示例#1
0
文件: fractal.go 项目: piersy/fractal
func GenerateFractal(im *image.Gray) {

	z := &cn{}

	c := &cn{}
	g := color.Gray{}
	for x := 0; x < 1000; x++ {
		for y := 0; y < 1000; y++ {

			c.r = (*width * float64(x) / float64(1000)) - *width/float64(2)
			c.i = (*height * float64(y) / float64(1000)) - *height/float64(2)
			c.r += *centerx
			c.i += *centery

			z.r = 0
			z.i = 0
			zrsqr := z.r * z.r
			zisqr := z.i * z.i

			var i uint8 = 0
			for zrsqr+zisqr < 4.0 && i < 255 {
				i++
				z.i = square(z.r+z.i) - zrsqr - zisqr
				z.i += c.i
				z.r = zrsqr - zisqr + c.r
				zrsqr = square(z.r)
				zisqr = square(z.i)
			}
			g.Y = i
			im.SetGray(x, y, g)

		}
	}
}
示例#2
0
文件: imgcube.go 项目: BranLwyd/misc
func (entity *Entity) reproduce(other *Entity) *Entity {
	newRects := make([]ShadedRectangle, len(entity.rects))
	for i := 0; i < len(entity.rects); i++ {
		if rand.Intn(2) == 0 {
			newRects[i] = entity.rects[i]
		} else {
			newRects[i] = other.rects[i]
		}

		newRects[i].color.Y += uint8(2 * mutationFactor * (rand.Float64() - 0.5) * 256)
		newRects[i].bounds.Min.X += int(2 * mutationFactor * (rand.Float64() - 0.5) * float64(entity.width))
		newRects[i].bounds.Max.X += int(2 * mutationFactor * (rand.Float64() - 0.5) * float64(entity.width))
		newRects[i].bounds.Min.Y += int(2 * mutationFactor * (rand.Float64() - 0.5) * float64(entity.height))
		newRects[i].bounds.Max.Y += int(2 * mutationFactor * (rand.Float64() - 0.5) * float64(entity.height))

		newRects[i].bounds.Min.X = clip(newRects[i].bounds.Min.X, 0, entity.width)
		newRects[i].bounds.Max.X = clip(newRects[i].bounds.Max.X, 0, entity.width)
		newRects[i].bounds.Min.Y = clip(newRects[i].bounds.Min.Y, 0, entity.height)
		newRects[i].bounds.Max.Y = clip(newRects[i].bounds.Max.Y, 0, entity.height)

		newRects[i].bounds = newRects[i].bounds.Canon()

		/* enforce max size */
		if newRects[i].bounds.Max.X-newRects[i].bounds.Min.X > rectMaxSize {
			overage := newRects[i].bounds.Max.X - newRects[i].bounds.Min.X - rectMaxSize
			newRects[i].bounds.Max.X -= overage / 2
			newRects[i].bounds.Min.X += overage / 2
		}

		if newRects[i].bounds.Max.Y-newRects[i].bounds.Min.Y > rectMaxSize {
			overage := newRects[i].bounds.Max.Y - newRects[i].bounds.Min.Y - rectMaxSize
			newRects[i].bounds.Max.Y -= overage / 2
			newRects[i].bounds.Min.Y += overage / 2
		}
	}

	var newBgColor color.Gray
	if rand.Intn(2) == 0 {
		newBgColor = entity.bgColor
	} else {
		newBgColor = other.bgColor
	}
	newBgColor.Y += uint8(2 * mutationFactor * (rand.Float64() - 0.5) * 256)

	return &Entity{entity.width, entity.height, newBgColor, newRects}
}
示例#3
0
func (bilinear) Gray(src *image.Gray, x, y float64) color.Gray {
	p := findLinearSrc(src.Bounds(), x, y)

	// Array offsets for the surrounding pixels.
	off00 := offGray(src, p.low.X, p.low.Y)
	off01 := offGray(src, p.high.X, p.low.Y)
	off10 := offGray(src, p.low.X, p.high.Y)
	off11 := offGray(src, p.high.X, p.high.Y)

	var fc float64
	fc += float64(src.Pix[off00]) * p.frac00
	fc += float64(src.Pix[off01]) * p.frac01
	fc += float64(src.Pix[off10]) * p.frac10
	fc += float64(src.Pix[off11]) * p.frac11

	var c color.Gray
	c.Y = uint8(fc + 0.5)
	return c
}