Add entry points for GPU
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@@ -1,36 +1,54 @@
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use anyhow::{Context, Result};
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use enkou_shaders::Coefficients2;
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use enkou_shaders::camera::Camera;
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use enkou_shaders::chaos_game::ChaosGame;
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use enkou_shaders::camera::entry::main_camera;
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use enkou_shaders::chaos_game::entry::main_chaos_game;
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use enkou_shaders::transform::Transform;
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use glam::{Affine2, UVec2, Vec2, uvec2};
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use enkou_shaders::variation::Variation;
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use glam::{Affine2, IVec2, UVec2, Vec2, uvec2};
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use image::{GrayImage, Luma};
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use rand::SeedableRng;
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use rand_xoshiro::Xoshiro256StarStar;
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use std::mem;
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use std::process::Command;
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use tempfile::NamedTempFile;
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const ITERATIONS: u32 = 50_000;
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const ITERATIONS_DISCARD: u32 = 20;
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const ITERATIONS: u32 = 50_000;
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const IMAGE_DIMENSION: UVec2 = uvec2(600, 600);
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pub fn main() -> Result<()> {
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let seed: u64 = 4; // chosen by fair dice roll
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let mut rng = Xoshiro256StarStar::seed_from_u64(seed);
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let transforms = [
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// F_0: (x / 2, y / 2)
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Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0)),
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Transform::new(
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Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0),
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uvec2(0, 1),
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),
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// F_1: ((x + 1) / 2, y / 2)
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Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0)),
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Transform::new(
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Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0),
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uvec2(0, 1),
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),
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// F_2: (x / 2, (y + 1) / 2)
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Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5)),
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Transform::new(
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Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5),
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uvec2(0, 1),
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),
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];
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let weights = [1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0];
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let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
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let variations = [Variation::IDENTITY];
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let mut output_points_ifs = Vec::new();
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output_points_ifs.resize(ITERATIONS as usize, Vec2::ZERO);
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main_chaos_game(
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ITERATIONS_DISCARD,
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&[4u8],
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&transforms,
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&weights,
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&variations,
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&mut output_points_ifs,
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);
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// The gasket is defined on the range [0, 1] for both X and Y
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let camera = Camera::new(
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@@ -41,18 +59,20 @@ pub fn main() -> Result<()> {
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IMAGE_DIMENSION.as_vec2(),
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);
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let mut chaos_game = ChaosGame::new(&mut rng, &transforms, &weights);
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for i in 0..ITERATIONS {
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let next_point = chaos_game.next().unwrap();
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let mut output_points_pixel = Vec::new();
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output_points_pixel.resize(ITERATIONS as usize, IVec2::ZERO);
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if i < ITERATIONS_DISCARD {
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continue;
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}
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main_camera(&camera, &output_points_ifs, &mut output_points_pixel);
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if let Some(next_point) = camera.transform_point_to_image(next_point) {
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image.put_pixel(next_point.x, next_point.y, Luma([255u8]))
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}
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}
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let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
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let dimensions = image.dimensions();
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output_points_pixel
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.iter()
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.skip_while(|p| {
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p.x < 0 || (p.x as u32) > dimensions.0 || p.y < 0 || (p.y as u32) > dimensions.1
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})
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.map(|p| (p.x as u32, p.y as u32))
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.for_each(|(x, y)| image.put_pixel(x, y, Luma([255u8])));
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let temp = NamedTempFile::with_suffix(".png").context("Unable to create file for image")?;
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image.save(temp.path()).context("Unable to save image")?;
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