comment { This file contains standard coloring algorithms for Ultra Fractal 3. Many of the coloring algorithms here were written by other formula authors, as noted in the comments with each formula. All formulas have been edited and simplified by Frederik Slijkerman. } BinaryDecomposition { ; ; Classic binary decomposition. Can give quite abstract effects. ; Use low bail-out values in the fractal formula (if possible) for ; best effects. This coloring algorithm uses just two colors from ; the gradient: one from the left end and one from the middle. ; final: if @type == "Type 1" if real(#z) * imag(#z) >= 0 #index = 0.5 else #index = 0 endif else if atan2(#z) > 0 #index = 0.5 else #index = 0 endif endif default: title = "Binary Decomposition" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/binarydecomposition.html" param type caption = "Decomposition Type" enum = "Type 1" "Type 2" default = 0 hint = "Toggles between two types of binary decomposition. Type 2 \ reproduces the coloring used with many images in the classic \ Beauty of Fractals book." endparam } Gradient { ; ; Shows the entire gradient in various ways. The fractal formula ; is ignored. Use zooming, panning and rotating to get the desired ; gradient. Make sure that Repeat Gradient is enabled. ; final: if @type == "Linear" #index = 16.5 + 0.25 * real(#pixel) elseif @type == "Radial" #index = 0.2 * |#pixel| else #index = 0.5 - atan2(#pixel) / (2 * #pi) endif default: title = "Gradient" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/gradient.html" param type caption = "Gradient Type" enum = "Linear" "Radial" "Cone" hint = "Specifies the shape of the gradient." endparam } Default { ; ; Reproduces the iterations coloring algorithm found in most fractal ; software. This is the coloring algorithm that is used by default in ; Ultra Fractal when no coloring algorithm is loaded. See also the ; Basic coloring algorithm. ; final: #index = 0.01 * #numiter default: title = "None" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/none.html" } Basic(OUTSIDE) { ; ; Four basic and classic ways to color a fractal. Other classic ; algorithms are Decomposition, Binary Decomposition, and ; Distance Estimator. ; final: if @type == "Iteration" #index = 0.01 * #numiter elseif @type == "Real" #index = 0.05 * (4 + real(#z)) elseif @type == "Imaginary" #index = 0.05 * (4 + imag(#z)) else #index = 0.05 * (4 + real(#z) + imag(#z)) endif default: title = "Basic" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/basic.html" param type caption = "Coloring Type" enum = "Iteration" "Real" "Imaginary" "Sum" hint = "Specifies how the fractal is colored. Most options work best \ with low bail-out values for the fractal formula, like 4. \ The Iteration option is the classic way to color fractals." endparam } Decomposition { ; ; Decomposes the angle of the Z variable after iteration ; and distributes it over the gradient. See also the ; Binary Decomposition coloring algorithm. ; ; Written by Damien M. Jones ; final: float d = atan2(#z); get angle of z IF (d < 0); it's negative d = d + #pi * 2; make it positive ENDIF #index = d / (#pi * 2) default: title = "Decomposition" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/decomposition.html" } Triangle { ; ; 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. ; ; Written by Damien M. Jones ; init: float sum = 0.0 float sum2 = 0.0 float ac = cabs(#pixel) float il = 1/log(@power) float lp = log(log(@bailout)/2.0) float az2 = 0.0 float lowbound = 0.0 float f = 0.0 BOOL first = true loop: sum2 = sum IF (!first) az2 = cabs(#z - #pixel) lowbound = abs(az2 - ac) sum = sum + ((cabs(#z) - lowbound) / (az2+ac - lowbound)) ELSE first = false ENDIF final: sum = sum / (#numiter) sum2 = sum2 / (#numiter-1) f = il*lp - il*log(log(cabs(#z))) #index = sum2 + (sum-sum2) * (f+1) default: title = "Triangle Inequality Average" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/triangleinequalityaverage.html" 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 2." endparam param bailout caption = "Bailout" default = 1e20 min = 1 hint = "This should be set to match the bail-out value in \ the Formula tab. Use a very high value for good results." endparam } Lighting { ; ; Coloring algorithm for the Slope family of fractal types. ; This coloring algorithm performs 3D lighting for these ; fractals. ; ; Written by Damien M. Jones ; final: float vz = -sqrt(1-|#z|); extract implied portion of normal float d2r = #pi/180; degrees to radians conversion factor ; create vector for light direction float lx = cos((270-@angle)*d2r) * cos(@elevation*d2r) float ly = sin((270-@angle)*d2r) * cos(@elevation*d2r) float lz = -sin(@elevation*d2r) ; compute cosine of angle between these vectors ; (this is the amount of lighting on the surface) float l = lx*real(#z) + ly*imag(#z) + lz*vz IF (l < @ambient); light is below the ambient level l = @ambient; set it to the ambient level ENDIF IF (@ambient < 0); the ambient level is negative l = l + 1; offset to prevent clipping at 0 ENDIF #index = l*0.99; reduce it just a bit to prevent ; the colors from wrapping default: title = "Lighting" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/lighting.html" param @angle caption = "Light Rotation" default = 90.0 hint = "Gives the rotation of the light source, in degrees. With 0 \ degrees, the light comes from above. Positive values give \ clockwise rotation." endparam param @elevation caption = "Light Elevation" default = 30.0 hint = "Gives the elevation of the light source, in degrees." endparam param @ambient caption = "Ambient Light" default = 0.0 min = -1.0 max = 1.0 hint = "Specifies the level of ambient light. Use -1.0 to \ color all surfaces." endparam } DistanceEstimator(OUTSIDE) { ; ; Distance-estimator coloring algorithm for Mandelbrot and ; other z^n fractal types (Phoenix, Julia). This coloring ; algorithm estimates the distance to the boundary of the ; fractal (for example the Mandelbrot set) and colors points ; accordingly. ; ; Written by Damien M. Jones ; init: complex dz = (0,0) loop: dz = @power * #z^(@power-1) * dz + 1 final: #index = (@power*log(cabs(#z)) * cabs(#z) / cabs(dz))^(1/@power) default: title = "Distance Estimator" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/distanceestimator.html" 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 2." endparam } Emboss { ; ; Coloring algorithm for the Embossed family of fractal types. ; This coloring algorithm performs 3D lighting for these fractals. ; ; Uses 3 colors from the gradient, at index values of 0.2, 0.5, ; and 0.8. With Color Density set to 1, Transfer Function set to ; Linear, and Gradient Offset set to 0, these index values ; corresponding to the gradient positions 80, 200, and 320. ; ; Written by Kerry Mitchell. ; final: if(real(#z)rmax) rmax=r zmax=temp2 itermax=iter endif final: if(@colorby==1) ; iteration @ min #index=0.01*itermin elseif(@colorby==2) ; angle @ min t=atan2(zmin) t=t/pi if(t<0.0) t=t+2.0 endif #index=0.5*t elseif(@colorby==3) ; maximum distance #index=rmax elseif(@colorby==4) ; iteration @ max #index=0.01*itermax elseif(@colorby==5) ; angle @ max t=atan2(zmax) t=t/pi if(t<0.0) t=t+2.0 endif #index=0.5*t elseif(@colorby==6) ; average distance #index=rave elseif(@colorby==7) ; min/mean/max angle zmax=(rave-rmin)+flip(rmax-rave) t=atan2(zmax) t=t/pi if(t<0.0) t=t+2.0 endif #index=0.5*t elseif(@colorby==8) ; max/min ratio #index=rmax/(rmin+1.e-12) else ; minimum distance #index=rmin endif default: title="Gaussian Integer" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/gaussianinteger.html" param inttype caption="Integer Type" default=0 enum="round(z)" "trunc(z)" "floor(z)" "ceil(z)" endparam param colorby caption="Color By" default=0 enum="minimum distance" "iteration @ min" "angle @ min" \ "maximum distance" "iteration @ max" "angle @ max" "average distance"\ "min/mean/max angle" "max/min ratio" endparam param norm caption="Normalization" default=0 enum="none" "pixel" "factor" "f(z)" endparam param fac caption=" Factor" default=(2.0,1.0) hint = "Normalization factor." visible = @norm == "factor" endparam func normfunc caption=" Function" default=ident() hint = "Normalization function." visible = @norm == "f(z)" endfunc param randomize caption="Randomize" default=false hint="Applies a random factor to z every iteration before \ finding the Gaussian integer." endparam param randomsize caption="Random Size" default=(0.1,0) hint="Size of random factor. Larger values give more randomization." visible = @randomize endparam param logseed caption="Random Seed" default=0.1 min=0.0 max=1.0 hint="Randomize seed, between 0 and 1. Every seed gives a different \ image." visible = @randomize endparam } ExponentialSmoothing { ; ; This coloring method provides smooth iteration ; colors for all fractal types, convergent or ; divergent (or both). It combines the two methods ; developed by Ron Barnett. It doesn't map ; precisely to iterations, but it's close. ; ; Written by Damien M. Jones ; init: float sum = 0.0 float sum2 = 0.0 complex zold = (0,0) loop: IF (@diverge) sum = sum + exp(-cabs(#z)) ENDIF IF (@converge) sum2 = sum2 + exp(-1/cabs(zold-#z)) ENDIF zold = #z final: IF (|#z - zold| < 0.5); convergent bailout. IF (@converge) #index = sum2 ELSE #index = 0 ENDIF ELSE; divergent bailout. IF (@diverge) #index = sum * @divergescale ELSE #index = 0 ENDIF ENDIF default: title = "Exponential Smoothing" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/exponentialsmoothing.html" param diverge caption = "Color Divergent" default = FALSE hint = "If set, points which escape to infinity will be \ colored." endparam param converge caption = "Color Convergent" default = TRUE hint = "If set, points which collapse to one value will be \ colored." endparam param divergescale caption = "Divergent Density" default = 1.0 hint = "Sets the divergent coloring density, relative to the \ convergent coloring. If set to 1.0, they will use \ the same color density." endparam } Smooth(OUTSIDE) { ; ; This coloring method provides smooth iteration ; colors for Mandelbrot and other z^2 formula types ; (Phoenix, Julia). Results on other types may be ; unpredictable, but might be interesting. ; ; Thanks to F. Slijkerman for some tweaks. ; Thanks to Linas Vepstas for the math. ; ; Written by Damien M. Jones ; init: complex il = 1/log(@power); Inverse log (power). float lp = log(log(@bailout)); log(log bailout). final: #index = 0.05 * real(#numiter + il*lp - il*log(log(cabs(#z)))) default: title = "Smooth (Mandelbrot)" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/smooth.html" 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 2." endparam param bailout caption = "Bail-out value" default = 128.0 min = 1 hint = "This should be set to match the bail-out value in \ the Formula tab. This formula works best with bail-out \ values higher than 100." endparam } OrbitTraps { ; ; General Orbit Traps coloring algorithm, suitable for almost ; all fractal types. ; ; Originally written by Damien M. Jones. ; init: ; OrbitTraps and OrbitTrapsDirect are exactly the same. The DIRECT symbol ; is used to switch between the two formulas. ; don't $DEFINE DIRECT float d = 0.0 float d2 = 0.0 complex z2 = (0,0) int iter = 0 float diameter2 = sqr(@diameter) complex r = (0,1) ^ (@angle / 90.0) complex r0 = (0,0) complex rh = (0,1) ^ (@traporder / 8); heart rotation value complex zh = (0,0) complex trapcenter2 = @trapcenter if @trapshape == "ring ripples" || @trapshape == "grid ripples" || \ @trapshape == "radial ripples" diameter2 = #pi / @diameter endif $IFDEF DIRECT color accumulator = @startcolor; initialize color accumulator color current = rgb(0,0,0); holds current iteration's color $ELSE float closest = 1e38 float closest1 = 1e38 complex point = (0,0) complex point1 = (0,0) complex point2 = (0,0) complex point3 = (0,0) bool done = false int i = 0 int i1 = 0 if @traptype == "farthest" || @traptype == "sum" || \ @traptype == "average" || @traptype == "sign average" || \ @traptype == "alternating average" || @traptype == "alternating average 2" || \ @traptype == "inverted sum" || @traptype == "exponential average" || \ @traptype == "average change" || @traptype == "inverted sum squared" || \ @traptype == "trap only" closest = 0.0 elseif @traptype == "product" closest = 1.0 elseif @traptype == "second farthest" || @traptype == "two farthest" closest = 0.0 closest = 0.0 endif $ENDIF bool usesolid = true ; assume a solid color loop: iter = iter + 1 ; iteration counter $IFDEF DIRECT z2 = #z $ELSE if @traptype == "trap only" ; trap only, work on unadulterated pixel z2 = #pixel else z2 = #z endif $ENDIF z2 = (z2 - trapcenter2) * r; rotate if @aspect != 1.0 z2 = real(z2) + flip(imag(z2) * @aspect) ; apply aspect endif ; determine distance from trap -- different for each shape if @trapshape == "point" d = cabs(z2) elseif @trapshape == "ring" d = abs(cabs(z2) - @diameter) elseif @trapshape == "ring 2" d = abs(|z2| - diameter2) elseif @trapshape == "egg" d = (cabs(z2-flip(@diameter)*2) + cabs(z2)*@traporder*0.5) * 0.25 elseif @trapshape == "hyperbola" d = abs(imag(z2) * real(z2) - @diameter) elseif @trapshape == "hypercross" d = abs(imag(z2) * real(z2)) elseif @trapshape == "cross" d = abs(real(z2)) d2 = abs(imag(z2)) if d2 < d d = d2 endif elseif @trapshape == "astroid" d = abs(real(z2))^@traporder + abs(imag(z2))^@traporder if @traporder < 0 d = 1/d endif elseif @trapshape == "diamond" d = abs(real(z2)) + abs(imag(z2)) elseif @trapshape == "rectangle" d = abs(real(z2)) d2 = abs(imag(z2)) if d2 > d d = d2 endif elseif @trapshape == "box" d = abs(real(z2)) d2 = abs(imag(z2)) if d2 > d d = d2 endif d = abs(d - @diameter) elseif @trapshape == "lines" d = abs(abs(imag(z2)) - @diameter) elseif @trapshape == "waves" d = abs(abs(imag(z2) + sin(real(z2)*@trapfreq)*@traporder*0.25) - @diameter) elseif @trapshape == "mirrored waves" d = abs(abs(imag(z2)) - @diameter + sin(real(z2)*@trapfreq)*@traporder*0.25) elseif @trapshape == "mirrored waves 2" d2 = @diameter - sin(real(z2)*@trapfreq)*@traporder*0.25; compute wave height d = abs(abs(imag(z2)) - d2); distance to each wave d2 = abs(abs(imag(z2)) + d2) if d2 < d d = d2 endif elseif @trapshape == "radial waves" d2 = atan2(z2) d = abs(cabs(z2) * (1 - sin(d2*@trapfreq)*@traporder*0.125) - @diameter) elseif @trapshape == "radial waves 2" d2 = atan2(z2) d2 = sin(d2*@trapfreq)*@traporder*0.125 d = abs(cabs(z2) * (1 - d2) - @diameter) d2 = abs(cabs(z2) * (1 + d2) - @diameter) if d2 < d d = d2 endif elseif @trapshape == "ring ripples" d = cabs(z2) if d < @traporder d = cos(d * diameter2 * @trapfreq) * sqr(1-d/@traporder) else d = 0 endif elseif @trapshape == "grid ripples" d = cabs(z2) if d < @traporder d = (cos(real(z2)*diameter2*@trapfreq) + cos(imag(z2)*diameter2*@trapfreq)) * sqr(1-d/@traporder) * 0.5 else d = 0 endif elseif @trapshape == "radial ripples" d = atan2(z2) d2 = cabs(z2) if d2 < @traporder d = cos(4 * d * @trapfreq) * sqr(1-d2/@traporder) else d = 0 endif elseif @trapshape == "pinch" d2 = atan2(z2) if d2 < 0 d2 = d2 + 2*#pi endif d = sqrt(cabs(z2)) / abs(sin(d2*@traporder*0.5)) elseif @trapshape == "spiral" d = 1/(cabs(z2)) * @diameter r0 = (0,1) ^ d z2 = z2 * r0 d = atan(abs(imag(z2)/real(z2))) elseif @trapshape == "heart" zh = real(z2) + flip(abs(imag(z2))) zh = zh*rh * 3 / @diameter d = abs(real(zh) - sqr(imag(zh)) + 3) endif $IFDEF DIRECT ; Compute direct color. This code is very similar to the normal processing ; in the final section. IF (d < @threshold); orbit is close enough to shape IF (@trapcolor == "distance"); distance current = gradient(d/@threshold) ELSEIF (@trapcolor == "magnitude"); magnitude current = gradient(cabs(z2)) ELSEIF (@trapcolor == "real"); real current = gradient(abs(real(z2))) ELSEIF (@trapcolor == "imaginary"); imaginary current = gradient(abs(imag(z2))) ELSEIF (@trapcolor == "angle to trap"); angle to trap d2 = atan2(z2) IF (d2 < 0) d2 = d2 + #pi * 2 ENDIF current = gradient(d2 / (#pi * 2)) ELSEIF (@trapcolor == "angle to origin"); angle to origin d2 = atan2(#z) IF (d2 < 0) d2 = d2 + #pi * 2 ENDIF current = gradient(d2 / (#pi * 2)) ELSEIF (@trapcolor == "angle to origin 2") ; angle to origin 2 (old ReallyCool) current = gradient(0.02 * abs(atan(imag(#z) / real(#z)) * 180/#pi)) ELSEIF (@trapcolor == "iteration"); iteration current = gradient(iter / #maxiter) ENDIF IF (@trapmergemodifier == "distance") current = rgba(red(current), green(current), blue(current), alpha(current) * (1 - d / @threshold)) ENDIF IF (@trapmergeorder == "bottom-up") accumulator = compose(accumulator, blend(current, @trapmergemode(accumulator, current), alpha(accumulator)), @trapmergeopacity) ELSEIF (@trapmergeorder == "top-down") accumulator = compose(current, blend(accumulator, @trapmergemode(current, accumulator), alpha(current)), @trapmergeopacity) ENDIF ENDIF $ELSE ; now adjust closest/point/i as needed IF (@traptype == 0); closest IF (d < closest) i = iter point = #z point2 = z2 closest = d ENDIF IF (d < @threshold) usesolid = false ENDIF ELSEIF (@traptype == 1); farthest (within threshold) IF (d > closest && d < @threshold) i = iter point = #z point2 = z2 closest = d usesolid = false ENDIF ELSEIF (@traptype == 2); first (within threshold) IF (d < @threshold && done == false) i = iter point = #z point2 = z2 closest = d done = true usesolid = false ENDIF ELSEIF (@traptype == 3); last (within threshold) IF (d < @threshold) i = iter point = #z point2 = z2 closest = d done = true usesolid = false ENDIF ELSEIF (@traptype == 4); sum (within threshold) IF (d < @threshold) i = iter point = point + #z point2 = point2 + z2 closest = closest + d usesolid = false ENDIF ELSEIF (@traptype == 5); average (within threshold) IF (d < @threshold) i = iter i1 = i1 + 1 point = point + #z point2 = point2 + z2 closest = closest + d usesolid = false ENDIF ELSEIF (@traptype == 6); product (within threshold) IF (d < @threshold) i = iter point = point * #z / @threshold point2 = point2 * z2 / @threshold closest = closest * d / @threshold usesolid = false ENDIF ELSEIF (@traptype == 7); sign average IF (d < d2) i = i + 1 point = point + #z point2 = point2 + z2 closest = closest + 1 usesolid = false ELSE i = i - 1 ENDIF d2 = d ELSEIF (@traptype == 8 || @traptype == 10) ; second/two closest IF (d < closest) i1 = i point1 = point point3 = point2 closest1 = closest i = iter point = #z point2 = z2 closest = d ELSEIF (d < closest1) i1 = iter point1 = #z point3 = z2 closest1 = d ENDIF IF (d < @threshold) usesolid = false ENDIF ELSEIF (@traptype == 9 || @traptype == 11) ; second/two farthest IF (d > closest && d < @threshold) i1 = i point1 = point point3 = point2 closest1 = closest i = iter point = #z point2 = z2 closest = d usesolid = false ELSEIF (d > closest1 && d < @threshold) i1 = iter point1 = #z point3 = z2 closest1 = d usesolid = false ENDIF ELSEIF (@traptype == 12); funky average IF (d < @threshold) i = i + 1 point = #z - point point2 = z2 - point2 closest = @threshold - abs(closest - d) usesolid = false ENDIF ELSEIF (@traptype == 13); funky average 2 IF (d < @threshold) i = i + 1 point = #z - point point2 = z2 - point2 closest = abs(d - @threshold + closest) usesolid = false ENDIF ELSEIF (@traptype == 14); funky average 3 (Luke Plant) IF (d < @threshold) i = i + 1 d2 = d/@threshold point = #z + (point-#z) * d2 point2 = z2 + (point2-z2) * d2 closest = closest + d usesolid = false ENDIF ELSEIF (@traptype == 15); funky average 4 (exponential average) IF (d < @threshold) i = i + 1 point = #z - point point2 = z2 - point2 closest = closest + exp(-d) usesolid = false ENDIF ELSEIF (@traptype == 16); funky average 5 (average distance change) IF (d < d2) point = point + #z point2 = point2 + z2 closest = closest + d2-d usesolid = false ENDIF d2 = d ELSEIF (@traptype == 17); funky average 6 (Luke Plant, 1/squared) IF (d < @threshold) i = i + 1 usesolid = false ENDIF d2 = sqr(d/@threshold) point = #z + (point-#z) * d2 point2 = z2 + (point2-z2) * d2 closest = closest + 1/d2 ELSEIF (@traptype == 18); trap only, do first iteration IF (iter == 1) point = #z point2 = z2 closest = d/@threshold IF (d < @threshold) usesolid = false ENDIF ENDIF ENDIF $ENDIF final: ; Apply solid color, if it is allowed. if @solidcolor #solid = usesolid else #solid = false endif $IFDEF DIRECT ; Return direct color. #color = accumulator $ELSE ; Calculate index value. ; Un-fudge anything that was fudged. IF (@traptype == 5); traptype average point = point / i1 point2 = point2 / i1 closest = closest / i1 ELSEIF (@traptype == 6); traptype product closest = abs(closest) ELSEIF (@traptype == 7); traptype sign average point = point / iter point2 = point2 / iter closest = closest / iter ELSEIF (@traptype == 8 || @traptype == 9) ; second closest or farthest i = i - i1 point = point - point1 point2 = point2 - point3 closest = closest - closest1 ELSEIF (@traptype == 10 || @traptype == 11) ; two closest or farthest i = round((i + i1) / 2) point = (point + point1) / 2 point2 = (point2 + point3) / 2 closest = (closest + closest1) / 2 ELSEIF (@traptype == 14); funky average 3 closest = @threshold * i - closest ENDIF ; choose coloring based on method IF (@trapcolor == 0); distance IF (@traptype == 2 || @traptype == 3) ; first or last type #index = closest / @threshold ELSE; any other trap type #index = closest ENDIF ELSEIF (@trapcolor == 1); magnitude #index = cabs(point2) ELSEIF (@trapcolor == 2); real #index = abs(real(point2)) ELSEIF (@trapcolor == 3); imaginary #index = abs(imag(point2)) ELSEIF (@trapcolor == 4); angle to trap d = atan2(point2) IF (d < 0) d = d + #pi * 2 ENDIF #index = d / (#pi * 2) ELSEIF (@trapcolor == 5); angle to trap 2 (no aspect) point = point - @trapcenter d = atan2(point) IF (d < 0) d = d + #pi * 2 ENDIF #index = d / (#pi * 2) ELSEIF (@trapcolor == 6); angle to origin d = atan2(point) IF (d < 0) d = d + #pi * 2 ENDIF #index = d / (#pi * 2) ELSEIF (@trapcolor == 7); angle to origin 2 (old ReallyCool) #index = 0.02 * abs(atan(imag(point) / real(point)) * 180/#pi) ELSEIF (@trapcolor == 8); iteration d = i #index = d / #maxiter ENDIF $ENDIF default: title = "Orbit Traps" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/orbittraps.html" param trapshape caption = "Trap Shape" default = 0 enum = "point" "ring" "ring 2" "egg" "hyperbola" "hypercross" \ "cross" "astroid" "diamond" "rectangle" "box" "lines" \ "waves" "mirrored waves" "mirrored waves 2" \ "radial waves" "radial waves 2" "ring ripples" \ "grid ripples" "radial ripples" "pinch" "spiral" "heart" hint = "This is the shape of the orbit trap." endparam param diameter caption = " Diameter" default = 1.0 hint = "This is the diameter of the trap (for ring, box, and \ line shapes)." visible = @trapshape != "point" && @trapshape != "hypercross" && \ @trapshape != "cross" && @trapshape != "astroid" && \ @trapshape != "diamond" && @trapshape != "rectangle" && \ @trapshape != "radial ripples" && @trapshape != "pinch" endparam param traporder caption = " Order" default = 4.0 hint = "Number of leaves for the pinch trap shape, the \ exponent to use for astroid curves (try 0.66667), \ 'egginess', or the height of waves." visible = @trapshape != "point" && @trapshape != "ring" && \ @trapshape != "ring 2" && @trapshape != "hyperbola" && \ @trapshape != "hypercross" && @trapshape != "cross" && \ @trapshape != "diamond" && @trapshape != "rectangle" && \ @trapshape != "box" && @trapshape != "lines" && \ @trapshape != "spiral" endparam param trapfreq caption = " Frequency" default = 1.0 hint = "The frequency of ripples or waves." visible = @trapshape == "waves" || @trapshape == "mirrored waves" || \ @trapshape == "mirrored waves 2" || @trapshape == "radial waves" || \ @trapshape == "radial waves 2" || @trapshape == "ring ripples" || \ @trapshape == "grid ripples" || @trapshape == "radial ripples" endparam param trapcolor caption = "Trap Coloring" default = 0 enum = "distance" "magnitude" "real" "imaginary" "angle to trap" \ "angle to trap 2" "angle to origin" "angle to origin 2" "iteration" hint = "This is the information used to produce a color." endparam $IFDEF DIRECT param threshold caption = "Threshold" default = 0.25 min = 0 endparam heading caption = "Merging" endheading color param startcolor caption = "Base Color" default = rgb(0,0,0) hint = "Specifies the 'base', or starting color with which all iterations' \ colors will be merged." endparam color func trapmergemode caption = "Trap Color Merge" default = mergenormal() hint = "This chooses the merge mode used to blend colors at each iteration." endfunc param trapmergemodifier caption = "Additional Alpha" default = 0 enum = "none" "distance" hint = "Specifies an additional alpha value to incorporate during merging." endparam param trapmergeopacity caption = "Trap Merge Opacity" default = 0.2 hint = "Sets the opacity of each trap shape. Even if you set this value to 1 \ (forcing all traps to be fully opaque) you can still control opacity \ using the alpha channel in the gradient." endparam param trapmergeorder caption = "Trap Merge Order" default = 0 enum = "bottom-up" "top-down" hint = "Sets the order in which traps will be merged. Bottom-up merges new \ traps on top of previous ones. Top-down merges new traps underneath \ previous ones." endparam $ELSE param traptype caption = "Trap Mode" default = 0 enum = "closest" "farthest" "first" "last" "sum" "average" "product" \ "sign average" "second closest" "second farthest" "two closest" \ "two farthest" "alternating average" "alternating average 2" "inverted sum" \ "exponential average" "average change" "inverted sum squared" \ "trap only" hint = "This is how points will be chosen to use for coloring." endparam param threshold caption = " Threshold" hint = "This is the width of the trap area, used for most trap modes." visible = @traptype != "sign average" && @traptype != "average change" default = 0.25 min = 0 endparam $ENDIF heading caption = "Options" endheading param trapcenter caption = "Trap Center" default = (0,0) hint = "This is the location of the trap in the complex plane." endparam param aspect caption = "Aspect Ratio" default = 1.0 min = 0.0000000001 hint = "This is how square the trap is. You can distort the \ trap by using a value other than 1.0." endparam param angle caption = "Rotation" default = 0.0 hint = "This is the angle, in degrees, that the trap should \ be rotated." endparam param solidcolor caption = "Use Solid Color" default = false hint = "If enabled, areas 'outside' the trap area will be colored \ with the 'solid color' on the coloring tab." endparam } DirectOrbitTraps { ; ; General Direct Orbit Traps coloring algorithm, suitable for almost ; all fractal types. Computes and combines colors at every iteration. ; ; Originally written by Damien M. Jones. ; init: ; OrbitTraps and DirectOrbitTraps are exactly the same, except for the ; title. The DIRECT symbol is used to switch between the two formulas. $DEFINE DIRECT float d = 0.0 float d2 = 0.0 complex z2 = (0,0) int iter = 0 float diameter2 = sqr(@diameter) complex r = (0,1) ^ (@angle / 90.0) complex r0 = (0,0) complex rh = (0,1) ^ (@traporder / 8); heart rotation value complex zh = (0,0) complex trapcenter2 = @trapcenter if @trapshape == "ring ripples" || @trapshape == "grid ripples" || \ @trapshape == "radial ripples" diameter2 = #pi / @diameter endif $IFDEF DIRECT color accumulator = @startcolor; initialize color accumulator color current = rgb(0,0,0); holds current iteration's color $ELSE float closest = 1e38 float closest1 = 1e38 complex point = (0,0) complex point1 = (0,0) complex point2 = (0,0) complex point3 = (0,0) bool done = false int i = 0 int i1 = 0 if @traptype == "farthest" || @traptype == "sum" || \ @traptype == "average" || @traptype == "sign average" || \ @traptype == "alternating average" || @traptype == "alternating average 2" || \ @traptype == "inverted sum" || @traptype == "exponential average" || \ @traptype == "average change" || @traptype == "inverted sum squared" || \ @traptype == "trap only" closest = 0.0 elseif @traptype == "product" closest = 1.0 elseif @traptype == "second farthest" || @traptype == "two farthest" closest = 0.0 closest = 0.0 endif $ENDIF bool usesolid = true ; assume a solid color loop: iter = iter + 1 ; iteration counter $IFDEF DIRECT z2 = #z $ELSE if @traptype == "trap only" ; trap only, work on unadulterated pixel z2 = #pixel else z2 = #z endif $ENDIF z2 = (z2 - trapcenter2) * r; rotate if @aspect != 1.0 z2 = real(z2) + flip(imag(z2) * @aspect) ; apply aspect endif ; determine distance from trap -- different for each shape if @trapshape == "point" d = cabs(z2) elseif @trapshape == "ring" d = abs(cabs(z2) - @diameter) elseif @trapshape == "ring 2" d = abs(|z2| - diameter2) elseif @trapshape == "egg" d = (cabs(z2-flip(@diameter)*2) + cabs(z2)*@traporder*0.5) * 0.25 elseif @trapshape == "hyperbola" d = abs(imag(z2) * real(z2) - @diameter) elseif @trapshape == "hypercross" d = abs(imag(z2) * real(z2)) elseif @trapshape == "cross" d = abs(real(z2)) d2 = abs(imag(z2)) if d2 < d d = d2 endif elseif @trapshape == "astroid" d = abs(real(z2))^@traporder + abs(imag(z2))^@traporder if @traporder < 0 d = 1/d endif elseif @trapshape == "diamond" d = abs(real(z2)) + abs(imag(z2)) elseif @trapshape == "rectangle" d = abs(real(z2)) d2 = abs(imag(z2)) if d2 > d d = d2 endif elseif @trapshape == "box" d = abs(real(z2)) d2 = abs(imag(z2)) if d2 > d d = d2 endif d = abs(d - @diameter) elseif @trapshape == "lines" d = abs(abs(imag(z2)) - @diameter) elseif @trapshape == "waves" d = abs(abs(imag(z2) + sin(real(z2)*@trapfreq)*@traporder*0.25) - @diameter) elseif @trapshape == "mirrored waves" d = abs(abs(imag(z2)) - @diameter + sin(real(z2)*@trapfreq)*@traporder*0.25) elseif @trapshape == "mirrored waves 2" d2 = @diameter - sin(real(z2)*@trapfreq)*@traporder*0.25; compute wave height d = abs(abs(imag(z2)) - d2); distance to each wave d2 = abs(abs(imag(z2)) + d2) if d2 < d d = d2 endif elseif @trapshape == "radial waves" d2 = atan2(z2) d = abs(cabs(z2) * (1 - sin(d2*@trapfreq)*@traporder*0.125) - @diameter) elseif @trapshape == "radial waves 2" d2 = atan2(z2) d2 = sin(d2*@trapfreq)*@traporder*0.125 d = abs(cabs(z2) * (1 - d2) - @diameter) d2 = abs(cabs(z2) * (1 + d2) - @diameter) if d2 < d d = d2 endif elseif @trapshape == "ring ripples" d = cabs(z2) if d < @traporder d = cos(d * diameter2 * @trapfreq) * sqr(1-d/@traporder) else d = 0 endif elseif @trapshape == "grid ripples" d = cabs(z2) if d < @traporder d = (cos(real(z2)*diameter2*@trapfreq) + cos(imag(z2)*diameter2*@trapfreq)) * sqr(1-d/@traporder) * 0.5 else d = 0 endif elseif @trapshape == "radial ripples" d = atan2(z2) d2 = cabs(z2) if d2 < @traporder d = cos(4 * d * @trapfreq) * sqr(1-d2/@traporder) else d = 0 endif elseif @trapshape == "pinch" d2 = atan2(z2) if d2 < 0 d2 = d2 + 2*#pi endif d = sqrt(cabs(z2)) / abs(sin(d2*@traporder*0.5)) elseif @trapshape == "spiral" d = 1/(cabs(z2)) * @diameter r0 = (0,1) ^ d z2 = z2 * r0 d = atan(abs(imag(z2)/real(z2))) elseif @trapshape == "heart" zh = real(z2) + flip(abs(imag(z2))) zh = zh*rh * 3 / @diameter d = abs(real(zh) - sqr(imag(zh)) + 3) endif $IFDEF DIRECT ; Compute direct color. This code is very similar to the normal processing ; in the final section. IF (d < @threshold); orbit is close enough to shape IF (@trapcolor == "distance"); distance current = gradient(d/@threshold) ELSEIF (@trapcolor == "magnitude"); magnitude current = gradient(cabs(z2)) ELSEIF (@trapcolor == "real"); real current = gradient(abs(real(z2))) ELSEIF (@trapcolor == "imaginary"); imaginary current = gradient(abs(imag(z2))) ELSEIF (@trapcolor == "angle to trap"); angle to trap d2 = atan2(z2) IF (d2 < 0) d2 = d2 + #pi * 2 ENDIF current = gradient(d2 / (#pi * 2)) ELSEIF (@trapcolor == "angle to origin"); angle to origin d2 = atan2(#z) IF (d2 < 0) d2 = d2 + #pi * 2 ENDIF current = gradient(d2 / (#pi * 2)) ELSEIF (@trapcolor == "angle to origin 2") ; angle to origin 2 (old ReallyCool) current = gradient(0.02 * abs(atan(imag(#z) / real(#z)) * 180/#pi)) ELSEIF (@trapcolor == "iteration"); iteration current = gradient(iter / #maxiter) ENDIF IF (@trapmergemodifier == "distance") current = rgba(red(current), green(current), blue(current), alpha(current) * (1 - d / @threshold)) ENDIF IF (@trapmergeorder == "bottom-up") accumulator = compose(accumulator, blend(current, @trapmergemode(accumulator, current), alpha(accumulator)), @trapmergeopacity) ELSEIF (@trapmergeorder == "top-down") accumulator = compose(current, blend(accumulator, @trapmergemode(current, accumulator), alpha(current)), @trapmergeopacity) ENDIF ENDIF $ELSE ; now adjust closest/point/i as needed IF (@traptype == 0); closest IF (d < closest) i = iter point = #z point2 = z2 closest = d ENDIF IF (d < @threshold) usesolid = false ENDIF ELSEIF (@traptype == 1); farthest (within threshold) IF (d > closest && d < @threshold) i = iter point = #z point2 = z2 closest = d usesolid = false ENDIF ELSEIF (@traptype == 2); first (within threshold) IF (d < @threshold && done == false) i = iter point = #z point2 = z2 closest = d done = true usesolid = false ENDIF ELSEIF (@traptype == 3); last (within threshold) IF (d < @threshold) i = iter point = #z point2 = z2 closest = d done = true usesolid = false ENDIF ELSEIF (@traptype == 4); sum (within threshold) IF (d < @threshold) i = iter point = point + #z point2 = point2 + z2 closest = closest + d usesolid = false ENDIF ELSEIF (@traptype == 5); average (within threshold) IF (d < @threshold) i = iter i1 = i1 + 1 point = point + #z point2 = point2 + z2 closest = closest + d usesolid = false ENDIF ELSEIF (@traptype == 6); product (within threshold) IF (d < @threshold) i = iter point = point * #z / @threshold point2 = point2 * z2 / @threshold closest = closest * d / @threshold usesolid = false ENDIF ELSEIF (@traptype == 7); sign average IF (d < d2) i = i + 1 point = point + #z point2 = point2 + z2 closest = closest + 1 usesolid = false ELSE i = i - 1 ENDIF d2 = d ELSEIF (@traptype == 8 || @traptype == 10) ; second/two closest IF (d < closest) i1 = i point1 = point point3 = point2 closest1 = closest i = iter point = #z point2 = z2 closest = d ELSEIF (d < closest1) i1 = iter point1 = #z point3 = z2 closest1 = d ENDIF IF (d < @threshold) usesolid = false ENDIF ELSEIF (@traptype == 9 || @traptype == 11) ; second/two farthest IF (d > closest && d < @threshold) i1 = i point1 = point point3 = point2 closest1 = closest i = iter point = #z point2 = z2 closest = d usesolid = false ELSEIF (d > closest1 && d < @threshold) i1 = iter point1 = #z point3 = z2 closest1 = d usesolid = false ENDIF ELSEIF (@traptype == 12); funky average IF (d < @threshold) i = i + 1 point = #z - point point2 = z2 - point2 closest = @threshold - abs(closest - d) usesolid = false ENDIF ELSEIF (@traptype == 13); funky average 2 IF (d < @threshold) i = i + 1 point = #z - point point2 = z2 - point2 closest = abs(d - @threshold + closest) usesolid = false ENDIF ELSEIF (@traptype == 14); funky average 3 (Luke Plant) IF (d < @threshold) i = i + 1 d2 = d/@threshold point = #z + (point-#z) * d2 point2 = z2 + (point2-z2) * d2 closest = closest + d usesolid = false ENDIF ELSEIF (@traptype == 15); funky average 4 (exponential average) IF (d < @threshold) i = i + 1 point = #z - point point2 = z2 - point2 closest = closest + exp(-d) usesolid = false ENDIF ELSEIF (@traptype == 16); funky average 5 (average distance change) IF (d < d2) point = point + #z point2 = point2 + z2 closest = closest + d2-d usesolid = false ENDIF d2 = d ELSEIF (@traptype == 17); funky average 6 (Luke Plant, 1/squared) IF (d < @threshold) i = i + 1 usesolid = false ENDIF d2 = sqr(d/@threshold) point = #z + (point-#z) * d2 point2 = z2 + (point2-z2) * d2 closest = closest + 1/d2 ELSEIF (@traptype == 18); trap only, do first iteration IF (iter == 1) point = #z point2 = z2 closest = d/@threshold IF (d < @threshold) usesolid = false ENDIF ENDIF ENDIF $ENDIF final: ; Apply solid color, if it is allowed. if @solidcolor #solid = usesolid else #solid = false endif $IFDEF DIRECT ; Return direct color. #color = accumulator $ELSE ; Calculate index value. ; Un-fudge anything that was fudged. IF (@traptype == 5); traptype average point = point / i1 point2 = point2 / i1 closest = closest / i1 ELSEIF (@traptype == 6); traptype product closest = abs(closest) ELSEIF (@traptype == 7); traptype sign average point = point / iter point2 = point2 / iter closest = closest / iter ELSEIF (@traptype == 8 || @traptype == 9) ; second closest or farthest i = i - i1 point = point - point1 point2 = point2 - point3 closest = closest - closest1 ELSEIF (@traptype == 10 || @traptype == 11) ; two closest or farthest i = round((i + i1) / 2) point = (point + point1) / 2 point2 = (point2 + point3) / 2 closest = (closest + closest1) / 2 ELSEIF (@traptype == 14); funky average 3 closest = @threshold * i - closest ENDIF ; choose coloring based on method IF (@trapcolor == 0); distance IF (@traptype == 2 || @traptype == 3) ; first or last type #index = closest / @threshold ELSE; any other trap type #index = closest ENDIF ELSEIF (@trapcolor == 1); magnitude #index = cabs(point2) ELSEIF (@trapcolor == 2); real #index = abs(real(point2)) ELSEIF (@trapcolor == 3); imaginary #index = abs(imag(point2)) ELSEIF (@trapcolor == 4); angle to trap d = atan2(point2) IF (d < 0) d = d + #pi * 2 ENDIF #index = d / (#pi * 2) ELSEIF (@trapcolor == 5); angle to trap 2 (no aspect) point = point - @trapcenter d = atan2(point) IF (d < 0) d = d + #pi * 2 ENDIF #index = d / (#pi * 2) ELSEIF (@trapcolor == 6); angle to origin d = atan2(point) IF (d < 0) d = d + #pi * 2 ENDIF #index = d / (#pi * 2) ELSEIF (@trapcolor == 7); angle to origin 2 (old ReallyCool) #index = 0.02 * abs(atan(imag(point) / real(point)) * 180/#pi) ELSEIF (@trapcolor == 8); iteration d = i #index = d / #maxiter ENDIF $ENDIF default: title = "Direct Orbit Traps" helpfile = "Uf3.chm" helptopic = "Html/coloring/standard/directorbittraps.html" param trapshape caption = "Trap Shape" default = 0 enum = "point" "ring" "ring 2" "egg" "hyperbola" "hypercross" \ "cross" "astroid" "diamond" "rectangle" "box" "lines" \ "waves" "mirrored waves" "mirrored waves 2" \ "radial waves" "radial waves 2" "ring ripples" \ "grid ripples" "radial ripples" "pinch" "spiral" "heart" hint = "This is the shape of the orbit trap." endparam param diameter caption = " Diameter" default = 1.0 hint = "This is the diameter of the trap (for ring, box, and \ line shapes)." visible = @trapshape != "point" && @trapshape != "hypercross" && \ @trapshape != "cross" && @trapshape != "astroid" && \ @trapshape != "diamond" && @trapshape != "rectangle" && \ @trapshape != "radial ripples" && @trapshape != "pinch" endparam param traporder caption = " Order" default = 4.0 hint = "Number of leaves for the pinch trap shape, the \ exponent to use for astroid curves (try 0.66667), \ 'egginess', or the height of waves." visible = @trapshape != "point" && @trapshape != "ring" && \ @trapshape != "ring 2" && @trapshape != "hyperbola" && \ @trapshape != "hypercross" && @trapshape != "cross" && \ @trapshape != "diamond" && @trapshape != "rectangle" && \ @trapshape != "box" && @trapshape != "lines" && \ @trapshape != "spiral" endparam param trapfreq caption = " Frequency" default = 1.0 hint = "The frequency of ripples or waves." visible = @trapshape == "waves" || @trapshape == "mirrored waves" || \ @trapshape == "mirrored waves 2" || @trapshape == "radial waves" || \ @trapshape == "radial waves 2" || @trapshape == "ring ripples" || \ @trapshape == "grid ripples" || @trapshape == "radial ripples" endparam param trapcolor caption = "Trap Coloring" default = 0 enum = "distance" "magnitude" "real" "imaginary" "angle to trap" \ "angle to trap 2" "angle to origin" "angle to origin 2" "iteration" hint = "This is the information used to produce a color." endparam $IFDEF DIRECT float param threshold caption = "Threshold" default = 0.25 min = 0 endparam heading caption = "Merging" endheading color param startcolor caption = "Base Color" default = rgb(0,0,0) hint = "Specifies the 'base', or starting color with which all iterations' \ colors will be merged." endparam color func trapmergemode caption = "Trap Color Merge" default = mergenormal() hint = "This chooses the merge mode used to blend colors at each iteration." endfunc param trapmergemodifier caption = "Additional Alpha" default = 0 enum = "none" "distance" hint = "Specifies an additional alpha value to incorporate during merging." endparam param trapmergeopacity caption = "Trap Merge Opacity" default = 0.2 hint = "Sets the opacity of each trap shape. Even if you set this value to 1 \ (forcing all traps to be fully opaque) you can still control opacity \ using the alpha channel in the gradient." endparam param trapmergeorder caption = "Trap Merge Order" default = 0 enum = "bottom-up" "top-down" hint = "Sets the order in which traps will be merged. Bottom-up merges new \ traps on top of previous ones. Top-down merges new traps underneath \ previous ones." endparam $ELSE param traptype caption = "Trap Mode" default = 0 enum = "closest" "farthest" "first" "last" "sum" "average" "product" \ "sign average" "second closest" "second farthest" "two closest" \ "two farthest" "alternating average" "alternating average 2" "inverted sum" \ "exponential average" "average change" "inverted sum squared" \ "trap only" hint = "This is how points will be chosen to use for coloring." endparam param threshold caption = " Threshold" hint = "This is the width of the trap area, used for most trap modes." visible = @traptype != "sign average" && @traptype != "average change" default = 0.25 min = 0 endparam $ENDIF heading caption = "Options" endheading param trapcenter caption = "Trap Center" default = (0,0) hint = "This is the location of the trap in the complex plane." endparam param aspect caption = "Aspect Ratio" default = 1.0 min = 0.0000000001 hint = "This is how square the trap is. You can distort the \ trap by using a value other than 1.0." endparam param angle caption = "Rotation" default = 0.0 hint = "This is the angle, in degrees, that the trap should \ be rotated." endparam param solidcolor caption = "Use Solid Color" default = false hint = "If enabled, areas 'outside' the trap area will be colored \ with the 'solid color' on the coloring tab." endparam }