30 Commits

Author SHA1 Message Date
bspeice fc76a8308a Add image accumulation
CI / cargo fmt (push) Failing after 27s
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2026-08-02 11:10:25 -04:00
bspeice 0d2e80145c Add color blending 2026-08-01 15:52:44 -04:00
bspeice 7adb747625 Add a color coordinate to the chaos game
All shader-related code has been removed; GPU entry points will be added once there's a better understanding of how the API should work.
2026-08-01 15:48:54 -04:00
bspeice 7ff19631ba Merge pull request 'Add clippy, fix up warnings' (#7) from clippy into main
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Reviewed-on: #7
2026-07-12 15:50:24 -04:00
bspeice 9ea4261a84 Add clippy, fix up warnings
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2026-07-12 14:46:06 -04:00
bspeice 81f23c1bd8 Merge pull request 'Implement post-transform coefficients' (#6) from post_transform into main
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Reviewed-on: #6
2026-07-12 13:43:22 -04:00
bspeice 08ada94bd2 Implement post-transform coefficients
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2026-07-12 10:05:19 -04:00
bspeice 4005e14ab0 Merge pull request 'Include examples as part of cargo check' (#5) from ci_all_targets into main
CI / cargo fmt (push) Successful in 22s
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Reviewed-on: #5
2026-07-03 17:48:20 -04:00
bspeice 3bd01da563 Include examples as part of cargo check
CI / cargo fmt (push) Successful in 23s
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2026-07-03 16:23:11 -04:00
bspeice 616bd2ae6d Merge pull request 'Variation' (#3) from variation into main
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Reviewed-on: #3
2026-07-03 09:29:05 -04:00
bspeice 86ef0887e3 Fix RNG transmutation
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2026-06-29 20:40:12 -04:00
bspeice 3c5563c940 Add documentation for recent functions
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2026-06-28 15:03:52 -04:00
bspeice c3224fadd8 Upgrade rand/rand_xoshiro version
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2026-06-27 18:27:43 -04:00
bspeice 44b71c2692 Add entry points for GPU 2026-06-27 18:25:41 -04:00
bspeice 6671475c75 Implement basic variation support
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2026-06-27 15:11:23 -04:00
bspeice df747855b6 Merge pull request 'Sierpinski Gasket' (#2) from sierpinski_gasket into main
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Reviewed-on: #2
2026-06-27 14:14:40 -04:00
bspeice 55cece063f Fix documentation whitespace
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2026-06-27 11:07:23 -04:00
bspeice 344ecc3450 Add missing documentation
CI / cargo fmt (push) Failing after 25s
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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
bspeice 90f886f971 Implement the IFS camera
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2026-06-20 15:10:25 -04:00
bspeice 1709336062 Add an initial implementation of the chaos game 2026-06-20 10:05:04 -04:00
bspeice bb4e0aa669 Add a coefficients trait for converting the affine coefficient notation flam3 uses to how glam represents it 2026-06-20 09:20:38 -04:00
bspeice 5603f19c22 Merge pull request 'Automatically install rust toolchain for CI' (#1) from cargo_gpu_builder into main
CI / cargo fmt (push) Successful in 23s
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Reviewed-on: #1
2026-06-19 22:20:22 -04:00
bspeice 35784514d6 Fix the CI action, the build scripts were fine
CI / cargo fmt (push) Successful in 25s
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2026-06-19 21:50:41 -04:00
bspeice 24a40adcad Revert "Automatically install rust toolchain for CI"
This reverts commit 0a17b24451.
2026-06-19 21:49:29 -04:00
bspeice 0a17b24451 Automatically install rust toolchain for CI
CI / cargo fmt (push) Successful in 9m34s
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2026-06-19 20:56:04 -04:00
bspeice 3652de9fd1 Attempt to use the Gitea build cache
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2026-06-19 20:55:30 -04:00
bspeice bf82670f9e Disable running CI on pull requests
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It's already running on push for all branches.
2026-06-19 20:01:15 -04:00
15 changed files with 1736 additions and 651 deletions
+6 -4
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@@ -1,7 +1,6 @@
name: "CI"
on:
push:
pull_request:
workflow_dispatch:
jobs:
@@ -22,7 +21,10 @@ jobs:
steps:
- uses: actions/checkout@v6
- uses: actions-rust-lang/setup-rust-toolchain@v1
- run: cargo check
with:
components: clippy
- run: cargo check --all-targets
- run: cargo clippy --all-targets
- run: cargo test
test-gpu:
@@ -31,5 +33,5 @@ jobs:
steps:
- uses: actions/checkout@v6
- uses: actions-rust-lang/setup-rust-toolchain@v1
- run: cargo install --git https://github.com/rust-gpu/rust-gpu cargo-gpu
- run: cargo gpu check -p enkou-shaders
- run: cargo install --git https://github.com/rust-gpu/rust-gpu cargo-gpu --rev 67f1ff2
- run: cargo gpu check --auto-install-rust-toolchain -p enkou-shaders
Generated
+743 -502
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File diff suppressed because it is too large Load Diff
+7 -4
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@@ -1,7 +1,6 @@
[workspace]
members = [
"enkou-shaders",
"enkou-shaders-tests",
]
resolver = "3"
@@ -13,6 +12,7 @@ license = "MIT"
repository = ""
[workspace.lints.rust]
missing_docs = { level = "warn" }
unexpected_cfgs = { level = "allow", check-cfg = ['cfg(target_arch, values("spirv"))'] }
[workspace.dependencies]
@@ -21,6 +21,9 @@ spirv-std = { git = "https://github.com/Rust-GPU/rust-gpu.git", rev = "67f1ff2"
anyhow = "1.0.102"
bytemuck = { version = "1.25.0", features = ["derive"] }
glam = { version = "0.33.1", default-features = false, features = ["libm"] }
rspirv = "0.13.0"
glam = { version = "0.33.1", default-features = false, features = ["bytemuck", "scalar-math"] }
image = { version = "0.25.10", default-features = false, features = ["default-formats"]}
libm = "0.2.16"
rand = { version = "0.10.1", default-features = false }
rand_xoshiro = "0.8.1"
tempfile = "3.27.0"
-18
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@@ -1,18 +0,0 @@
[package]
name = "enkou-shaders-tests"
publish = false
version.workspace = true
authors.workspace = true
edition.workspace = true
license.workspace = true
repository.workspace = true
[lints]
workspace = true
[dependencies]
rspirv.workspace = true
[build-dependencies]
anyhow.workspace = true
cargo-gpu-install.workspace = true
-26
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@@ -1,26 +0,0 @@
use cargo_gpu_install::install::Install;
use cargo_gpu_install::spirv_builder::{ShaderPanicStrategy, SpirvMetadata};
use std::path::PathBuf;
pub fn main() -> anyhow::Result<()> {
let manifest_dir = env!("CARGO_MANIFEST_DIR");
let crate_path = [manifest_dir, "..", "enkou-shaders"]
.iter()
.copied()
.collect::<PathBuf>();
let mut install = Install::from_shader_crate(crate_path.clone());
install.build_script = true;
install.auto_install_rust_toolchain = true;
let install = install.run()?;
let mut builder = install.to_spirv_builder(crate_path, "spirv-unknown-vulkan1.3");
builder.build_script.defaults = true;
builder.shader_panic_strategy = ShaderPanicStrategy::SilentExit;
builder.spirv_metadata = SpirvMetadata::Full;
let compile_result = builder.build()?;
let spv_path = compile_result.module.unwrap_single();
println!("cargo::rustc-env=SHADER_SPV_PATH={}", spv_path.display());
Ok(())
}
-67
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@@ -1,67 +0,0 @@
#[cfg(test)]
mod test {
use rspirv::binary::parse_bytes;
use rspirv::dr::{Module, Operand};
use rspirv::spirv::ExecutionModel;
use std::sync::OnceLock;
static SHADER_MODULE: OnceLock<Module> = OnceLock::new();
fn shader() -> &'static Module {
SHADER_MODULE.get_or_init(|| {
let shader_bytes = include_bytes!(env!("SHADER_SPV_PATH"));
let mut loader = rspirv::dr::Loader::new();
parse_bytes(shader_bytes, &mut loader).expect("Unable to parse shader");
loader.module()
})
}
fn has_entry_point(execution_model: ExecutionModel, name: &str) -> bool {
for ref entry_point in shader().entry_points.iter() {
let operands: Vec<Operand> = entry_point
.operands
.iter()
.filter(|op| match op {
Operand::ExecutionModel(_) | Operand::LiteralString(_) => true,
_ => false,
})
.map(|op| op.clone())
.collect();
assert_eq!(operands.len(), 2);
match &operands[0] {
Operand::ExecutionModel(actual) => {
if execution_model != *actual {
continue;
}
}
op => panic!("Unexpected operand; {}", op),
}
match &operands[1] {
Operand::LiteralString(actual) => {
if name != actual {
continue;
}
}
op => panic!("Unexpected operand; {}", op),
}
return true;
}
false
}
#[test]
pub fn has_entry_main_fs() {
assert!(has_entry_point(ExecutionModel::Fragment, "main_fs"))
}
#[test]
pub fn has_entry_main_vs() {
assert!(has_entry_point(ExecutionModel::Vertex, "main_vs"))
}
}
+10 -2
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@@ -10,6 +10,14 @@ repository.workspace = true
workspace = true
[dependencies]
spirv-std.workspace = true
glam.workspace = true
bytemuck.workspace = true
glam.workspace = true
libm.workspace = true
rand.workspace = true
rand_xoshiro.workspace = true
spirv-std.workspace = true
[dev-dependencies]
anyhow.workspace = true
image.workspace = true
tempfile.workspace = true
+106
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@@ -0,0 +1,106 @@
//! # Fractal flame
//!
//! The `flam3` sources include example parameters (`test.flam3`) to demonstrate the fractal flame algorithm,
//! which are copied here and used to generate an image that can be compared against the reference `flam3` renderer
use anyhow::Result;
use enkou_shaders::chaos_game::ChaosGame;
use enkou_shaders::transform::Transform;
use enkou_shaders::variation::{Variation, VariationKind};
use glam::{UVec2, UVec3, UVec4, Vec2, Vec2Swizzles, Vec4};
use rand::SeedableRng;
use rand_xoshiro::Xoshiro256StarStar;
use enkou_shaders::camera::Camera;
use enkou_shaders::image::BlendMode;
const ITERATIONS_DISCARD: usize = 100;
const IMAGE_DIMENSIONS: UVec2 = UVec2::new(640, 480);
const IMAGE_QUALITY: f32 = 10.0;
// Palette data copied from `flam3-palettes.xml`.
// Palettes are ASCII hexadecimal strings; two characters form a byte,
// and bytes are grouped in triplets to get a single RGB color.
const PALETTE: &'static str = "\
00dadebc00eee6c500eef2ce00eef2cf00e6eee100eaeed800f2f1eb00f2f5d8
00e6f2ce00deeac500d6dac600ced2bc00c2caa900becaa000ced6aa00dee2c5
00eaedce00eaf2c500dee2c500c2caaa00aebeaa00a5b29600a2a98d0096a284
008d8d7a0085897100858d710085856700797d6700797d670071795e00656d55
004d5d4200344025003040250030381c002c3c1c002c341c00242c1200242400
00242c0900283409003840120030401c0040502f0055694200657555006c7d5e
00748d710074898400748d8400788d840079897a0079857100757d670071795e
006c715e006d705e006c795e0068755e00697155006d7555006d755500697155
0065715500696d550064715e006870670068706700686c67006c6c5e0071715e
0079796700818571007d91710085927a0085927a007d9284007992840078928d
00788d8d00748d84007492840075927a006c85670064795e0059694b00aa5700
0038441c00303c1c002c3c1c003440250050614b005d6d5e0064715e0060715e
0060755e0068755e006c795e006c795e0071796700707967006c7d6700687967
006c7967006c75670071755e0071755e0075795e00757d5e00818d5e008d925e
008d9267009a9a71009aa27a009aa27a009aa17a00929a71008992670081855e
007d7d550069794b00616d4200444c250038441c0040512500454d2500716d42
00797d4b00817d5500797955006d755500697d55006c795e006579540068795e
00647967006479670068755e0064715e00646c5e00656d55004d584200344025
002c381c0020281c001c1409001818000004140000081000000c1800001c2809
00243012003c4425005d6555007579550085895e008991710096a271009aa27a
009eaa7a009eaa7a00aaae7100a6aa7a00a2aa7a00a1a57a00969e7a0085967a
0081927a0078927a0075927a00758d7a00708167007d7d670089896700929a71
009eaa7a00aab68400b2b68d00b6ba9700c2ca9700b2be8d00b2b68d00aab28d
00a2ae84009aa67a00929e7a00859a7a007d967a007d927a007d9284007d9284
0081968400859684008596840081928400859a8400859a84008d9a8400929684
009ea98400aeb28400aaba8400b2be8d00b6c2a000c6caa000c6ceaa00d6dab3
00dae2c500d2d6bc00bec2a000aab68d009ea67a00929a710089897100817d67
007d7d6700817867007d7d5e0079795e0079815e00817d6700817d6700818167
008189710085917a0089927a00969d7a00969e7a0092968400969a8d00929284
0089918400819284007d928d0078928d0074928d0078928d007896970081968d
0081968d00819a8d00859a8d00899e8d00899e8d008da2970095a297008da297
0096a68d009aa18d009ea984009ea67a00a2a571009ea671009aa67100959d71";
/// Generate an image
pub fn main() -> Result<()> {
let transforms: &[Transform] = &[];
let weights = [0.25; 4];
let variations = [Variation::new(
VariationKind::Spherical,
1.0,
[0.0; 4].into(),
)];
let camera = Camera::new(IMAGE_DIMENSIONS, Vec2::ZERO, 0.0, Vec2::ZERO, (IMAGE_DIMENSIONS / 2).as_vec2());
let palette_chars: String = PALETTE.chars().filter(|c| c.is_alphanumeric()).collect();
let palette_bytes: Vec<u8> = (0..palette_chars.len())
.step_by(2)
.map(|i| {
let s = &palette_chars[i..i + 2];
let b = u8::from_str_radix(s, 16).expect("illegal palette value");
b
})
.collect();
let palette_colors: Vec<Vec4> = palette_bytes
.chunks(3)
.map(|chunk| [chunk[0] as f32, chunk[1] as f32, chunk[2] as f32, 255.0].into())
.collect();
let mut rng = Xoshiro256StarStar::from_seed([4u8; 32]);
let chaos_game = ChaosGame::new(&mut rng, transforms, &weights, &variations);
let mut image_accum: Vec<Vec4> = Vec::new();
image_accum.resize(IMAGE_DIMENSIONS.element_product() as usize, Vec4::ZERO);
let iterations: usize = (IMAGE_DIMENSIONS.element_product() as f32 * IMAGE_QUALITY) as usize;
chaos_game.skip(ITERATIONS_DISCARD).take(iterations).for_each(|(ifs_point, ifs_color)| {
let pixel_point = camera.transform_point_to_image(ifs_point);
if pixel_point.is_none() {
return;
}
let pixel_point = pixel_point.unwrap();
let pixel_index = pixel_point.y * IMAGE_DIMENSIONS.x + pixel_point.x;
let pixel_color = BlendMode::Linear.ifs_to_rgb(ifs_color, palette_colors.as_ref());
image_accum[pixel_index as usize] += pixel_color;
});
Ok(())
}
+86
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@@ -0,0 +1,86 @@
//! # Sierpinski Gasket
//!
//! The Sierpinski Gasket is a simple iterated function system (IFS) that demonstrates
//! the basic principles of using the "chaos game" to generate images. Using a set of three
//! transforms, generate new points in the function system using the chaos game,
//! then plot those points and display the resulting image.
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 enkou_shaders::variation::Variation;
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_DISCARD: usize = 20;
const IMAGE_DIMENSION: UVec2 = uvec2(600, 600);
const IMAGE_QUALITY: f32 = 1.0;
/// Build and display a simple fractal - the Sierpinski Gasket
pub fn main() -> Result<()> {
let mut rng = Xoshiro256StarStar::from_seed([4u8; 32]);
let transforms = [
{
// F_0: (x / 2, y / 2)
let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0);
Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), 0.0, 0.5)
},
{
// F_1: ((x + 1) / 2, y / 2)
let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0);
Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), 0.5, 0.5)
},
{
// F_2: (x / 2, (y + 1) / 2)
let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5);
Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), 1.0, 0.5)
},
];
let weights = [1.0 / 3.0, 1.0 / 3.0, 1.0 / 3.0];
let variations = [Variation::IDENTITY];
// 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 image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
let chaos_game = ChaosGame::new(&mut rng, &transforms, &weights, &variations);
let iterations = (IMAGE_DIMENSION.element_product() as f32 * IMAGE_QUALITY) as usize;
chaos_game
.skip(ITERATIONS_DISCARD)
.take(iterations)
.for_each(|(ifs_point, _)| {
if let Some(pixel_point) = camera.transform_point_to_image(ifs_point) {
image.put_pixel(pixel_point.x, pixel_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 mut command = cfg_select! {
unix => Command::new("xdg-open").arg(temp.path()).spawn(),
windows => Command::new("PowerShell").arg("-Command").arg(format!("start {}", temp.path().display())).spawn(),
_ => Err(anyhow::anyhow!("No available program to open images"))?
}?;
command.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(())
}
+201
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@@ -0,0 +1,201 @@
//! # Camera
//!
//! Map points from the IFS coordinate system to pixel coordinates. This is a lossy transformation.
use bytemuck::{Pod, Zeroable};
use glam::{Affine2, IVec2, UVec2, Vec2, vec2};
use libm::powf;
/// Settings used to map IFS coordinates to pixel coordinates.
///
/// The camera is itself an affine transformation, capable of zoom, rotation, and translation
/// of the IFS coordinates before rendering to the final image.
#[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct Camera {
dimensions: UVec2,
transform: Affine2,
}
impl Camera {
/// Construct a new camera for translating IFS coordinates to pixel coordinates.
///
/// While the camera is implemented as a single affine transformation, it's helpful
/// to express the transform steps individually.
///
/// # Arguments
///
/// * `dimensions` - Width and height of the output image (in pixels).
/// * `center` - Location of the origin in IFS coordinates. Positive `x` shifts the image
/// left, and positive `y` position shifts the image up.
/// * `rotate` - Rotation angle (in radians) of IFS coordinates. Rotation is applied after the
/// `center` translation, so it is about the new origin.
/// * `zoom` - Zoom factor applied to IFS coordinates. IFS coordinates are scaled by
/// `pow(2, zoom)`, so a zoom factor of 0 is the identity.
/// * `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
/// can be used as a secondary zoom.
pub fn new(dimensions: UVec2, center: Vec2, rotate: f32, zoom: Vec2, scale: Vec2) -> Camera {
let ifs_center_transform = Affine2::from_translation(-center);
let zoom_transform = Affine2::from_scale(vec2(powf(2.0, zoom.x), powf(2.0, zoom.y)));
let scale_transform = Affine2::from_scale(scale);
let rotate_transform = Affine2::from_angle(rotate);
let image_center_transform = Affine2::from_translation((dimensions / 2).as_vec2());
let transform = image_center_transform
* rotate_transform
* scale_transform
* zoom_transform
* ifs_center_transform;
Camera {
dimensions,
transform,
}
}
/// 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 {
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())
}
}
}
/// Shader entry point for running the camera transformation over a list of IFS coordinates
pub mod entry {
use crate::camera::Camera;
use spirv_std::glam::{IVec2, Vec2};
use spirv_std::spirv;
/// Transform IFS coordinates to pixel coordinates
#[spirv(compute(entry_point_name = "main_camera", threads(1)))]
pub fn main_camera(
#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] camera: &Camera,
#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] coordinates_ifs: &[Vec2],
#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] coordinates_pixel: &mut [IVec2],
) {
for i in 0..coordinates_ifs.len() {
coordinates_pixel[i] = camera.transform_point(coordinates_ifs[i])
}
}
}
#[cfg(test)]
mod test {
use crate::camera::Camera;
use glam::{Affine2, Vec2, ivec2, uvec2, vec2};
use libm::powf;
#[test]
pub fn manual_camera() {
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));
}
}
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//! # 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,
color: f32,
rng: &mut R,
transforms: &[Transform],
weights: &[f32],
variations: &[Variation],
) -> (Vec2, f32) {
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;
}
let transform = &transforms[transform_index as usize];
(
transform.transform_point(rng, variations, point),
transform.transform_color(color),
)
}
/// 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,
current_color: f32,
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));
let current_color = rng.sample(StandardUniform);
ChaosGame {
current_point,
current_color,
rng,
transforms,
weights,
variations,
}
}
}
impl<'a, R: Rng> Iterator for ChaosGame<'a, R> {
type Item = (Vec2, f32);
fn next(&mut self) -> Option<Self::Item> {
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, next_color))
}
}
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//! Image
use glam::Vec4;
use libm::floorf;
/// Blending modes for mapping IFS color values (which are on a scale `[0, 1]`)
/// to RGBA colors.
#[derive(Copy, Clone, Default)]
#[repr(u32)]
pub enum BlendMode {
/// Map IFS color values to a linear blend of the nearest two palette colors
#[default]
Linear = 0,
/// Map IFS color values to the nearest single palette color
Step = 1,
}
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 {}
#[cfg(test)]
mod test {
use crate::image::BlendMode;
use glam::Vec4;
#[test]
fn blend_linear() {
let ifs_to_rgb = |color, palette| BlendMode::Linear.ifs_to_rgb(color, palette);
let palette = &[Vec4::splat(0.0), Vec4::splat(1.0)];
assert_eq!(ifs_to_rgb(0.0, palette), Vec4::splat(0.0));
assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(0.5));
assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(1.0));
let palette = &[Vec4::splat(1.0), Vec4::splat(2.0), Vec4::splat(3.0)];
assert_eq!(ifs_to_rgb(0.0, palette), Vec4::splat(1.0));
assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(2.0));
assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(3.0));
let palette = &[
Vec4::splat(1.0),
Vec4::splat(2.0),
Vec4::splat(3.0),
Vec4::splat(4.0),
];
assert_eq!(ifs_to_rgb(0.0, palette), Vec4::splat(1.0));
assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(2.5));
assert_eq!(ifs_to_rgb(1.0, palette), Vec4::splat(4.0));
}
#[test]
fn blend_step() {
let ifs_to_rgb = |color, palette| BlendMode::Step.ifs_to_rgb(color, palette);
let palette = &[Vec4::splat(0.0), Vec4::splat(1.0)];
assert_eq!(ifs_to_rgb(0.5, palette), Vec4::splat(0.0));
let palette = &[Vec4::splat(1.0), Vec4::splat(2.0), Vec4::splat(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]);
}
}
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//! # Enkou
#![no_std]
#![allow(clippy::needless_range_loop)] // SPIR-V backend has issues with iteration over items
use bytemuck::{Pod, Zeroable};
use core::f32::consts::PI;
use glam::{Vec3, Vec4, vec2, vec3};
#[cfg(target_arch = "spirv")]
use spirv_std::num_traits::Float;
use spirv_std::spirv;
pub mod camera;
pub mod chaos_game;
pub mod image;
pub mod transform;
pub mod variation;
#[derive(Copy, Clone, Pod, Zeroable)]
#[repr(C)]
pub struct ShaderConstants {
pub width: u32,
pub height: u32,
pub time: f32,
use glam::Affine2;
/// Utility trait to convert between `flam3` notation and [`glam`].
#[allow(missing_docs)]
pub trait Coefficients2 {
/// 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)]
pub fn main_fs(vtx_color: Vec3, output: &mut Vec4) {
*output = Vec4::from((vtx_color, 1.));
impl Coefficients2 for Affine2 {
#[inline]
fn from_coefficients(a: f32, b: f32, c: f32, d: f32, e: f32, f: f32) -> Affine2 {
Affine2::from_cols_array(&[a, d, b, e, c, f])
}
#[spirv(vertex)]
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];
#[inline]
fn from_coefficients_arr(coefficients: [f32; 6]) -> Affine2 {
Affine2::from_coefficients(
coefficients[0],
coefficients[1],
coefficients[2],
coefficients[3],
coefficients[4],
coefficients[5],
)
}
fn a(&self) -> f32 {
self.matrix2.x_axis.x
}
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
}
}
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//! # 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, FloatExt, 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,
coefficients_post: Affine2,
variation_range: UVec2,
color: f32,
color_speed: f32,
}
impl Transform {
/// Create a new transform from an affine transformation matrix
pub fn new(
coefficients: Affine2,
coefficients_post: Affine2,
variation_range: UVec2,
color: f32,
color_speed: f32,
) -> Self {
Transform {
coefficients,
coefficients_post,
variation_range,
color,
color_speed,
}
}
/// 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 variation = &variations[variation_index as usize];
point_output += variation.transform_point(point, rng, &self.coefficients)
}
self.coefficients_post.transform_point2(point)
}
/// Apply this transform to a color in IFS coordinates, producing a new color
pub fn transform_color(&self, color: f32) -> f32 {
self.color.lerp(color, self.color_speed)
}
}
#[cfg(test)]
mod test {
use crate::transform::Transform;
use crate::variation::{Variation, VariationKind};
use glam::{Affine2, uvec2, vec2};
use rand::SeedableRng;
use rand_xoshiro::Xoshiro256StarStar;
#[test]
fn transform_scaling() {
let scale_coefficients = vec2(2.0, 0.5);
let transform = Transform::new(
Affine2::from_scale(scale_coefficients),
Affine2::IDENTITY,
uvec2(0, 1),
0.0,
0.0,
);
let mut rng = Xoshiro256StarStar::from_seed([0u8; 32]);
let variations = [Variation::IDENTITY];
let point = vec2(1.0, 1.0);
assert_eq!(
transform.transform_point(&mut rng, &variations, point),
scale_coefficients
);
}
#[test]
fn transform_scaling_post() {
let scale_coefficients = vec2(2.0, 0.5);
let transform_pdj =
Transform::new(Affine2::IDENTITY, Affine2::IDENTITY, uvec2(0, 1), 0.0, 0.0);
let transform_pdj_post = Transform::new(
Affine2::IDENTITY,
Affine2::from_scale(scale_coefficients),
uvec2(0, 1),
0.0,
0.0,
);
let mut rng = Xoshiro256StarStar::from_seed([0; 32]);
let variations = [Variation::new(VariationKind::Pdj, 1.0, [0.0f32; 4].into())];
let point = vec2(1.0, 1.0);
let point_pdj = transform_pdj.transform_point(&mut rng, &variations, point);
let point_pdj_post = transform_pdj_post.transform_point(&mut rng, &variations, point);
assert_eq!(point_pdj * scale_coefficients, point_pdj_post);
}
#[test]
fn transform_color() {
let starting_color = 0.0;
let transform_color = 1.0;
let transform_speed = 0.5;
let transform = Transform::new(
Affine2::IDENTITY,
Affine2::IDENTITY,
uvec2(0, 1),
starting_color,
transform_speed,
);
assert_eq!(
transform.transform_color(starting_color),
starting_color * (1.0 - transform_speed) + transform_color * transform_speed
);
}
}
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//! # 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]);
impl From<[f32; 4]> for VariationParams {
fn from(v: [f32; 4]) -> Self {
VariationParams(v)
}
}
/// 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,
Spherical = 2,
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::Spherical => transform_point_spherical(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_spherical(point: Vec2) -> Vec2 {
let r2 = (point * point).element_sum();
let r2_inv = 1.0 / r2;
point * Vec2::splat(r2_inv)
}
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),
)
}