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Flame blending example
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@ -3,16 +3,9 @@ import Canvas from "../src/Canvas";
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import { Params, chaosGameWeighted } from "./chaosGameWeighted";
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import TeX from '@matejmazur/react-katex';
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type Transform = (x: number, y: number) => [number, number];
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import styles from "../src/css/styles.module.css"
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function WeightInput({value, setValue, children}) {
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return (
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<div style={{paddingLeft: '1.5em', paddingRight: '1.5em'}}>
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{children}
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<input type={'range'} min={0} max={1} step={.01} style={{width: '100%'}} value={value} onInput={e => setValue(Number(e.currentTarget.value))}/>
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</div>
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)
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}
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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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@ -42,19 +35,23 @@ export default function GasketWeighted() {
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setGame(chaosGameWeighted(params))
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}, [f0Weight, f1Weight, f2Weight]);
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const weightInput = (title, weight, setWeight) => (
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<>
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<div className={styles.inputDiv}>
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<p><TeX>{title}</TeX> weight:<span style={{float: 'right'}}>{weight}</span></p>
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<input type={'range'} min={0} max={1} step={.01} style={{width: '100%'}} value={weight}
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onInput={e => setWeight(Number(e.currentTarget.value))}/>
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</div>
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</>
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)
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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 value={f0Weight} setValue={setF0Weight}>
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<p><TeX>F_0</TeX> weight:<span style={{float: 'right'}}>{f0Weight}</span></p>
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</WeightInput>
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<WeightInput value={f1Weight} setValue={setF1Weight}>
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<p><TeX>F_1</TeX> weight:<span style={{float: 'right'}}>{f1Weight}</span></p>
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</WeightInput>
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<WeightInput value={f2Weight} setValue={setF2Weight}>
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<p><TeX>F_2</TeX> weight:<span style={{float: 'right'}}>{f2Weight}</span></p>
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</WeightInput>
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{weightInput("F_0", f0Weight, setF0Weight)}
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{weightInput("F_1", f1Weight, setF1Weight)}
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{weightInput("F_2", f2Weight, setF2Weight)}
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</div>
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</>
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)
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@ -2,9 +2,6 @@ function Gasket() {
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// Hint: try increasing the iteration count
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const iterations = 10000;
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// Display the progress every `step` iterations
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const step = 1000;
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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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@ -21,16 +18,12 @@ function Gasket() {
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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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if (count > 20)
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plot(x, y, image);
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}
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if (count % 1000 === 0) {
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if (count % 1000 === 0)
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yield image;
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}
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}
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yield image;
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}
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return (
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@ -40,5 +33,4 @@ function Gasket() {
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painter={chaosGame()}/>
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)
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}
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render(<Gasket/>)
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@ -19,13 +19,11 @@ export function* chaosGameWeighted({transforms, image, iterations, step}: Params
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// highlight-end
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[x, y] = transform(x, y);
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if (i > 20) {
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if (i > 20)
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plot(x, y, image);
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}
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if (i % step === 0) {
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if (i % step === 0)
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yield image;
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}
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}
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yield image;
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@ -13,13 +13,10 @@ Wikipedia [describes](https://en.wikipedia.org/wiki/Fractal_flame) fractal flame
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I think of them a different way: beauty in mathematics.
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import isDarkMode from '@site/src/isDarkMode'
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import bannerDark from '../banner-dark.png'
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import bannerLight from '../banner-light.png'
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import banner from '../banner.png'
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<center>
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<!-- Why are these backwards? -->
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<img src={bannerLight} hidden={isDarkMode()}/>
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<img src={bannerDark} hidden={!isDarkMode()}/>
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<img src={banner} style={{filter: isDarkMode() ? '' : 'invert(1)'}}/>
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</center>
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<!-- truncate -->
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@ -204,6 +201,4 @@ import chaosGameWeightedSource from "!!raw-loader!./chaosGameWeighted";
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import BrowserOnly from "@docusaurus/BrowserOnly";
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import GasketWeighted from "./GasketWeighted"
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<BrowserOnly>
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<GasketWeighted/>
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</BrowserOnly>
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<BrowserOnly>{() => <GasketWeighted/>}</BrowserOnly>
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142
blog/2024-11-15-playing-with-fire/2-transforms/FlameBlend.tsx
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142
blog/2024-11-15-playing-with-fire/2-transforms/FlameBlend.tsx
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@ -0,0 +1,142 @@
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import {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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import {linear} from "../src/linear";
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import {julia} from "../src/julia";
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import {popcorn} from "../src/popcorn";
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import {pdj} from "../src/pdj";
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import {Variation} from "../src/variation";
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import {Transform} from "../src/transform";
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import {
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pdjParams,
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xform1Coefs,
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xform1Weight,
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xform2Coefs,
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xform2Weight,
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xform3Coefs,
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xform3Weight
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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 styles from "../src/css/styles.module.css"
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type VariationBlend = {
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linear: number,
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julia: number,
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popcorn: number,
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pdj: number
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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 xform1Default: VariationBlend = {
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linear: 0,
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julia: 1,
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popcorn: 0,
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pdj: 0,
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}
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const [xform1Variations, setXform1Variations] = useState(xform1Default)
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const xform2Default: VariationBlend = {
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linear: 1,
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julia: 0,
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popcorn: 1,
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pdj: 0
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}
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const [xform2Variations, setXform2Variations] = useState(xform2Default)
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const xform3Default: VariationBlend = {
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linear: 0,
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julia: 0,
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popcorn: 0,
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pdj: 1
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}
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const [xform3Variations, setXform3Variations] = useState(xform3Default)
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function buildTransform(coefs: Coefs, variations: VariationBlend): Transform {
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return (x: number, y: number) => {
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const [varX, varY] = applyCoefs(x, y, coefs);
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const varFunctions: [number, Variation][] = [
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[variations.linear, linear],
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[variations.julia, julia],
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[variations.popcorn, popcorn(coefs)],
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[variations.pdj, pdj(pdjParams)]
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]
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return blend(varX, varY, varFunctions);
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}
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}
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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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[xform1Weight, buildTransform(xform1Coefs, xform1Variations)],
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[xform2Weight, buildTransform(xform2Coefs, xform2Variations)],
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[xform3Weight, buildTransform(xform3Coefs, xform3Variations)]
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]
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const iterations = quality * image.width * image.height;
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for (let i = 0; i < iterations; i++) {
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let [_, transform] = randomChoice(transforms);
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[x, y] = transform(x, y);
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if (i > 20)
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plotBinary(x, y, image);
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if (i % step === 0) {
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console.log(`Checking in; iterations=${i}`)
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yield image;
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}
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}
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yield image;
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}
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const variationEditor = (title, variations, setVariations) => {
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return (
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<>
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<p style={{gridColumn: '1/-1'}}>{title}:</p>
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<div className={styles.inputDiv}>
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<p>Linear: {variations.linear}</p>
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<input type={'range'} min={0} max={1} step={0.01} style={{width: '100%'}} value={variations.linear}
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onInput={e => setVariations({...variations, linear: Number(e.currentTarget.value)})}/>
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</div>
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<div className={styles.inputDiv}>
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<p>Julia: {variations.julia}</p>
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<input type={'range'} min={0} max={1} step={0.01} style={{width: '100%'}} value={variations.julia}
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onInput={e => setVariations({...variations, julia: Number(e.currentTarget.value)})}/>
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</div>
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<div className={styles.inputDiv}>
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<p>Popcorn: {variations.popcorn}</p>
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<input type={'range'} min={0} max={1} step={0.01} style={{width: '100%'}} value={variations.popcorn}
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onInput={e => setVariations({...variations, popcorn: Number(e.currentTarget.value)})}/>
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</div>
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<div className={styles.inputDiv}>
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<p>PDJ: {variations.pdj}</p>
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<input type={'range'} min={0} max={1} step={0.01} style={{width: '100%'}} value={variations.pdj}
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onInput={e => setVariations({...variations, pdj: Number(e.currentTarget.value)})}/>
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</div>
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</>
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)
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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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)
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}
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blog/2024-11-15-playing-with-fire/2-transforms/blend.ts
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blog/2024-11-15-playing-with-fire/2-transforms/blend.ts
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// hidden-start
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import { Variation } from "../src/variation"
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// hidden-end
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export function blend(x: number, y: number, variations: [number, Variation][]): [number, number] {
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let [finalX, finalY] = [0, 0];
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for (const [weight, variation] of variations) {
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const [varX, varY] = variation(x, y);
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finalX += weight * varX;
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finalY += weight * varY;
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}
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return [finalX, finalY];
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}
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@ -15,6 +15,8 @@ This blog post uses a set of reference parameters ([available here](../params.fl
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implementation of the fractal flame algorithm. If you're interested in tweaking the parameters, or generating
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your own art, [Apophysis](https://sourceforge.net/projects/apophysis/) is a good introductory tool.
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TODO: Include the reference image here
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## Transforms and variations
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import CodeBlock from '@theme/CodeBlock'
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@ -120,8 +122,9 @@ import pdjSrc from '!!raw-loader!../src/pdj'
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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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First, each variation is assigned a value that describes how much it affects the transform function ($v_j$).
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Afterward, sum up the $x$ and $y$ values respectively:
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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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We'll also give each variation a weight ($v_j$) that scales the output, which allows us to control
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how much each variation contributes to the transform:
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$$
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F_i(x,y) = \sum_{j} v_{ij} V_j(a_i \cdot x + b_i \cdot y + c_i, \hspace{0.2cm} d_i \cdot x + e_i \cdot y + f_i)
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@ -132,3 +135,7 @@ The formula looks intimidating, but it's not hard to implement:
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TODO: Blending implementation?
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And with that in place, we have enough to render a first full fractal flame:
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import FlameBlend from "./FlameBlend";
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<FlameBlend/>
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Binary file not shown.
Before Width: | Height: | Size: 558 KiB |
Before Width: | Height: | Size: 557 KiB After Width: | Height: | Size: 557 KiB |
44
blog/2024-11-15-playing-with-fire/src/camera.ts
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44
blog/2024-11-15-playing-with-fire/src/camera.ts
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/**
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* Translate values in the flame coordinate system to pixel coordinates
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*
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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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*
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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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* "pixels per unit", and with the default zoom, is chosen to give a
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* range of [-2, 2]).
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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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* @returns pair of pixel coordinates
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*/
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export function camera(x: number, y: number, size: number): [number, number] {
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return [Math.floor(((x + 2) * size) / 4), Math.floor(((y + 2) * size) / 4)];
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}
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/**
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* Translate values in pixel coordinates to a 1-dimensional array index
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*
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* Unlike the camera function, this mapping doesn't assume a square image,
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* and only requires knowing the image width.
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*
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* The stride parameter is used to calculate indices that take into account
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* how many "values" each pixel has. For example, in an ImageData, each pixel
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* has a red, green, blue, and alpha component per pixel, so a stride of 4
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* is appropriate. For situations where there are separate red/green/blue/alpha
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* arrays per pixel, a stride of 1 is appropriate
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*
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* @param x point in the range [0, size)
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* @param y point in the range [0, size)
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* @param width width of image in pixel units
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* @param stride values per pixel coordinate
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*/
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export function histIndex(x: number, y: number, width: number, stride: number): number {
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return y * (width * stride) + x * stride;
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}
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export interface Coefs {
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a: number, b: number, c: number,
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d: number, e: number, f: number
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}
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export function applyCoefs(x: number, y: number, coefs: Coefs) {
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return [
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(x * coefs.a + y * coefs.b + coefs.c),
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(x * coefs.d + y * coefs.e + coefs.f)
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]
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}
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@ -0,0 +1,4 @@
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.inputDiv {
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padding-left: .5em;
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padding-right: 1em;
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}
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@ -7,13 +7,18 @@ import { Coefs } from './coefs';
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import { linear } from './linear'
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import { julia } from './julia'
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import { popcorn } from './popcorn'
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import { pdj } from './pdj'
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import {pdj, PdjParams} from './pdj'
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import {Variation} from "./variation"
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export const identityCoefs: Coefs = {
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a: 1, b: 0, c: 0,
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d: 0, e: 1, f: 0,
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}
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export const pdjParams: PdjParams = {
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a: 1.09358, b: 2.13048, c: 2.54127, d: 2.37267
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}
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export const xform1Weight = 0.56453495;
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export const xform1Coefs = {
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a: -1.381068, b: -1.381068, c: 0,
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@ -47,7 +52,7 @@ export const xform3Coefs = {
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}
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export const xform3CoefsPost = identityCoefs;
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export const xform3Variations = [
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[1, pdj(1.09358, 2.13048, 2.54127, 2.37267)]
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[1, pdj(pdjParams)]
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];
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export const xform3Color = 0.349;
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@ -1,7 +1,8 @@
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// hidden-start
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import { Variation } from './variation'
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//hidden-end
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export function pdj(a: number, b: number, c: number, d: number): Variation {
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export type PdjParams = {a: number, b: number, c: number, d: number};
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export function pdj({a, b, c, d}: PdjParams): Variation {
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return (x, y) => [
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Math.sin(a * y) - Math.cos(b * x),
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Math.sin(c * x) - Math.cos(d * y)
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17
blog/2024-11-15-playing-with-fire/src/plotBinary.ts
Normal file
17
blog/2024-11-15-playing-with-fire/src/plotBinary.ts
Normal file
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import { camera, histIndex } from "./camera"
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export function plotBinary(x: number, y: number, image: ImageData) {
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const [pixelX, pixelY] = camera(x, y, image.width);
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if (
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pixelX < 0 || pixelX >= image.width || pixelY < 0 || pixelY > image.height
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||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
const pixelIndex = histIndex(pixelX, pixelY, image.width, 4);
|
||||
|
||||
image.data[pixelIndex] = 0;
|
||||
image.data[pixelIndex + 1] = 0;
|
||||
image.data[pixelIndex + 2] = 0;
|
||||
image.data[pixelIndex + 3] = 0xff;
|
||||
}
|
@ -1,9 +1 @@
|
||||
import { Coefs } from './coefs'
|
||||
import { Variation } from './variation'
|
||||
|
||||
export interface Transform {
|
||||
coefs: Coefs,
|
||||
variations: [number, Variation][],
|
||||
coefsPost: Coefs,
|
||||
color: number
|
||||
}
|
||||
export type Transform = (x: number, y: number) => [number, number];
|
Loading…
Reference in New Issue
Block a user