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Author SHA1 Message Date
bspeice 0d9d2b693e Fix palette blend modes, add unit tests
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2026-07-03 17:48:35 -04:00
bspeice 5bd325d0ea Implement camera colors
Still needs some unit tests, and to fix the gasket example
2026-07-03 17:48:35 -04:00
bspeice 4e508884ae Implement transform colors 2026-07-03 17:48:35 -04:00
bspeice 4005e14ab0 Merge pull request 'Include examples as part of cargo check' (#5) from ci_all_targets into main
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CI / cargo test (push) Successful in 13m7s
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Reviewed-on: #5
2026-07-03 17:48:20 -04:00
8 changed files with 310 additions and 75 deletions
+6 -1
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@@ -16,7 +16,12 @@ 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];
builder.capabilities = vec![
Capability::Int8,
Capability::Int16,
Capability::Int64,
Capability::Float64,
];
let compile_result = builder.build()?;
let spv_path = compile_result.module.unwrap_single();
+5 -2
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@@ -64,7 +64,10 @@ mod test {
}
#[test]
pub fn has_entry_main_camera() {
assert!(has_entry_point(ExecutionModel::GLCompute, "main_camera"))
pub fn has_entry_main_image_render() {
assert!(has_entry_point(
ExecutionModel::GLCompute,
"main_image_render"
))
}
}
+24 -15
View File
@@ -1,12 +1,12 @@
use anyhow::{Context, Result};
use enkou_shaders::Coefficients2;
use enkou_shaders::camera::Camera;
use enkou_shaders::camera::entry::main_camera;
use enkou_shaders::camera::entry::main_image_render;
use enkou_shaders::chaos_game::entry::main_chaos_game;
use enkou_shaders::transform::Transform;
use enkou_shaders::variation::Variation;
use glam::{Affine2, IVec2, UVec2, Vec2, uvec2};
use image::{GrayImage, Luma};
use glam::{Affine2, UVec2, Vec2, Vec4, uvec2, vec2};
use image::{Rgba, Rgba32FImage};
use std::mem;
use std::process::Command;
use tempfile::NamedTempFile;
@@ -21,16 +21,19 @@ pub fn main() -> Result<()> {
Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0),
uvec2(0, 1),
vec2(0.0, 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),
uvec2(0, 1),
vec2(0.0, 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),
uvec2(0, 1),
vec2(0.0, 0.0),
),
];
@@ -39,7 +42,7 @@ pub fn main() -> Result<()> {
let variations = [Variation::IDENTITY];
let mut output_points_ifs = Vec::new();
output_points_ifs.resize(ITERATIONS as usize, Vec2::ZERO);
output_points_ifs.resize(ITERATIONS as usize, Vec4::ZERO);
main_chaos_game(
ITERATIONS_DISCARD,
@@ -59,20 +62,26 @@ pub fn main() -> Result<()> {
IMAGE_DIMENSION.as_vec2(),
);
let palette = &[Vec4::ONE; 2];
let mut output_points_pixel = Vec::new();
output_points_pixel.resize(ITERATIONS as usize, IVec2::ZERO);
output_points_pixel.resize(ITERATIONS as usize, Vec4::ZERO);
main_camera(&camera, &output_points_ifs, &mut output_points_pixel);
main_image_render(
&camera,
palette,
&output_points_ifs,
&mut output_points_pixel,
);
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 mut image = Rgba32FImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
for x in 0..image.dimensions().0 {
for y in 0..image.dimensions().1 {
let pixel_index = y * IMAGE_DIMENSION.x + x;
let pixel = output_points_pixel[pixel_index as usize];
image.put_pixel(x, y, Rgba(pixel.into()));
}
}
let temp = NamedTempFile::with_suffix(".png").context("Unable to create file for image")?;
image.save(temp.path()).context("Unable to save image")?;
+132 -42
View File
@@ -2,8 +2,47 @@
//!
//! 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;
use glam::{Affine2, IVec2, UVec2, Vec2, Vec4, Vec4Swizzles, vec2};
use libm::{floorf, powf};
/// Blending modes for mapping IFS color values (which are on a scale `[0, 1]`)
/// to RGBA colors.
#[derive(Copy, Clone)]
#[repr(u32)]
pub enum BlendMode {
/// Map IFS color values to a linear blend of the nearest two palette colors
Linear = 0,
/// Map IFS color values to the nearest single palette color
Step = 1,
}
impl Default for BlendMode {
fn default() -> Self {
BlendMode::Linear
}
}
impl BlendMode {
/// Map an IFS color value to RGBA color from the provided palette.
pub fn ifs_to_rgb(&self, color: f32, palette: &[Vec4]) -> Vec4 {
let colors_m_one = palette.len() - 1;
let period = 1.0 / colors_m_one as f32;
let index_lower = floorf(color / period) as usize;
let index_upper = (index_lower + 1).clamp(0, colors_m_one);
let rem = color % period / period;
match self {
BlendMode::Linear => palette[index_lower].lerp(palette[index_upper], rem),
BlendMode::Step => palette[index_lower],
}
}
}
// UNSAFE: Sound because enum has guaranteed layout (u32) and defined zero-value
unsafe impl bytemuck::Zeroable for BlendMode {}
// UNSAFE: Sound because enum has guaranteed layout (u32) and defined zero-value
unsafe impl bytemuck::Pod for BlendMode {}
/// Settings used to map IFS coordinates to pixel coordinates.
///
@@ -14,6 +53,8 @@ use libm::powf;
pub struct Camera {
dimensions: UVec2,
transform: Affine2,
blend_mode: BlendMode,
image_gamma: f32,
}
impl Camera {
@@ -50,73 +91,122 @@ impl Camera {
Camera {
dimensions,
transform,
blend_mode: BlendMode::Linear,
image_gamma: 1.5,
}
}
/// Map a point from IFS coordinates to pixel coordinates.
///
/// ```
/// # use glam::{vec2, ivec2, uvec2, Vec2};
/// # use crate::enkou_shaders::camera::Camera;
/// // Output image is 600x600 pixels, centered at the origin, no rotation, no zoom,
/// // and scaled such that it covers the range [-2, 2].
/// // Use the origin as the IFS coordinate, so the pixel coordinate is the center of the image
/// let camera = Camera::new(
/// uvec2(600, 600),
/// Vec2::ZERO,
/// 0.0,
/// Vec2::ZERO,
/// vec2(150.0, 150.0)
/// );
/// assert_eq!(camera.transform_point(vec2(0.0, 0.0)), ivec2(300, 300));
/// ```
pub fn transform_point(&self, point: Vec2) -> IVec2 {
fn transform_point(&self, point: Vec2) -> 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);
/// Map a point from IFS coordinates to a pixel index and RGBA value; if the IFS coordinate
/// is outside the viewable range, return [`None`].
pub fn transform_point_to_image(&self, point: Vec4, palette: &[Vec4]) -> Option<(usize, Vec4)> {
let pixel_coordinates = self.transform_point(point.xy());
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())
return None;
}
let to_pixel_index = self.dimensions.with_y(0);
let pixel_index = pixel_coordinates.as_uvec2().dot(to_pixel_index) as usize;
let rgba = self.blend_mode.ifs_to_rgb(point.w, palette);
Some((pixel_index, rgba))
}
}
/// Shader entry point for running the camera transformation over a list of IFS coordinates
#[allow(missing_docs)]
pub mod entry {
use crate::camera::Camera;
use spirv_std::glam::{IVec2, Vec2};
use glam::Vec4;
use libm::log10f;
use spirv_std::spirv;
/// Transform IFS coordinates to pixel coordinates
#[spirv(compute(entry_point_name = "main_camera", threads(1)))]
pub fn main_camera(
/// Render an output image from a list of IFS coordinates.
///
/// Arguments:
/// * `camera` - Camera settings for mapping IFS coordinates to pixel coordinates
/// * `palette` - Color palette to use when mapping IFS color to RGB colors. Individual elements
/// are assumed to be RGBA values on the scale of `[0, 1]`
/// * `coordinates_ifs` - IFS coordinates to use for the output image
/// * `image` - Buffer for the output image
#[spirv(compute(entry_point_name = "main_image_render", threads(1)))]
pub fn main_image_render(
#[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],
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] palette: &[Vec4],
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] coordinates_ifs: &[Vec4],
#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] image: &mut [Vec4],
) {
for i in 0..coordinates_ifs.len() {
coordinates_pixel[i] = camera.transform_point(coordinates_ifs[i])
for coordinate_index in 0..coordinates_ifs.len() {
camera
.transform_point_to_image(coordinates_ifs[coordinate_index], palette)
.map(|(pixel_index, rgba)| image[pixel_index] += rgba);
}
for pixel_index in 0..image.len() {
// TODO: Fix the bootleg gamma adjustment
let pixel_unscaled = image[pixel_index];
let pixel =
pixel_unscaled * log10f(pixel_unscaled.w) / (pixel_unscaled.w * camera.image_gamma);
image[pixel_index] = pixel;
}
}
}
#[cfg(test)]
mod test {
use crate::camera::Camera;
use glam::{Affine2, Vec2, ivec2, uvec2, vec2};
use crate::camera::{BlendMode, Camera};
use glam::{Affine2, Vec2, Vec4, ivec2, uvec2, vec2};
use libm::powf;
fn vec4s(value: f32) -> Vec4 {
Vec4::splat(value)
}
#[test]
pub fn manual_camera() {
fn blend_linear() {
let ifs_to_rgb = |color, palette| BlendMode::Linear.ifs_to_rgb(color, palette);
let palette = &[vec4s(0.0), vec4s(1.0)];
assert_eq!(ifs_to_rgb(0.0, palette), vec4s(0.0));
assert_eq!(ifs_to_rgb(0.5, palette), vec4s(0.5));
assert_eq!(ifs_to_rgb(1.0, palette), vec4s(1.0));
let palette = &[vec4s(1.0), vec4s(2.0), vec4s(3.0)];
assert_eq!(ifs_to_rgb(0.0, palette), vec4s(1.0));
assert_eq!(ifs_to_rgb(0.5, palette), vec4s(2.0));
assert_eq!(ifs_to_rgb(1.0, palette), vec4s(3.0));
let palette = &[vec4s(1.0), vec4s(2.0), vec4s(3.0), vec4s(4.0)];
assert_eq!(ifs_to_rgb(0.0, palette), vec4s(1.0));
assert_eq!(ifs_to_rgb(0.5, palette), vec4s(2.5));
assert_eq!(ifs_to_rgb(1.0, palette), vec4s(4.0));
}
#[test]
fn blend_step() {
let ifs_to_rgb = |color, palette| BlendMode::Step.ifs_to_rgb(color, palette);
let palette = &[vec4s(0.0), vec4s(1.0)];
assert_eq!(ifs_to_rgb(0.5, palette), vec4s(0.0));
let palette = &[vec4s(1.0), vec4s(2.0), vec4s(3.0)];
assert_eq!(ifs_to_rgb(0.0, palette), palette[0]);
assert_eq!(ifs_to_rgb(0.25, palette), palette[0]);
assert_eq!(ifs_to_rgb(0.4, palette), palette[0]);
assert_eq!(ifs_to_rgb(0.5, palette), palette[1]);
assert_eq!(ifs_to_rgb(0.7, palette), palette[1]);
assert_eq!(ifs_to_rgb(1.0, palette), palette[2]);
}
#[test]
fn camera_manual() {
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)
@@ -154,7 +244,7 @@ mod test {
}
#[test]
pub fn point_outside_camera() {
fn camera_point_outside_image() {
// Scale 250 for an image 1000 x 1000 gives an effective range of [-2, 2]
let camera = Camera::new(
uvec2(1000, 1000),
@@ -169,7 +259,7 @@ mod test {
}
#[test]
pub fn point_outside_camera_negative() {
fn camera_point_outside_image_negative() {
// Scale 250 for an image 1000 x 1000 gives an effective range of [-2, 2]
let camera = Camera::new(
uvec2(1000, 1000),
@@ -184,7 +274,7 @@ mod test {
}
#[test]
pub fn aspect_ratio() {
fn camera_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(
+26 -12
View File
@@ -12,7 +12,6 @@
//!
//! 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};
@@ -36,13 +35,14 @@ impl Distribution<f32> for BiUnit {
/// * `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,
color: f32,
rng: &mut R,
transforms: &[Transform],
weights: &[f32],
variations: &[Variation],
) -> (Vec2, u32) {
) -> (Vec2, f32, usize) {
let mut choice_weight = rng.sample::<f32, _>(StandardUniform);
let mut transform_index: u32 = 0;
let mut transform_index: usize = 0;
for i in 0..weights.len() {
choice_weight -= weights[i];
@@ -53,8 +53,10 @@ pub fn step_chaos_game<R: Rng>(
transform_index += 1;
}
let ref transform = transforms[transform_index];
(
transforms[transform_index as usize].transform_point(rng, variations, point),
transform.transform_point(rng, variations, point),
transform.transform_color(color),
transform_index,
)
}
@@ -65,6 +67,7 @@ pub fn step_chaos_game<R: Rng>(
/// New points in the chaos game are produced by iterating on the chaos game.
pub struct ChaosGame<'a, R: Rng> {
current_point: Vec2,
current_color: f32,
rng: &'a mut R,
transforms: &'a [Transform],
weights: &'a [f32],
@@ -79,9 +82,9 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
weights: &'a [f32],
variations: &'a [Variation],
) -> Self {
let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
ChaosGame {
current_point,
current_point: vec2(rng.sample(BiUnit), rng.sample(BiUnit)),
current_color: rng.sample(StandardUniform),
rng,
transforms,
weights,
@@ -91,19 +94,21 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
}
impl<'a, R: Rng> Iterator for ChaosGame<'a, R> {
type Item = Vec2;
type Item = (Vec2, f32);
fn next(&mut self) -> Option<Self::Item> {
let (next_point, _) = step_chaos_game(
let (next_point, next_color, _) = step_chaos_game(
self.current_point,
self.current_color,
self.rng,
self.transforms,
self.weights,
self.variations,
);
self.current_point = next_point;
self.current_color = next_color;
Some(next_point)
Some((next_point, next_color))
}
}
@@ -113,11 +118,17 @@ pub mod entry {
use crate::rng::xoshiro256starstar_from_seed;
use crate::transform::Transform;
use crate::variation::Variation;
use glam::Vec2;
use glam::Vec4;
use spirv_std::spirv;
/// Given a set of fractal flame parameters, generate new IFS coordinates
/// and store them in the output array.
///
/// Arguments:
/// * `iteration_discard` - Choas game steps to discard prior to recording into the output buffer
/// * `output` - Output buffer to record chaos game steps into. Because of alignment issues,
/// the output is recorded as a [`Vec4`]; the IFS (x, y) coordinate is in `x` and `y`,
/// and color is in `w`
#[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,
@@ -125,7 +136,7 @@ pub mod entry {
#[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],
#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] output: &mut [Vec4],
) {
let mut rng_seed_actual = [0u8; 32];
(0..32).for_each(|i| rng_seed_actual[i] = rng_seed[i]);
@@ -138,7 +149,10 @@ pub mod entry {
}
for i in 0..output.len() {
output[i] = chaos_game.next().unwrap();
output[i] = chaos_game
.next()
.map(|output| (output.0, 0.0, output.1).into())
.unwrap();
}
}
}
+1 -1
View File
@@ -19,7 +19,7 @@ pub(crate) fn xoshiro256starstar_from_seed(
) -> Xoshiro256StarStar {
let mut rng_state_actual = [0u64; 4];
// NOTE: Bit shifting is bad, but we don't have great alternatives:
// NOTE: Bit shifting is tedious, but we don't have great alternatives:
// - `chunks_exact` has issues with pointer casting
// - `u64::from_le_bytes` has issues with `OpBitcast` in SPIR-V validation
for i in 0..rng_state_actual.len() {
+110 -2
View File
@@ -5,7 +5,7 @@
//! but produce more interesting images once we add variations.
use crate::variation::Variation;
use bytemuck::{Pod, Zeroable};
use glam::{Affine2, UVec2, Vec2};
use glam::{Affine2, FloatExt, UVec2, Vec2};
use rand::Rng;
/// Affine transform for use in the [`chaos_game`](crate::chaos_game).
@@ -14,14 +14,21 @@ use rand::Rng;
pub struct Transform {
coefficients: Affine2,
variation_range: UVec2,
color: Vec2,
}
impl Transform {
/// Create a new transform from an affine transformation matrix
pub fn new(coefficients: Affine2, variation_range: UVec2) -> Self {
///
/// Arguments:
/// * `coefficients` - Affine transform coefficients for this transformation. Applied prior to variations
/// * `variation_range` - (half-open) range of variations to apply during [`Self::transform_point`]
/// * `color` - Color value and speed to apply during [`Self::transform_color`]
pub fn new(coefficients: Affine2, variation_range: UVec2, color: Vec2) -> Self {
Transform {
coefficients,
variation_range,
color,
}
}
@@ -45,4 +52,105 @@ impl Transform {
point_output
}
/// Mix an existing color with this transform's color
pub fn transform_color(&self, color: f32) -> f32 {
color.lerp(self.color.x, self.color.y)
}
}
#[cfg(test)]
mod test {
use crate::Coefficients2;
use crate::transform::Transform;
use crate::variation::{Variation, VariationKind};
use core::convert::Infallible;
use glam::{Affine2, Vec2, uvec2, vec2};
use rand::TryRng;
struct NullRng;
impl NullRng {
pub fn new() -> Self {
NullRng
}
}
impl TryRng for NullRng {
type Error = Infallible;
fn try_next_u32(&mut self) -> Result<u32, Self::Error> {
Ok(0)
}
fn try_next_u64(&mut self) -> Result<u64, Self::Error> {
Ok(0)
}
fn try_fill_bytes(&mut self, dst: &mut [u8]) -> Result<(), Self::Error> {
dst.iter_mut().for_each(|b| *b = 0);
Ok(())
}
}
#[test]
fn test_transform_point_identity() {
let transform = Transform::new(Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 0.0));
let variations = [Variation::IDENTITY];
let transform_point =
|point: Vec2| transform.transform_point(&mut NullRng::new(), &variations, point);
for (input, expected) in [
(vec2(0.0, 1.0), vec2(0.0, 1.0)),
(vec2(1.0, 0.0), vec2(1.0, 0.0)),
(vec2(1.0, 1.0), vec2(1.0, 1.0)),
] {
assert_eq!(transform_point(input), expected);
}
}
#[test]
fn test_transform_point_scaling() {
let transform = Transform::new(
Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0),
uvec2(0, 1),
vec2(0.0, 0.0),
);
let variations = [Variation::IDENTITY];
let transform_point =
|point: Vec2| transform.transform_point(&mut NullRng::new(), &variations, point);
for (input, expected) in [
(vec2(0.0, 1.0), vec2(0.0, 0.5)),
(vec2(1.0, 0.0), vec2(0.5, 0.0)),
(vec2(1.0, 1.0), vec2(0.5, 0.5)),
] {
assert_eq!(transform_point(input), expected);
}
}
#[test]
fn test_transform_point_scaling_variation() {
let transform = Transform::new(Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 0.0));
let variations = [Variation::new(VariationKind::Linear, 2.0, [0.0; 4].into())];
let transform_point =
|point: Vec2| transform.transform_point(&mut NullRng::new(), &variations, point);
for (input, expected) in [
(vec2(0.0, 1.0), vec2(0.0, 2.0)),
(vec2(1.0, 0.0), vec2(2.0, 0.0)),
(vec2(1.0, 1.0), vec2(2.0, 2.0)),
] {
assert_eq!(transform_point(input), expected);
}
}
#[test]
fn test_color_mixing() {
let transform = Transform::new(Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 0.5));
assert_eq!(transform.transform_color(0.0), 0.0);
assert_eq!(transform.transform_color(1.0), 0.5);
assert_eq!(transform.transform_color(0.5), 0.25);
}
}
+6
View File
@@ -20,6 +20,12 @@ use rand::{Rng, RngExt};
#[repr(C)]
pub struct VariationParams([f32; 4]);
impl From<[f32; 4]> for VariationParams {
fn from(value: [f32; 4]) -> Self {
VariationParams(value)
}
}
/// Enum for all supported variation types
///
/// ID numbers are chosen to match the variation identifier also used by `flam3`