Example #1
0
// RandomGradientColorSVG builds a square image with with x colors selected at random for each quadrant.
// the background color stays the same the other colors get mixed in a gradient color from the first one to the last one.
func RandomGradientColorSVG(w http.ResponseWriter, colors, gColors []color.RGBA, gv colors.GradientVector, width, height, xsquares int, prob float64) {

	var gradientColors []svg.Offcolor
	gradientColors = make([]svg.Offcolor, len(gColors))
	percentage := uint8(0)
	step := uint8(100 / len(gColors))
	for i, c := range gColors {
		gradientColors[i] = svg.Offcolor{
			Offset:  percentage,
			Color:   draw.RGBToHex(c.R, c.G, c.B),
			Opacity: 1,
		}
		percentage += step
	}

	canvas := svg.New(w)
	canvas.Start(width, height)
	canvas.Def()
	canvas.LinearGradient("gradientColors", gv.X1, gv.Y1, gv.X2, gv.Y2, gradientColors)
	canvas.DefEnd()
	canvas.Rect(0, 0, width, height, "fill:url(#gradientColors)")

	squares := xsquares
	quadrantSize := width / squares
	colorMap := make(map[int]color.RGBA)
	colorIndex := make(map[int]int)
	for yQ := 0; yQ < squares; yQ++ {
		y := yQ * quadrantSize
		colorMap = make(map[int]color.RGBA)
		colorIndex = make(map[int]int)
		for xQ := 0; xQ <= squares+1; xQ++ {
			x := xQ * quadrantSize
			if _, ok := colorMap[xQ]; !ok {
				colorIndex[xQ] = draw.RandomIndexFromArrayWithFreq(colors, prob)
				colorMap[xQ] = colors[colorIndex[xQ]]
			}
			if colorIndex[xQ] == 0 {
				fill := draw.FillFromRGBA(colorMap[xQ])
				canvas.Rect(x, y, quadrantSize, quadrantSize, fill)
			}

		}
	}
	canvas.End()
}
Example #2
0
// RandomGradientColor builds a isogrid image with with x colors selected at random for each quadrant.
// the background color stays the same the other colors get mixed in a gradient color from the first one to the last one.
func RandomGradientColor(w http.ResponseWriter, colors, gColors []color.RGBA, gv colors.GradientVector, width, height, lines int, prob float64) {

	var gradientColors []svg.Offcolor
	gradientColors = make([]svg.Offcolor, len(gColors))
	percentage := uint8(0)

	step := uint8(100 / len(gColors))
	for i, c := range gColors {
		gradientColors[i] = svg.Offcolor{
			Offset:  percentage,
			Color:   draw.RGBToHex(c.R, c.G, c.B),
			Opacity: 1,
		}
		percentage += step
	}

	canvas := svg.New(w)
	canvas.Start(width, height)
	canvas.Def()
	canvas.LinearGradient("gradientColors", gv.X1, gv.Y1, gv.X2, gv.Y2, gradientColors)
	canvas.DefEnd()
	canvas.Rect(0, 0, width, height, "fill:url(#gradientColors)")

	fringeSize := width / lines
	distance := distanceTo3rdPoint(fringeSize)
	fringeSize = distance
	lines = width / fringeSize

	colorMap := make(map[int]color.RGBA)
	colorIndex := make(map[int]int)

	for xL := 0; xL <= lines; xL++ {
		colorMap = make(map[int]color.RGBA)
		colorIndex = make(map[int]int)
		for yL := -1; yL <= lines; yL++ {
			var x1, x2, y1, y2, y3 int
			if (xL % 2) == 0 {
				x1, y1, x2, y2, _, y3 = right1stTriangle(xL, yL, fringeSize, distance)
			} else {
				x1, y1, x2, y2, _, y3 = left1stTriangle(xL, yL, fringeSize, distance)
			}
			xs := []int{x2, x1, x2}
			ys := []int{y1, y2, y3}

			colorIndex[yL] = draw.RandomIndexFromArrayWithFreq(colors, prob)
			colorMap[yL] = colors[colorIndex[yL]]

			if colorIndex[yL] == 0 {
				canvas.Polygon(xs, ys, draw.FillFromRGBA(colorMap[yL]))
			}

			var x11, x12, y11, y12, y13 int
			if (xL % 2) == 0 {
				x11, y11, x12, y12, _, y13 = left2ndTriangle(xL, yL, fringeSize, distance)

				// we make sure that the previous triangle and this one touch each other in this point.
				y12 = y3
			} else {
				x11, y11, x12, y12, _, y13 = right2ndTriangle(xL, yL, fringeSize, distance)

				// we make sure that the previous triangle and this one touch each other in this point.
				y12 = y1 + fringeSize
			}
			xs1 := []int{x12, x11, x12}
			ys1 := []int{y11, y12, y13}

			colorIndex[yL] = draw.RandomIndexFromArrayWithFreq(colors, prob)
			colorMap[yL] = colors[colorIndex[yL]]

			if colorIndex[yL] == 0 {
				canvas.Polygon(xs1, ys1, draw.FillFromRGBA(colorMap[yL]))
			}
		}
	}
	canvas.End()
}