Add image accumulation entry point
I was hoping to implement the image filter/reduction step as well, but that seems to be meaningfully more complex
This commit is contained in:
@@ -54,6 +54,9 @@ mod test {
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#[test]
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#[test]
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fn has_entry_main_camera() {
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fn has_entry_main_camera() {
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assert!(has_entry_point(ExecutionModel::GLCompute, "main_camera"))
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assert!(has_entry_point(
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ExecutionModel::GLCompute,
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"main_image_accumulate"
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))
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}
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}
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}
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}
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@@ -2,6 +2,7 @@ use anyhow::{Context, Result};
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use enkou_shaders::Coefficients2;
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use enkou_shaders::Coefficients2;
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use enkou_shaders::camera::Camera;
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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::chaos_game::ChaosGame;
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use enkou_shaders::image::{BlendMode, ImageSettings};
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use enkou_shaders::transform::Transform;
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use enkou_shaders::transform::Transform;
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use enkou_shaders::variation::Variation;
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use enkou_shaders::variation::Variation;
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use glam::{Affine2, UVec2, Vec2, uvec2, vec2};
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use glam::{Affine2, UVec2, Vec2, uvec2, vec2};
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@@ -50,6 +51,8 @@ pub fn main() -> Result<()> {
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IMAGE_DIMENSION.as_vec2(),
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IMAGE_DIMENSION.as_vec2(),
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);
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);
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let image_settings = ImageSettings::new(BlendMode::Linear, IMAGE_DIMENSION);
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let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
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let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
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let chaos_game = ChaosGame::new(&mut rng, &transforms, &weights, &variations);
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let chaos_game = ChaosGame::new(&mut rng, &transforms, &weights, &variations);
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@@ -57,7 +60,8 @@ pub fn main() -> Result<()> {
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chaos_game
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chaos_game
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.skip(ITERATIONS_DISCARD)
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.skip(ITERATIONS_DISCARD)
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.take(ITERATIONS)
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.take(ITERATIONS)
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.filter_map(|(point_ifs, _)| camera.transform_point_to_image(point_ifs))
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.map(|(point_ifs, _)| camera.transform_point(point_ifs))
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.filter_map(|point_pixel| image_settings.transform_point_to_image(point_pixel))
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.for_each(|point_pixel| image.put_pixel(point_pixel.x, point_pixel.y, Luma([255])));
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.for_each(|point_pixel| image.put_pixel(point_pixel.x, point_pixel.y, Luma([255])));
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let temp = NamedTempFile::with_suffix(".png").context("Unable to create file for image")?;
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let temp = NamedTempFile::with_suffix(".png").context("Unable to create file for image")?;
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@@ -12,7 +12,6 @@ use libm::powf;
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#[derive(Copy, Clone, Pod, Zeroable)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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#[repr(C)]
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#[repr(C)]
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pub struct Camera {
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pub struct Camera {
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dimensions: UVec2,
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transform: Affine2,
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transform: Affine2,
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}
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}
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@@ -23,7 +22,7 @@ impl Camera {
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/// to express the transform steps individually.
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/// to express the transform steps individually.
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///
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///
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/// # Arguments
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/// # Arguments
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///
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/// * `blend_mode` - Color blending mode for the output image
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/// * `dimensions` - Width and height of the output image (in pixels).
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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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/// * `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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/// left, and positive `y` position shifts the image up.
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@@ -47,10 +46,7 @@ impl Camera {
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* zoom_transform
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* zoom_transform
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* ifs_center_transform;
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* ifs_center_transform;
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Camera {
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Camera { transform }
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dimensions,
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transform,
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}
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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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/// Map a point from IFS coordinates to pixel coordinates.
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@@ -73,40 +69,6 @@ impl Camera {
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pub fn transform_point(&self, point: Vec2) -> IVec2 {
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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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self.transform.transform_point2(point).as_ivec2()
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}
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}
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/// Map a point from IFS coordinates to pixel coordinates (like [`transform_point`](Camera::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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/// Shader entry point for running the camera transformation over a list of IFS coordinates
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pub mod entry {
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use crate::camera::Camera;
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use spirv_std::glam::{IVec2, Vec2};
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use spirv_std::spirv;
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/// Transform IFS coordinates to pixel coordinates
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#[spirv(compute(entry_point_name = "main_camera", threads(1)))]
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pub fn main_camera(
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#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] camera: &Camera,
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#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] coordinates_ifs: &[Vec2],
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#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] coordinates_pixel: &mut [IVec2],
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) {
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for i in 0..coordinates_ifs.len() {
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coordinates_pixel[i] = camera.transform_point(coordinates_ifs[i])
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}
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}
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}
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}
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#[cfg(test)]
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#[cfg(test)]
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@@ -148,9 +110,10 @@ mod test {
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// The camera is implemented by composing affine transforms,
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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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// 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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let error = (camera.transform_point(starting_point) - point)
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assert!(error.x.abs() <= 1);
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.abs()
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assert!(error.y.abs() <= 1);
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.as_uvec2();
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assert!(error.x <= 1 && error.y <= 1);
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}
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}
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#[test]
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#[test]
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@@ -83,10 +83,7 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
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weights: &'a [f32],
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weights: &'a [f32],
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variations: &'a [Variation],
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variations: &'a [Variation],
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) -> Self {
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) -> Self {
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let current_point = vec2(
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let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
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rng.sample(BiUnit),
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rng.sample(BiUnit),
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);
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let current_color = rng.sample(StandardUniform);
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let current_color = rng.sample(StandardUniform);
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ChaosGame {
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ChaosGame {
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current_point,
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current_point,
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@@ -0,0 +1,63 @@
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//! Image Accumulate
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use crate::camera::Camera;
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use crate::chaos_game::ChaosGame;
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use crate::image::ImageSettings;
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use crate::rng::xoshiro256starstar_from_seed;
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use crate::transform::Transform;
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use crate::variation::Variation;
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use glam::{UVec2, Vec4};
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use spirv_std::spirv;
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/// Run the chaos game and accumulate points into the output image buffer
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///
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/// # Arguments
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/// * `iterations` - Controls the iteration count; the first `x` iterations are discarded,
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/// the next `y` iterations are accumulated into the output image
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/// * `rng_seed`
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/// * `transforms`
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/// * `weights`
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/// * `variations`
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/// * `camera` - Camera transformation to map IFS coordinates to pixel coordinates
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/// * `image_settings` - Settings to use for image accumulation
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/// * `palette` - List of colors to use for the image palette; assumed to be RGB values scaled to `[0-255]`, with an alpha of 255
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/// * `image` - Output image buffer
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#[spirv(compute(entry_point_name = "main_image_accumulate", threads(1)))]
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pub fn main_image_accumulate(
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#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] iterations: &UVec2,
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#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] rng_seed: &[u8],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] transforms: &[Transform],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] weights: &[f32],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 4)] variations: &[Variation],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 5)] camera: &Camera,
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#[spirv(storage_buffer, descriptor_set = 0, binding = 6)] image_settings: &ImageSettings,
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#[spirv(storage_buffer, descriptor_set = 0, binding = 7)] palette: &[Vec4],
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#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] image: &mut [Vec4],
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) {
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let mut rng_seed_actual = [0u8; 32];
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for i in 0..rng_seed_actual.len() {
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rng_seed_actual[i] = rng_seed[i];
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}
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let mut rng = xoshiro256starstar_from_seed(rng_seed_actual);
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let chaos_game = ChaosGame::new(&mut rng, transforms, weights, variations);
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let (iterations_fuse, iterations_accumulate) = (iterations.x, iterations.y);
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let ifs_to_image = |(ifs_point, ifs_color)| {
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let pixel_coordinates = camera.transform_point(ifs_point);
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let pixel_color = image_settings.transform_color(ifs_color, palette);
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image_settings
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.transform_point_to_index(pixel_coordinates)
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.map(|pixel_index| (pixel_index, pixel_color))
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};
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for ifs_point in chaos_game
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.skip(iterations_fuse as usize)
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.take(iterations_accumulate as usize)
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{
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if let Some((pixel_index, pixel_color)) = ifs_to_image(ifs_point) {
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image[pixel_index as usize] = pixel_color;
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}
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}
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}
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@@ -0,0 +1,4 @@
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//! # Entry
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//!
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//! Entry points for Enkou shaders
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pub mod image_accumulate;
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@@ -1,5 +1,7 @@
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//! Image
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//! Image
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use glam::Vec4;
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use bytemuck::{Pod, Zeroable};
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use glam::{IVec2, UVec2, Vec4};
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use libm::floorf;
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use libm::floorf;
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/// Blending modes for mapping IFS color values (which are on a scale `[0, 1]`)
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/// Blending modes for mapping IFS color values (which are on a scale `[0, 1]`)
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@@ -36,10 +38,53 @@ unsafe impl bytemuck::Zeroable for BlendMode {}
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// UNSAFE: Sound because enum has guaranteed layout (u32) and defined zero-value
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// UNSAFE: Sound because enum has guaranteed layout (u32) and defined zero-value
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unsafe impl bytemuck::Pod for BlendMode {}
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unsafe impl bytemuck::Pod for BlendMode {}
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/// Settings to use for mapping the IFS coordinates to an output image
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#[derive(Copy, Clone, Pod, Zeroable)]
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#[repr(C)]
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pub struct ImageSettings {
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blend_mode: BlendMode,
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dimensions: UVec2,
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}
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impl ImageSettings {
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/// Create a new settings object
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pub fn new(blend_mode: BlendMode, dimensions: UVec2) -> Self {
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ImageSettings {
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blend_mode,
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dimensions,
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}
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}
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/// Map a point from camera coordinates to pixel coordinates,
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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: IVec2) -> Option<UVec2> {
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if 0 <= point.x
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&& (point.x as u32) < self.dimensions.x
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&& 0 <= point.y
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&& (point.y as u32) < self.dimensions.y
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{
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Some(point.as_uvec2())
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} else {
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None
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}
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}
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/// Map a point from camera coordinates to a final pixel index
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pub fn transform_point_to_index(&self, point: IVec2) -> Option<u32> {
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self.transform_point_to_image(point)
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.map(|pixel| self.dimensions.with_x(1).dot(pixel))
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}
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/// Map an IFS color coordinate to the palette RGB value
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pub fn transform_color(&self, color: f32, palette: &[Vec4]) -> Vec4 {
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self.blend_mode.ifs_to_rgb(color, palette)
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}
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}
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#[cfg(test)]
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#[cfg(test)]
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mod test {
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mod test {
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use glam::Vec4;
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use crate::image::{BlendMode, ImageSettings};
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use crate::image::BlendMode;
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use glam::{Vec4, ivec2, uvec2};
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#[test]
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#[test]
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fn blend_linear() {
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fn blend_linear() {
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@@ -55,7 +100,12 @@ mod test {
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assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(2.0));
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assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(2.0));
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assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(3.0));
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assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(3.0));
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let palette = &[Vec4::splat(1.0), Vec4::splat(2.0), Vec4::splat(3.0), Vec4::splat(4.0)];
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let palette = &[
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Vec4::splat(1.0),
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Vec4::splat(2.0),
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Vec4::splat(3.0),
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Vec4::splat(4.0),
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];
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assert_eq!(ifs_to_rgb(0.0, palette), Vec4::splat(1.0));
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assert_eq!(ifs_to_rgb(0.0, palette), Vec4::splat(1.0));
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assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(2.5));
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assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(2.5));
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assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(4.0));
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assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(4.0));
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@@ -76,4 +126,30 @@ mod test {
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assert_eq!(ifs_to_rgb(0.7, palette), palette[1]);
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assert_eq!(ifs_to_rgb(0.7, palette), palette[1]);
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assert_eq!(ifs_to_rgb(1.0, palette), palette[2]);
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assert_eq!(ifs_to_rgb(1.0, palette), palette[2]);
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}
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}
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#[test]
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fn image_bounds() {
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let image_settings = ImageSettings::new(BlendMode::Linear, uvec2(100, 100));
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assert!(
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image_settings
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.transform_point_to_image(ivec2(-1, -1))
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.is_none()
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);
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assert!(
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image_settings
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.transform_point_to_image(ivec2(0, 0))
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.is_some()
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);
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assert!(
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image_settings
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.transform_point_to_image(ivec2(99, 99))
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.is_some()
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);
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assert!(
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image_settings
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.transform_point_to_image(ivec2(100, 100))
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.is_none()
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);
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}
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}
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}
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@@ -1,14 +1,21 @@
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//! # Enkou
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//! # Enkou
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#![no_std]
|
#![no_std]
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#![warn(missing_docs)]
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#![warn(missing_docs)]
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#![allow(clippy::needless_range_loop)] // SPIR-V backend has issues with iteration over items
|
|
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// SPIR-V backend has issues with iteration over items:
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||||||
|
#![allow(clippy::needless_range_loop)]
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|
#![allow(clippy::manual_memcpy)]
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|
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||||||
|
// Shader entry points are expected to have a lot of arguments:
|
||||||
|
#![allow(clippy::too_many_arguments)]
|
||||||
|
|
||||||
pub mod camera;
|
pub mod camera;
|
||||||
pub mod chaos_game;
|
pub mod chaos_game;
|
||||||
|
pub mod entry;
|
||||||
|
pub mod image;
|
||||||
mod rng;
|
mod rng;
|
||||||
pub mod transform;
|
pub mod transform;
|
||||||
pub mod variation;
|
pub mod variation;
|
||||||
pub mod image;
|
|
||||||
|
|
||||||
use glam::Affine2;
|
use glam::Affine2;
|
||||||
|
|
||||||
|
|||||||
@@ -66,7 +66,7 @@ mod test {
|
|||||||
use crate::rng::xoshiro256starstar_from_seed;
|
use crate::rng::xoshiro256starstar_from_seed;
|
||||||
use crate::transform::Transform;
|
use crate::transform::Transform;
|
||||||
use crate::variation::{Variation, VariationKind};
|
use crate::variation::{Variation, VariationKind};
|
||||||
use glam::{Affine2, uvec2, vec2, Vec2};
|
use glam::{Affine2, Vec2, uvec2, vec2};
|
||||||
|
|
||||||
#[test]
|
#[test]
|
||||||
fn transform_scaling() {
|
fn transform_scaling() {
|
||||||
@@ -91,7 +91,12 @@ mod test {
|
|||||||
#[test]
|
#[test]
|
||||||
fn transform_scaling_post() {
|
fn transform_scaling_post() {
|
||||||
let scale_coefficients = vec2(2.0, 0.5);
|
let scale_coefficients = vec2(2.0, 0.5);
|
||||||
let transform_pdj = Transform::new(Affine2::IDENTITY, Affine2::IDENTITY, uvec2(0, 1), Vec2::ZERO);
|
let transform_pdj = Transform::new(
|
||||||
|
Affine2::IDENTITY,
|
||||||
|
Affine2::IDENTITY,
|
||||||
|
uvec2(0, 1),
|
||||||
|
Vec2::ZERO,
|
||||||
|
);
|
||||||
let transform_pdj_post = Transform::new(
|
let transform_pdj_post = Transform::new(
|
||||||
Affine2::IDENTITY,
|
Affine2::IDENTITY,
|
||||||
Affine2::from_scale(scale_coefficients),
|
Affine2::from_scale(scale_coefficients),
|
||||||
|
|||||||
Reference in New Issue
Block a user