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variation
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Generated
+926
-1
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Load Diff
+6
-2
@@ -21,6 +21,10 @@ spirv-std = { git = "https://github.com/Rust-GPU/rust-gpu.git", rev = "67f1ff2"
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anyhow = "1.0.102"
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anyhow = "1.0.102"
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bytemuck = { version = "1.25.0", features = ["derive"] }
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bytemuck = { version = "1.25.0", features = ["derive"] }
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glam = { version = "0.33.1", default-features = false, features = ["libm"] }
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glam = { version = "0.33.1", default-features = false, features = ["bytemuck", "scalar-math"] }
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image = { version = "0.25.10", default-features = false, features = ["default-formats"]}
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libm = "0.2.16"
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rand = { version = "0.10.1", default-features = false }
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rand_xoshiro = "0.8.1"
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rspirv = "0.13.0"
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rspirv = "0.13.0"
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tempfile = "3.27.0"
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@@ -1,5 +1,5 @@
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use cargo_gpu_install::install::Install;
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use cargo_gpu_install::install::Install;
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use cargo_gpu_install::spirv_builder::{ShaderPanicStrategy, SpirvMetadata};
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use cargo_gpu_install::spirv_builder::{Capability, ShaderPanicStrategy, SpirvMetadata};
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use std::path::PathBuf;
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use std::path::PathBuf;
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pub fn main() -> anyhow::Result<()> {
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pub fn main() -> anyhow::Result<()> {
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@@ -16,6 +16,7 @@ pub fn main() -> anyhow::Result<()> {
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builder.build_script.defaults = true;
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builder.build_script.defaults = true;
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builder.shader_panic_strategy = ShaderPanicStrategy::SilentExit;
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builder.shader_panic_strategy = ShaderPanicStrategy::SilentExit;
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builder.spirv_metadata = SpirvMetadata::Full;
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builder.spirv_metadata = SpirvMetadata::Full;
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builder.capabilities = vec![Capability::Int8, Capability::Int16, Capability::Int64];
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let compile_result = builder.build()?;
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let compile_result = builder.build()?;
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let spv_path = compile_result.module.unwrap_single();
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let spv_path = compile_result.module.unwrap_single();
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@@ -56,12 +56,15 @@ mod test {
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}
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}
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#[test]
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#[test]
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pub fn has_entry_main_fs() {
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pub fn has_entry_main_chaos_game() {
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assert!(has_entry_point(ExecutionModel::Fragment, "main_fs"))
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assert!(has_entry_point(
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ExecutionModel::GLCompute,
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"main_chaos_game"
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))
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}
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}
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#[test]
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#[test]
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pub fn has_entry_main_vs() {
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pub fn has_entry_main_camera() {
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assert!(has_entry_point(ExecutionModel::Vertex, "main_vs"))
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assert!(has_entry_point(ExecutionModel::GLCompute, "main_camera"))
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}
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}
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}
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}
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@@ -10,6 +10,14 @@ repository.workspace = true
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workspace = true
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workspace = true
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[dependencies]
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[dependencies]
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spirv-std.workspace = true
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glam.workspace = true
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bytemuck.workspace = true
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bytemuck.workspace = true
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glam.workspace = true
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libm.workspace = true
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rand.workspace = true
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rand_xoshiro.workspace = true
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spirv-std.workspace = true
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[dev-dependencies]
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anyhow.workspace = true
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image.workspace = true
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tempfile.workspace = true
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@@ -0,0 +1,96 @@
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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::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 image::{GrayImage, Luma};
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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 IMAGE_DIMENSION: UVec2 = uvec2(600, 600);
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pub fn main() -> Result<()> {
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let transforms = [
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// F_0: (x / 2, y / 2)
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Transform::new(
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Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0),
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uvec2(0, 1),
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),
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// F_1: ((x + 1) / 2, y / 2)
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Transform::new(
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Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0),
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uvec2(0, 1),
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),
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// F_2: (x / 2, (y + 1) / 2)
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Transform::new(
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Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5),
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uvec2(0, 1),
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),
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];
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let weights = [1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0];
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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],
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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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Vec2::ONE * 0.5,
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0.0,
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Vec2::ZERO,
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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 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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let open_program: &str = cfg_select! {
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unix => Some("xdg-open"),
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_ => None,
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}
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.expect("No available program to open images");
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Command::new(open_program)
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.arg(temp.path())
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.spawn()?
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.wait()?;
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// In case the image viewer forks and gives control back prior to reading the file,
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// drop it and don't run the destructor
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mem::forget(temp);
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Ok(())
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}
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@@ -0,0 +1,201 @@
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//! # Camera
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//!
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//! Map points from the IFS coordinate system to pixel coordinates. This is a lossy transformation.
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use bytemuck::{Pod, Zeroable};
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use glam::{Affine2, IVec2, UVec2, Vec2, vec2};
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use libm::powf;
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/// Settings used to map IFS coordinates to pixel coordinates.
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///
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/// The camera is itself an affine transformation, capable of zoom, rotation, and translation
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/// of the IFS coordinates before rendering to the final image.
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#[derive(Copy, Clone, Pod, Zeroable)]
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#[repr(C)]
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pub struct Camera {
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dimensions: UVec2,
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transform: Affine2,
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}
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impl Camera {
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/// Construct a new camera for translating IFS coordinates to pixel coordinates.
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///
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/// While the camera is implemented as a single affine transformation, it's helpful
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/// to express the transform steps individually.
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///
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/// # Arguments
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///
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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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/// left, and positive `y` position shifts the image up.
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/// * `rotate` - Rotation angle (in radians) of IFS coordinates. Rotation is applied after the
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/// `center` translation, so it is about the new origin.
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/// * `zoom` - Zoom factor applied to IFS coordinates. IFS coordinates are scaled by
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/// `pow(2, zoom)`, so a zoom factor of 0 is the identity.
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/// * `scale` - Pixels per unit of IFS coordinates. This parameter is usually chosen such
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/// that the largest dimension will cover the range `[-2, 2]`, but values higher or lower
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/// can be used as a secondary zoom.
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pub fn new(dimensions: UVec2, center: Vec2, rotate: f32, zoom: Vec2, scale: Vec2) -> Camera {
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let ifs_center_transform = Affine2::from_translation(-center);
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let zoom_transform = Affine2::from_scale(vec2(powf(2.0, zoom.x), powf(2.0, zoom.y)));
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let scale_transform = Affine2::from_scale(scale);
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let rotate_transform = Affine2::from_angle(rotate);
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let image_center_transform = Affine2::from_translation((dimensions / 2).as_vec2());
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let transform = image_center_transform
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* rotate_transform
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* scale_transform
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* zoom_transform
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* ifs_center_transform;
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|
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|
Camera {
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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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///
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/// ```
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|
/// # use glam::{vec2, ivec2, uvec2, Vec2};
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/// # use crate::enkou_shaders::camera::Camera;
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|
/// // Output image is 600x600 pixels, centered at the origin, no rotation, no zoom,
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/// // and scaled such that it covers the range [-2, 2].
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/// // Use the origin as the IFS coordinate, so the pixel coordinate is the center of the image
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|
/// let camera = Camera::new(
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/// uvec2(600, 600),
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/// Vec2::ZERO,
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/// 0.0,
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/// Vec2::ZERO,
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|
/// vec2(150.0, 150.0)
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|
/// );
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/// assert_eq!(camera.transform_point(vec2(0.0, 0.0)), ivec2(300, 300));
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|
/// ```
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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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|
}
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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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|
|
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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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|
|
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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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|
for i in 0..coordinates_ifs.len() {
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|
coordinates_pixel[i] = camera.transform_point(coordinates_ifs[i])
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[cfg(test)]
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||||||
|
mod test {
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||||||
|
use crate::camera::Camera;
|
||||||
|
use glam::{Affine2, Vec2, ivec2, uvec2, vec2};
|
||||||
|
use libm::powf;
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
pub fn manual_camera() {
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||||||
|
let starting_point = vec2(1.0, 1.0);
|
||||||
|
|
||||||
|
// Move the origin; points move right and up by one unit, giving us (2.0, 2.0)
|
||||||
|
let center = vec2(-1.0, -1.0);
|
||||||
|
let point = starting_point - center;
|
||||||
|
|
||||||
|
// Rotate about the new origin; points move counter-clockwise, giving us (-2.0, 2.0)
|
||||||
|
let rotate = 90.0f32.to_radians();
|
||||||
|
let point = Affine2::from_angle(rotate).transform_point2(point);
|
||||||
|
|
||||||
|
// Zoom in by a factor of 1; points will be twice as far from the origin,
|
||||||
|
// giving us (-4.0, 4.0)
|
||||||
|
let zoom = vec2(1.0, 1.0);
|
||||||
|
let point = point * vec2(powf(2.0, zoom.x), powf(2.0, zoom.y));
|
||||||
|
|
||||||
|
// Apply scaling; scale 100 in a 1000 x 1000 image is an effective range
|
||||||
|
// of [-5, 5] in IFS coordinates.
|
||||||
|
// After scaling, the point is (-400.0, 400.0)
|
||||||
|
let scale = vec2(100.0, 100.0);
|
||||||
|
let point = point * scale;
|
||||||
|
|
||||||
|
// Move the origin from (0, 0) to image center,
|
||||||
|
// giving us (100.0, 900.0)
|
||||||
|
let dimensions = uvec2(1000, 1000);
|
||||||
|
let point = point.as_ivec2() + dimensions.as_ivec2() / 2;
|
||||||
|
|
||||||
|
// Check that the camera implementation ends up at the same point
|
||||||
|
let camera = Camera::new(dimensions, center, rotate, zoom, scale);
|
||||||
|
|
||||||
|
// The camera is implemented by composing affine transforms,
|
||||||
|
// which ends up with a slightly different result because of rounding.
|
||||||
|
let error = camera.transform_point(starting_point) - point;
|
||||||
|
assert!(error.x.abs() <= 1);
|
||||||
|
assert!(error.y.abs() <= 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
pub fn point_outside_camera() {
|
||||||
|
// Scale 250 for an image 1000 x 1000 gives an effective range of [-2, 2]
|
||||||
|
let camera = Camera::new(
|
||||||
|
uvec2(1000, 1000),
|
||||||
|
Vec2::ZERO,
|
||||||
|
0.0,
|
||||||
|
Vec2::ZERO,
|
||||||
|
vec2(250.0, 250.0),
|
||||||
|
);
|
||||||
|
|
||||||
|
// Converting a point outside the effective range is legal, but outside the image bounds
|
||||||
|
assert_eq!(camera.transform_point(vec2(3.0, 3.0)), ivec2(1250, 1250));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
pub fn point_outside_camera_negative() {
|
||||||
|
// Scale 250 for an image 1000 x 1000 gives an effective range of [-2, 2]
|
||||||
|
let camera = Camera::new(
|
||||||
|
uvec2(1000, 1000),
|
||||||
|
Vec2::ZERO,
|
||||||
|
0.0,
|
||||||
|
Vec2::ZERO,
|
||||||
|
vec2(250.0, 250.0),
|
||||||
|
);
|
||||||
|
|
||||||
|
// Converting a point outside the effective range is legal, but outside the image bounds
|
||||||
|
assert_eq!(camera.transform_point(vec2(-3.0, -3.0)), ivec2(-250, -250));
|
||||||
|
}
|
||||||
|
|
||||||
|
#[test]
|
||||||
|
pub fn aspect_ratio() {
|
||||||
|
// Scale 100 for an image 1600 x 900 gives an effective X range of [-8, 8],
|
||||||
|
// and effective Y range of [-4.5, 4.5]
|
||||||
|
let camera = Camera::new(
|
||||||
|
uvec2(1600, 900),
|
||||||
|
Vec2::ZERO,
|
||||||
|
0.0,
|
||||||
|
Vec2::ZERO,
|
||||||
|
vec2(100.0, 100.0),
|
||||||
|
);
|
||||||
|
|
||||||
|
// This point is inside the image width, but outside its height
|
||||||
|
assert_eq!(camera.transform_point(vec2(6.0, 6.0)), ivec2(1400, 1050));
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,143 @@
|
|||||||
|
//! # Chaos Game
|
||||||
|
//!
|
||||||
|
//! Fractal flames are a class of
|
||||||
|
//! [iterated function systems](https://en.wikipedia.org/wiki/Iterated_function_system)
|
||||||
|
//! that generate images following a simple algorithm:
|
||||||
|
//!
|
||||||
|
//! - Pick a starting point `(x, y)`
|
||||||
|
//! - Iterate:
|
||||||
|
//! - Pick a [`Transform`] from the set of available transforms
|
||||||
|
//! - Apply the current point to the chosen transform, generating a new point `(x, y)`
|
||||||
|
//! - Plot the new point `(x, y)`
|
||||||
|
//!
|
||||||
|
//! 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 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 {
|
||||||
|
fn sample<R: Rng + ?Sized>(&self, rng: &mut R) -> f32 {
|
||||||
|
rng.sample::<f32, _>(StandardUniform) * 2.0 - 1.0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Iterate one step in the chaos game; choose the next transform, apply it,
|
||||||
|
/// and return the resulting point. Also returns the transform index so that
|
||||||
|
/// path-dependent weights (the "Xaos" table in Apophysis) can be chosen
|
||||||
|
/// for the next iteration step.
|
||||||
|
///
|
||||||
|
/// # Arguments
|
||||||
|
///
|
||||||
|
/// * `weights` - Weights are assumed to be normalized; adding all elements together should return the value 1
|
||||||
|
pub fn step_chaos_game<R: Rng>(
|
||||||
|
point: Vec2,
|
||||||
|
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 i in 0..weights.len() {
|
||||||
|
choice_weight -= weights[i];
|
||||||
|
if choice_weight <= 0.0 {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
transform_index += 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
(
|
||||||
|
transforms[transform_index as usize].transform_point(rng, variations, point),
|
||||||
|
transform_index,
|
||||||
|
)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Iterator for chaos game state. Holds the current point and references to all other data
|
||||||
|
/// necessary to generate fractal flame images.
|
||||||
|
///
|
||||||
|
/// New points in the chaos game are produced by iterating on the chaos game.
|
||||||
|
pub struct ChaosGame<'a, R: Rng> {
|
||||||
|
current_point: Vec2,
|
||||||
|
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],
|
||||||
|
variations: &'a [Variation],
|
||||||
|
) -> Self {
|
||||||
|
let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
|
||||||
|
ChaosGame {
|
||||||
|
current_point,
|
||||||
|
rng,
|
||||||
|
transforms,
|
||||||
|
weights,
|
||||||
|
variations,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
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,
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
+101
-28
@@ -1,36 +1,109 @@
|
|||||||
|
//! # Enkou
|
||||||
#![no_std]
|
#![no_std]
|
||||||
|
#![warn(missing_docs)]
|
||||||
|
|
||||||
use bytemuck::{Pod, Zeroable};
|
pub mod camera;
|
||||||
use core::f32::consts::PI;
|
pub mod chaos_game;
|
||||||
use glam::{Vec3, Vec4, vec2, vec3};
|
mod rng;
|
||||||
#[cfg(target_arch = "spirv")]
|
pub mod transform;
|
||||||
use spirv_std::num_traits::Float;
|
pub mod variation;
|
||||||
use spirv_std::spirv;
|
|
||||||
|
|
||||||
#[derive(Copy, Clone, Pod, Zeroable)]
|
use glam::Affine2;
|
||||||
#[repr(C)]
|
|
||||||
pub struct ShaderConstants {
|
/// Utility trait to convert between `flam3` notation and [`glam`].
|
||||||
pub width: u32,
|
#[allow(missing_docs)]
|
||||||
pub height: u32,
|
pub trait Coefficients2 {
|
||||||
pub time: f32,
|
/// 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(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(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;
|
||||||
|
fn d(&self) -> f32;
|
||||||
|
fn e(&self) -> f32;
|
||||||
|
fn f(&self) -> f32;
|
||||||
}
|
}
|
||||||
|
|
||||||
#[spirv(fragment)]
|
impl Coefficients2 for Affine2 {
|
||||||
pub fn main_fs(vtx_color: Vec3, output: &mut Vec4) {
|
#[inline]
|
||||||
*output = Vec4::from((vtx_color, 1.));
|
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])
|
||||||
|
}
|
||||||
|
|
||||||
#[spirv(vertex)]
|
#[inline]
|
||||||
pub fn main_vs(
|
fn from_coefficients_arr(coefficients: [f32; 6]) -> Affine2 {
|
||||||
#[spirv(vertex_index)] vert_id: i32,
|
Affine2::from_coefficients(
|
||||||
#[spirv(descriptor_set = 0, binding = 0, storage_buffer)] constants: &ShaderConstants,
|
coefficients[0],
|
||||||
#[spirv(position)] vtx_pos: &mut Vec4,
|
coefficients[1],
|
||||||
vtx_color: &mut Vec3,
|
coefficients[2],
|
||||||
) {
|
coefficients[3],
|
||||||
let speed = 0.4;
|
coefficients[4],
|
||||||
let time = constants.time * speed + vert_id as f32 * (2. * PI * 120. / 360.);
|
coefficients[5],
|
||||||
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];
|
fn a(&self) -> f32 {
|
||||||
|
self.matrix2.x_axis.x
|
||||||
|
}
|
||||||
|
|
||||||
|
fn b(&self) -> f32 {
|
||||||
|
self.matrix2.y_axis.x
|
||||||
|
}
|
||||||
|
|
||||||
|
fn c(&self) -> f32 {
|
||||||
|
self.translation.x
|
||||||
|
}
|
||||||
|
|
||||||
|
fn d(&self) -> f32 {
|
||||||
|
self.matrix2.x_axis.y
|
||||||
|
}
|
||||||
|
|
||||||
|
fn e(&self) -> f32 {
|
||||||
|
self.matrix2.y_axis.y
|
||||||
|
}
|
||||||
|
|
||||||
|
fn f(&self) -> f32 {
|
||||||
|
self.translation.y
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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) }
|
||||||
|
}
|
||||||
@@ -0,0 +1,48 @@
|
|||||||
|
//! # Transform
|
||||||
|
//!
|
||||||
|
//! 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, 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, 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<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
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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),
|
||||||
|
)
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user