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June 23, 2016 20:05
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package cosmic | |
import ( | |
"fmt" | |
"math" | |
"math/rand" | |
"time" | |
cr "github.com/Laughs-In-Flowers/ifriit/lib/art/color" | |
"github.com/Laughs-In-Flowers/ifriit/lib/art/image" | |
mt "github.com/Laughs-In-Flowers/ifriit/lib/art/math" | |
) | |
// https://www.shadertoy.com/view/XlfGRj | |
type Cosmic struct { | |
VolumeSteps, Iterations int | |
Zoom, Speed, Tile, Search float64 | |
Magic, Brightness, Saturation float64 | |
DarkMatter, DistanceFading, StepSize float64 | |
seedCoordinatesSet bool | |
seedCoordinates [2]float64 | |
rotationSet bool | |
rotation [2]mt.M2 | |
directionSet bool | |
direction mt.V3 | |
fromSet bool | |
from mt.V3 | |
debug bool | |
reuse bool | |
} | |
func NewCosmic(steps, | |
iterations int, | |
zoom, | |
speed, | |
tile, | |
search, | |
magic, | |
brightness, | |
saturation, | |
dark, | |
fading, | |
step float64, | |
debug, | |
reuse bool) *Cosmic { | |
return &Cosmic{ | |
steps, | |
iterations, | |
zoom, | |
speed, | |
tile, | |
search, | |
magic, | |
brightness, | |
saturation, | |
dark, | |
fading, | |
step, | |
false, | |
[2]float64{}, | |
false, | |
[2]mt.M2{}, | |
false, | |
mt.V3{}, | |
false, | |
mt.V3{}, | |
debug, | |
reuse, | |
} | |
} | |
var DefaultCosmic = NewCosmic( | |
20, | |
17, | |
0.8, | |
0.010, | |
0.85, | |
1000000, | |
0.53, | |
0.0015, | |
0.850, | |
0.300, | |
0.730, | |
0.1, | |
false, | |
false, | |
) | |
const cosmicString = `Cosmic Shader | |
------------- | |
VolumeSteps: %d | |
Iterations: %d | |
Zoom: %f | |
Speed: %f | |
Tile: %f | |
Search: %f | |
Magic: %f | |
Brightness: %f | |
Saturation: %f | |
DarkMatter: %f | |
DistanceFading: %f | |
StepSize: %f | |
SeedCoordinates: %v | |
Rotation: %v | |
Direction: %v | |
From: %v | |
Debug: %t | |
Reuse: %t | |
--------- | |
` | |
func (c *Cosmic) String() string { | |
return fmt.Sprintf(cosmicString, | |
c.VolumeSteps, | |
c.Iterations, | |
c.Zoom, | |
c.Speed, | |
c.Tile, | |
c.Search, | |
c.Magic, | |
c.Brightness, | |
c.Saturation, | |
c.DarkMatter, | |
c.DistanceFading, | |
c.StepSize, | |
c.seedCoordinates, | |
c.rotation, | |
c.direction, | |
c.from, | |
c.debug, | |
c.reuse, | |
) | |
} | |
func (c *Cosmic) Render(m image.Layer) { | |
size := m.Bounds().Size() | |
res := mt.V2{float64(size.X), float64(size.Y)} | |
for y := 0; y < size.Y; y++ { | |
for x := 0; x < size.X; x++ { | |
p := mt.V2{float64(x), float64(y)} | |
uv := mt.V2{float64(x) / res.X, float64(y) / res.Y} | |
color := c.Shade(p, uv, res) | |
m.Set(x, y, color.RGBA()) | |
} | |
} | |
if c.debug { | |
fmt.Println(c.String()) | |
} | |
if !c.reuse { | |
c.Reset() | |
} | |
} | |
func (c *Cosmic) currentSeedCoords() (float64, float64) { | |
if !c.seedCoordinatesSet { | |
c.seedCoordinates[0] = float64(rand.Intn(int(c.Search))) | |
c.seedCoordinates[1] = float64(rand.Intn(int(c.Search))) | |
c.seedCoordinatesSet = true | |
} | |
return c.seedCoordinates[0], c.seedCoordinates[1] | |
} | |
func rot(v float64) mt.M2 { | |
return mt.M2{math.Cos(v), math.Sin(v), -math.Sin(v), math.Cos(v)} | |
} | |
func (c *Cosmic) Rotation(resolution mt.V2) (mt.M2, mt.M2) { | |
if !c.rotationSet { | |
mx, my := c.currentSeedCoords() | |
rot1 := rot(.5 + mx/resolution.X*2) | |
rot2 := rot(.8 + my/resolution.Y*2) | |
c.rotation[0] = rot1 | |
c.rotation[1] = rot2 | |
} | |
return c.rotation[0], c.rotation[1] | |
} | |
func (c *Cosmic) Direction(uv mt.V2, rot1, rot2 mt.M2) mt.V3 { | |
if !c.directionSet { | |
dir := mt.V3{(uv.X * c.Zoom), (uv.Y * c.Zoom), 1} | |
dr := rot1.Mul2x1(mt.V2{dir.X, dir.Y}) | |
dr1 := rot2.Mul2x1(dr) | |
c.direction = mt.V3{dr1.X, dr1.Y, dir.Z} | |
} | |
return c.direction | |
} | |
func (c *Cosmic) From(rot1, rot2 mt.M2) mt.V3 { | |
if !c.fromSet { | |
from := mt.V3{1, 0.5, 0.5} | |
fr := rot1.Mul2x1(mt.V2{from.X, from.Y}) | |
fr1 := rot2.Mul2x1(fr) | |
c.from = mt.V3{fr1.X, fr1.Y, from.Z} | |
} | |
return c.from | |
} | |
func (c *Cosmic) tileFold(in mt.V3) mt.V3 { | |
t1 := mt.V3{c.Tile, c.Tile, c.Tile} | |
t2 := mt.V3{math.Mod(in.X, c.Tile*2), math.Mod(in.Y, c.Tile*2), math.Mod(in.Z, c.Tile*2)} | |
return mt.V3{math.Abs(t1.X - t2.X), math.Abs(t1.Y - t2.Y), math.Abs(t1.Z - t2.Z)} | |
} | |
func lerp(a, b, p float64) float64 { return (1.0-p)*a + p*b } | |
func (c *Cosmic) Shade(p, uv, res mt.V2) cr.Color { | |
uv.Y *= res.Y / res.X | |
rot1, rot2 := c.Rotation(res) | |
dir := c.Direction(uv, rot1, rot2) | |
from := c.From(rot1, rot2) | |
TIME := float64(time.Now().UTC().UnixNano())*c.Speed + 0.25 | |
from.Add(mt.V3{TIME * 2, TIME, -2}) | |
s := float64(0.1) | |
fade := float64(1) | |
v := mt.V3{} | |
for r := 0; r < c.VolumeSteps; r++ { | |
p := from.Add(dir.Scale(s * 0.5)) | |
p = c.tileFold(p) | |
var pa, a float64 | |
for i := 0; i < c.Iterations; i++ { | |
p = p.Abs().Scale(1.0 / p.Len2()).Offset(-c.Magic) | |
a += math.Abs(p.Len() - pa) | |
} | |
dm := math.Max(0, c.DarkMatter-a*a*.001) | |
a *= a * a | |
if r > 6 { | |
fade *= 1 - dm | |
} | |
v = v.Offset(fade) | |
v = v.Add(mt.V3{s, s * s, s * s * s * s}.Scale(a * fade * c.Brightness)) | |
fade *= c.DistanceFading | |
s += c.StepSize | |
} | |
lv := v.Len() | |
v = mt.V3{lerp(lv, v.X, c.Saturation), lerp(lv, v.Y, c.Saturation), lerp(lv, v.Z, c.Saturation)} | |
v = v.Scale(0.01) | |
return cr.C3(v.X, v.Y, v.Z) | |
} | |
func (c *Cosmic) Reset() { | |
c.seedCoordinatesSet = false | |
c.rotationSet = false | |
c.directionSet = false | |
c.fromSet = false | |
} |
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