Compare commits
4 Commits
df747855b6
...
variation
| Author | SHA1 | Date | |
|---|---|---|---|
| 3c5563c940 | |||
| c3224fadd8 | |||
| 44b71c2692 | |||
| 6671475c75 |
+2
-2
@@ -24,7 +24,7 @@ bytemuck = { version = "1.25.0", features = ["derive"] }
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glam = { version = "0.33.1", default-features = false, features = ["bytemuck", "scalar-math"] }
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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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image = { version = "0.25.10", default-features = false, features = ["default-formats"]}
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libm = "0.2.16"
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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 = { version = "0.10.1", default-features = false }
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rspirv = "0.13.0"
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rand_xoshiro = "0.8.1"
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rand_xoshiro = "0.8.1"
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rspirv = "0.13.0"
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tempfile = "3.27.0"
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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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@@ -14,10 +14,10 @@ bytemuck.workspace = true
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glam.workspace = true
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glam.workspace = true
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libm.workspace = true
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libm.workspace = true
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rand.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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spirv-std.workspace = true
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[dev-dependencies]
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[dev-dependencies]
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anyhow.workspace = true
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anyhow.workspace = true
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image.workspace = true
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image.workspace = true
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rand_xoshiro.workspace = true
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tempfile.workspace = true
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tempfile.workspace = true
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@@ -1,36 +1,54 @@
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use anyhow::{Context, Result};
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use anyhow::{Context, Result};
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use enkou_shaders::Coefficients2;
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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::Camera;
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use enkou_shaders::chaos_game::ChaosGame;
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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::transform::Transform;
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use glam::{Affine2, UVec2, Vec2, uvec2};
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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 image::{GrayImage, Luma};
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use rand::SeedableRng;
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use rand_xoshiro::Xoshiro256StarStar;
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use std::mem;
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use std::mem;
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use std::process::Command;
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use std::process::Command;
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use tempfile::NamedTempFile;
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use tempfile::NamedTempFile;
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const ITERATIONS: u32 = 50_000;
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const ITERATIONS_DISCARD: u32 = 20;
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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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const IMAGE_DIMENSION: UVec2 = uvec2(600, 600);
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pub fn main() -> Result<()> {
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pub fn main() -> Result<()> {
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let seed: u64 = 4; // chosen by fair dice roll
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let mut rng = Xoshiro256StarStar::seed_from_u64(seed);
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let transforms = [
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let transforms = [
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// F_0: (x / 2, y / 2)
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// F_0: (x / 2, y / 2)
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Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0)),
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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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// F_1: ((x + 1) / 2, y / 2)
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Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0)),
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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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// F_2: (x / 2, (y + 1) / 2)
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Transform::new(Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5)),
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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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];
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let weights = [1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0];
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let weights = [1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0];
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let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
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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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// 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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let camera = Camera::new(
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@@ -41,26 +59,29 @@ pub fn main() -> Result<()> {
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IMAGE_DIMENSION.as_vec2(),
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IMAGE_DIMENSION.as_vec2(),
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);
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);
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let mut chaos_game = ChaosGame::new(&mut rng, &transforms, &weights);
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let mut output_points_pixel = Vec::new();
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for i in 0..ITERATIONS {
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output_points_pixel.resize(ITERATIONS as usize, IVec2::ZERO);
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let next_point = chaos_game.next().unwrap();
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if i < ITERATIONS_DISCARD {
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main_camera(&camera, &output_points_ifs, &mut output_points_pixel);
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continue;
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}
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if let Some(next_point) = camera.transform_point_to_image(next_point) {
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let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
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image.put_pixel(next_point.x, next_point.y, Luma([255u8]))
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let dimensions = image.dimensions();
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}
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output_points_pixel
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}
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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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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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image.save(temp.path()).context("Unable to save image")?;
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let open_program = cfg_select! {
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let open_program: &str = cfg_select! {
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unix => "xdg-open",
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unix => Some("xdg-open"),
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_ => panic!("Unknown system"),
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_ => None,
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};
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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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Command::new(open_program)
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.arg(temp.path())
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.arg(temp.path())
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@@ -90,6 +90,25 @@ impl Camera {
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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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/// 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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) {
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for i in 0..coordinates_ifs.len() {
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coordinates_pixel[i] = camera.transform_point(coordinates_ifs[i])
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}
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}
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}
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#[cfg(test)]
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#[cfg(test)]
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mod test {
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mod test {
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use crate::camera::Camera;
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use crate::camera::Camera;
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@@ -12,10 +12,12 @@
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//!
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//!
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//! This algorithm is also known as the ["chaos game"](https://en.wikipedia.org/wiki/Chaos_game),
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//! This algorithm is also known as the ["chaos game"](https://en.wikipedia.org/wiki/Chaos_game),
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//! and it forms the basic system for producing images.
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//! and it forms the basic system for producing images.
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use crate::transform::Transform;
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use crate::transform::Transform;
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use glam::{Vec2, vec2};
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use crate::variation::Variation;
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use rand::distr::{Distribution, StandardUniform};
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use rand::distr::{Distribution, StandardUniform};
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use rand::{Rng, RngExt};
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use rand::{Rng, RngExt};
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use spirv_std::glam::{Vec2, vec2};
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|
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struct BiUnit;
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struct BiUnit;
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impl Distribution<f32> for BiUnit {
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impl Distribution<f32> for BiUnit {
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@@ -37,12 +39,13 @@ pub fn step_chaos_game<R: Rng>(
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rng: &mut R,
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rng: &mut R,
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transforms: &[Transform],
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transforms: &[Transform],
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weights: &[f32],
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weights: &[f32],
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variations: &[Variation],
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) -> (Vec2, u32) {
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) -> (Vec2, u32) {
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let mut choice_weight = rng.sample::<f32, _>(StandardUniform);
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let mut choice_weight = rng.sample::<f32, _>(StandardUniform);
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let mut transform_index: u32 = 0;
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let mut transform_index: u32 = 0;
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|
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for weight in weights {
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for i in 0..weights.len() {
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choice_weight -= weight;
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choice_weight -= weights[i];
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if choice_weight <= 0.0 {
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if choice_weight <= 0.0 {
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break;
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break;
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}
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}
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@@ -51,7 +54,7 @@ pub fn step_chaos_game<R: Rng>(
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}
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}
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|
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(
|
(
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transforms[transform_index as usize].transform_point(point),
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transforms[transform_index as usize].transform_point(rng, variations, point),
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transform_index,
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transform_index,
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)
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)
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}
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}
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@@ -65,17 +68,24 @@ pub struct ChaosGame<'a, R: Rng> {
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rng: &'a mut R,
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rng: &'a mut R,
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transforms: &'a [Transform],
|
transforms: &'a [Transform],
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weights: &'a [f32],
|
weights: &'a [f32],
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|
variations: &'a [Variation],
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}
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}
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|
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impl<'a, R: Rng> ChaosGame<'a, R> {
|
impl<'a, R: Rng> ChaosGame<'a, R> {
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/// Create a new chaos game iterator
|
/// Create a new chaos game iterator
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pub fn new(rng: &'a mut R, transforms: &'a [Transform], weights: &'a [f32]) -> Self {
|
pub fn new(
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|
rng: &'a mut R,
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|
transforms: &'a [Transform],
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|
weights: &'a [f32],
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|
variations: &'a [Variation],
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|
) -> Self {
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let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
|
let current_point = vec2(rng.sample(BiUnit), rng.sample(BiUnit));
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ChaosGame {
|
ChaosGame {
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current_point,
|
current_point,
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rng,
|
rng,
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transforms,
|
transforms,
|
||||||
weights,
|
weights,
|
||||||
|
variations,
|
||||||
}
|
}
|
||||||
}
|
}
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||||||
}
|
}
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@@ -84,10 +94,50 @@ impl<'a, R: Rng> Iterator for ChaosGame<'a, R> {
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type Item = Vec2;
|
type Item = Vec2;
|
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|
|
||||||
fn next(&mut self) -> Option<Self::Item> {
|
fn next(&mut self) -> Option<Self::Item> {
|
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let (next_point, _) =
|
let (next_point, _) = step_chaos_game(
|
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step_chaos_game(self.current_point, self.rng, self.transforms, self.weights);
|
self.current_point,
|
||||||
|
self.rng,
|
||||||
|
self.transforms,
|
||||||
|
self.weights,
|
||||||
|
self.variations,
|
||||||
|
);
|
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self.current_point = next_point;
|
self.current_point = next_point;
|
||||||
|
|
||||||
Some(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;
|
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|
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,
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||||||
|
#[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
@@ -4,14 +4,11 @@
|
|||||||
|
|
||||||
pub mod camera;
|
pub mod camera;
|
||||||
pub mod chaos_game;
|
pub mod chaos_game;
|
||||||
|
mod rng;
|
||||||
pub mod transform;
|
pub mod transform;
|
||||||
|
pub mod variation;
|
||||||
|
|
||||||
use bytemuck::{Pod, Zeroable};
|
use glam::Affine2;
|
||||||
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;
|
|
||||||
|
|
||||||
/// Utility trait to convert between `flam3` notation and [`glam`].
|
/// Utility trait to convert between `flam3` notation and [`glam`].
|
||||||
#[allow(missing_docs)]
|
#[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;
|
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 a(&self) -> f32;
|
||||||
fn b(&self) -> f32;
|
fn b(&self) -> f32;
|
||||||
fn c(&self) -> f32;
|
fn c(&self) -> f32;
|
||||||
@@ -47,10 +66,23 @@ pub trait Coefficients2 {
|
|||||||
}
|
}
|
||||||
|
|
||||||
impl Coefficients2 for Affine2 {
|
impl Coefficients2 for Affine2 {
|
||||||
|
#[inline]
|
||||||
fn from_coefficients(a: f32, b: f32, c: f32, d: f32, e: f32, f: f32) -> Affine2 {
|
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])
|
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 {
|
fn a(&self) -> f32 {
|
||||||
self.matrix2.x_axis.x
|
self.matrix2.x_axis.x
|
||||||
}
|
}
|
||||||
@@ -75,34 +107,3 @@ impl Coefficients2 for Affine2 {
|
|||||||
self.translation.y
|
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];
|
|
||||||
}
|
|
||||||
|
|||||||
@@ -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) }
|
||||||
|
}
|
||||||
@@ -3,24 +3,46 @@
|
|||||||
//! Transforms are the "functions" in an iterated function system. They take in a point,
|
//! 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,
|
//! and generate a new point. For fractal flames, transforms are always affine,
|
||||||
//! but produce more interesting images once we add variations.
|
//! but produce more interesting images once we add variations.
|
||||||
|
use crate::variation::Variation;
|
||||||
use bytemuck::{Pod, Zeroable};
|
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).
|
/// Affine transform for use in the [`chaos_game`](crate::chaos_game).
|
||||||
#[derive(Copy, Clone, Pod, Zeroable)]
|
#[derive(Copy, Clone, Pod, Zeroable)]
|
||||||
#[repr(C)]
|
#[repr(C)]
|
||||||
pub struct Transform {
|
pub struct Transform {
|
||||||
coefficients: Affine2,
|
coefficients: Affine2,
|
||||||
|
variation_range: UVec2,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Transform {
|
impl Transform {
|
||||||
/// Create a new transform from an affine transformation matrix
|
/// Create a new transform from an affine transformation matrix
|
||||||
pub fn new(coefficients: Affine2) -> Self {
|
pub fn new(coefficients: Affine2, variation_range: UVec2) -> Self {
|
||||||
Transform { coefficients }
|
Transform {
|
||||||
|
coefficients,
|
||||||
|
variation_range,
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Apply this transform to a point in IFS coordinates, producing a new point
|
/// Apply this transform to a point in IFS coordinates, producing a new point
|
||||||
pub fn transform_point(&self, point: Vec2) -> Vec2 {
|
pub fn transform_point<R: Rng>(
|
||||||
self.coefficients.transform_point2(point)
|
&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