Commit 5c672913 authored by santiaago's avatar santiaago
Browse files

main work on color gradient isogrids #67

parent f6191eb0
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+1 −1
Original line number Diff line number Diff line
@@ -40,5 +40,5 @@ func BannerGradient(w http.ResponseWriter, r *http.Request) {
	}

	write.ImageSVG(w)
	isogrids.RandomGradientSVG(w, colors, gColors, gv, width, height, xtriangles)
	isogrids.RandomGradientColor(w, colors, gColors, gv, width, height, xtriangles)
}
+50 −25
Original line number Diff line number Diff line
@@ -2,7 +2,6 @@ package isogrids

import (
	"image/color"
	"math"
	"net/http"

	"github.com/ajstarks/svgo"
@@ -10,8 +9,7 @@ import (
	"github.com/taironas/tinygraphs/draw"
)

// RandomGradientSVG builds an image.
func RandomGradientSVG(w http.ResponseWriter, colors, gColors []color.RGBA, gv colors.GradientVector, width, height, xsquares int) {
func RandomGradientColor(w http.ResponseWriter, colors, gColors []color.RGBA, gv colors.GradientVector, width, height, lines int) {

	var gradientColors []svg.Offcolor
	gradientColors = make([]svg.Offcolor, len(gColors))
@@ -30,37 +28,64 @@ func RandomGradientSVG(w http.ResponseWriter, colors, gColors []color.RGBA, gv c
	canvas.DefEnd()
	canvas.Rect(0, 0, width, height, "fill:url(#gradientColors)")

	squares := xsquares
	quadrantSize := width / squares
	middle := math.Ceil(float64(squares) / float64(2))
	fringeSize := width / lines
	distance := distanceTo3rdPoint(fringeSize)
	fringeSize = distance
	lines = width / fringeSize

	colorMap := make(map[int]color.RGBA)
	colorIndex := make(map[int]int)
	for yQ := 0; yQ < squares; yQ++ {
		y := yQ * quadrantSize

	for xL := 0; xL <= lines; xL++ {
		colorMap = make(map[int]color.RGBA)
		colorIndex = make(map[int]int)
		for xQ := 0; xQ < squares; xQ++ {
			x := xQ * quadrantSize
			fill := ""
			if _, ok := colorMap[xQ]; !ok {
				if float64(xQ) < middle {
					colorIndex[xQ] = draw.RandomIndexFromArray(colors)
					colorMap[xQ] = colors[colorIndex[xQ]]
				} else if xQ < squares {
					colorIndex[xQ] = colorIndex[squares-xQ-1]
					colorMap[xQ] = colorMap[squares-xQ-1]
		for yL := -1; yL <= lines; yL++ {
			var x1, x2, y1, y2, y3 int
			var fill string = ""
			if (xL % 2) == 0 {
				x1, y1, x2, y2, _, y3 = right1stTriangle(xL, yL, fringeSize, distance)
			} else {
					colorIndex[xQ] = colorIndex[0]
					colorMap[xQ] = colorMap[0]
				x1, y1, x2, y2, _, y3 = left1stTriangle(xL, yL, fringeSize, distance)
			}
			}
			if colorIndex[xQ] != 0 {
			xs := []int{x2, x1, x2}
			ys := []int{y1, y2, y3}

			colorIndex[yL] = draw.RandomIndexFromArray(colors)
			colorMap[yL] = colors[colorIndex[yL]]

			if colorIndex[yL] != 0 {
				fill = "fill:none"
			} else {
				fill = draw.FillFromRGBA(colorMap[xQ])
				fill = draw.FillFromRGBA(colorMap[yL])
			}

			canvas.Polygon(xs, ys, fill)

			var x11, x12, y11, y12, y13 int
			if (xL % 2) == 0 {
				x11, y11, x12, y12, _, y13 = left2ndTriangle(xL, yL, fringeSize, distance)

				// we make sure that the previous triangle and this one touch each other in this point.
				y12 = y3
			} else {
				x11, y11, x12, y12, _, y13 = right2ndTriangle(xL, yL, fringeSize, distance)

				// we make sure that the previous triangle and this one touch each other in this point.
				y12 = y1 + fringeSize
			}
			xs1 := []int{x12, x11, x12}
			ys1 := []int{y11, y12, y13}

			colorIndex[yL] = draw.RandomIndexFromArray(colors)
			colorMap[yL] = colors[colorIndex[yL]]

			if colorIndex[yL] != 0 {
				fill = "fill:none"
			} else {
				fill = draw.FillFromRGBA(colorMap[yL])
			}
			canvas.Rect(x, y, quadrantSize, quadrantSize, fill)

			canvas.Polygon(xs1, ys1, fill)
		}
	}
	canvas.End()