Implement a basic Sierpinski Gasket IFS
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@@ -22,7 +22,9 @@ spirv-std = { git = "https://github.com/Rust-GPU/rust-gpu.git", rev = "67f1ff2"
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anyhow = "1.0.102"
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bytemuck = { version = "1.25.0", features = ["derive"] }
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glam = { version = "0.33.1", default-features = false, features = ["bytemuck", "scalar-math"] }
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image = { version = "0.25.10", default-features = false, features = ["default-formats"]}
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libm = "0.2.16"
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rand = { version = "0.10.1", default-features = false }
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rspirv = "0.13.0"
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rand_xoshiro = "0.8.1"
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tempfile = "3.27.0"
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@@ -15,3 +15,9 @@ 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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[dev-dependencies]
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anyhow.workspace = true
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image.workspace = true
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rand_xoshiro.workspace = true
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tempfile.workspace = true
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@@ -0,0 +1,75 @@
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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::transform::Transform;
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use glam::{Affine2, Vec2, uvec2, 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 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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// 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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// 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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];
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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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// 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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IMAGE_DIMENSION,
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Vec2::ONE * 0.5,
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0.0,
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Vec2::ZERO,
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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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if i < ITERATIONS_DISCARD {
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continue;
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}
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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 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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let open_program = cfg_select! {
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unix => "xdg-open",
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_ => panic!("Unknown system"),
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};
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Command::new(open_program)
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.arg(temp.path())
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.spawn()?
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.wait()?;
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// In case the image viewer forks and gives control back prior to reading the file,
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// drop it and don't run the constructor
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mem::forget(temp);
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Ok(())
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}
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@@ -5,6 +5,7 @@ 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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dimensions: UVec2,
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transform: Affine2,
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}
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@@ -39,7 +40,10 @@ impl Camera {
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* zoom_transform
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* ifs_center_transform;
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Camera { transform }
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Camera {
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dimensions,
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transform,
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}
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}
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/// Map a point from IFS coordinates to pixel coordinates.
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@@ -62,6 +66,21 @@ impl Camera {
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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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/// Map a point from IFS coordinates to pixel coordinates (like [`transform_point`]),
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/// and check that the result is within the provided image dimensions.
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pub fn transform_point_to_image(&self, point: Vec2) -> Option<UVec2> {
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let pixel_coordinates = self.transform_point(point);
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if pixel_coordinates.x < 0
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|| pixel_coordinates.y < 0
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|| (pixel_coordinates.x as u32) >= self.dimensions.x
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|| (pixel_coordinates.y as u32) >= self.dimensions.y
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{
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None
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} else {
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Some(pixel_coordinates.as_uvec2())
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}
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}
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}
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#[cfg(test)]
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@@ -0,0 +1,68 @@
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use glam::{vec2, Vec2};
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use rand::distr::{Distribution, StandardUniform};
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use rand::{Rng, RngExt};
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use crate::transform::Transform;
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struct BiUnit;
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impl Distribution<f32> for BiUnit {
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fn sample<R: Rng + ?Sized>(&self, rng: &mut R) -> f32 {
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rng.sample::<f32, _>(StandardUniform) * 2.0 - 1.0
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}
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}
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/// Iterate one step in the chaos game; choose the next transform, apply it,
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/// and return the resulting point. Also returns the transform index so that
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/// path-dependent weights (the "Xaos" table in Apophysis) can be chosen
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/// for the next iteration step.
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///
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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>(
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point: Vec2,
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rng: &mut R,
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transforms: &[Transform],
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weights: &[f32],
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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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for weight in weights {
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choice_weight -= weight;
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if choice_weight <= 0.0 {
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break;
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}
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transform_index += 1;
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}
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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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pub struct ChaosGame<'a, R: Rng> {
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current_point: Vec2,
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rng: &'a mut R,
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transforms: &'a [Transform],
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weights: &'a [f32],
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}
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impl<'a, R: Rng> ChaosGame<'a, R> {
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pub fn new(rng: &'a mut R, transforms: &'a [Transform], weights: &'a [f32]) -> Self {
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let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
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ChaosGame { current_point, rng, transforms, weights }
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}
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}
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impl<'a, R: Rng> Iterator for ChaosGame<'a, R> {
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type Item = Vec2;
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fn next(&mut self) -> Option<Self::Item> {
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let (next_point, _) = step_chaos_game(self.current_point, self.rng, self.transforms, self.weights);
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self.current_point = next_point;
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Some(next_point)
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}
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}
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@@ -3,12 +3,12 @@
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#![warn(missing_docs)]
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pub mod camera;
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pub mod chaos_game;
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pub mod transform;
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use bytemuck::{Pod, Zeroable};
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use core::f32::consts::PI;
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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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use glam::{Affine2, Vec3, Vec4, vec2, vec3};
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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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@@ -75,54 +75,6 @@ impl Coefficients2 for Affine2 {
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}
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}
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#[derive(Copy, Clone, Pod, Zeroable)]
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#[repr(C)]
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pub struct Transform {
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pub coefficients: Affine2,
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}
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impl Transform {
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pub fn new(coefficients: Affine2) -> Self {
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Transform { coefficients }
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}
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pub fn transform_point(&self, point: Vec2) -> Vec2 {
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self.coefficients.transform_point2(point)
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}
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}
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/// Iterate one step in the chaos game; choose the next transform, apply it,
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/// and return the resulting point. Also returns the transform index so that
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/// path-dependent weights (the "Xaos" table in Apophysis) can be chosen
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/// for the next iteration step.
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///
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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>(
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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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for weight in weights {
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choice_weight -= weight;
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if choice_weight <= 0.0 {
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break;
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}
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transform_index += 1;
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}
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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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#[repr(C)]
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pub struct ShaderConstants {
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@@ -0,0 +1,18 @@
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use bytemuck::{Pod, Zeroable};
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use glam::{Affine2, Vec2};
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#[derive(Copy, Clone, Pod, Zeroable)]
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#[repr(C)]
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pub struct Transform {
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pub coefficients: Affine2,
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}
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impl Transform {
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pub fn new(coefficients: Affine2) -> Self {
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Transform { coefficients }
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}
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pub fn transform_point(&self, point: Vec2) -> Vec2 {
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self.coefficients.transform_point2(point)
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}
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}
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