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//! Julia Set fractal generator overlay.
//!
//! This module provides the implementation of the Julia Set fractal renderer,
//! using pre-programmed coordinate presets. It generates mathematical overlays
//! dynamically fitted to the display dimensions and blends them seamlessly
//! using high-contrast dual-tone chromatic borders and 3D shadow depth offsets.
use crate::effects::{
FractalPreset, MAX_ITERATIONS, MIN_ITERATIONS, ProceduralEffect, Viewport, ViewportSpecs,
blend_and_vignette_pixel, calculate_distance_estimator, calculate_smooth_potential,
compute_escape_iterations, get_rotation_steps, partition_rows, rotate_point,
};
use crate::{
ImageEffect, NEON_PALETTES, NeonColor, WallSwitchError, WallSwitchResult, get_random_integer,
smoothstep,
};
use image::RgbImage;
use std::{io::Error, path::Path, thread};
/// Implementation of the [`ImageEffect`] trait for rendering Julia Set fractals.
impl ImageEffect for JuliaGenerator {
/// Applies the Julia Set procedural overlay onto an in-memory image buffer.
fn apply(&self, rgb_img: &mut RgbImage) {
self.apply_effect_in_memory(rgb_img);
}
/// Returns formatting diagnostic information about the active generator.
fn info(&self) -> String {
format!(
"fractal [{}]\n\
f(z) = z² + c, where c = {:.5} {} {:.5}i (iter = {:3}, zoom = {:.2}), color: {}",
self.preset.fractal_name,
self.preset.center_re,
if self.preset.center_im >= 0.0 {
"+"
} else {
"-"
},
self.preset.center_im.abs(),
self.scan_iterations,
self.zoom,
self.color_palette
)
}
}
/// A procedural generator for rendering Julia Set fractals onto desktop backgrounds.
///
/// Combines mathematical coordinate presets with viewport fitting, lighting shaders,
/// and color interpolation to produce high-definition digital art overlays.
pub struct JuliaGenerator {
/// The active coordinate preset, enclosing the center points and metadata.
pub preset: FractalPreset,
/// The maximum iteration limit for escape-time calculations.
pub scan_iterations: u32,
/// The base color palette selected for the neon glow.
pub color_palette: NeonColor,
/// The viewport zoom level.
pub zoom: f64,
/// The cosine of the rotation angle.
pub cos_angle: f64,
/// The sine of the rotation angle.
pub sin_angle: f64,
}
impl Default for JuliaGenerator {
/// Returns the default fallback instance of the Julia Set generator.
fn default() -> Self {
Self {
preset: FractalPreset {
center_re: -0.7,
center_im: 0.27015,
fractal_name: "Classic dendrite",
effect_name: ProceduralEffect::JuliaSet,
},
scan_iterations: get_random_integer(MIN_ITERATIONS, MAX_ITERATIONS),
color_palette: NEON_PALETTES[5],
zoom: 3.0,
cos_angle: 1.0,
sin_angle: 0.0,
}
}
}
impl JuliaGenerator {
/// Generates a randomized Julia Set configuration fitted to the target aspect ratio.
///
/// Selects one of the 44 built-in coordinate presets, assigns a neon color palette,
/// rotates the coordinate system randomly, and optimizes the viewport fit.
pub fn random(monitor: &crate::Monitor) -> Self {
let width = monitor.resolution.width as u32;
let height = monitor.resolution.height as u32;
let presets: [FractalPreset; 36] = [
FractalPreset {
center_re: -0.4,
center_im: 0.6,
fractal_name: "Classic cloud swirls",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.8,
center_im: 0.156,
fractal_name: "Detailed spirals",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.7269,
center_im: 0.1889,
fractal_name: "Lace structures",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.75,
center_im: 0.11,
fractal_name: "Feathery branches",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.1,
center_im: 0.651,
fractal_name: "Cosmic dust style",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.70176,
center_im: -0.3842,
fractal_name: "Dragon-like curves",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: 0.355,
center_im: 0.355,
fractal_name: "Spiral galaxy arms",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.4,
center_im: -0.59,
fractal_name: "Swirling vortexes",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.54,
center_im: 0.54,
fractal_name: "Ornamental lace borders",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.74543,
center_im: 0.11301,
fractal_name: "Dense filigree patterns",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.835,
center_im: -0.2321,
fractal_name: "Lightning rods",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.77269,
center_im: 0.12428,
fractal_name: "Coral reefs",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.51251,
center_im: 0.5213,
fractal_name: "Fine lace filaments",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.55,
center_im: 0.55,
fractal_name: "Intricate leaf outlines",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.624,
center_im: 0.435,
fractal_name: "Crystalline snowflake patterns",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.12,
center_im: 0.85,
fractal_name: "Flowing plasma plumes",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.742,
center_im: 0.1345,
fractal_name: "Intricate branching nodes",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.391,
center_im: -0.587,
fractal_name: "Swirling storm clouds",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: 0.0,
center_im: 0.8,
fractal_name: "Classic symmetric dendritic structure",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.73,
center_im: 0.21,
fractal_name: "Feathery dendritic lace",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.81,
center_im: 0.2,
fractal_name: "Spiral galaxy filaments",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.68,
center_im: 0.34,
fractal_name: "Delicate coral spirals",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.76,
center_im: 0.08,
fractal_name: "Lightning tree branches",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.72,
center_im: 0.22,
fractal_name: "Dendritic pine branches",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: 0.285,
center_im: 0.01,
fractal_name: "Cosmic galaxy vortex swirls",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.743643,
center_im: 0.13182,
fractal_name: "Highly intricate Seahorse Valley filaments",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.8,
center_im: 0.17,
fractal_name: "Spidery lace dendrites",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.7269,
center_im: -0.1889,
fractal_name: "Conjugate lace structures",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.835,
center_im: 0.2321,
fractal_name: "Conjugate lightning rods",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.75,
center_im: 0.05,
fractal_name: "Dense branching coral reef",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.70176,
center_im: 0.3842,
fractal_name: "Conjugate dragon-like curves",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.48176,
center_im: -0.53165,
fractal_name: "Extremely fine branching stellar dust",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.74543,
center_im: -0.11301,
fractal_name: "Dense conjugate filigree",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.8,
center_im: 0.16,
fractal_name: "Deep sea coral spirals",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.722,
center_im: 0.246,
fractal_name: "Dendritic pine branch variation",
effect_name: ProceduralEffect::JuliaSet,
},
FractalPreset {
center_re: -0.2,
center_im: 0.65,
fractal_name: "Soft flame plasma plumes",
effect_name: ProceduralEffect::JuliaSet,
},
];
let p_idx: usize = get_random_integer(0, NEON_PALETTES.len() - 1);
let color_palette = NEON_PALETTES[p_idx];
let angle_degrees: f64 = get_random_integer(0, 359);
let radians = angle_degrees.to_radians();
let preset_idx: usize = get_random_integer(0, presets.len() - 1);
let selected_preset: FractalPreset = presets[preset_idx];
let mut julia = Self {
preset: selected_preset,
scan_iterations: get_random_integer(MIN_ITERATIONS, MAX_ITERATIONS),
color_palette,
zoom: 3.0,
cos_angle: radians.cos(),
sin_angle: radians.sin(),
};
julia.optimize_fit(width, height);
julia
}
/// Optimizes the viewport boundaries by scanning complex boundaries and finding a balanced zoom.
pub fn optimize_fit(&mut self, width: u32, height: u32) {
let w_f = width as f64;
let h_f = height as f64;
let min_dim = w_f.min(h_f);
let c_abs = (self.preset.center_re * self.preset.center_re
+ self.preset.center_im * self.preset.center_im)
.sqrt();
let r_bound = (1.0 + (1.0 + 4.0 * c_abs).sqrt()) / 2.0;
let search_limit = r_bound * 1.2;
let steps = 128;
let inv_steps_minus_1 = 1.0 / (steps - 1) as f64;
let range = 2.0 * search_limit;
let scan_iterations = self.scan_iterations;
let mut active_points = Vec::with_capacity(steps * steps / 2);
for step_y in 0..steps {
let ry = -search_limit + (step_y as f64 * inv_steps_minus_1) * range;
for step_x in 0..steps {
let rx = -search_limit + (step_x as f64 * inv_steps_minus_1) * range;
let (i, _, _, _, _) = compute_escape_iterations(
ProceduralEffect::JuliaSet,
rx,
ry,
self.preset.center_re,
self.preset.center_im,
scan_iterations,
);
if i > 3 && i < scan_iterations {
active_points.push((rx, ry));
}
}
}
if !active_points.is_empty() {
let mut best_zoom = f64::MAX;
let mut best_cos = self.cos_angle;
let mut best_sin = self.sin_angle;
for (_rad, cos_t, sin_t) in get_rotation_steps() {
let mut max_cx_abs = 0.0_f64;
let mut max_cy_abs = 0.0_f64;
for &(rx, ry) in &active_points {
let (cx, cy) = rotate_point(rx, ry, cos_t, sin_t);
max_cx_abs = max_cx_abs.max(cx.abs());
max_cy_abs = max_cy_abs.max(cy.abs());
}
let zoom_x = 2.0 * max_cx_abs * min_dim / w_f;
let zoom_y = 2.0 * max_cy_abs * min_dim / h_f;
let required_zoom = zoom_x.max(zoom_y);
if required_zoom < best_zoom {
best_zoom = required_zoom;
best_cos = cos_t;
best_sin = sin_t;
}
}
self.zoom = best_zoom * 1.10;
self.cos_angle = best_cos;
self.sin_angle = best_sin;
} else {
self.zoom = 2.0 * r_bound * 1.10;
}
}
/// Renders the Julia Set in-place over the active background memory buffer.
pub fn apply_effect_in_memory(&self, rgb_img: &mut RgbImage) {
let (width, height) = rgb_img.dimensions();
let w_f = width as f64;
let h_f = height as f64;
let specs = ViewportSpecs {
center_re: self.preset.center_re,
center_im: self.preset.center_im,
zoom: self.zoom,
cos_angle: self.cos_angle,
sin_angle: self.sin_angle,
is_julia: true,
};
let viewport = Viewport::new(w_f, h_f, &specs);
let scan_iterations = self.scan_iterations;
let center_re = self.preset.center_re;
let center_im = self.preset.center_im;
let (mut rows, width_usize) = partition_rows(rgb_img);
let cores = thread::available_parallelism()
.map(|n| n.get())
.unwrap_or(4);
let chunk_size = (rows.len() / cores).max(1);
let inv_half_w = 2.0 / w_f;
let inv_half_h = 2.0 / h_f;
let min_dim = w_f.min(h_f);
let scale = self.zoom / min_dim;
thread::scope(|scope| {
let viewport_ref = &viewport;
let color_palette = self.color_palette.to_array();
for chunk in rows.chunks_mut(chunk_size) {
scope.spawn(move || {
for (y, row_data) in chunk.iter_mut() {
let y_f = *y as f64;
let dy_vignette = (y_f * inv_half_h - 1.0) as f32;
let dy_vignette_sq = dy_vignette * dy_vignette;
for x in 0..width_usize {
let x_f = x as f64;
let (rx, ry) = viewport_ref.map(x_f, y_f);
let (i, z_re, z_im, dz_re, dz_im) = compute_escape_iterations(
ProceduralEffect::JuliaSet,
rx,
ry,
center_re,
center_im,
scan_iterations,
);
let t = calculate_smooth_potential(i, scan_iterations, z_re, z_im);
let (fractal_rgb, alpha, s_alpha) = if t > 0.005 && i < scan_iterations
{
let dist_complex = calculate_distance_estimator(
i,
scan_iterations,
z_re,
z_im,
dz_re,
dz_im,
);
let dist_pixels = (dist_complex / scale) as f32;
// Base physical thickness (2.5px radius) for ultra-thin vector profiles
let thickness = 2.5_f32;
let max_radius = thickness * 2.0;
let shadow_radius = max_radius * 1.5;
if dist_pixels < shadow_radius {
let norm_dist = dist_pixels / max_radius;
// 1. Razor-sharp vector core line (1.2px width)
let core = if dist_pixels < 1.2 {
1.0 - (dist_pixels / 1.2)
} else {
0.0
};
// 2. Infinite nested structural ripples
let ripple_freq = 12.0_f32;
let ripple_wave =
(t * std::f32::consts::PI * ripple_freq).sin().abs();
let nested_detail = (1.0
- smoothstep(0.0, 0.4, 1.0 - ripple_wave))
* (1.0 - norm_dist);
// 3. Compact ambient outer glow (Sharp 6th-power attenuation curve)
let glow = if dist_pixels < max_radius {
(1.0 - norm_dist * norm_dist).powi(6) * 0.45
} else {
0.0
};
let profile = core * 0.65 + nested_detail * 0.20 + glow * 0.15;
// 4. Parallax drop shadow profile
let norm_shadow = dist_pixels / shadow_radius;
let shadow_profile =
(1.0 - norm_shadow * norm_shadow).powi(2) * 0.35;
// 3D Specular Light Approximation
let angle = z_im.atan2(z_re);
let light =
0.65_f32 + 0.35_f32 * (angle * 4.0).cos().abs() as f32;
// Multi-cycle recurring color gradient
let t_cycled = (t * 2.0) % 1.0;
let secondary_color =
[color_palette[1], color_palette[2], color_palette[0]];
let r_grad = if t_cycled < 0.5 {
let factor = t_cycled * 2.0;
color_palette[0] * (1.0 - factor)
+ secondary_color[0] * factor
} else {
let factor = (t_cycled - 0.5) * 2.0;
secondary_color[0] * (1.0 - factor)
+ color_palette[0] * factor
};
let g_grad = if t_cycled < 0.5 {
let factor = t_cycled * 2.0;
color_palette[1] * (1.0 - factor)
+ secondary_color[1] * factor
} else {
let factor = (t_cycled - 0.5) * 2.0;
secondary_color[1] * (1.0 - factor)
+ color_palette[1] * factor
};
let b_grad = if t_cycled < 0.5 {
let factor = t_cycled * 2.0;
color_palette[2] * (1.0 - factor)
+ secondary_color[2] * factor
} else {
let factor = (t_cycled - 0.5) * 2.0;
secondary_color[2] * (1.0 - factor)
+ color_palette[2] * factor
};
let core_color = [r_grad, g_grad, b_grad];
// High-saturation chromatic edge inversion
let mut border_color =
[1.0 - r_grad, 1.0 - g_grad, 1.0 - b_grad];
let max_val =
border_color[0].max(border_color[1]).max(border_color[2]);
if max_val > 0.0 {
border_color[0] /= max_val;
border_color[1] /= max_val;
border_color[2] /= max_val;
}
let color_blend = norm_dist.powi(2);
let r_blended = core_color[0] * (1.0 - color_blend)
+ border_color[0] * color_blend;
let g_blended = core_color[1] * (1.0 - color_blend)
+ border_color[1] * color_blend;
let b_blended = core_color[2] * (1.0 - color_blend)
+ border_color[2] * color_blend;
// Emissive HDR brightness boost
let brightness_boost = 1.20_f32;
let rgb = [
(r_blended * light * brightness_boost).clamp(0.0, 1.0),
(g_blended * light * brightness_boost).clamp(0.0, 1.0),
(b_blended * light * brightness_boost).clamp(0.0, 1.0),
];
let iteration_fade =
if i < 16 { (i as f32 - 3.0) / 13.0 } else { 1.0 };
(
rgb,
profile * 0.95 * iteration_fade,
shadow_profile * iteration_fade,
)
} else {
([0.0, 0.0, 0.0], 0.0, 0.0) // 100% transparent gap between branches
}
} else {
([0.0, 0.0, 0.0], 0.0, 0.0)
};
let idx = x * 3;
let dx_vignette = (x_f * inv_half_w - 1.0) as f32;
blend_and_vignette_pixel(
row_data,
idx,
fractal_rgb,
alpha,
s_alpha,
dx_vignette,
dy_vignette_sq,
);
}
}
});
}
});
}
/// Helper to process, render, and write output files directly to system storage.
pub fn apply_effect<P: AsRef<Path>>(
&self,
input_path: P,
output_path: P,
) -> WallSwitchResult<()> {
let img = image::open(&input_path)
.map_err(|e| WallSwitchError::UnableToFind(format!("Failed to open image: {e}")))?;
let mut rgb_img = img.to_rgb8();
self.apply_effect_in_memory(&mut rgb_img);
rgb_img
.save(&output_path)
.map_err(|e| WallSwitchError::Io(Error::other(e)))?;
Ok(())
}
}