Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 2549124902 | |||
| e688de5204 | |||
| 81a1a2a254 | |||
| fd49ae7256 |
@@ -53,15 +53,10 @@ mod test {
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}
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#[test]
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pub fn has_entry_main_chaos_game() {
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fn has_entry_main_camera() {
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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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"main_image_accumulate"
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))
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}
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#[test]
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pub fn has_entry_main_camera() {
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assert!(has_entry_point(ExecutionModel::GLCompute, "main_camera"))
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}
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}
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@@ -1,36 +1,40 @@
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use anyhow::{Context, Result};
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use enkou_shaders::Coefficients2;
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use enkou_shaders::camera::Camera;
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use enkou_shaders::camera::entry::main_camera;
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use enkou_shaders::chaos_game::entry::main_chaos_game;
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use enkou_shaders::chaos_game::ChaosGame;
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use enkou_shaders::image::{BlendMode, ImageSettings};
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use enkou_shaders::transform::Transform;
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use enkou_shaders::variation::Variation;
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use glam::{Affine2, IVec2, UVec2, Vec2, uvec2};
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use glam::{Affine2, UVec2, Vec2, uvec2, vec2};
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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::process::Command;
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use tempfile::NamedTempFile;
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const ITERATIONS_DISCARD: u32 = 20;
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const ITERATIONS: u32 = 50_000;
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const ITERATIONS_DISCARD: usize = 20;
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const ITERATIONS: usize = 50_000;
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const IMAGE_DIMENSION: UVec2 = uvec2(600, 600);
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pub fn main() -> Result<()> {
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let mut rng = Xoshiro256StarStar::from_seed([4u8; 32]);
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let transforms = [
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{
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// F_0: (x / 2, y / 2)
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let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.0);
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1))
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 1.0))
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},
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{
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// F_1: ((x + 1) / 2, y / 2)
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let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.5, 0.0, 0.5, 0.0);
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1))
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 1.0))
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},
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{
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// F_2: (x / 2, (y + 1) / 2)
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let coefficients = Affine2::from_coefficients(0.5, 0.0, 0.0, 0.0, 0.5, 0.5);
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1))
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Transform::new(coefficients, Affine2::IDENTITY, uvec2(0, 1), vec2(0.0, 1.0))
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},
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];
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@@ -38,18 +42,6 @@ pub fn main() -> Result<()> {
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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; 32],
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&transforms,
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&weights,
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&variations,
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&mut output_points_ifs,
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);
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// The gasket is defined on the range [0, 1] for both X and Y
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let camera = Camera::new(
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IMAGE_DIMENSION,
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@@ -59,20 +51,18 @@ pub fn main() -> Result<()> {
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IMAGE_DIMENSION.as_vec2(),
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);
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let mut output_points_pixel = Vec::new();
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output_points_pixel.resize(ITERATIONS as usize, IVec2::ZERO);
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main_camera(&camera, &output_points_ifs, &mut output_points_pixel);
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let image_settings = ImageSettings::new(BlendMode::Linear, IMAGE_DIMENSION);
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let mut image = GrayImage::new(IMAGE_DIMENSION.x, IMAGE_DIMENSION.y);
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let dimensions = image.dimensions();
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output_points_pixel
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.iter()
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.skip_while(|p| {
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p.x < 0 || (p.x as u32) > dimensions.0 || p.y < 0 || (p.y as u32) > dimensions.1
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})
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.map(|p| (p.x as u32, p.y as u32))
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.for_each(|(x, y)| image.put_pixel(x, y, Luma([255u8])));
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let chaos_game = ChaosGame::new(&mut rng, &transforms, &weights, &variations);
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chaos_game
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.skip(ITERATIONS_DISCARD)
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.take(ITERATIONS)
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.map(|(point_ifs, _)| camera.transform_point(point_ifs))
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.filter_map(|point_pixel| image_settings.transform_point_to_image(point_pixel))
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.for_each(|point_pixel| image.put_pixel(point_pixel.x, point_pixel.y, Luma([255])));
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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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+10
-47
@@ -12,7 +12,6 @@ use libm::powf;
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#[derive(Copy, Clone, Pod, Zeroable)]
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#[repr(C)]
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pub struct Camera {
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dimensions: UVec2,
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transform: Affine2,
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}
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@@ -23,7 +22,7 @@ impl Camera {
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/// to express the transform steps individually.
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///
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/// # Arguments
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///
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/// * `blend_mode` - Color blending mode for the output image
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/// * `dimensions` - Width and height of the output image (in pixels).
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/// * `center` - Location of the origin in IFS coordinates. Positive `x` shifts the image
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/// left, and positive `y` position shifts the image up.
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@@ -47,10 +46,7 @@ impl Camera {
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* zoom_transform
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* ifs_center_transform;
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Camera {
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dimensions,
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transform,
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}
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Camera { transform }
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}
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/// Map a point from IFS coordinates to pixel coordinates.
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@@ -73,40 +69,6 @@ impl Camera {
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pub fn transform_point(&self, point: Vec2) -> IVec2 {
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self.transform.transform_point2(point).as_ivec2()
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}
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/// Map a point from IFS coordinates to pixel coordinates (like [`transform_point`](Camera::transform_point)),
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/// and check that the result is within the provided image dimensions.
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pub fn transform_point_to_image(&self, point: Vec2) -> Option<UVec2> {
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let pixel_coordinates = self.transform_point(point);
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if pixel_coordinates.x < 0
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|| pixel_coordinates.y < 0
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|| (pixel_coordinates.x as u32) >= self.dimensions.x
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|| (pixel_coordinates.y as u32) >= self.dimensions.y
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{
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None
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} else {
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Some(pixel_coordinates.as_uvec2())
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}
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}
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}
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/// 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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@@ -116,7 +78,7 @@ mod test {
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use libm::powf;
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#[test]
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pub fn manual_camera() {
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fn manual_camera() {
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let starting_point = vec2(1.0, 1.0);
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// Move the origin; points move right and up by one unit, giving us (2.0, 2.0)
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@@ -148,13 +110,14 @@ mod test {
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// The camera is implemented by composing affine transforms,
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// which ends up with a slightly different result because of rounding.
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let error = camera.transform_point(starting_point) - point;
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assert!(error.x.abs() <= 1);
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assert!(error.y.abs() <= 1);
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let error = (camera.transform_point(starting_point) - point)
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.abs()
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.as_uvec2();
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assert!(error.x <= 1 && error.y <= 1);
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}
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#[test]
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pub fn point_outside_camera() {
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fn point_outside_camera() {
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// Scale 250 for an image 1000 x 1000 gives an effective range of [-2, 2]
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let camera = Camera::new(
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uvec2(1000, 1000),
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@@ -169,7 +132,7 @@ mod test {
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}
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#[test]
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pub fn point_outside_camera_negative() {
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fn point_outside_camera_negative() {
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// Scale 250 for an image 1000 x 1000 gives an effective range of [-2, 2]
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let camera = Camera::new(
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uvec2(1000, 1000),
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@@ -184,7 +147,7 @@ mod test {
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}
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#[test]
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pub fn aspect_ratio() {
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fn aspect_ratio() {
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// Scale 100 for an image 1600 x 900 gives an effective X range of [-8, 8],
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// and effective Y range of [-4.5, 4.5]
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let camera = Camera::new(
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@@ -12,7 +12,6 @@
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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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//! and it forms the basic system for producing images.
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use crate::transform::Transform;
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use crate::variation::Variation;
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use rand::distr::{Distribution, StandardUniform};
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@@ -36,11 +35,12 @@ impl Distribution<f32> for BiUnit {
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/// * `weights` - Weights are assumed to be normalized; adding all elements together should return the value 1
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pub fn step_chaos_game<R: Rng>(
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point: Vec2,
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color: f32,
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rng: &mut R,
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transforms: &[Transform],
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weights: &[f32],
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variations: &[Variation],
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) -> (Vec2, u32) {
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) -> (Vec2, f32, u32) {
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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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@@ -53,8 +53,11 @@ pub fn step_chaos_game<R: Rng>(
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transform_index += 1;
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}
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let transform = transforms[transform_index as usize];
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(
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transforms[transform_index as usize].transform_point(rng, variations, point),
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transform.transform_point(rng, variations, point),
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transform.transform_color(color),
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transform_index,
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)
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}
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@@ -65,6 +68,7 @@ pub fn step_chaos_game<R: Rng>(
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/// New points in the chaos game are produced by iterating on the chaos game.
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pub struct ChaosGame<'a, R: Rng> {
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current_point: Vec2,
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current_color: f32,
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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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@@ -80,8 +84,10 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
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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));
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let current_color = rng.sample(StandardUniform);
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ChaosGame {
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current_point,
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current_color,
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rng,
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transforms,
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weights,
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@@ -91,54 +97,20 @@ impl<'a, R: Rng> ChaosGame<'a, R> {
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}
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impl<'a, R: Rng> Iterator for ChaosGame<'a, R> {
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type Item = Vec2;
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type Item = (Vec2, f32);
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fn next(&mut self) -> Option<Self::Item> {
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let (next_point, _) = step_chaos_game(
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let (next_point, next_color, _) = step_chaos_game(
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self.current_point,
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self.current_color,
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self.rng,
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self.transforms,
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self.weights,
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self.variations,
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);
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self.current_point = next_point;
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self.current_color = next_color;
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Some(next_point)
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}
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}
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/// Shader entry point for running the chaos game to produce new IFS coordinates
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pub mod entry {
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use crate::chaos_game::ChaosGame;
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use crate::rng::xoshiro256starstar_from_seed;
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use crate::transform::Transform;
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use crate::variation::Variation;
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use glam::Vec2;
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use spirv_std::spirv;
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/// Given a set of fractal flame parameters, generate new IFS coordinates
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/// and store them in the output array.
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#[spirv(compute(entry_point_name = "main_chaos_game", threads(1)))]
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pub fn main_chaos_game(
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#[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],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] transforms: &[Transform],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] weights: &[f32],
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#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] variations: &[Variation],
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#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] output: &mut [Vec2],
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) {
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let mut rng_seed_actual = [0u8; 32];
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(0..32).for_each(|i| rng_seed_actual[i] = rng_seed[i]);
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let mut rng = xoshiro256starstar_from_seed(rng_seed_actual);
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let mut chaos_game = ChaosGame::new(&mut rng, transforms, weights, variations);
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for _ in 0..iteration_discard {
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chaos_game.next().unwrap();
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}
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for i in 0..output.len() {
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output[i] = chaos_game.next().unwrap();
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}
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Some((next_point, next_color))
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}
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}
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@@ -0,0 +1,63 @@
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//! Image Accumulate
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use crate::camera::Camera;
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use crate::chaos_game::ChaosGame;
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use crate::image::ImageSettings;
|
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use crate::rng::xoshiro256starstar_from_seed;
|
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use crate::transform::Transform;
|
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use crate::variation::Variation;
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use glam::{UVec2, Vec4};
|
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use spirv_std::spirv;
|
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|
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/// Run the chaos game and accumulate points into the output image buffer
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///
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/// # Arguments
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/// * `iterations` - Controls the iteration count; the first `x` iterations are discarded,
|
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/// the next `y` iterations are accumulated into the output image
|
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/// * `rng_seed`
|
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/// * `transforms`
|
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/// * `weights`
|
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/// * `variations`
|
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/// * `camera` - Camera transformation to map IFS coordinates to pixel coordinates
|
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/// * `image_settings` - Settings to use for image accumulation
|
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/// * `palette` - List of colors to use for the image palette; assumed to be RGB values scaled to `[0-255]`, with an alpha of 255
|
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/// * `image` - Output image buffer
|
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#[spirv(compute(entry_point_name = "main_image_accumulate", threads(1)))]
|
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pub fn main_image_accumulate(
|
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#[spirv(storage_buffer, descriptor_set = 0, binding = 0)] iterations: &UVec2,
|
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#[spirv(storage_buffer, descriptor_set = 0, binding = 1)] rng_seed: &[u8],
|
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#[spirv(storage_buffer, descriptor_set = 0, binding = 2)] transforms: &[Transform],
|
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#[spirv(storage_buffer, descriptor_set = 0, binding = 3)] weights: &[f32],
|
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#[spirv(storage_buffer, descriptor_set = 0, binding = 4)] variations: &[Variation],
|
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#[spirv(storage_buffer, descriptor_set = 0, binding = 5)] camera: &Camera,
|
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#[spirv(storage_buffer, descriptor_set = 0, binding = 6)] image_settings: &ImageSettings,
|
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#[spirv(storage_buffer, descriptor_set = 0, binding = 7)] palette: &[Vec4],
|
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#[spirv(storage_buffer, descriptor_set = 1, binding = 0)] image: &mut [Vec4],
|
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) {
|
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let mut rng_seed_actual = [0u8; 32];
|
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for i in 0..rng_seed_actual.len() {
|
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rng_seed_actual[i] = rng_seed[i];
|
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}
|
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|
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let mut rng = xoshiro256starstar_from_seed(rng_seed_actual);
|
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|
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let chaos_game = ChaosGame::new(&mut rng, transforms, weights, variations);
|
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let (iterations_fuse, iterations_accumulate) = (iterations.x, iterations.y);
|
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|
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let ifs_to_image = |(ifs_point, ifs_color)| {
|
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let pixel_coordinates = camera.transform_point(ifs_point);
|
||||
let pixel_color = image_settings.transform_color(ifs_color, palette);
|
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image_settings
|
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.transform_point_to_index(pixel_coordinates)
|
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.map(|pixel_index| (pixel_index, pixel_color))
|
||||
};
|
||||
|
||||
for ifs_point in chaos_game
|
||||
.skip(iterations_fuse as usize)
|
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.take(iterations_accumulate as usize)
|
||||
{
|
||||
if let Some((pixel_index, pixel_color)) = ifs_to_image(ifs_point) {
|
||||
image[pixel_index as usize] = pixel_color;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,4 @@
|
||||
//! # Entry
|
||||
//!
|
||||
//! Entry points for Enkou shaders
|
||||
pub mod image_accumulate;
|
||||
@@ -0,0 +1,155 @@
|
||||
//! Image
|
||||
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use glam::{IVec2, UVec2, 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 {}
|
||||
|
||||
/// Settings to use for mapping the IFS coordinates to an output image
|
||||
#[derive(Copy, Clone, Pod, Zeroable)]
|
||||
#[repr(C)]
|
||||
pub struct ImageSettings {
|
||||
blend_mode: BlendMode,
|
||||
dimensions: UVec2,
|
||||
}
|
||||
|
||||
impl ImageSettings {
|
||||
/// Create a new settings object
|
||||
pub fn new(blend_mode: BlendMode, dimensions: UVec2) -> Self {
|
||||
ImageSettings {
|
||||
blend_mode,
|
||||
dimensions,
|
||||
}
|
||||
}
|
||||
|
||||
/// Map a point from camera coordinates to pixel coordinates,
|
||||
/// and check that the result is within the provided image dimensions.
|
||||
pub fn transform_point_to_image(&self, point: IVec2) -> Option<UVec2> {
|
||||
if 0 <= point.x
|
||||
&& (point.x as u32) < self.dimensions.x
|
||||
&& 0 <= point.y
|
||||
&& (point.y as u32) < self.dimensions.y
|
||||
{
|
||||
Some(point.as_uvec2())
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
/// Map a point from camera coordinates to a final pixel index
|
||||
pub fn transform_point_to_index(&self, point: IVec2) -> Option<u32> {
|
||||
self.transform_point_to_image(point)
|
||||
.map(|pixel| self.dimensions.with_x(1).dot(pixel))
|
||||
}
|
||||
|
||||
/// Map an IFS color coordinate to the palette RGB value
|
||||
pub fn transform_color(&self, color: f32, palette: &[Vec4]) -> Vec4 {
|
||||
self.blend_mode.ifs_to_rgb(color, palette)
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod test {
|
||||
use crate::image::{BlendMode, ImageSettings};
|
||||
use glam::{Vec4, ivec2, uvec2};
|
||||
|
||||
#[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]);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn image_bounds() {
|
||||
let image_settings = ImageSettings::new(BlendMode::Linear, uvec2(100, 100));
|
||||
|
||||
assert!(
|
||||
image_settings
|
||||
.transform_point_to_image(ivec2(-1, -1))
|
||||
.is_none()
|
||||
);
|
||||
assert!(
|
||||
image_settings
|
||||
.transform_point_to_image(ivec2(0, 0))
|
||||
.is_some()
|
||||
);
|
||||
assert!(
|
||||
image_settings
|
||||
.transform_point_to_image(ivec2(99, 99))
|
||||
.is_some()
|
||||
);
|
||||
assert!(
|
||||
image_settings
|
||||
.transform_point_to_image(ivec2(100, 100))
|
||||
.is_none()
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,10 +1,16 @@
|
||||
//! # Enkou
|
||||
#![no_std]
|
||||
#![deny(missing_docs)]
|
||||
#![allow(clippy::needless_range_loop)] // SPIR-V backend has issues with iteration over items
|
||||
#![warn(missing_docs)]
|
||||
// SPIR-V backend has issues with iteration over items:
|
||||
#![allow(clippy::needless_range_loop)]
|
||||
#![allow(clippy::manual_memcpy)]
|
||||
// Shader entry points are expected to have a lot of arguments:
|
||||
#![allow(clippy::too_many_arguments)]
|
||||
|
||||
pub mod camera;
|
||||
pub mod chaos_game;
|
||||
pub mod entry;
|
||||
pub mod image;
|
||||
mod rng;
|
||||
pub mod transform;
|
||||
pub mod variation;
|
||||
|
||||
@@ -14,6 +14,8 @@ use rand_xoshiro::Xoshiro256StarStar;
|
||||
/// 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.
|
||||
// Temporarily unused, will be required once the main image accumulation entry point is implemented
|
||||
#[allow(unused)]
|
||||
pub(crate) fn xoshiro256starstar_from_seed(
|
||||
rng_state: <Xoshiro256StarStar as SeedableRng>::Seed,
|
||||
) -> Xoshiro256StarStar {
|
||||
|
||||
@@ -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).
|
||||
@@ -15,15 +15,22 @@ pub struct Transform {
|
||||
coefficients: Affine2,
|
||||
coefficients_post: Affine2,
|
||||
variation_range: UVec2,
|
||||
color: Vec2,
|
||||
}
|
||||
|
||||
impl Transform {
|
||||
/// Create a new transform from an affine transformation matrix
|
||||
pub fn new(coefficients: Affine2, coefficients_post: Affine2, variation_range: UVec2) -> Self {
|
||||
pub fn new(
|
||||
coefficients: Affine2,
|
||||
coefficients_post: Affine2,
|
||||
variation_range: UVec2,
|
||||
color: Vec2,
|
||||
) -> Self {
|
||||
Transform {
|
||||
coefficients,
|
||||
coefficients_post,
|
||||
variation_range,
|
||||
color,
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,6 +54,11 @@ impl Transform {
|
||||
|
||||
self.coefficients_post.transform_point2(point)
|
||||
}
|
||||
|
||||
/// Apply this transform to a color
|
||||
pub fn transform_color(&self, color: f32) -> f32 {
|
||||
color.lerp(self.color.x, self.color.y)
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
@@ -54,7 +66,7 @@ mod test {
|
||||
use crate::rng::xoshiro256starstar_from_seed;
|
||||
use crate::transform::Transform;
|
||||
use crate::variation::{Variation, VariationKind};
|
||||
use glam::{Affine2, uvec2, vec2};
|
||||
use glam::{Affine2, Vec2, uvec2, vec2};
|
||||
|
||||
#[test]
|
||||
fn transform_scaling() {
|
||||
@@ -63,6 +75,7 @@ mod test {
|
||||
Affine2::from_scale(scale_coefficients),
|
||||
Affine2::IDENTITY,
|
||||
uvec2(0, 1),
|
||||
Vec2::ZERO,
|
||||
);
|
||||
|
||||
let mut rng = xoshiro256starstar_from_seed([0; 32]);
|
||||
@@ -78,11 +91,17 @@ mod test {
|
||||
#[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));
|
||||
let transform_pdj = Transform::new(
|
||||
Affine2::IDENTITY,
|
||||
Affine2::IDENTITY,
|
||||
uvec2(0, 1),
|
||||
Vec2::ZERO,
|
||||
);
|
||||
let transform_pdj_post = Transform::new(
|
||||
Affine2::IDENTITY,
|
||||
Affine2::from_scale(scale_coefficients),
|
||||
uvec2(0, 1),
|
||||
Vec2::ZERO,
|
||||
);
|
||||
|
||||
let mut rng = xoshiro256starstar_from_seed([0; 32]);
|
||||
@@ -94,4 +113,23 @@ mod test {
|
||||
|
||||
assert_eq!(point_pdj * scale_coefficients, point_pdj_post);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn transform_color() {
|
||||
// Color 0.5, color speed 1.0, so color value will always be 0.5 after transform
|
||||
let color = vec2(0.5, 1.0);
|
||||
let transform = Transform::new(Affine2::IDENTITY, Affine2::IDENTITY, uvec2(0, 1), color);
|
||||
|
||||
assert_eq!(transform.transform_color(0.0), 0.5);
|
||||
assert_eq!(transform.transform_color(1.0), 0.5);
|
||||
assert_eq!(transform.transform_color(2.0), 0.5);
|
||||
|
||||
// Color 1.0, color speed 0.5, so color value moves to halfway between current and 1.0
|
||||
let color = vec2(1.0, 0.5);
|
||||
let transform = Transform::new(Affine2::IDENTITY, Affine2::IDENTITY, uvec2(0, 1), color);
|
||||
|
||||
assert_eq!(transform.transform_color(0.0), 0.5);
|
||||
assert_eq!(transform.transform_color(1.0), 1.0);
|
||||
assert_eq!(transform.transform_color(2.0), 1.5);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user