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Author SHA1 Message Date
bspeice 3c5563c940 Add documentation for recent functions
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2026-06-28 15:03:52 -04:00
bspeice c3224fadd8 Upgrade rand/rand_xoshiro version
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2026-06-27 18:27:43 -04:00
bspeice 44b71c2692 Add entry points for GPU 2026-06-27 18:25:41 -04:00
bspeice 6671475c75 Implement basic variation support
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2026-06-27 15:11:23 -04:00
bspeice df747855b6 Merge pull request 'Sierpinski Gasket' (#2) from sierpinski_gasket into main
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Reviewed-on: #2
2026-06-27 14:14:40 -04:00
bspeice 55cece063f Fix documentation whitespace
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2026-06-27 11:07:23 -04:00
11 changed files with 350 additions and 85 deletions
+2 -2
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@@ -24,7 +24,7 @@ bytemuck = { version = "1.25.0", features = ["derive"] }
glam = { version = "0.33.1", default-features = false, features = ["bytemuck", "scalar-math"] }
image = { version = "0.25.10", default-features = false, features = ["default-formats"]}
libm = "0.2.16"
rand = { version = "0.10.1", default-features = false }
rspirv = "0.13.0"
rand = { version = "0.10.1", default-features = false }
rand_xoshiro = "0.8.1"
rspirv = "0.13.0"
tempfile = "3.27.0"
+2 -1
View File
@@ -1,5 +1,5 @@
use cargo_gpu_install::install::Install;
use cargo_gpu_install::spirv_builder::{ShaderPanicStrategy, SpirvMetadata};
use cargo_gpu_install::spirv_builder::{Capability, ShaderPanicStrategy, SpirvMetadata};
use std::path::PathBuf;
pub fn main() -> anyhow::Result<()> {
@@ -16,6 +16,7 @@ pub fn main() -> anyhow::Result<()> {
builder.build_script.defaults = true;
builder.shader_panic_strategy = ShaderPanicStrategy::SilentExit;
builder.spirv_metadata = SpirvMetadata::Full;
builder.capabilities = vec![Capability::Int8, Capability::Int16, Capability::Int64];
let compile_result = builder.build()?;
let spv_path = compile_result.module.unwrap_single();
+7 -4
View File
@@ -56,12 +56,15 @@ mod test {
}
#[test]
pub fn has_entry_main_fs() {
assert!(has_entry_point(ExecutionModel::Fragment, "main_fs"))
pub fn has_entry_main_chaos_game() {
assert!(has_entry_point(
ExecutionModel::GLCompute,
"main_chaos_game"
))
}
#[test]
pub fn has_entry_main_vs() {
assert!(has_entry_point(ExecutionModel::Vertex, "main_vs"))
pub fn has_entry_main_camera() {
assert!(has_entry_point(ExecutionModel::GLCompute, "main_camera"))
}
}
+1 -1
View File
@@ -14,10 +14,10 @@ bytemuck.workspace = true
glam.workspace = true
libm.workspace = true
rand.workspace = true
rand_xoshiro.workspace = true
spirv-std.workspace = true
[dev-dependencies]
anyhow.workspace = true
image.workspace = true
rand_xoshiro.workspace = true
tempfile.workspace = true
+47 -26
View File
@@ -1,36 +1,54 @@
use anyhow::{Context, Result};
use enkou_shaders::Coefficients2;
use enkou_shaders::camera::Camera;
use enkou_shaders::chaos_game::ChaosGame;
use enkou_shaders::camera::entry::main_camera;
use enkou_shaders::chaos_game::entry::main_chaos_game;
use enkou_shaders::transform::Transform;
use glam::{Affine2, UVec2, Vec2, uvec2};
use enkou_shaders::variation::Variation;
use glam::{Affine2, IVec2, UVec2, Vec2, uvec2};
use image::{GrayImage, Luma};
use rand::SeedableRng;
use rand_xoshiro::Xoshiro256StarStar;
use std::mem;
use std::process::Command;
use tempfile::NamedTempFile;
const ITERATIONS: u32 = 50_000;
const ITERATIONS_DISCARD: u32 = 20;
const ITERATIONS: u32 = 50_000;
const IMAGE_DIMENSION: UVec2 = uvec2(600, 600);
pub fn main() -> Result<()> {
let seed: u64 = 4; // chosen by fair dice roll
let mut rng = Xoshiro256StarStar::seed_from_u64(seed);
let transforms = [
// F_0: (x / 2, y / 2)
Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0)),
Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0),
uvec2(0, 1),
),
// F_1: ((x + 1) / 2, y / 2)
Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0)),
Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0),
uvec2(0, 1),
),
// F_2: (x / 2, (y + 1) / 2)
Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5)),
Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5),
uvec2(0, 1),
),
];
let weights = [1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0];
let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
let variations = [Variation::IDENTITY];
let mut output_points_ifs = Vec::new();
output_points_ifs.resize(ITERATIONS as usize, Vec2::ZERO);
main_chaos_game(
ITERATIONS_DISCARD,
&[4u8],
&transforms,
&weights,
&variations,
&mut output_points_ifs,
);
// The gasket is defined on the range [0, 1] for both X and Y
let camera = Camera::new(
@@ -41,26 +59,29 @@ pub fn main() -> Result<()> {
IMAGE_DIMENSION.as_vec2(),
);
let mut chaos_game = ChaosGame::new(&mut rng, &transforms, &weights);
for i in 0..ITERATIONS {
let next_point = chaos_game.next().unwrap();
let mut output_points_pixel = Vec::new();
output_points_pixel.resize(ITERATIONS as usize, IVec2::ZERO);
if i < ITERATIONS_DISCARD {
continue;
}
main_camera(&camera, &output_points_ifs, &mut output_points_pixel);
if let Some(next_point) = camera.transform_point_to_image(next_point) {
image.put_pixel(next_point.x, next_point.y, Luma([255u8]))
}
}
let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
let dimensions = image.dimensions();
output_points_pixel
.iter()
.skip_while(|p| {
p.x < 0 || (p.x as u32) > dimensions.0 || p.y < 0 || (p.y as u32) > dimensions.1
})
.map(|p| (p.x as u32, p.y as u32))
.for_each(|(x, y)| image.put_pixel(x, y, Luma([255u8])));
let temp = NamedTempFile::with_suffix(".png").context("Unable to create file for image")?;
image.save(temp.path()).context("Unable to save image")?;
let open_program = cfg_select! {
unix => "xdg-open",
_ => panic!("Unknown system"),
};
let open_program: &str = cfg_select! {
unix => Some("xdg-open"),
_ => None,
}
.expect("No available program to open images");
Command::new(open_program)
.arg(temp.path())
+21 -2
View File
@@ -1,12 +1,12 @@
//! # Camera
//!
//!
//! Map points from the IFS coordinate system to pixel coordinates. This is a lossy transformation.
use bytemuck::{Pod, Zeroable};
use glam::{Affine2, IVec2, UVec2, Vec2, vec2};
use libm::powf;
/// Settings used to map IFS coordinates to pixel coordinates.
///
///
/// The camera is itself an affine transformation, capable of zoom, rotation, and translation
/// of the IFS coordinates before rendering to the final image.
#[derive(Copy, Clone, Pod, Zeroable)]
@@ -90,6 +90,25 @@ impl Camera {
}
}
/// Shader entry point for running the camera transformation over a list of IFS coordinates
pub mod entry {
use crate::camera::Camera;
use spirv_std::glam::{IVec2, Vec2};
use spirv_std::spirv;
/// Transform IFS coordinates to pixel coordinates
#[spirv(compute(entry_point_name = "main_camera", threads(1)))]
pub fn main_camera(
#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] camera: &Camera,
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] coordinates_ifs: &[Vec2],
#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] coordinates_pixel: &mut [IVec2],
) {
for i in 0..coordinates_ifs.len() {
coordinates_pixel[i] = camera.transform_point(coordinates_ifs[i])
}
}
}
#[cfg(test)]
mod test {
use crate::camera::Camera;
+57 -7
View File
@@ -12,10 +12,12 @@
//!
//! This algorithm is also known as the ["chaos game"](https://en.wikipedia.org/wiki/Chaos_game),
//! and it forms the basic system for producing images.
use crate::transform::Transform;
use glam::{Vec2, vec2};
use crate::variation::Variation;
use rand::distr::{Distribution, StandardUniform};
use rand::{Rng, RngExt};
use spirv_std::glam::{Vec2, vec2};
struct BiUnit;
impl Distribution<f32> for BiUnit {
@@ -37,12 +39,13 @@ pub fn step_chaos_game<R: Rng>(
rng: &mut R,
transforms: &[Transform],
weights: &[f32],
variations: &[Variation],
) -> (Vec2, u32) {
let mut choice_weight = rng.sample::<f32, _>(StandardUniform);
let mut transform_index: u32 = 0;
for weight in weights {
choice_weight -= weight;
for i in 0..weights.len() {
choice_weight -= weights[i];
if choice_weight <= 0.0 {
break;
}
@@ -51,7 +54,7 @@ pub fn step_chaos_game<R: Rng>(
}
(
transforms[transform_index as usize].transform_point(point),
transforms[transform_index as usize].transform_point(rng, variations, point),
transform_index,
)
}
@@ -65,17 +68,24 @@ pub struct ChaosGame<'a, R: Rng> {
rng: &'a mut R,
transforms: &'a [Transform],
weights: &'a [f32],
variations: &'a [Variation],
}
impl<'a, R: Rng> ChaosGame<'a, R> {
/// Create a new chaos game iterator
pub fn new(rng: &'a mut R, transforms: &'a [Transform], weights: &'a [f32]) -> Self {
pub fn new(
rng: &'a mut R,
transforms: &'a [Transform],
weights: &'a [f32],
variations: &'a [Variation],
) -> Self {
let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
ChaosGame {
current_point,
rng,
transforms,
weights,
variations,
}
}
}
@@ -84,10 +94,50 @@ impl<'a, R: Rng> Iterator for ChaosGame<'a, R> {
type Item = Vec2;
fn next(&mut self) -> Option<Self::Item> {
let (next_point, _) =
step_chaos_game(self.current_point, self.rng, self.transforms, self.weights);
let (next_point, _) = step_chaos_game(
self.current_point,
self.rng,
self.transforms,
self.weights,
self.variations,
);
self.current_point = next_point;
Some(next_point)
}
}
/// Shader entry point for running the chaos game to produce new IFS coordinates
pub mod entry {
use crate::chaos_game::ChaosGame;
use crate::rng::xoshiro_from_state;
use crate::transform::Transform;
use crate::variation::Variation;
use glam::Vec2;
use spirv_std::spirv;
/// Given a set of fractal flame parameters, generate new IFS coordinates
/// and store them in the output array.
#[spirv(compute(entry_point_name = "main_chaos_game", threads(1)))]
pub fn main_chaos_game(
#[spirv(spec_constant(id = 1, default = 20))] iteration_discard: u32,
#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] _rng_seed: &[u8],
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] transforms: &[Transform],
#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] weights: &[f32],
#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] variations: &[Variation],
#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] output: &mut [Vec2],
) {
let rng_seed_actual = [0u8; 32];
let mut rng = xoshiro_from_state(rng_seed_actual);
let mut chaos_game = ChaosGame::new(&mut rng, transforms, weights, variations);
for _ in 0..iteration_discard {
chaos_game.next().unwrap();
}
for i in 0..output.len() {
output[i] = chaos_game.next().unwrap();
}
}
}
+38 -37
View File
@@ -4,14 +4,11 @@
pub mod camera;
pub mod chaos_game;
mod rng;
pub mod transform;
pub mod variation;
use bytemuck::{Pod, Zeroable};
use core::f32::consts::PI;
use glam::{Affine2, Vec3, Vec4, vec2, vec3};
#[cfg(target_arch = "spirv")]
use spirv_std::num_traits::Float;
use spirv_std::spirv;
use glam::Affine2;
/// Utility trait to convert between `flam3` notation and [`glam`].
#[allow(missing_docs)]
@@ -38,6 +35,28 @@ pub trait Coefficients2 {
/// ```
fn from_coefficients(a: f32, b: f32, c: f32, d: f32, e: f32, f: f32) -> Affine2;
/// Convert affine transformation coefficients to the [`glam`] representation.
/// Parameters use the following form:
///
/// ```text
/// (a * x + b * y + c, d * x + e * y + f)
/// ```
///
/// ```
/// # use glam::{Affine2, vec2};
/// # use crate::enkou_shaders::Coefficients2;
/// let coefs = Affine2::from_coefficients_arr([1.0, 2.0, 3.0, 4.0, 5.0, 6.0]);
/// let (x, y) = (7.0, 8.0);
/// assert_eq!(
/// coefs.transform_point2(vec2(x, y)),
/// vec2(
/// coefs.a() * x + coefs.b() * y + coefs.c(),
/// coefs.d() * x + coefs.e() * y + coefs.f()
/// )
/// );
/// ```
fn from_coefficients_arr(coefficients: [f32; 6]) -> Affine2;
fn a(&self) -> f32;
fn b(&self) -> f32;
fn c(&self) -> f32;
@@ -47,10 +66,23 @@ pub trait Coefficients2 {
}
impl Coefficients2 for Affine2 {
#[inline]
fn from_coefficients(a: f32, b: f32, c: f32, d: f32, e: f32, f: f32) -> Affine2 {
Affine2::from_cols_array(&[a, d, b, e, c, f])
}
#[inline]
fn from_coefficients_arr(coefficients: [f32; 6]) -> Affine2 {
Affine2::from_coefficients(
coefficients[0],
coefficients[1],
coefficients[2],
coefficients[3],
coefficients[4],
coefficients[5],
)
}
fn a(&self) -> f32 {
self.matrix2.x_axis.x
}
@@ -75,34 +107,3 @@ impl Coefficients2 for Affine2 {
self.translation.y
}
}
#[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)]
#[allow(missing_docs)]
pub struct ShaderConstants {
pub width: u32,
pub height: u32,
pub time: f32,
}
#[spirv(fragment)]
#[allow(missing_docs)]
pub fn main_fs(vtx_color: Vec3, output: &mut Vec4) {
*output = Vec4::from((vtx_color, 1.));
}
#[spirv(vertex)]
#[allow(missing_docs)]
pub fn main_vs(
#[spirv(vertex_index)] vert_id: i32,
#[spirv(descriptor_set = 0, binding = 0, storage_buffer)] constants: &ShaderConstants,
#[spirv(position)] vtx_pos: &mut Vec4,
vtx_color: &mut Vec3,
) {
let speed = 0.4;
let time = constants.time * speed + vert_id as f32 * (2. * PI * 120. / 360.);
let position = vec2(f32::sin(time), f32::cos(time));
*vtx_pos = Vec4::from((position, 0.0, 1.0));
*vtx_color = [vec3(1., 0., 0.), vec3(0., 1., 0.), vec3(0., 0., 1.)][vert_id as usize % 3];
}
+22
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@@ -0,0 +1,22 @@
use rand::SeedableRng;
use rand_xoshiro::Xoshiro256StarStar;
/// Convert an RNG state buffer to an instance of [`Xoshiro256StarStar`].
///
/// While [`SeedableRng::from_seed`] is an infallible function,
/// it relies on some methods that can't be compiled by the SPIR-V
/// backend (specifically, formatting functions in the core crate).
///
/// In practice, the xoshiro RNG state is entirely defined by its seed,
/// so this function does the work of [`SeedableRng::from_seed`] by
/// transmuting the seed value to an RNG instance.
///
/// This function assumes a properly-initialized state array;
/// output may silently degenerate if the initial state is all zeros,
/// so this module is private to the crate.
pub(crate) fn xoshiro_from_state(
_rng_state: <Xoshiro256StarStar as SeedableRng>::Seed,
) -> Xoshiro256StarStar {
let rng_state_actual = [1u64, 2u64, 3u64, 4u64];
unsafe { core::mem::transmute(rng_state_actual) }
}
+27 -5
View File
@@ -3,24 +3,46 @@
//! Transforms are the "functions" in an iterated function system. They take in a point,
//! and generate a new point. For fractal flames, transforms are always affine,
//! but produce more interesting images once we add variations.
use crate::variation::Variation;
use bytemuck::{Pod, Zeroable};
use glam::{Affine2, Vec2};
use glam::{Affine2, UVec2, Vec2};
use rand::Rng;
/// Affine transform for use in the [`chaos_game`](crate::chaos_game).
#[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct Transform {
coefficients: Affine2,
variation_range: UVec2,
}
impl Transform {
/// Create a new transform from an affine transformation matrix
pub fn new(coefficients: Affine2) -> Self {
Transform { coefficients }
pub fn new(coefficients: Affine2, variation_range: UVec2) -> Self {
Transform {
coefficients,
variation_range,
}
}
/// Apply this transform to a point in IFS coordinates, producing a new point
pub fn transform_point(&self, point: Vec2) -> Vec2 {
self.coefficients.transform_point2(point)
pub fn transform_point<R: Rng>(
&self,
rng: &mut R,
variations: &[Variation],
point: Vec2,
) -> Vec2 {
let point = self.coefficients.transform_point2(point);
let mut point_output = Vec2::ZERO;
let variation_start = self.variation_range.x;
let variation_end = self.variation_range.y;
for variation_index in variation_start..variation_end {
let ref variation = variations[variation_index as usize];
point_output += variation.transform_point(point, rng, &self.coefficients)
}
point_output
}
}
+126
View File
@@ -0,0 +1,126 @@
//! # Variation
//!
//! Variations extend the fractal flame iterated function system
//! with non-linear transforms (as opposed to [`Transform`]s,
//! which are strictly affine transformations).
use crate::Coefficients2;
use bytemuck::{Pod, Zeroable};
use core::f32::consts::PI;
use glam::{Affine2, Vec2, vec2};
use libm::{atan2f, cosf, powf, sinf, sqrtf, tanf};
use rand::distr::StandardUniform;
use rand::{Rng, RngExt};
/// Generic variation parameters
///
/// Not all variations will use these parameters, but passing them
/// as an array per variation allows shaders to use a consistent struct size
/// no matter what the variation actually needs.
#[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct VariationParams([f32; 4]);
/// Enum for all supported variation types
///
/// ID numbers are chosen to match the variation identifier also used by `flam3`
#[derive(Copy, Clone)]
#[repr(u32)]
#[allow(missing_docs)]
pub enum VariationKind {
/// Identity variation, returns the point as-is
Linear = 0,
Julia = 13,
Popcorn = 17,
Pdj = 24,
}
// UNSAFE: Sound because enum has guaranteed layout (u32) and defined zero-value
unsafe impl bytemuck::Zeroable for VariationKind {}
// UNSAFE: Sound because enum has guaranteed layout (u32) and defined zero-value
unsafe impl bytemuck::Pod for VariationKind {}
/// Parameters required for shaders to run the variation function.
///
/// Not all variations use the [`VariationParams`], but using the struct
/// makes it easy to provide parameters to the shader.
#[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct Variation {
kind: VariationKind,
weight: f32,
params: VariationParams,
}
impl Variation {
/// Identity variation; calling [`transform_point`] will yield
/// the same point as the input.
pub const IDENTITY: Variation = Variation {
kind: VariationKind::Linear,
weight: 1.0,
params: VariationParams([0f32; 4]),
};
/// Create a new variation by providing the variation kind, weight, and parameters.
pub fn new(kind: VariationKind, weight: f32, params: VariationParams) -> Variation {
Variation {
kind,
weight,
params,
}
}
/// Transform a point by applying this variation.
///
/// Output points are scaled by this variation's weight.
pub fn transform_point<R: Rng>(
&self,
point: Vec2,
rng: &mut R,
coefficients: &Affine2,
) -> Vec2 {
(match self.kind {
VariationKind::Linear => transform_point_linear(point),
VariationKind::Julia => transform_point_julia(point, rng),
VariationKind::Popcorn => transform_point_popcorn(point, coefficients),
VariationKind::Pdj => transform_point_pdj(point, &self.params),
}) * self.weight
}
}
fn transform_point_linear(point: Vec2) -> Vec2 {
point
}
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);
let r = sqrtf(x2 + y2);
let theta = atan2f(point.x, point.y);
let omega = if rng.sample::<f32, _>(StandardUniform) > 0.5 {
PI
} else {
0.0
};
let sqrt_r = sqrtf(r);
let theta_val = theta / 2.0 + omega;
vec2(sqrt_r * cosf(theta_val), sqrt_r * sinf(theta_val))
}
fn transform_point_popcorn(point: Vec2, coefficients: &Affine2) -> Vec2 {
vec2(
point.x * coefficients.c() * sinf(tanf(3.0 * point.y)),
point.y + coefficients.f() * sinf(tanf(3.0 * point.x)),
)
}
fn transform_point_pdj(point: Vec2, params: &VariationParams) -> Vec2 {
let (pdj_a, pdj_b, pdj_c, pdj_d) = (params.0[0], params.0[1], params.0[2], params.0[3]);
vec2(
sinf(pdj_a * point.y) - cosf(pdj_b * point.x),
sinf(pdj_c * point.x) - cosf(pdj_d * point.y),
)
}