Implement transform colors

This commit is contained in:
2026-07-03 11:30:40 -04:00
committed by bspeice
parent 4005e14ab0
commit 4e508884ae
6 changed files with 152 additions and 20 deletions
+5 -2
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@@ -5,7 +5,7 @@ use enkou_shaders::camera::entry::main_camera;
use enkou_shaders::chaos_game::entry::main_chaos_game;
use enkou_shaders::transform::Transform;
use enkou_shaders::variation::Variation;
use glam::{Affine2, IVec2, UVec2, Vec2, uvec2};
use glam::{Affine2, IVec2, UVec2, Vec2, Vec4, uvec2, vec2};
use image::{GrayImage, Luma};
use std::mem;
use std::process::Command;
@@ -21,16 +21,19 @@ pub fn main() -> Result<()> {
Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0),
uvec2(0, 1),
vec2(0.0, 0.0),
),
// F_1: ((x + 1) / 2, y / 2)
Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0),
uvec2(0, 1),
vec2(0.0, 0.0),
),
// F_2: (x / 2, (y + 1) / 2)
Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5),
uvec2(0, 1),
vec2(0.0, 0.0),
),
];
@@ -39,7 +42,7 @@ pub fn main() -> Result<()> {
let variations = [Variation::IDENTITY];
let mut output_points_ifs = Vec::new();
output_points_ifs.resize(ITERATIONS as usize, Vec2::ZERO);
output_points_ifs.resize(ITERATIONS as usize, Vec4::ZERO);
main_chaos_game(
ITERATIONS_DISCARD,
+4 -3
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@@ -93,18 +93,19 @@ impl Camera {
/// Shader entry point for running the camera transformation over a list of IFS coordinates
pub mod entry {
use crate::camera::Camera;
use spirv_std::glam::{IVec2, Vec2};
use glam::{Vec4, Vec4Swizzles};
use spirv_std::glam::IVec2;
use spirv_std::spirv;
/// Transform IFS coordinates to pixel coordinates
#[spirv(compute(entry_point_name = "main_camera", threads(1)))]
pub fn main_camera(
#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] camera: &Camera,
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] coordinates_ifs: &[Vec2],
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] coordinates_ifs: &[Vec4],
#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] coordinates_pixel: &mut [IVec2],
) {
for i in 0..coordinates_ifs.len() {
coordinates_pixel[i] = camera.transform_point(coordinates_ifs[i])
coordinates_pixel[i] = camera.transform_point(coordinates_ifs[i].xy())
}
}
}
+26 -12
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@@ -12,7 +12,6 @@
//!
//! This algorithm is also known as the ["chaos game"](https://en.wikipedia.org/wiki/Chaos_game),
//! and it forms the basic system for producing images.
use crate::transform::Transform;
use crate::variation::Variation;
use rand::distr::{Distribution, StandardUniform};
@@ -36,13 +35,14 @@ impl Distribution<f32> for BiUnit {
/// * `weights` - Weights are assumed to be normalized; adding all elements together should return the value 1
pub fn step_chaos_game<R: Rng>(
point: Vec2,
color: f32,
rng: &mut R,
transforms: &[Transform],
weights: &[f32],
variations: &[Variation],
) -> (Vec2, u32) {
) -> (Vec2, f32, usize) {
let mut choice_weight = rng.sample::<f32, _>(StandardUniform);
let mut transform_index: u32 = 0;
let mut transform_index: usize = 0;
for i in 0..weights.len() {
choice_weight -= weights[i];
@@ -53,8 +53,10 @@ pub fn step_chaos_game<R: Rng>(
transform_index += 1;
}
let ref transform = transforms[transform_index];
(
transforms[transform_index as usize].transform_point(rng, variations, point),
transform.transform_point(rng, variations, point),
transform.transform_color(color),
transform_index,
)
}
@@ -65,6 +67,7 @@ pub fn step_chaos_game<R: Rng>(
/// New points in the chaos game are produced by iterating on the chaos game.
pub struct ChaosGame<'a, R: Rng> {
current_point: Vec2,
current_color: f32,
rng: &'a mut R,
transforms: &'a [Transform],
weights: &'a [f32],
@@ -79,9 +82,9 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
weights: &'a [f32],
variations: &'a [Variation],
) -> Self {
let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
ChaosGame {
current_point,
current_point: vec2(rng.sample(BiUnit), rng.sample(BiUnit)),
current_color: rng.sample(StandardUniform),
rng,
transforms,
weights,
@@ -91,19 +94,21 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
}
impl<'a, R: Rng> Iterator for ChaosGame<'a, R> {
type Item = Vec2;
type Item = (Vec2, f32);
fn next(&mut self) -> Option<Self::Item> {
let (next_point, _) = step_chaos_game(
let (next_point, next_color, _) = step_chaos_game(
self.current_point,
self.current_color,
self.rng,
self.transforms,
self.weights,
self.variations,
);
self.current_point = next_point;
self.current_color = next_color;
Some(next_point)
Some((next_point, next_color))
}
}
@@ -113,11 +118,17 @@ pub mod entry {
use crate::rng::xoshiro256starstar_from_seed;
use crate::transform::Transform;
use crate::variation::Variation;
use glam::Vec2;
use glam::Vec4;
use spirv_std::spirv;
/// Given a set of fractal flame parameters, generate new IFS coordinates
/// and store them in the output array.
///
/// Arguments:
/// * `iteration_discard` - Choas game steps to discard prior to recording into the output buffer
/// * `output` - Output buffer to record chaos game steps into. Because of alignment issues,
/// the output is recorded as a [`Vec4`]; the IFS (x, y) coordinate is in `x` and `y`,
/// and color is in `w`
#[spirv(compute(entry_point_name = "main_chaos_game", threads(1)))]
pub fn main_chaos_game(
#[spirv(spec_constant(id = 1, default = 20))] iteration_discard: u32,
@@ -125,7 +136,7 @@ pub mod entry {
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] transforms: &[Transform],
#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] weights: &[f32],
#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] variations: &[Variation],
#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] output: &mut [Vec2],
#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] output: &mut [Vec4],
) {
let mut rng_seed_actual = [0u8; 32];
(0..32).for_each(|i| rng_seed_actual[i] = rng_seed[i]);
@@ -138,7 +149,10 @@ pub mod entry {
}
for i in 0..output.len() {
output[i] = chaos_game.next().unwrap();
output[i] = chaos_game
.next()
.map(|output| (output.0, 0.0, output.1).into())
.unwrap();
}
}
}
+1 -1
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@@ -19,7 +19,7 @@ pub(crate) fn xoshiro256starstar_from_seed(
) -> Xoshiro256StarStar {
let mut rng_state_actual = [0u64; 4];
// NOTE: Bit shifting is bad, but we don't have great alternatives:
// NOTE: Bit shifting is tedious, but we don't have great alternatives:
// - `chunks_exact` has issues with pointer casting
// - `u64::from_le_bytes` has issues with `OpBitcast` in SPIR-V validation
for i in 0..rng_state_actual.len() {
+110 -2
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@@ -5,7 +5,7 @@
//! but produce more interesting images once we add variations.
use crate::variation::Variation;
use bytemuck::{Pod, Zeroable};
use glam::{Affine2, UVec2, Vec2};
use glam::{Affine2, FloatExt, UVec2, Vec2};
use rand::Rng;
/// Affine transform for use in the [`chaos_game`](crate::chaos_game).
@@ -14,14 +14,21 @@ use rand::Rng;
pub struct Transform {
coefficients: Affine2,
variation_range: UVec2,
color: Vec2,
}
impl Transform {
/// Create a new transform from an affine transformation matrix
pub fn new(coefficients: Affine2, variation_range: UVec2) -> Self {
///
/// Arguments:
/// * `coefficients` - Affine transform coefficients for this transformation. Applied prior to variations
/// * `variation_range` - (half-open) range of variations to apply during [`Self::transform_point`]
/// * `color` - Color value and speed to apply during [`Self::transform_color`]
pub fn new(coefficients: Affine2, variation_range: UVec2, color: Vec2) -> Self {
Transform {
coefficients,
variation_range,
color,
}
}
@@ -45,4 +52,105 @@ impl Transform {
point_output
}
/// Mix an existing color with this transform's color
pub fn transform_color(&self, color: f32) -> f32 {
color.lerp(self.color.x, self.color.y)
}
}
#[cfg(test)]
mod test {
use crate::Coefficients2;
use crate::transform::Transform;
use crate::variation::{Variation, VariationKind};
use core::convert::Infallible;
use glam::{Affine2, Vec2, uvec2, vec2};
use rand::TryRng;
struct NullRng;
impl NullRng {
pub fn new() -> Self {
NullRng
}
}
impl TryRng for NullRng {
type Error = Infallible;
fn try_next_u32(&mut self) -> Result<u32, Self::Error> {
Ok(0)
}
fn try_next_u64(&mut self) -> Result<u64, Self::Error> {
Ok(0)
}
fn try_fill_bytes(&mut self, dst: &mut [u8]) -> Result<(), Self::Error> {
dst.iter_mut().for_each(|b| *b = 0);
Ok(())
}
}
#[test]
fn test_transform_point_identity() {
let transform = Transform::new(Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 0.0));
let variations = [Variation::IDENTITY];
let transform_point =
|point: Vec2| transform.transform_point(&mut NullRng::new(), &variations, point);
for (input, expected) in [
(vec2(0.0, 1.0), vec2(0.0, 1.0)),
(vec2(1.0, 0.0), vec2(1.0, 0.0)),
(vec2(1.0, 1.0), vec2(1.0, 1.0)),
] {
assert_eq!(transform_point(input), expected);
}
}
#[test]
fn test_transform_point_scaling() {
let transform = Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0),
uvec2(0, 1),
vec2(0.0, 0.0),
);
let variations = [Variation::IDENTITY];
let transform_point =
|point: Vec2| transform.transform_point(&mut NullRng::new(), &variations, point);
for (input, expected) in [
(vec2(0.0, 1.0), vec2(0.0, 0.5)),
(vec2(1.0, 0.0), vec2(0.5, 0.0)),
(vec2(1.0, 1.0), vec2(0.5, 0.5)),
] {
assert_eq!(transform_point(input), expected);
}
}
#[test]
fn test_transform_point_scaling_variation() {
let transform = Transform::new(Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 0.0));
let variations = [Variation::new(VariationKind::Linear, 2.0, [0.0; 4].into())];
let transform_point =
|point: Vec2| transform.transform_point(&mut NullRng::new(), &variations, point);
for (input, expected) in [
(vec2(0.0, 1.0), vec2(0.0, 2.0)),
(vec2(1.0, 0.0), vec2(2.0, 0.0)),
(vec2(1.0, 1.0), vec2(2.0, 2.0)),
] {
assert_eq!(transform_point(input), expected);
}
}
#[test]
fn test_color_mixing() {
let transform = Transform::new(Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 0.5));
assert_eq!(transform.transform_color(0.0), 0.0);
assert_eq!(transform.transform_color(1.0), 0.5);
assert_eq!(transform.transform_color(0.5), 0.25);
}
}
+6
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@@ -20,6 +20,12 @@ use rand::{Rng, RngExt};
#[repr(C)]
pub struct VariationParams([f32; 4]);
impl From<[f32; 4]> for VariationParams {
fn from(value: [f32; 4]) -> Self {
VariationParams(value)
}
}
/// Enum for all supported variation types
///
/// ID numbers are chosen to match the variation identifier also used by `flam3`