to rebase

This commit is contained in:
2026-09-18 17:30:02 +02:00
parent 2cd06c4219
commit 58eb443e56
6 changed files with 172 additions and 20 deletions
+28 -1
View File
@@ -10,6 +10,7 @@ use crate::fractal::{
};
#[cfg(target_arch = "wasm32")]
use crate::fractal::{compute_reference, compute_set_reference};
use crate::lights::Light;
use crate::view::{
Big, DEFAULT_HALF_HEIGHT, ViewState, big_from_decimal_str, big_from_f64, big_to_decimal_str,
precision_for,
@@ -30,7 +31,7 @@ const INTERACT_SETTLE: f64 = 0.12;
/// Palette names; index maps to `palette_id` in the shader.
const PALETTE_NAMES: &[&str] = &["Amber", "Rainbow", "Ember", "Lime", "Grayscale"];
/// Shadow palette names; index maps to `palette_id` in the shader.
const SHADOW_PALETTE_NAMES: &[&str] = &["Grayscale", "Red & Blue"];
const SHADOW_PALETTE_NAMES: &[&str] = &["Grayscale", "Red & Blue", "Custom lights"];
/// Buddhabrot tonemap style names; index maps to `BuddhabrotUniforms::palette`.
const BUDDHA_PALETTE_NAMES: &[&str] = &["Nebula", "Yellow", "Grayscale"];
@@ -273,6 +274,9 @@ pub struct FractalApp {
// Use shadow coloring
shadow: bool,
/// List of enabled lights in the world
lights: Vec<Light>,
/// Render as a Buddhabrot (Monte-Carlo orbit-density histogram) instead of
/// the ordinary escape-time set. Plain f32 view — no deep zoom, no
/// perturbation/reference-orbit machinery (see `fractal::buddhabrot`).
@@ -410,6 +414,7 @@ impl FractalApp {
antialias: false,
de_coloring: false,
shadow: false,
lights: vec![Light::default()],
buddhabrot: false,
buddha_r_cap: 50,
buddha_g_cap: 500,
@@ -1384,6 +1389,25 @@ impl FractalApp {
}
});
}
if self.shadow && self.shadow_palette as usize == SHADOW_PALETTE_NAMES.len() - 1 {
ui.horizontal(|ui| {
ui.label("lights:");
if ui.button("+").clicked() {
self.lights.push(Light::default());
}
});
egui::Grid::new("lights")
.striped(true)
.num_columns(1)
.show(ui, |ui| {
self.lights.retain_mut(|light| {
let delete = !light.widget(ui);
ui.end_row();
delete
});
});
}
ui.separator();
ui.checkbox(&mut self.antialias, "Antialiasing (2×2)")
.on_hover_text("Supersample each pixel for smoother edges (~4× slower).");
if !self.shadow {
@@ -1397,6 +1421,7 @@ impl FractalApp {
}
ui.collapsing("Animation", |ui| {
if !self.shadow {
ui.checkbox(&mut self.anim.color, "Cycle colours")
.on_hover_text("Scroll the palette offset over time.");
if self.anim.color {
@@ -1406,6 +1431,7 @@ impl FractalApp {
.logarithmic(true),
);
}
}
ui.checkbox(&mut self.anim.zoom, "Auto-zoom")
.on_hover_text("Continuously zoom toward the current center.");
@@ -1779,6 +1805,7 @@ impl FractalApp {
rect,
FractalCallback {
uniforms,
lights: self.lights.clone(),
reference: Arc::clone(&self.reference),
generation: self.generation,
size_px,
+32 -1
View File
@@ -13,6 +13,8 @@ use std::sync::Arc;
use eframe::egui_wgpu::{self, wgpu};
use crate::lights::{Light, MAX_LIGHT_COUNT};
/// Maximum reference-orbit length (points) the storage buffer can hold. Also
/// bounds the iteration count. 128k points * 8 bytes = 1 MiB.
pub const MAX_REF_POINTS: usize = 1 << 17;
@@ -132,6 +134,7 @@ pub struct FractalRenderer {
bind_group_layout: wgpu::BindGroupLayout,
uniform_buffer: wgpu::Buffer,
ref_buffer: wgpu::Buffer,
lights_buffer: wgpu::Buffer,
bind_group: wgpu::BindGroup,
target_format: wgpu::TextureFormat,
/// Generation of the reference orbit currently uploaded to `ref_buffer`.
@@ -174,6 +177,13 @@ impl FractalRenderer {
mapped_at_creation: false,
});
let lights_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("lights parameters"),
size: (MAX_LIGHT_COUNT * std::mem::size_of::<Light>()) as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("fractal bind group layout"),
entries: &[
@@ -305,6 +315,16 @@ impl FractalRenderer {
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let colorize_pipeline_layout =
@@ -413,6 +433,7 @@ impl FractalRenderer {
bind_group_layout,
uniform_buffer,
ref_buffer,
lights_buffer,
bind_group,
target_format,
uploaded_generation: u64::MAX,
@@ -481,6 +502,10 @@ impl FractalRenderer {
binding: 1,
resource: wgpu::BindingResource::TextureView(&data_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: self.lights_buffer.as_entire_binding(),
},
],
});
@@ -785,6 +810,7 @@ pub fn encode_png_with_progress(
/// colourise pass (see `prepare`).
pub struct FractalCallback {
pub uniforms: Uniforms,
pub lights: Vec<Light>,
pub reference: Arc<Vec<[f32; 2]>>,
pub generation: u64,
/// Widget size in physical pixels — the cache texture resolution.
@@ -831,7 +857,8 @@ impl egui_wgpu::CallbackTrait for FractalCallback {
let color_dirty = iter_dirty
|| renderer.colored.as_ref().is_none_or(|c| {
c.width != width || c.height != height || color_differs(&c.uniforms, &self.uniforms)
});
})
|| true;
if !color_dirty {
return Vec::new(); // cache still valid; paint() just blits it
@@ -843,6 +870,10 @@ impl egui_wgpu::CallbackTrait for FractalCallback {
0,
bytemuck::bytes_of(&self.uniforms),
);
let mut bytes = [0; size_of::<Light>() * MAX_LIGHT_COUNT];
bytes[..self.lights.len() * size_of::<Light>()]
.copy_from_slice(bytemuck::cast_slice(&self.lights));
queue.write_buffer(&renderer.lights_buffer, 0, &bytes);
if let Some(cache) = &renderer.cache {
if iter_dirty {
+55
View File
@@ -0,0 +1,55 @@
use std::f32::consts::PI;
use bytemuck::{Pod, Zeroable};
use egui::{Color32, Ui};
/// Maximum number of simultaneous lights.
pub const MAX_LIGHT_COUNT: usize = 16;
#[derive(Clone, Copy, PartialEq, Zeroable, Pod)]
#[repr(C)]
pub struct Light {
pub azimuth: f32,
pub altitude: f32,
pub color: Color32,
pub _pad: u32,
}
impl Default for Light {
fn default() -> Self {
Self {
azimuth: PI / 4.,
altitude: PI / 4.,
color: Color32::WHITE,
_pad: 0,
}
}
}
impl Light {
pub fn widget(&mut self, ui: &mut Ui) -> bool {
let formater = |v, _| format!("{}°", ((v as f32 * 180. / PI) as u32));
ui.horizontal(|ui| {
let del = ui.button("-").clicked();
ui.label("color:");
ui.color_edit_button_srgba(&mut self.color);
ui.label("θ:");
ui.add(
egui::DragValue::new(&mut self.azimuth)
.range(0.0..=PI * 2.)
.custom_formatter(formater)
.speed(0.02),
);
ui.label("φ:");
ui.add(
egui::DragValue::new(&mut self.altitude)
.range(0.0..=PI / 2.)
.custom_formatter(formater)
.speed(0.02),
);
del
})
.inner
}
}
+1
View File
@@ -9,6 +9,7 @@
// and calls the wasm `main`, which boots eframe onto the page's <canvas>.
mod app;
mod lights;
mod fractal;
mod view;
+46 -8
View File
@@ -31,8 +31,16 @@ struct Uniforms {
shadow: u32,
};
struct Light {
azimuth: f32,
altitude: f32,
color: u32,
_pad: u32
};
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(0) @binding(1) var data_tex: texture_2d<f32>;
@group(0) @binding(2) var<uniform> lights: array<Light, 16>;
// Smooth cyclic palettes (Inigo Quilez cosine palettes). Must match the palette
// in mandelbrot.wgsl.
@@ -71,11 +79,10 @@ fn load(x: i32, y: i32) -> vec3<f32> {
}
fn compute_light(normal: vec3<f32>, light: vec3<f32>) -> vec3<f32> {
return vec3<f32>((dot(normal, normalize(light)) + 0.2) / 1.2);
return vec3<f32>(max(0., dot(normal, normalize(light))));
}
fn uncharted2tonemap(x: vec3<f32>) -> vec3<f32> {
// Paramètres de la courbe de Hable
let A = 0.15; // Shoulder strength
let B = 0.50; // Linear strength
let C = 0.10; // Linear angle
@@ -84,20 +91,32 @@ fn uncharted2tonemap(x: vec3<f32>) -> vec3<f32> {
let F = 0.30; // Toe denominator
return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;
}fn filmic(color: vec3<f32>) -> vec3<f32> {
}
fn filmic(color: vec3<f32>, white_point: f32) -> vec3<f32> {
let exposure_bias = 2.0;
let curr = uncharted2tonemap(color * exposure_bias);
// Valeur blanche maximale de référence
let white_scale = vec3(1.0) / uncharted2tonemap(vec3(4.2));
let white_scale = vec3(1.0) / uncharted2tonemap(vec3(white_point));
return curr * white_scale;
}
fn s(color: vec3<f32>, k: f32, c: f32) -> vec3<f32> {
return 1. / (1. + exp(-k * (color - c)));
}
fn contrast(color: vec3<f32>, k: f32, c: f32) -> vec3<f32> {
let color_c = s(color, k, c);
return (color_c - s(vec3<f32>(0), k, c)) / (s(vec3<f32>(1), k, c) - s(vec3<f32>(0), k, c));
}
@fragment
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
if u.shadow != 0u {
if textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0).b != 0. {
return vec4<f32>(0., 0.11, 0.54, 1.0);
return vec4<f32>(0.1, 0.1, 0.1, 1.0);
} else {
let d = array<vec3<f32>, 3>(load(i32(pos.x), i32(pos.y)), load(i32(pos.x + 1), i32(pos.y)), load(i32(pos.x), i32(pos.y + 1)));
@@ -105,11 +124,30 @@ fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
var color: vec3<f32>;
if u.shadow_palette_id == 0u {
color = compute_light(normal,vec3<f32>(.5, .5, .5));
} else {
color = compute_light(normal,vec3<f32>(.5, .5, .5)) + vec3<f32>(0.58, 0.85, 1.) * 0.2;
color = filmic(color, 2.5);
color = contrast(color, 4., 0.67);
} else if u.shadow_palette_id == 1u {
color = compute_light(normal, vec3<f32>(0., .5, .5)) * vec3<f32>(1., 0.5, 0.5) + compute_light(normal, vec3<f32>(0.5, 0., .5)) * vec3<f32>(0.5, 1., 1.);
color = filmic(color);
color = filmic(color, 4.2);
} else {
color = vec3<f32>(0);
var light_count = 0;
for (var i = 0u ; i < 16; i++) {
let light_color = unpack4x8unorm(lights[i].color);
if any(light_color != vec4<f32>(0)) {
light_count += 1;
}
color += compute_light(normal, vec3<f32>(
cos(lights[i].azimuth) * cos(lights[i].altitude),
sin(lights[i].azimuth) * cos(lights[i].altitude),
sin(lights[i].altitude))) * light_color.xyz * light_color.a;
}
color = filmic(color, 1. + f32(light_count));
}
return vec4<f32>(color, 1.0);