The noise pattern can now be harsh
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c9c5f1d251
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@ -5,18 +5,29 @@ import "image/color"
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// Noisy is a pattern that randomly interpolates between two patterns in a
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// deterministic fashion.
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type Noisy struct {
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Low Pattern
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High Pattern
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Seed uint32
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Low Pattern
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High Pattern
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Seed uint32
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Harsh bool
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}
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// AtWhen satisfies the pattern interface.
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func (pattern Noisy) AtWhen (x, y, width, height int) (c color.RGBA) {
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// FIXME: this will occasionally generate "clumps"
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special := uint32(x + y * 348905)
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special += (pattern.Seed + 1) * 15485863
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random := (special * special * special % 2038074743)
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fac := float64(random) / 2038074743.0
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return LerpRGBA (
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pattern.Low.AtWhen(x, y, width, height),
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pattern.High.AtWhen(x, y, width, height), fac)
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if pattern.Harsh {
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if fac > 0.5 {
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return pattern.High.AtWhen(x, y, width, height)
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} else {
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return pattern.Low.AtWhen(x, y, width, height)
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}
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} else {
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return LerpRGBA (
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pattern.Low.AtWhen(x, y, width, height),
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pattern.High.AtWhen(x, y, width, height), fac)
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}
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}
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@ -112,8 +112,8 @@ func (element *Artist) Resize (width, height int) {
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artist.FillEllipse (
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element,
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artist.Split {
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First: artist.NewUniform(hex(0xFF0000FF)),
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Second: artist.NewUniform(hex(0x0000FFFF)),
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First: uhex(0xFF0000FF),
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Second: uhex(0x0000FFFF),
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Orientation: artist.Orientation(x),
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},
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element.cellAt(x, 4))
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@ -133,10 +133,10 @@ func (element *Artist) Resize (width, height int) {
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artist.FillRectangle (
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element,
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artist.QuadBeveled {
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artist.NewUniform(hex(0x880000FF)),
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artist.NewUniform(hex(0x00FF00FF)),
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artist.NewUniform(hex(0x0000FFFF)),
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artist.NewUniform(hex(0xFF00FFFF)),
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uhex(0x880000FF),
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uhex(0x00FF00FF),
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uhex(0x0000FFFF),
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uhex(0xFF00FFFF),
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},
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element.cellAt(0, 5))
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@ -145,10 +145,10 @@ func (element *Artist) Resize (width, height int) {
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element,
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artist.Checkered {
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First: artist.QuadBeveled {
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artist.NewUniform(hex(0x880000FF)),
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artist.NewUniform(hex(0x00FF00FF)),
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artist.NewUniform(hex(0x0000FFFF)),
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artist.NewUniform(hex(0xFF00FFFF)),
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uhex(0x880000FF),
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uhex(0x00FF00FF),
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uhex(0x0000FFFF),
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uhex(0xFF00FFFF),
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},
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Second: artist.Striped {
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First: artist.Stroke { Pattern: uhex(0xFF8800FF), Weight: 1 },
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@ -181,10 +181,10 @@ func (element *Artist) Resize (width, height int) {
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element,
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artist.Tiled {
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Pattern: artist.QuadBeveled {
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artist.NewUniform(hex(0x880000FF)),
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artist.NewUniform(hex(0x00FF00FF)),
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artist.NewUniform(hex(0x0000FFFF)),
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artist.NewUniform(hex(0xFF00FFFF)),
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uhex(0x880000FF),
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uhex(0x00FF00FF),
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uhex(0x0000FFFF),
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uhex(0xFF00FFFF),
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},
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CellWidth: 17,
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CellHeight: 23,
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@ -196,8 +196,8 @@ func (element *Artist) Resize (width, height int) {
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artist.FillRectangle (
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element,
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artist.Gradient {
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First: artist.NewUniform(hex(0xFF0000FF)),
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Second: artist.NewUniform(hex(0x0000FFFF)),
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First: uhex(0xFF0000FF),
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Second: uhex(0x0000FFFF),
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Orientation: artist.Orientation(x),
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},
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element.cellAt(x, 6))
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@ -208,8 +208,8 @@ func (element *Artist) Resize (width, height int) {
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element,
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artist.EllipticallyBordered {
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Fill: artist.Gradient {
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First: artist.NewUniform(hex(0x00FF00FF)),
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Second: artist.NewUniform(hex(0x0000FFFF)),
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First: uhex(0x00FF00FF),
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Second: uhex(0x0000FFFF),
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Orientation: artist.OrientationVertical,
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},
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Stroke: artist.Stroke { Pattern: uhex(0x00FF00), Weight: 5 },
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@ -226,6 +226,33 @@ func (element *Artist) Resize (width, height int) {
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},
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element.cellAt(1, 7),
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)
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// 2, 7
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artist.FillRectangle (
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element,
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artist.Noisy {
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Low: uhex(0x000000FF),
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High: artist.Gradient {
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First: uhex(0x000000FF),
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Second: uhex(0xFFFFFFFF),
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Orientation: artist.OrientationVertical,
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},
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Seed: 0,
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},
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element.cellAt(2, 7),
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)
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// 3, 7
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artist.FillRectangle (
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element,
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artist.Noisy {
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Low: uhex(0x000000FF),
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High: uhex(0xFFFFFFFF),
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Seed: 0,
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Harsh: true,
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},
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element.cellAt(3, 7),
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)
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}
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func (element *Artist) lines (weight int, bounds image.Rectangle) {
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