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It seems that the pattern disappear during the changes of pixel_size


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In this code of mine, I am finding that the pattern disappear if pixel size changes, and it is dependent on the pixel size. I'm not sure why it happens: Other than that, it works fine though it could use a little polishing.

 

// Name:
// Submenu:
// Author:
// Title:
// Version:
// Desc:
// Keywords:
// URL:
// Help:
#region UICode
IntSliderControl pixel_size = 1; // [1,100] Pixel Size
ColorWheelControl color_a = ColorBgra.FromBgr(0, 0, 0); // [PrimaryColor] Color A
ColorWheelControl color_b = ColorBgra.FromBgr(255, 255, 255); // [SecondaryColor] Color B
ReseedButtonControl seed = 0; // Reseed
#endregion

// This single-threaded function is called after the UI changes and before the Render function is called
// The purpose is to prepare anything you'll need in the Render function
int length_w,length_h,enlarged_w,enlarged_h,old_pixel_size;
bool initialized,rebuild;
Random myRandomA,myRandomB;
Random Init = new Random();
int new_seed;
int[] vx;
int[] vy;
int[,] surface;


void PreRender(Surface dst, Surface src)
{

    if (!initialized){
        length_w=(int)(Math.Ceiling((double)((src.Width-1)/pixel_size)));
        length_h=(int)(Math.Ceiling((double)((src.Width-1)/pixel_size)));
        myRandomA = new Random(Init.Next());
        myRandomB = new Random(Init.Next());
        vx = new int[length_w];
        vy = new int[length_h];
        surface = new int[length_w,length_h];
        old_pixel_size=pixel_size;
    }

    if (old_pixel_size != pixel_size){
        length_w=(int)(Math.Ceiling((double)((src.Width-1)/pixel_size)));
        length_h=(int)(Math.Ceiling((double)((src.Width-1)/pixel_size)));
        enlarged_w = length_w * pixel_size;
        enlarged_h = length_h * pixel_size;
        enlarged_w = ( enlarged_w - src.Width );
        enlarged_h = ( enlarged_h - src.Height);
        myRandomA = new Random(Init.Next());
        myRandomB = new Random(Init.Next());
        vx = new int[length_w];
        vy = new int[length_h];
        surface = new int[length_w,length_h];
        surface[0,0]=0;
        rebuild = true;
        old_pixel_size = pixel_size;
    }

    if (!initialized||rebuild||(new_seed != seed)){
        myRandomA = new Random(Init.Next());
        myRandomB = new Random(Init.Next());
        for (int x = 0 ; x < length_w ; x++){
            vx[x]=myRandomA.Next()%2;
        }
        for (int y = 0 ; y < length_h ; y++){
            vy[y]=myRandomB.Next()%2;
        }

        for (int y = 1 ; y < length_h ; y++){
            surface[0,y]=(surface[0,y-1]+vy[y-1])%2;
        }

        for(int y = 0 ; y < length_h ; y++){
            for (int x = 1 ; x < length_w ; x++){
                surface[x,y]=(vx[x-1]+surface[x-1,y]+y+2)%2;
            }
        }
    }

    new_seed=seed;
    initialized = true;
    rebuild = false;
}

// Here is the main multi-threaded render function
// The dst canvas is broken up into rectangles and
// your job is to write to each pixel of that rectangle
void Render(Surface dst, Surface src, Rectangle rect)
{
    int val;

    // Step through each row of the current rectangle
    for (int y = rect.Top; y < rect.Bottom; y++)
    {
        if (IsCancelRequested) return;
        // Step through each pixel on the current row of the rectangle
        for (int x = rect.Left; x < rect.Right; x++)
        {
            val = surface[((x+enlarged_w)/pixel_size)%length_w,((y+enlarged_h)/pixel_size)%length_h];

            if (val==1){dst[x,y] = color_a;}
            else{ dst[x,y] = color_b;}
        }
    }
}

 

Edited by Reptillian

G'MIC Filter Developer

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May not be related to your issue but ust looking to the code

length_w=(int)(Math.Ceiling((double)((src.Width-1)/pixel_size)));

I would change the position of the cast

length_w=(int)(Math.Ceiling(((double)(src.Width-1)/pixel_size)));
  • Like 1

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