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.
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@@ -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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