Implement the IFS camera
This commit is contained in:
@@ -12,5 +12,6 @@ workspace = true
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[dependencies]
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bytemuck.workspace = true
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glam.workspace = true
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libm.workspace = true
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rand.workspace = true
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spirv-std.workspace = true
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@@ -0,0 +1,156 @@
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use bytemuck::{Pod, Zeroable};
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use glam::{Affine2, IVec2, UVec2, Vec2, vec2};
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use libm::powf;
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#[derive(Copy, Clone, Pod, Zeroable)]
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#[repr(C)]
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pub struct Camera {
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transform: Affine2,
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}
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impl Camera {
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/// Construct a new camera that maps IFS coordinates to pixel coordinates.
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///
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/// The camera object is itself an affine transformation, but it's helpful to express
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/// the parameters in individual steps, and compose them internally.
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///
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/// # Arguments
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///
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/// * `dimensions` - Width and height of the output image (in pixels).
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/// * `center` - Location of the origin in IFS coordinates. Positive `x` shifts the image
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/// left, and positive `y` position shifts the image up.
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/// * `rotate` - Rotation angle (in radians) of IFS coordinates. Rotation is applied after the
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/// `center` translation, so it is about the new origin.
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/// * `zoom` - Zoom factor applied to IFS coordinates. IFS coordinates are scaled by
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/// `pow(2, zoom)`, so a zoom factor of 0 is the identity.
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/// * `scale` - Pixels per unit of IFS coordinates. By default, this parameter is chosen such
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/// that the largest dimension will cover the range `[-2, 2]`, but values higher or lower
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/// can be used as a secondary zoom.
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pub fn new(dimensions: UVec2, center: Vec2, rotate: f32, zoom: Vec2, scale: Vec2) -> Camera {
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let ifs_center_transform = Affine2::from_translation(-center);
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let zoom_transform = Affine2::from_scale(vec2(powf(2.0, zoom.x), powf(2.0, zoom.y)));
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let scale_transform = Affine2::from_scale(scale);
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let rotate_transform = Affine2::from_angle(rotate);
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let image_center_transform = Affine2::from_translation((dimensions / 2).as_vec2());
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let transform = image_center_transform
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* rotate_transform
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* scale_transform
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* zoom_transform
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* ifs_center_transform;
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Camera { transform }
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}
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/// Map a point from IFS coordinates to pixel coordinates.
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///
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/// ```
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/// # use glam::{vec2, ivec2, uvec2, Vec2};
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/// # use crate::enkou_shaders::camera::Camera;
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/// // Output image is 600x600 pixels, centered at the origin, no rotation, no zoom,
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/// // and scaled such that it covers the range [-2, 2].
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/// // Use the origin as the IFS coordinate, so the pixel coordinate is the center of the image
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/// let camera = Camera::new(
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/// uvec2(600, 600),
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/// Vec2::ZERO,
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/// 0.0,
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/// Vec2::ZERO,
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/// vec2(150.0, 150.0)
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/// );
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/// assert_eq!(camera.transform_point(vec2(0.0, 0.0)), ivec2(300, 300));
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/// ```
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pub fn transform_point(&self, point: Vec2) -> IVec2 {
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self.transform.transform_point2(point).as_ivec2()
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}
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}
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#[cfg(test)]
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mod test {
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use crate::camera::Camera;
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use glam::{Affine2, Vec2, ivec2, uvec2, vec2};
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use libm::powf;
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#[test]
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pub fn manual_camera() {
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let starting_point = vec2(1.0, 1.0);
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// Move the origin; points move right and up by one unit, giving us (2.0, 2.0)
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let center = vec2(-1.0, -1.0);
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let point = starting_point - center;
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// Rotate about the new origin; points move counter-clockwise, giving us (-2.0, 2.0)
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let rotate = 90.0f32.to_radians();
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let point = Affine2::from_angle(rotate).transform_point2(point);
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// Zoom in by a factor of 1; points will be twice as far from the origin,
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// giving us (-4.0, 4.0)
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let zoom = vec2(1.0, 1.0);
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let point = point * vec2(powf(2.0, zoom.x), powf(2.0, zoom.y));
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// Apply scaling; scale 100 in a 1000 x 1000 image is an effective range
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// of [-5, 5] in IFS coordinates.
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// After scaling, the point is (-400.0, 400.0)
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let scale = vec2(100.0, 100.0);
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let point = point * scale;
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// Move the origin from (0, 0) to image center,
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// giving us (100.0, 900.0)
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let dimensions = uvec2(1000, 1000);
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let point = point.as_ivec2() + dimensions.as_ivec2() / 2;
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// Check that the camera implementation ends up at the same point
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let camera = Camera::new(dimensions, center, rotate, zoom, scale);
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// The camera is implemented by composing affine transforms,
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// which ends up with a slightly different result because of rounding.
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let error = camera.transform_point(starting_point) - point;
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assert!(error.x.abs() <= 1);
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assert!(error.y.abs() <= 1);
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}
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#[test]
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pub fn point_outside_camera() {
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// Scale 250 for an image 1000 x 1000 gives an effective range of [-2, 2]
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let camera = Camera::new(
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uvec2(1000, 1000),
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Vec2::ZERO,
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0.0,
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Vec2::ZERO,
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vec2(250.0, 250.0),
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);
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// Converting a point outside the effective range is legal, but outside the image bounds
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assert_eq!(camera.transform_point(vec2(3.0, 3.0)), ivec2(1250, 1250));
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}
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#[test]
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pub fn point_outside_camera_negative() {
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// Scale 250 for an image 1000 x 1000 gives an effective range of [-2, 2]
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let camera = Camera::new(
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uvec2(1000, 1000),
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Vec2::ZERO,
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0.0,
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Vec2::ZERO,
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vec2(250.0, 250.0),
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);
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// Converting a point outside the effective range is legal, but outside the image bounds
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assert_eq!(camera.transform_point(vec2(-3.0, -3.0)), ivec2(-250, -250));
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}
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#[test]
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pub fn aspect_ratio() {
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// Scale 100 for an image 1600 x 900 gives an effective X range of [-8, 8],
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// and effective Y range of [-4.5, 4.5]
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let camera = Camera::new(
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uvec2(1600, 900),
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Vec2::ZERO,
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0.0,
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Vec2::ZERO,
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vec2(100.0, 100.0),
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);
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// This point is inside the image width, but outside its height
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assert_eq!(camera.transform_point(vec2(6.0, 6.0)), ivec2(1400, 1050));
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}
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}
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@@ -2,11 +2,13 @@
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#![no_std]
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#![warn(missing_docs)]
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pub mod camera;
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use bytemuck::{Pod, Zeroable};
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use core::f32::consts::PI;
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use glam::{Affine2, Vec3, Vec4, vec2, vec3, Vec2};
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use rand::{Rng, RngExt};
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use glam::{Affine2, Vec2, Vec3, Vec4, vec2, vec3};
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use rand::distr::StandardUniform;
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use rand::{Rng, RngExt};
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#[cfg(target_arch = "spirv")]
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use spirv_std::num_traits::Float;
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use spirv_std::spirv;
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@@ -97,7 +99,12 @@ impl Transform {
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/// # Arguments
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///
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/// * `weights` - Weights are assumed to be normalized; adding all elements together should return the value 1
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pub fn step_chaos_game<R: Rng>(rng: &mut R, point: Vec2, weights: &[f32], transforms: &[Transform]) -> (Vec2, u32) {
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pub fn step_chaos_game<R: Rng>(
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rng: &mut R,
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point: Vec2,
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weights: &[f32],
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transforms: &[Transform],
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) -> (Vec2, u32) {
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let mut choice_weight = rng.sample::<f32, _>(StandardUniform);
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let mut transform_index: u32 = 0;
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@@ -110,7 +117,10 @@ pub fn step_chaos_game<R: Rng>(rng: &mut R, point: Vec2, weights: &[f32], transf
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transform_index += 1;
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}
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(transforms[transform_index as usize].transform_point(point), transform_index)
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(
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transforms[transform_index as usize].transform_point(point),
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transform_index,
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)
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}
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#[derive(Copy, Clone, Pod, Zeroable)]
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