PerlでカオスCGを描く(2)
前回に引き続き、もう少し滑らかに描画するためにいろいろ試してみました。
use v5.14; use strict; use warnings; use Imager; use constant WIDTH => 600; use constant HEIGHT => 600; use constant SCALE_X => 180; use constant SCALE_Y => 180; sub f { my ( $aa, $bb, $cc, $xx, $yy ) = @_; my $x2 = $xx * $xx; my $y2 = $yy * $yy; return ($aa * ($x2 + $y2)) + ($bb * $xx * ($x2 - (3.0 * $y2))) + $cc; } sub render_image { my ( $src, $hue0, $m, $curve ) = @_; my $width = WIDTH; my $height = HEIGHT; my $img = Imager->new( xsize => $width, ysize => $height, channels => 3 ); my $iy = 0; foreach my $line ( @{$src} ) { my $ix = 0; foreach ( @{$line} ) { my $val = ((($m < $_) ? 1.0 : $_ / $m) ** $curve) * 2; my $hue = $hue0 + ($val * 40); if ( $val <= 1.0 ) { my $color = Imager::Color->new( hue => $hue, v => $val, s => 1.0 ); $img->setpixel( x => $ix, y => $iy, color => $color ); } elsif ( $val <= 2.0 ) { my $color = Imager::Color->new( hue => $hue, v => 1.0, s => (2.0 - $val) ); $img->setpixel( x => $ix, y => $iy, color => $color ); } else { my $color = Imager::Color->new( hue => $hue, v => 1.0, s => 0.0 ); $img->setpixel( x => $ix, y => $iy, color => $color ); } $ix++; } $iy++; } return $img; } my $n = $ARGV[0] // 100000; say "N = $n"; my ( $u0, $v0 ) = ( WIDTH / 2, HEIGHT / 2 ); my @result = map { my @tmp = map { 0; } 1..WIDTH; \@tmp; } 1..HEIGHT; my ( $x00, $y00 ) = ( 0.1, 0.1 ); #my ( $a0, $b0, $c0, $d0 ) = ( -1.0, 0.05, 2.275, -0.5 ); #my ( $a0, $b0, $c0, $d0 ) = ( 1.0, 0.0, -1.9, 0.4 ); #my ( $a0, $b0, $c0, $d0 ) = ( 1.0, 0.0, -2.25, 0.2 ); my ( $a0, $b0, $c0, $d0 ) = ( -1.0, 0.1, 1.6, -0.8 ); my ( $x0, $y0 ) = ( $x00, $y00 ); my ( $x, $y ) = ( 0.0, 0.0 ); my $i = 0; foreach ( 1..$n ) { my $tmp = f( $a0, $b0, $c0, $x0, $y0 ); $x = ($tmp * $x0) + ($d0 * (($x0 * $x0) - ($y0 * $y0))); $y = ($tmp * $y0) - (2.0 * $d0 * $x0 * $y0); #printf( "(x, y) = (%6.3f, %6.3f)\n", $x, $y ); if ( 300 < (abs($x) + abs($y)) ) { say 'divergence!'; ( $x0, $y0 ) = ( $x00, $y00 ); } else { ( $x0, $y0 ) = ( $x, $y ); } my ( $u, $v ) = ( ($x * SCALE_X) + $u0, $v0 - ($y * SCALE_Y) ); if ( 0 < $u and $u < (WIDTH - 1) and 0 < $v and $v < (HEIGHT - 1) ) { foreach ( -0.75, -0.25, +0.25, +0.75 ) { $result[int($v - 0.25)]->[int($u + $_)] += 1; $result[int($v + 0.25)]->[int($u + $_)] += 1; $result[int($v + $_)]->[int($u - 0.25)] += 1; $result[int($v + $_)]->[int($u + 0.25)] += 1; } } $i++; } say 'calclated!'; { my $hue0 = 160; my $m = $n / 250; my $img = render_image( \@result, $hue0, $m, 0.8 ); my $dst_file = ($0 =~ s/\.pl//r) . sprintf('_%d.png', $hue0); $img->write( file => $dst_file ) or die $img->errstr; say 'wrote: ', $dst_file; }
だいぶ、変更すべきパラメータの数を絞り込めたんだけど、
計算より描画に時間が掛かってるらしく、
もしかしたらhue
による色指定が良くないのかも知れないので、
この辺りを重点的に計測してみようと思います。
今回のポイントとしては、
少し滲んだ感じが得られるように計算結果を格納して、
粒状感(ジャギー)を抑えてみました。
$ perl aaa.pl 800000
おしまい。
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