from "react";
|
||||
import {useColorMode} from "@docusaurus/theme-common";
|
||||
import BrowserOnly from "@docusaurus/BrowserOnly";
|
||||
|
||||
export interface PainterProps {
|
||||
readonly width: number;
|
||||
readonly height: number;
|
||||
readonly setPainter: (painter: Iterator<ImageData>) => void;
|
||||
function invertImage(sourceImage: ImageData): ImageData {
|
||||
const image = new ImageData(sourceImage.width, sourceImage.height);
|
||||
image.data.forEach((value, index) =>
|
||||
image.data[index] = index % 4 === 3 ? value : 0xff - value)
|
||||
|
||||
return image;
|
||||
}
|
||||
|
||||
type InvertibleCanvasProps = {
|
||||
width: number,
|
||||
height: number,
|
||||
hidden?: boolean,
|
||||
// NOTE: Images are provided as a single-element array
|
||||
//so we can allow re-painting with the same (modified) ImageData reference.
|
||||
image?: [ImageData],
|
||||
}
|
||||
|
||||
/**
|
||||
* Context provider for child elements to submit image iterator functions
|
||||
* (painters) for rendering
|
||||
* Draw images to a canvas, automatically inverting colors as needed.
|
||||
*
|
||||
* @param width Canvas width
|
||||
* @param height Canvas height
|
||||
* @param hidden Hide the canvas element
|
||||
* @param image Image data to draw on the canvas
|
||||
*/
|
||||
const InvertibleCanvas: React.FC<InvertibleCanvasProps> = ({width, height, hidden, image}) => {
|
||||
const [canvasCtx, setCanvasCtx] = useState<CanvasRenderingContext2D>(null);
|
||||
const canvasRef = useCallback(node => {
|
||||
if (node !== null) {
|
||||
setCanvasCtx(node.getContext("2d"));
|
||||
}
|
||||
}, []);
|
||||
|
||||
const [paintImage, setPaintImage] = useState<[ImageData]>(null);
|
||||
useEffect(() => {
|
||||
if (canvasCtx && paintImage) {
|
||||
canvasCtx.putImageData(paintImage[0], 0, 0);
|
||||
}
|
||||
}, [canvasCtx, paintImage]);
|
||||
|
||||
const {colorMode} = useColorMode();
|
||||
useEffect(() => {
|
||||
if (image) {
|
||||
setPaintImage(colorMode === 'light' ? image : [invertImage(image[0])]);
|
||||
}
|
||||
}, [image, colorMode]);
|
||||
|
||||
return (
|
||||
<canvas
|
||||
ref={canvasRef}
|
||||
width={width}
|
||||
height={height}
|
||||
hidden={hidden ?? false}
|
||||
style={{
|
||||
aspectRatio: width / height,
|
||||
width: '75%'
|
||||
}}
|
||||
/>
|
||||
)
|
||||
}
|
||||
|
||||
type PainterProps = {
|
||||
width: number;
|
||||
height: number;
|
||||
setPainter: (painter: Iterator<ImageData>) => void;
|
||||
}
|
||||
export const PainterContext = createContext<PainterProps>(null);
|
||||
|
||||
interface CanvasProps {
|
||||
width?: number;
|
||||
height?: number;
|
||||
hidden?: boolean;
|
||||
children?: React.ReactNode;
|
||||
children?: React.ReactElement;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -27,131 +84,61 @@ interface CanvasProps {
|
||||
* a couple problems at once:
|
||||
* - Incrementally drawing an image to the canvas
|
||||
* - Interrupting drawing with new parameters
|
||||
* - Dark mode
|
||||
*
|
||||
* Running a full render is labor-intensive, so we model it
|
||||
* as an iterator that yields an image of the current system.
|
||||
* Internally, that iterator is re-queued on each new image;
|
||||
* so long as that image is returned quickly, we keep
|
||||
* the main loop running even with CPU-heavy code.
|
||||
* so long as retrieving each image happens quickly,
|
||||
* we keep the main loop running even with CPU-heavy code.
|
||||
* As a side benefit, this also animates the chaos game nicely.
|
||||
* TODO(bspeice): This also causes React to complain about maximum update depth
|
||||
* Would this be better off spawning a `useEffect` animator
|
||||
* that has access to a `setState` queue?
|
||||
*
|
||||
* To interrupt drawing, children set the active iterator
|
||||
* through the context provider. This component doesn't care
|
||||
* about which iterator is in progress, it exists only
|
||||
* to fetch the next image and paint it to our canvas.
|
||||
*
|
||||
* Finally, we make a distinction between "render" and "paint" buffers.
|
||||
* The render image is provided by the iterator, and then:
|
||||
* - If light mode is active, draw it to the canvas as-is
|
||||
* - If dark mode is active, copy the "render" buffer to the "paint" buffer,
|
||||
* invert colors, and then draw the image
|
||||
*
|
||||
* TODO(bspeice): Can we make this "re-queueing iterator" pattern generic?
|
||||
* It would be nice to have iterators returning arbitrary objects,
|
||||
* but we rely on contexts to manage the iterator, and there's
|
||||
* no good way to make those generic.
|
||||
*
|
||||
* @param width Canvas draw width
|
||||
* @param height Canvas draw height
|
||||
* @param hidden Hide the canvas
|
||||
* @param children Child elements
|
||||
* but we rely on contexts to manage the iterator, and I can't find
|
||||
* a good way to make those generic.
|
||||
*/
|
||||
export default function Canvas({width, height, hidden, children}: CanvasProps) {
|
||||
const [canvasCtx, setCanvasCtx] = useState<CanvasRenderingContext2D>(null);
|
||||
const canvasRef = useCallback(node => {
|
||||
if (node !== null) {
|
||||
setCanvasCtx(node.getContext("2d"));
|
||||
}
|
||||
}, []);
|
||||
|
||||
// Holder objects are used to force re-painting even if the iterator
|
||||
// returns a modified image with the same reference
|
||||
type ImageHolder = { image?: ImageData };
|
||||
|
||||
const [paintImage, setPaintImage] = useState<ImageHolder>({ image: null });
|
||||
const [image, setImage] = useState<[ImageData]>(null);
|
||||
const [painterHolder, setPainterHolder] = useState<[Iterator<ImageData>]>(null);
|
||||
useEffect(() => {
|
||||
if (paintImage.image && canvasCtx) {
|
||||
canvasCtx.putImageData(paintImage.image, 0, 0);
|
||||
}
|
||||
}, [paintImage, canvasCtx]);
|
||||
|
||||
const {colorMode} = useColorMode();
|
||||
const [renderImage, setRenderImage] = useState<ImageHolder>({ image: null });
|
||||
useEffect(() => {
|
||||
const image = renderImage.image;
|
||||
if (!image) {
|
||||
if (!painterHolder) {
|
||||
return;
|
||||
}
|
||||
|
||||
// If light mode is active, paint the image as-is
|
||||
if (colorMode === 'light') {
|
||||
setPaintImage({ image });
|
||||
return;
|
||||
}
|
||||
|
||||
// If dark mode is active, copy the image into a new buffer
|
||||
// and invert colors prior to painting.
|
||||
// Copy alpha values as-is.
|
||||
const paintImage = new ImageData(image.width, image.height);
|
||||
image.data.forEach((value, index) => {
|
||||
const isAlpha = index % 4 === 3;
|
||||
paintImage.data[index] = isAlpha ? value : 255 - value;
|
||||
})
|
||||
setPaintImage({ image: paintImage });
|
||||
}, [colorMode, renderImage]);
|
||||
|
||||
// Image iterators (painters) are also in a holder; this allows
|
||||
// re-submitting the existing iterator to draw the next frame,
|
||||
// and also allows child components to over-write the iterator
|
||||
// if a new set of parameters becomes available
|
||||
// TODO(bspeice): Potential race condition?
|
||||
// Not sure if it's possible for painters submitted by children
|
||||
// to be over-ridden as a result re-submitting the
|
||||
// existing iterator
|
||||
type PainterHolder = { painter?: Iterator<ImageData> };
|
||||
const [animHolder, setAnimHolder] = useState<PainterHolder>({ painter: null });
|
||||
useEffect(() => {
|
||||
const painter = animHolder.painter;
|
||||
if (!painter) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!canvasCtx) {
|
||||
setAnimHolder({ painter });
|
||||
return;
|
||||
}
|
||||
|
||||
const image = painter.next().value;
|
||||
if (image) {
|
||||
setRenderImage({ image });
|
||||
setAnimHolder({ painter });
|
||||
const painter = painterHolder[0];
|
||||
const nextImage = painter.next().value;
|
||||
if (nextImage) {
|
||||
setImage([nextImage]);
|
||||
setPainterHolder([painter]);
|
||||
} else {
|
||||
setAnimHolder({ painter: null });
|
||||
setPainterHolder(null);
|
||||
}
|
||||
}, [animHolder, canvasCtx]);
|
||||
}, [painterHolder]);
|
||||
|
||||
// Finally, child elements submit painters through a context provider
|
||||
const [painter, setPainter] = useState<Iterator<ImageData>>(null);
|
||||
useEffect(() => setAnimHolder({ painter }), [painter]);
|
||||
useEffect(() => {
|
||||
if (painter) {
|
||||
setPainterHolder([painter]);
|
||||
}
|
||||
}, [painter]);
|
||||
|
||||
width = width ?? 500;
|
||||
height = height ?? 500;
|
||||
return (
|
||||
<>
|
||||
<center>
|
||||
<canvas
|
||||
ref={canvasRef}
|
||||
width={width}
|
||||
height={height}
|
||||
hidden={hidden ?? false}
|
||||
style={{
|
||||
aspectRatio: width / height,
|
||||
width: '80%'
|
||||
}}
|
||||
/>
|
||||
<InvertibleCanvas width={width} height={height} hidden={hidden} image={image}/>
|
||||
</center>
|
||||
<PainterContext.Provider value={{width, height, setPainter}}>
|
||||
{children}
|
||||
<BrowserOnly>{() => children}</BrowserOnly>
|
||||
</PainterContext.Provider>
|
||||
</>
|
||||
)
|
||||
|
Loading…
Reference in New Issue
Block a user