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Object common:Generic common:Coloring common:GradientColoring Standard:Standard_Triangle
class
Object version of Triangle in Standard.ucl.
Variation on the Triangle Inequality Average coloring method from Kerry
Mitchell. The smoothing used here is based on the Smooth formula, which only
works for z^n+c and derivates.
Originally written by Damien M. Jones
class Standard_Triangle(common.ulb:GradientColoring) { ; ; Object version of Triangle in Standard.ucl. ; ; Variation on the Triangle Inequality Average coloring method from Kerry ; Mitchell. The smoothing used here is based on the Smooth formula, which only ; works for z^n+c and derivates. ; ; Originally written by Damien M. Jones ; public: func Init(complex pz, complex ppixel) GradientColoring.Init(pz, ppixel) fSum = 0 fSum2 = 0 fAC = cabs(ppixel) endfunc func Iterate(complex pz) GradientColoring.Iterate(pz) fSum2 = fSum if m_Iterations > 1 float az2 = cabs(pz - GetPixel()) float lowbound = abs(az2 - fAC) fSum = fSum + ((cabs(pz) - lowbound) / (az2 + fAC - lowbound)) endif endfunc float func ResultIndex(complex pz) fSum = fSum / m_Iterations fSum2 = fSum2 / (m_Iterations - 1) float il = 1 / log(@power) float lp = log(log(@bailout) / 2) float f = il * lp - il*log(log(cabs(pz))) return fSum2 + (fSum - fSum2) * (f + 1) endfunc private: float fAC float fSum float fSum2 default: title = "Triangle Inequality Average" helpfile = "Uf*.chm" helptopic = "Html/coloring/standard/triangleinequalityaverage.html" rating = recommended param power caption = "Exponent" default = 2.0 hint = "This should be set to match the exponent of the \ formula you are using. For Mandelbrot, this is usually 2." endparam param bailout caption = "Bailout" default = 1e20 min = 1 exponential = true hint = "This should be set to match the bail-out value in \ the Formula tab. Use a very high value for good results." endparam }
Constructor Summary | |
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Standard_Triangle()
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Method Summary | |
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void |
Init(complex pz,
complex ppixel)
Set up for a sequence of values |
void |
Iterate(complex pz)
Process the next value in the sequence |
float |
ResultIndex(complex pz)
Produce a resulting color index after a sequence is finished |
Methods inherited from class common:GradientColoring |
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IsGradient, IsSolid, Result |
Methods inherited from class common:Coloring |
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GetPixel |
Methods inherited from class common:Generic |
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GetParent |
Methods inherited from class Object |
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Constructor Detail |
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public Standard_Triangle()
Method Detail |
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public void Init(complex pz, complex ppixel)
GradientColoring
This function will be called at the beginning of each sequence of values (e.g. at the beginning of each fractal orbit).
Init
in class GradientColoring
pz
- first value for the sequence; for a normal coloring formula, this will be #zppixel
- seed value for the sequence; for a normal coloring formula, this will be #pixelpublic void Iterate(complex pz)
GradientColoring
As long as the sequence has not bailed out, this function will be continually called to produce sequence values. Note that such processing generally will not know in advance precisely how long the sequence is, and should be prepared to deal with sequences of arbitrary length.
Your coloring may determine at some point that a solid color should be used rather than an index value.
Iterate
in class GradientColoring
pz
- next value in the sequence; corresponds to #z in a coloring formulapublic float ResultIndex(complex pz)
GradientColoring
This corresponds to the final: section in a coloring formula. Once it is called, no further calls to Iterate() should be made without calling Init() first.
ResultIndex
in class GradientColoring
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