Add a color coordinate to the chaos game
Also refactors the gasket example to avoid using shader entry points; the entry point signatures are not stable, and I don't want to keep refactoring the gasket while adding more advanced color/image features.
This commit is contained in:
@@ -1,36 +1,39 @@
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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::camera::entry::main_camera;
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use enkou_shaders::chaos_game::entry::main_chaos_game;
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use enkou_shaders::chaos_game::ChaosGame;
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use enkou_shaders::transform::Transform;
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use enkou_shaders::variation::Variation;
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use glam::{Affine2, IVec2, UVec2, Vec2, uvec2};
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use glam::{Affine2, UVec2, Vec2, uvec2, vec2};
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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_DISCARD: u32 = 20;
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const ITERATIONS: u32 = 50_000;
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const ITERATIONS_DISCARD: usize = 20;
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const ITERATIONS: usize = 50_000;
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const IMAGE_DIMENSION: UVec2 = uvec2(600, 600);
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pub fn main() -> Result<()> {
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let mut rng = Xoshiro256StarStar::from_seed([4u8; 32]);
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let transforms = [
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{
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// F_0: (x / 2, y / 2)
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let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0);
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1))
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 1.0))
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},
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{
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// F_1: ((x + 1) / 2, y / 2)
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let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0);
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1))
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 1.0))
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},
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{
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// F_2: (x / 2, (y + 1) / 2)
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let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5);
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1))
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 1.0))
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},
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];
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@@ -38,18 +41,6 @@ pub fn main() -> Result<()> {
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let variations = [Variation::IDENTITY];
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let mut output_points_ifs = Vec::new();
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output_points_ifs.resize(ITERATIONS as usize, Vec2::ZERO);
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main_chaos_game(
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ITERATIONS_DISCARD,
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&[4u8; 32],
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&transforms,
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&weights,
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&variations,
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&mut output_points_ifs,
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);
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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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@@ -59,20 +50,15 @@ pub fn main() -> Result<()> {
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IMAGE_DIMENSION.as_vec2(),
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);
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let mut output_points_pixel = Vec::new();
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output_points_pixel.resize(ITERATIONS as usize, IVec2::ZERO);
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main_camera(&camera, &output_points_ifs, &mut output_points_pixel);
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let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
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let dimensions = image.dimensions();
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output_points_pixel
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.iter()
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.skip_while(|p| {
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p.x < 0 || (p.x as u32) > dimensions.0 || p.y < 0 || (p.y as u32) > dimensions.1
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})
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.map(|p| (p.x as u32, p.y as u32))
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.for_each(|(x, y)| image.put_pixel(x, y, Luma([255u8])));
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let chaos_game = ChaosGame::new(&mut rng, &transforms, &weights, &variations);
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chaos_game
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.skip(ITERATIONS_DISCARD)
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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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.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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image.save(temp.path()).context("Unable to save image")?;
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@@ -12,7 +12,6 @@
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//!
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//! This algorithm is also known as the ["chaos game"](https://en.wikipedia.org/wiki/Chaos_game),
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//! and it forms the basic system for producing images.
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use crate::transform::Transform;
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use crate::variation::Variation;
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use rand::distr::{Distribution, StandardUniform};
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@@ -36,11 +35,12 @@ impl Distribution<f32> for BiUnit {
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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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color: f32,
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rng: &mut R,
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transforms: &[Transform],
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weights: &[f32],
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variations: &[Variation],
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) -> (Vec2, u32) {
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) -> (Vec2, f32, 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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@@ -53,8 +53,11 @@ pub fn step_chaos_game<R: Rng>(
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transform_index += 1;
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}
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let transform = transforms[transform_index as usize];
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(
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transforms[transform_index as usize].transform_point(rng, variations, point),
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transform.transform_point(rng, variations, point),
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transform.transform_color(color),
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transform_index,
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)
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}
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@@ -65,6 +68,7 @@ pub fn step_chaos_game<R: Rng>(
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/// New points in the chaos game are produced by iterating on the chaos game.
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pub struct ChaosGame<'a, R: Rng> {
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current_point: Vec2,
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current_color: f32,
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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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@@ -79,9 +83,14 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
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weights: &'a [f32],
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variations: &'a [Variation],
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) -> Self {
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let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
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let current_point = vec2(
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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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ChaosGame {
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current_point,
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current_color,
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rng,
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transforms,
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weights,
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@@ -91,54 +100,20 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
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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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type Item = (Vec2, f32);
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fn next(&mut self) -> Option<Self::Item> {
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let (next_point, _) = step_chaos_game(
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let (next_point, next_color, _) = step_chaos_game(
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self.current_point,
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self.current_color,
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self.rng,
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self.transforms,
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self.weights,
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self.variations,
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);
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self.current_point = next_point;
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self.current_color = next_color;
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Some(next_point)
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}
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}
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/// Shader entry point for running the chaos game to produce new IFS coordinates
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pub mod entry {
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use crate::chaos_game::ChaosGame;
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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::Vec2;
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use spirv_std::spirv;
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/// Given a set of fractal flame parameters, generate new IFS coordinates
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/// and store them in the output array.
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#[spirv(compute(entry_point_name = "main_chaos_game", threads(1)))]
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pub fn main_chaos_game(
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#[spirv(spec_constant(id = 1, default = 20))] iteration_discard: u32,
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#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] rng_seed: &[u8],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] transforms: &[Transform],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] weights: &[f32],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] variations: &[Variation],
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#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] output: &mut [Vec2],
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) {
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let mut rng_seed_actual = [0u8; 32];
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(0..32).for_each(|i| rng_seed_actual[i] = rng_seed[i]);
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let mut rng = xoshiro256starstar_from_seed(rng_seed_actual);
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let mut chaos_game = ChaosGame::new(&mut rng, transforms, weights, variations);
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for _ in 0..iteration_discard {
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chaos_game.next().unwrap();
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}
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for i in 0..output.len() {
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output[i] = chaos_game.next().unwrap();
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}
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Some((next_point, next_color))
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}
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}
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@@ -1,6 +1,6 @@
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//! # Enkou
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#![no_std]
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#![deny(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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pub mod camera;
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@@ -5,7 +5,7 @@
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//! but produce more interesting images once we add variations.
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use crate::variation::Variation;
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use bytemuck::{Pod, Zeroable};
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use glam::{Affine2, UVec2, Vec2};
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use glam::{Affine2, FloatExt, UVec2, Vec2};
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use rand::Rng;
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/// Affine transform for use in the [`chaos_game`](crate::chaos_game).
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@@ -15,15 +15,22 @@ pub struct Transform {
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coefficients: Affine2,
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coefficients_post: Affine2,
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variation_range: UVec2,
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color: Vec2,
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}
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impl Transform {
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/// Create a new transform from an affine transformation matrix
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pub fn new(coefficients: Affine2, coefficients_post: Affine2, variation_range: UVec2) -> Self {
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pub fn new(
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coefficients: Affine2,
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coefficients_post: Affine2,
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variation_range: UVec2,
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color: Vec2,
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) -> Self {
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Transform {
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coefficients,
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coefficients_post,
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variation_range,
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color,
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}
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}
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@@ -47,6 +54,11 @@ impl Transform {
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self.coefficients_post.transform_point2(point)
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}
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/// Apply this transform to a color
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pub fn transform_color(&self, color: f32) -> f32 {
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color.lerp(self.color.x, self.color.y)
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}
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}
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#[cfg(test)]
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@@ -54,7 +66,7 @@ mod test {
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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, VariationKind};
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use glam::{Affine2, uvec2, vec2};
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use glam::{Affine2, uvec2, vec2, Vec2};
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#[test]
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fn transform_scaling() {
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@@ -63,6 +75,7 @@ mod test {
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Affine2::from_scale(scale_coefficients),
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Affine2::IDENTITY,
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uvec2(0, 1),
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Vec2::ZERO,
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);
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let mut rng = xoshiro256starstar_from_seed([0; 32]);
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@@ -78,11 +91,12 @@ mod test {
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#[test]
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fn transform_scaling_post() {
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let scale_coefficients = vec2(2.0, 0.5);
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let transform_pdj = Transform::new(Affine2::IDENTITY, Affine2::IDENTITY, uvec2(0, 1));
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let transform_pdj = Transform::new(Affine2::IDENTITY, Affine2::IDENTITY, uvec2(0, 1), Vec2::ZERO);
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let transform_pdj_post = Transform::new(
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Affine2::IDENTITY,
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Affine2::from_scale(scale_coefficients),
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uvec2(0, 1),
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Vec2::ZERO,
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);
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let mut rng = xoshiro256starstar_from_seed([0; 32]);
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@@ -94,4 +108,23 @@ mod test {
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assert_eq!(point_pdj * scale_coefficients, point_pdj_post);
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}
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#[test]
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fn transform_color() {
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// Color 0.5, color speed 1.0, so color value will always be 0.5 after transform
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let color = vec2(0.5, 1.0);
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let transform = Transform::new(Affine2::IDENTITY, Affine2::IDENTITY, uvec2(0, 1), color);
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assert_eq!(transform.transform_color(0.0), 0.5);
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assert_eq!(transform.transform_color(1.0), 0.5);
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assert_eq!(transform.transform_color(2.0), 0.5);
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// Color 1.0, color speed 0.5, so color value moves to halfway between current and 1.0
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let color = vec2(1.0, 0.5);
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let transform = Transform::new(Affine2::IDENTITY, Affine2::IDENTITY, uvec2(0, 1), color);
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assert_eq!(transform.transform_color(0.0), 0.5);
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assert_eq!(transform.transform_color(1.0), 1.0);
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assert_eq!(transform.transform_color(2.0), 1.0);
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}
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}
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