/** * Image render manager * * This class tracks the chaos game state so we can periodically * get an image. */ export abstract class Renderer { /** * Build a render manager. For simplicity, this class assumes * we're working with a square image. * * @param size Image width and height */ constructor(public readonly size: number) {} /** * Run the chaos game * * @param quality iteration count */ abstract run(quality: number): void; /** * Output the current chaos game state to image * * @param image output pixel buffer */ abstract render(image: ImageData): void; } export type renderFn = (image: ImageData) => void; /** * @returns random number in the bi-unit square (-1, 1) */ export function randomBiUnit() { // Math.random() produces a number in the range [0, 1), // scale to (-1, 1) return Math.random() * 2 - 1; } /** * @returns random integer (with equal weight) in the range [min, max) */ export function randomInteger(min: number, max: number) { return Math.floor(Math.random() * (max - min)) + min; } /** * @param choices array of [weight, value] pairs * @returns pair of [index, value] */ export function weightedChoice(choices: [number, T][]): [number, T] { const weightSum = choices.reduce( (current, [weight, _t]) => current + weight, 0 ); var choice = Math.random() * weightSum; for (var i = 0; i < choices.length; i++) { const [weight, t] = choices[i]; if (choice < weight) { return [i, t]; } choice -= weight; } throw "unreachable"; } /** * @param x pixel coordinate * @param y pixel coordinate * @param width image width * @returns index into ImageData buffer for a specific pixel */ export function imageIndex(x: number, y: number, width: number) { // Taken from: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas return y * (width * 4) + x * 4; } /** * @param x pixel coordinate * @param y pixel coordinate * @param width image width * @returns index into a histogram for a specific pixel */ export function histIndex(x: number, y: number, width: number) { return y * width + x; }