reb
Class REB_GeneralSmoothing

Object
  extended by common:Generic
      extended by common:Coloring
          extended by common:DirectColoring
              extended by reb:REB_GeneralSmoothing

class 
DirectColoring:REB_GeneralSmoothing

A smoothing algorithm that works for both convergent and divergen fractals.


Ultra Fractal Source

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 class REB_GeneralSmoothing(common.ulb:DirectColoring) {
 ; A smoothing algorithm that works for both convergent and divergen fractals. <br>
 public:
   import "common.ulb"
   import "dmj5.ulb"
 
   ; constructor
   func REB_GeneralSmoothing(Generic pparent)
     DirectColoring.DirectColoring(pparent)
     m_Texture = new @ftexture(this)
     m_MergeColor = new @f_colormerge(0)
     m_TrapColor = new @f_trapcolor(this)
   endfunc
   
   ; initialize the objects
   func Init(complex pz, complex ppixel)
     DirectColoring.Init(pz, ppixel)
     m_Texture.Init(pz)
     m_TrapColor.Init(pz)
     m_iterexp = 0
     m_zold = pz
     m_empty = true
     ptexture = 0
   endfunc
   
   ; call for each iterated point
   func Iterate(complex pz)
     DirectColoring.Iterate(pz)
     m_iterexp = m_iterexp + exp(-cabs(pz)-0.5/(cabs(m_zold - pz)))
     if (@mtile == "Fixed Iteration" && m_iterations == @iternum) || \
        (@mtile == "Cabs(z)" && cabs(pz) < @tcabs)|| @mtile == "none"
       ptexture = m_Texture.Iterate(pz)
       if @f_trapcolor == ColorTrapNoColor
         m_empty = true
       else
         m_color = m_TrapColor.Iterate(pz)
         m_empty = false
       endif
     endif
     m_zold = pz
   endfunc
 
   ; override the parent and call in the final section of the coloring formula. <br>
   color func Result(complex pz)
     color return_color = gradient(0.2*m_iterexp + ptexture*@txamt)
     if @ahue
       m_color = hsla(hue(m_color), sat(m_color), lum(m_color), \
                     hue(m_color)/6*alpha(m_color))
     endif
     if @alum
       m_color = hsla(hue(m_color), sat(m_color), lum(m_color), \
                     lum(m_color)*alpha(m_color))
     endif
     if @asat
       m_color = hsla(hue(m_color), sat(m_color), lum(m_color), \
                     sat(m_color)*alpha(m_color))
     endif
     color temp = rgba(0,0,0,0)
     if !m_empty
       if @nmerge == 1
         temp = m_color
         m_color = return_color
         return_color = temp
       endif
       return_color =  m_MergeColor.FullMerge(return_color, m_color, @opacity)
     endif
     if @v_generalsmoothing >= 101
       float br = (0.5-@p_bright)*2
       int sign = 0
       if br < 0
         sign = -1
       else
         sign = 1
       endif
       br = br^2*sign
       float cr = (@p_contrast-0.5)*2
       if cr < 0
         sign = -1
       else
         sign = 1
       endif
       cr = cr^2*sign+1
       float st = (0.5-@p_sat)*2
       if st < 0
         sign = -1
       else
         sign = 1
       endif
       st = st^2*sign*2
       float hu = @p_hue*6
       float rd = red(return_color)-br
       float gr = green(return_color)-br
       float bl = blue(return_color)-br
       if rd > 1
         rd = 1
       endif
       if gr > 1
         gr = 1
       endif
       if bl > 1
         bl = 1
       endif
       if rd < 0
         rd = 0
       endif
       if gr < 0
         gr = 0
       endif
       if bl < 0
         bl = 0
       endif
       return_color = rgba(rd,gr,bl,alpha(return_color))
       rd = red(return_color)^cr
       gr = green(return_color)^cr
       bl = blue(return_color)^cr
       return_color = rgba(rd,gr,bl,alpha(return_color))
       float satval = sat(return_color)-st
       if satval > 1
         satval = 1
       endif
       if satval < 0
         satval = 0
       endif
       return_color = hsla(hue(return_color), satval, lum(return_color), alpha(return_color))
       float hueval = (hue(return_color)+hu) % 6
       return_color = hsla(hueval, sat(return_color), lum(return_color), alpha(return_color))
       if @p_poster
         float rd = floor(red(return_color)*@p_chan)/@p_chan + 0.5/@p_chan
         float gr = floor(green(return_color)*@p_chan)/@p_chan + 0.5/@p_chan
         float bl = floor(blue(return_color)*@p_chan)/@p_chan  + 0.5/@p_chan
         return_color = rgba(rd,gr,bl,alpha(return_color))
       endif
       if @p_gray
          float gry = 0.3 * red(return_color)+ 0.59 * green(return_color) + 0.11 * blue(return_color)
          return_color = rgba(gry,gry,gry,alpha(return_color))
       endif
       if @p_solar
         float rd = red(return_color)
         float gr = green(return_color)
         float bl = blue(return_color)
         if rd > @p_thresh
           rd = 1-rd
         endif
         if gr > @p_thresh
           gr = 1-gr
         endif
         if bl > @p_thresh
           bl = 1-bl
         endif
         return_color = rgba(rd,gr,bl,alpha(return_color))
       endif
       if @p_bw
         float gry = 0.3 * red(return_color)+ 0.59 * green(return_color) + 0.11 * blue(return_color)
         if gry < @p_bwt
           return_color = rgba(0,0,0,alpha(return_color))
         else
           return_color = rgba(1,1,1,alpha(return_color))
         endif
       endif
     endif
     return return_color
   endfunc
 
 protected:
   float ptexture
   TrapShape m_Texture
   float m_iterexp
   complex m_zold
   ImageImport m_img
   bool m_empty
   color m_color
   ColorTrap m_TrapColor
   DefaultColorMerge m_MergeColor
 
 default:
   title = "General Smoothing"
   int param v_generalsmoothing
     caption = "Version (General Smoothing)"
     default = 101
     hint = "This version parameter is used to detect when a change has been made to the formula that is incompatible with the previous version. When that happens, this field will reflect the old version number to alert you to the fact that an alternate rendering is being used."
     visible = @v_generalsmoothing < 101
   endparam
   heading
     text = "This is a direct coloring formula with textures and image import \
             capabilities, and which works for both convergent and divergent \
             fractals. It is highly recommended that the divergent bailout be \
             set to at least 1e8 and the convergent bailout be set to no more than \
             1e-8. If this is not done then the smoothing may be unsatisfactory. \
             It works with fractals that have both divergent and convergent regions, \
             such as the Magnet fractals."
   endheading
   float param txamt
     caption = "Texture amount"
     default = 0.0
     visible = @fTexture != DMJ_TrapShapeFlat
   endparam
   heading
     text = "The 'Tile method' applies to both textures and images. Fixed Iteration \
             will give a smoother tiling, while 'Cabs(z)' will more consistently \
             follow the fractal shape."
     visible = @fTexture != DMJ_TrapShapeFlat || @f_trapcolor != ColorTrapNoColor
   endheading
   param mtile
     caption = "Tile method"
     default = 1
     enum = "None" "Fixed Iteration" "Cabs(z)"
     visible = @fTexture != DMJ_TrapShapeFlat || @f_trapcolor != ColorTrapNoColor
   endparam
   int param iternum
     caption = "Iter number"
     default = 1
     hint = "Changes the texture/image mapping."
     visible = (@fTexture != DMJ_TrapShapeFlat || @f_trapcolor != ColorTrapNoColor) && \
               @mtile == "Fixed iteration"
   endparam
   float param tcabs
     caption = "Cabs limit"
     default = 1.0
     visible = @mtile == "Cabs(z)"
     hint = "Changes the texture/image mapping."
     visible = @fTexture != DMJ_TrapShapeFlat || @f_trapcolor != ColorTrapNoColor
   endparam
   TrapShape param fTexture
     caption = "Texture"
     default = DMJ_TrapShapeFlat
     hint = "Use TrapShape plugins as textures."
   endparam
   heading
     caption = "Images and Colorings"
   endheading
   ColorTrap param f_trapcolor
     caption = "Colors"
     default = ColorTrapNoColor
     expanded = false
     hint = "A trap shape that is used as a color or pattern."
   endparam
   DefaultColorMerge param f_colormerge
     caption = "Color Merge"
     default = DefaultColorMerge
     visible = @f_trapcolor != ColorTrapNoColor
   endparam
   param nmerge
     caption = "Merge order"
     default = 0
     enum = "Image on Top" "Image on Bottom"
     visible = @f_trapcolor != ColorTrapNoColor
   endparam
   float param opacity
     caption = "Merge Opacity"
     default = 0.2
     visible = @f_trapcolor != ColorTrapNoColor
   endparam
   heading
     text = "Make image transparent by: "
     visible = @f_trapcolor != ColorTrapNoColor
   endheading
   bool param ahue
     caption = "Hue value"
     default = false
     visible = @f_trapcolor != ColorTrapNoColor
   endparam
   bool param alum
     caption = "Luminance value"
     default = false
     visible = @f_trapcolor != ColorTrapNoColor
   endparam
   bool param asat
     caption = "Saturation value"
     default = false
     visible = @f_trapcolor != ColorTrapNoColor
   endparam
   heading
     caption = "Special Effects"
     visible = @v_generalsmoothing >= 101
   endheading
   float param p_bright
     caption = "Brightness"
     default = 0.5
     min = 0
     max = 1
     visible = @v_generalsmoothing >= 101
   endparam
   float param p_contrast
     caption = "Contrast"
     default = 0.5
     min = 0
     max = 1
     visible = @v_generalsmoothing >= 101
   endparam
   float param p_sat
     caption = "Saturation"
     default = 0.5
     min = 0
     max = 1
     visible = @v_generalsmoothing >= 101
   endparam
   float param p_hue
     caption = "Hue"
     default = 0.0
     min = 0
     max = 1
     visible = @v_generalsmoothing >= 101
   endparam
   bool param p_gray
     caption = "Grayscale"
     default = false
     visible = @v_generalsmoothing >= 101
   endparam
   bool param p_solar
     caption = "Solarize"
     default = false
     visible = @v_generalsmoothing >= 101
   endparam
   float param p_thresh
     caption = "Threshold"
     default = 0.5
     visible = @p_solar && @v_generalsmoothing >= 101
   endparam
   bool param p_poster
     caption = "Posterize"
     default = false
     visible = @v_generalsmoothing >= 101
   endparam
   int param p_chan
     caption = "Colors per channel"
     default = 4
     min = 2
     visible = @p_poster && @v_generalsmoothing >= 101
   endparam
   bool param p_bw
     caption = "Black and White"
     default = false
     visible = @v_generalsmoothing >= 101
   endparam
   float param p_bwt
     caption = "Threshold"
     default = 0.5
     min = 0
     max = 1
     visible = @p_bw && @v_generalsmoothing >= 101
   endparam
 
 }
 


Constructor Summary
REB_GeneralSmoothing()
           
REB_GeneralSmoothing(Generic pparent)
          constructor
 
Method Summary
 void Init(complex pz, complex ppixel)
          initialize the objects
 void Iterate(complex pz)
          call for each iterated point
 color Result(complex pz)
          override the parent and call in the final section of the coloring formula.
 
Methods inherited from class common:DirectColoring
IsSolid
 
Methods inherited from class common:Coloring
GetPixel, IsGradient
 
Methods inherited from class common:Generic
GetParent
 
Methods inherited from class Object
 

Constructor Detail

REB_GeneralSmoothing

public REB_GeneralSmoothing(Generic pparent)
constructor


REB_GeneralSmoothing

public REB_GeneralSmoothing()
Method Detail

Init

public void Init(complex pz,
                 complex ppixel)
initialize the objects

Overrides:
Init in class DirectColoring
Parameters:
pz - first value for the sequence; for a normal coloring formula, this will be #z
ppixel - seed value for the sequence; for a normal coloring formula, this will be #pixel

Iterate

public void Iterate(complex pz)
call for each iterated point

Overrides:
Iterate in class DirectColoring
Parameters:
pz - next value in the sequence; corresponds to #z in a coloring formula

Result

public color Result(complex pz)
override the parent and call in the final section of the coloring formula.

Overrides:
Result in class DirectColoring
Returns:
the gradient index (corresponding to #index in a coloring formula)