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Author SHA1 Message Date
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
bspeice 344ecc3450 Add missing documentation
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2026-06-27 11:02:19 -04:00
bspeice a9da463041 Fix the documentation 2026-06-27 10:11:26 -04:00
bspeice 67b94522d0 Run cargo fmt 2026-06-27 10:11:01 -04:00
bspeice beb1c8526f Implement a basic Sierpinski Gasket IFS
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2026-06-22 20:46:47 -04:00
8 changed files with 1153 additions and 62 deletions
Generated
+910 -3
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@@ -22,7 +22,9 @@ spirv-std = { git = "https://github.com/Rust-GPU/rust-gpu.git", rev = "67f1ff2"
anyhow = "1.0.102" anyhow = "1.0.102"
bytemuck = { version = "1.25.0", features = ["derive"] } bytemuck = { version = "1.25.0", features = ["derive"] }
glam = { version = "0.33.1", default-features = false, features = ["bytemuck", "scalar-math"] } 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" libm = "0.2.16"
rand = { version = "0.10.1", default-features = false } rand = { version = "0.10.1", default-features = false }
rspirv = "0.13.0" rspirv = "0.13.0"
rand_xoshiro = "0.8.1"
tempfile = "3.27.0"
+6
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@@ -15,3 +15,9 @@ glam.workspace = true
libm.workspace = true libm.workspace = true
rand.workspace = true rand.workspace = true
spirv-std.workspace = true spirv-std.workspace = true
[dev-dependencies]
anyhow.workspace = true
image.workspace = true
rand_xoshiro.workspace = true
tempfile.workspace = true
+75
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@@ -0,0 +1,75 @@
use anyhow::{Context, Result};
use enkou_shaders::Coefficients2;
use enkou_shaders::camera::Camera;
use enkou_shaders::chaos_game::ChaosGame;
use enkou_shaders::transform::Transform;
use glam::{Affine2, 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 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)),
// F_1: ((x + 1) / 2, y / 2)
Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0)),
// F_2: (x / 2, (y + 1) / 2)
Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5)),
];
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);
// The gasket is defined on the range [0, 1] for both X and Y
let camera = Camera::new(
IMAGE_DIMENSION,
Vec2::ONE * 0.5,
0.0,
Vec2::ZERO,
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();
if i < ITERATIONS_DISCARD {
continue;
}
if let Some(next_point) = camera.transform_point_to_image(next_point) {
image.put_pixel(next_point.x, next_point.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"),
};
Command::new(open_program)
.arg(temp.path())
.spawn()?
.wait()?;
// In case the image viewer forks and gives control back prior to reading the file,
// drop it and don't run the destructor
mem::forget(temp);
Ok(())
}
+31 -5
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@@ -1,18 +1,26 @@
//! # Camera
//!
//! Map points from the IFS coordinate system to pixel coordinates. This is a lossy transformation.
use bytemuck::{Pod, Zeroable}; use bytemuck::{Pod, Zeroable};
use glam::{Affine2, IVec2, UVec2, Vec2, vec2}; use glam::{Affine2, IVec2, UVec2, Vec2, vec2};
use libm::powf; 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)] #[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)] #[repr(C)]
pub struct Camera { pub struct Camera {
dimensions: UVec2,
transform: Affine2, transform: Affine2,
} }
impl Camera { impl Camera {
/// Construct a new camera that maps IFS coordinates to pixel coordinates. /// Construct a new camera for translating IFS coordinates to pixel coordinates.
/// ///
/// The camera object is itself an affine transformation, but it's helpful to express /// While the camera is implemented as a single affine transformation, it's helpful
/// the parameters in individual steps, and compose them internally. /// to express the transform steps individually.
/// ///
/// # Arguments /// # Arguments
/// ///
@@ -23,7 +31,7 @@ impl Camera {
/// `center` translation, so it is about the new origin. /// `center` translation, so it is about the new origin.
/// * `zoom` - Zoom factor applied to IFS coordinates. IFS coordinates are scaled by /// * `zoom` - Zoom factor applied to IFS coordinates. IFS coordinates are scaled by
/// `pow(2, zoom)`, so a zoom factor of 0 is the identity. /// `pow(2, zoom)`, so a zoom factor of 0 is the identity.
/// * `scale` - Pixels per unit of IFS coordinates. By default, this parameter is chosen such /// * `scale` - Pixels per unit of IFS coordinates. This parameter is usually chosen such
/// that the largest dimension will cover the range `[-2, 2]`, but values higher or lower /// that the largest dimension will cover the range `[-2, 2]`, but values higher or lower
/// can be used as a secondary zoom. /// can be used as a secondary zoom.
pub fn new(dimensions: UVec2, center: Vec2, rotate: f32, zoom: Vec2, scale: Vec2) -> Camera { pub fn new(dimensions: UVec2, center: Vec2, rotate: f32, zoom: Vec2, scale: Vec2) -> Camera {
@@ -39,7 +47,10 @@ impl Camera {
* zoom_transform * zoom_transform
* ifs_center_transform; * ifs_center_transform;
Camera { transform } Camera {
dimensions,
transform,
}
} }
/// Map a point from IFS coordinates to pixel coordinates. /// Map a point from IFS coordinates to pixel coordinates.
@@ -62,6 +73,21 @@ impl Camera {
pub fn transform_point(&self, point: Vec2) -> IVec2 { pub fn transform_point(&self, point: Vec2) -> IVec2 {
self.transform.transform_point2(point).as_ivec2() self.transform.transform_point2(point).as_ivec2()
} }
/// Map a point from IFS coordinates to pixel coordinates (like [`transform_point`](Camera::transform_point)),
/// and check that the result is within the provided image dimensions.
pub fn transform_point_to_image(&self, point: Vec2) -> Option<UVec2> {
let pixel_coordinates = self.transform_point(point);
if pixel_coordinates.x < 0
|| pixel_coordinates.y < 0
|| (pixel_coordinates.x as u32) >= self.dimensions.x
|| (pixel_coordinates.y as u32) >= self.dimensions.y
{
None
} else {
Some(pixel_coordinates.as_uvec2())
}
}
} }
#[cfg(test)] #[cfg(test)]
+93
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@@ -0,0 +1,93 @@
//! # 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 glam::{Vec2, vec2};
use rand::distr::{Distribution, StandardUniform};
use rand::{Rng, RngExt};
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],
) -> (Vec2, u32) {
let mut choice_weight = rng.sample::<f32, _>(StandardUniform);
let mut transform_index: u32 = 0;
for weight in weights {
choice_weight -= weight;
if choice_weight <= 0.0 {
break;
}
transform_index += 1;
}
(
transforms[transform_index as usize].transform_point(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],
}
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 {
let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
ChaosGame {
current_point,
rng,
transforms,
weights,
}
}
}
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.current_point = next_point;
Some(next_point)
}
}
+9 -53
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@@ -3,19 +3,20 @@
#![warn(missing_docs)] #![warn(missing_docs)]
pub mod camera; pub mod camera;
pub mod chaos_game;
pub mod transform;
use bytemuck::{Pod, Zeroable}; use bytemuck::{Pod, Zeroable};
use core::f32::consts::PI; use core::f32::consts::PI;
use glam::{Affine2, Vec2, Vec3, Vec4, vec2, vec3}; use glam::{Affine2, Vec3, Vec4, vec2, vec3};
use rand::distr::StandardUniform;
use rand::{Rng, RngExt};
#[cfg(target_arch = "spirv")] #[cfg(target_arch = "spirv")]
use spirv_std::num_traits::Float; use spirv_std::num_traits::Float;
use spirv_std::spirv; use spirv_std::spirv;
/// Utility trait for [`Affine2`] to convert between `flam3` notation and [`glam`]. /// Utility trait to convert between `flam3` notation and [`glam`].
#[allow(missing_docs)]
pub trait Coefficients2 { pub trait Coefficients2 {
/// Convert affine transformation coefficients to the [`Affine2`] representation. /// Convert affine transformation coefficients to the [`glam`] representation.
/// Parameters use the following form: /// Parameters use the following form:
/// ///
/// ```text /// ```text
@@ -77,54 +78,7 @@ impl Coefficients2 for Affine2 {
#[derive(Copy, Clone, Pod, Zeroable)] #[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)] #[repr(C)]
pub struct Transform { #[allow(missing_docs)]
pub coefficients: Affine2,
}
impl Transform {
pub fn new(coefficients: Affine2) -> Self {
Transform { coefficients }
}
pub fn transform_point(&self, point: Vec2) -> Vec2 {
self.coefficients.transform_point2(point)
}
}
/// 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>(
rng: &mut R,
point: Vec2,
weights: &[f32],
transforms: &[Transform],
) -> (Vec2, u32) {
let mut choice_weight = rng.sample::<f32, _>(StandardUniform);
let mut transform_index: u32 = 0;
for weight in weights {
choice_weight -= weight;
if choice_weight <= 0.0 {
break;
}
transform_index += 1;
}
(
transforms[transform_index as usize].transform_point(point),
transform_index,
)
}
#[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct ShaderConstants { pub struct ShaderConstants {
pub width: u32, pub width: u32,
pub height: u32, pub height: u32,
@@ -132,11 +86,13 @@ pub struct ShaderConstants {
} }
#[spirv(fragment)] #[spirv(fragment)]
#[allow(missing_docs)]
pub fn main_fs(vtx_color: Vec3, output: &mut Vec4) { pub fn main_fs(vtx_color: Vec3, output: &mut Vec4) {
*output = Vec4::from((vtx_color, 1.)); *output = Vec4::from((vtx_color, 1.));
} }
#[spirv(vertex)] #[spirv(vertex)]
#[allow(missing_docs)]
pub fn main_vs( pub fn main_vs(
#[spirv(vertex_index)] vert_id: i32, #[spirv(vertex_index)] vert_id: i32,
#[spirv(descriptor_set = 0, binding = 0, storage_buffer)] constants: &ShaderConstants, #[spirv(descriptor_set = 0, binding = 0, storage_buffer)] constants: &ShaderConstants,
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@@ -0,0 +1,26 @@
//! # 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 bytemuck::{Pod, Zeroable};
use glam::{Affine2, Vec2};
/// Affine transform for use in the [`chaos_game`](crate::chaos_game).
#[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct Transform {
coefficients: Affine2,
}
impl Transform {
/// Create a new transform from an affine transformation matrix
pub fn new(coefficients: Affine2) -> Self {
Transform { coefficients }
}
/// 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)
}
}