Add image accumulation
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This commit is contained in:
2026-08-02 11:10:25 -04:00
parent 0d2e80145c
commit fc76a8308a
4 changed files with 122 additions and 4 deletions
+106
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@@ -0,0 +1,106 @@
//! # Fractal flame
//!
//! The `flam3` sources include example parameters (`test.flam3`) to demonstrate the fractal flame algorithm,
//! which are copied here and used to generate an image that can be compared against the reference `flam3` renderer
use anyhow::Result;
use enkou_shaders::chaos_game::ChaosGame;
use enkou_shaders::transform::Transform;
use enkou_shaders::variation::{Variation, VariationKind};
use glam::{UVec2, UVec3, UVec4, Vec2, Vec2Swizzles, Vec4};
use rand::SeedableRng;
use rand_xoshiro::Xoshiro256StarStar;
use enkou_shaders::camera::Camera;
use enkou_shaders::image::BlendMode;
const ITERATIONS_DISCARD: usize = 100;
const IMAGE_DIMENSIONS: UVec2 = UVec2::new(640, 480);
const IMAGE_QUALITY: f32 = 10.0;
// Palette data copied from `flam3-palettes.xml`.
// Palettes are ASCII hexadecimal strings; two characters form a byte,
// and bytes are grouped in triplets to get a single RGB color.
const PALETTE: &'static str = "\
00dadebc00eee6c500eef2ce00eef2cf00e6eee100eaeed800f2f1eb00f2f5d8
00e6f2ce00deeac500d6dac600ced2bc00c2caa900becaa000ced6aa00dee2c5
00eaedce00eaf2c500dee2c500c2caaa00aebeaa00a5b29600a2a98d0096a284
008d8d7a0085897100858d710085856700797d6700797d670071795e00656d55
004d5d4200344025003040250030381c002c3c1c002c341c00242c1200242400
00242c0900283409003840120030401c0040502f0055694200657555006c7d5e
00748d710074898400748d8400788d840079897a0079857100757d670071795e
006c715e006d705e006c795e0068755e00697155006d7555006d755500697155
0065715500696d550064715e006870670068706700686c67006c6c5e0071715e
0079796700818571007d91710085927a0085927a007d9284007992840078928d
00788d8d00748d84007492840075927a006c85670064795e0059694b00aa5700
0038441c00303c1c002c3c1c003440250050614b005d6d5e0064715e0060715e
0060755e0068755e006c795e006c795e0071796700707967006c7d6700687967
006c7967006c75670071755e0071755e0075795e00757d5e00818d5e008d925e
008d9267009a9a71009aa27a009aa27a009aa17a00929a71008992670081855e
007d7d550069794b00616d4200444c250038441c0040512500454d2500716d42
00797d4b00817d5500797955006d755500697d55006c795e006579540068795e
00647967006479670068755e0064715e00646c5e00656d55004d584200344025
002c381c0020281c001c1409001818000004140000081000000c1800001c2809
00243012003c4425005d6555007579550085895e008991710096a271009aa27a
009eaa7a009eaa7a00aaae7100a6aa7a00a2aa7a00a1a57a00969e7a0085967a
0081927a0078927a0075927a00758d7a00708167007d7d670089896700929a71
009eaa7a00aab68400b2b68d00b6ba9700c2ca9700b2be8d00b2b68d00aab28d
00a2ae84009aa67a00929e7a00859a7a007d967a007d927a007d9284007d9284
0081968400859684008596840081928400859a8400859a84008d9a8400929684
009ea98400aeb28400aaba8400b2be8d00b6c2a000c6caa000c6ceaa00d6dab3
00dae2c500d2d6bc00bec2a000aab68d009ea67a00929a710089897100817d67
007d7d6700817867007d7d5e0079795e0079815e00817d6700817d6700818167
008189710085917a0089927a00969d7a00969e7a0092968400969a8d00929284
0089918400819284007d928d0078928d0074928d0078928d007896970081968d
0081968d00819a8d00859a8d00899e8d00899e8d008da2970095a297008da297
0096a68d009aa18d009ea984009ea67a00a2a571009ea671009aa67100959d71";
/// Generate an image
pub fn main() -> Result<()> {
let transforms: &[Transform] = &[];
let weights = [0.25; 4];
let variations = [Variation::new(
VariationKind::Spherical,
1.0,
[0.0; 4].into(),
)];
let camera = Camera::new(IMAGE_DIMENSIONS, Vec2::ZERO, 0.0, Vec2::ZERO, (IMAGE_DIMENSIONS / 2).as_vec2());
let palette_chars: String = PALETTE.chars().filter(|c| c.is_alphanumeric()).collect();
let palette_bytes: Vec<u8> = (0..palette_chars.len())
.step_by(2)
.map(|i| {
let s = &palette_chars[i..i + 2];
let b = u8::from_str_radix(s, 16).expect("illegal palette value");
b
})
.collect();
let palette_colors: Vec<Vec4> = palette_bytes
.chunks(3)
.map(|chunk| [chunk[0] as f32, chunk[1] as f32, chunk[2] as f32, 255.0].into())
.collect();
let mut rng = Xoshiro256StarStar::from_seed([4u8; 32]);
let chaos_game = ChaosGame::new(&mut rng, transforms, &weights, &variations);
let mut image_accum: Vec<Vec4> = Vec::new();
image_accum.resize(IMAGE_DIMENSIONS.element_product() as usize, Vec4::ZERO);
let iterations: usize = (IMAGE_DIMENSIONS.element_product() as f32 * IMAGE_QUALITY) as usize;
chaos_game.skip(ITERATIONS_DISCARD).take(iterations).for_each(|(ifs_point, ifs_color)| {
let pixel_point = camera.transform_point_to_image(ifs_point);
if pixel_point.is_none() {
return;
}
let pixel_point = pixel_point.unwrap();
let pixel_index = pixel_point.y * IMAGE_DIMENSIONS.x + pixel_point.x;
let pixel_color = BlendMode::Linear.ifs_to_rgb(ifs_color, palette_colors.as_ref());
image_accum[pixel_index as usize] += pixel_color;
});
Ok(())
}
+7 -2
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@@ -38,8 +38,8 @@ unsafe impl bytemuck::Pod for BlendMode {}
#[cfg(test)]
mod test {
use glam::Vec4;
use crate::image::BlendMode;
use glam::Vec4;
#[test]
fn blend_linear() {
@@ -55,7 +55,12 @@ mod test {
assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(2.0));
assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(3.0));
let palette = &[Vec4::splat(1.0), Vec4::splat(2.0), Vec4::splat(3.0), Vec4::splat(4.0)];
let palette = &[
Vec4::splat(1.0),
Vec4::splat(2.0),
Vec4::splat(3.0),
Vec4::splat(4.0),
];
assert_eq!(ifs_to_rgb(0.0, palette), Vec4::splat(1.0));
assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(2.5));
assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(4.0));
+1 -1
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@@ -4,9 +4,9 @@
pub mod camera;
pub mod chaos_game;
pub mod image;
pub mod transform;
pub mod variation;
mod image;
use glam::Affine2;
+8 -1
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@@ -35,7 +35,7 @@ impl From<[f32; 4]> for VariationParams {
pub enum VariationKind {
/// Identity variation, returns the point as-is
Linear = 0,
Spherical = 2,
Julia = 13,
Popcorn = 17,
Pdj = 24,
@@ -87,6 +87,7 @@ impl Variation {
) -> Vec2 {
(match self.kind {
VariationKind::Linear => transform_point_linear(point),
VariationKind::Spherical => transform_point_spherical(point),
VariationKind::Julia => transform_point_julia(point, rng),
VariationKind::Popcorn => transform_point_popcorn(point, coefficients),
VariationKind::Pdj => transform_point_pdj(point, &self.params),
@@ -98,6 +99,12 @@ fn transform_point_linear(point: Vec2) -> Vec2 {
point
}
fn transform_point_spherical(point: Vec2) -> Vec2 {
let r2 = (point * point).element_sum();
let r2_inv = 1.0 / r2;
point * Vec2::splat(r2_inv)
}
fn transform_point_julia<R: Rng>(point: Vec2, rng: &mut R) -> Vec2 {
let x2 = powf(point.x, 2.0);
let y2 = powf(point.y, 2.0);