import { CanvasParams } from "./0-canvas"; import { randomBiUnit, randomInteger, imageIndex, Renderer, histIndex, } from "./0-utility"; type Transform = (x: number, y: number) => [number, number]; export class RendererGasket extends Renderer { private values = new Uint8Array(this.size * this.size); private x = randomBiUnit(); private y = randomBiUnit(); /** * Translate values in the flame coordinate system to pixel coordinates * * A trivial implementation would take the range [-1, 1], shift it to [0, 2], * then scale by the image size: * pixelX = Math.floor((x + 1) * this.size / 2) * pixelY = Math.floor((y + 1) * this.size / 2) * * However, because the gasket solution set only has values in the range [0, 1], * that would lead to wasting 3/4 of the pixels. We'll instead plot just the range * we care about: * pixelX = Math.floor(x * this.size) * pixelY = Math.floor(x * this.size) * * @param x point in the range [-1, 1] * @param y point in the range [-1, 1] */ plot(x: number, y: number): void { var pixelX = Math.floor(x * this.size); var pixelY = Math.floor(y * this.size); if ( pixelX < 0 || pixelX >= this.size || pixelY < 0 || pixelY >= this.size ) { return; } const index = histIndex(pixelX, pixelY, this.size); this.values[index] = 1; } run(quality: number): void { const transforms: Transform[] = [ (x, y) => [x / 2, y / 2], (x, y) => [(x + 1) / 2, y / 2], (x, y) => [x / 2, (y + 1) / 2], ]; // NOTE: `x` and `y` are set as fields on this class // (rather than here in the main chaos game method) because // we render in chunks (to avoid bogging down the browser) const iterations = quality * this.size * this.size; for (var i = 0; i < iterations; i++) { const transformIndex = randomInteger(0, transforms.length); [this.x, this.y] = transforms[transformIndex](this.x, this.y); if (i >= 20) { this.plot(this.x, this.y); } } } render(image: ImageData): void { for (var pixelX = 0; pixelX < image.width; pixelX++) { for (var pixelY = 0; pixelY < image.height; pixelY++) { const hIndex = histIndex(pixelX, pixelY, this.size); if (!this.values[hIndex]) { continue; } // Set the pixel black const iIndex = imageIndex(pixelX, pixelY, this.size); image.data[iIndex + 0] = 0; image.data[iIndex + 1] = 0; image.data[iIndex + 2] = 0; image.data[iIndex + 3] = 0xff; } } } } export function buildGasket(size: number) { return new RendererGasket(size); }