feat: add shadow coloring
This commit is contained in:
+2
-1
@@ -26,7 +26,8 @@ web-sys = { version = "0.3.105", features = ["Window", "Location", "Url", "UrlSe
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# Release: optimize hard (fractal math is hot).
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[profile.release]
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opt-level = 3
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codegen-units = 1
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# codegen-units = 1
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debug = true
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# Dev: keep our own crate debuggable, but optimize dependencies (dashu, wgpu,
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# egui) so the explorer is actually interactive during development.
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+55
-3
@@ -10,6 +10,7 @@ use crate::fractal::{
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};
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#[cfg(target_arch = "wasm32")]
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use crate::fractal::{compute_reference, compute_set_reference};
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use crate::lights::Light;
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use crate::view::{
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Big, DEFAULT_HALF_HEIGHT, ViewState, big_from_decimal_str, big_from_f64, big_to_decimal_str,
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precision_for,
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@@ -29,6 +30,8 @@ const INTERACT_DOWNSCALE: u32 = 2;
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const INTERACT_SETTLE: f64 = 0.12;
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/// Palette names; index maps to `palette_id` in the shader.
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const PALETTE_NAMES: &[&str] = &["Amber", "Rainbow", "Ember", "Lime", "Grayscale"];
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/// Shadow palette names; index maps to `palette_id` in the shader.
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const SHADOW_PALETTE_NAMES: &[&str] = &["Grayscale", "Red & Blue", "Custom lights"];
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/// Buddhabrot tonemap style names; index maps to `BuddhabrotUniforms::palette`.
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const BUDDHA_PALETTE_NAMES: &[&str] = &["Nebula", "Yellow", "Grayscale"];
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@@ -121,7 +124,7 @@ const SET_PRESETS: [&[SetPreset]; FractalKind::Lambda as usize + 1] = [
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"-0.7436438870371587",
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"0.1318259042053",
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8.0e-8,
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10000,
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2000,
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None,
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),
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],
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@@ -262,11 +265,17 @@ pub struct FractalApp {
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color_scale: f32,
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color_offset: f32,
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palette: u32,
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shadow_palette: u32,
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/// Supersample each pixel 2×2 for smoother edges (costs ~4× fragment work).
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antialias: bool,
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/// Distance-estimation shading: darkens toward the set boundary using the
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/// orbit derivative, giving crisp filaments at deep zoom instead of speckle.
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de_coloring: bool,
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// Use shadow coloring
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shadow: bool,
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/// List of enabled lights in the world
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lights: Vec<Light>,
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/// Render as a Buddhabrot (Monte-Carlo orbit-density histogram) instead of
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/// the ordinary escape-time set. Plain f32 view — no deep zoom, no
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@@ -401,8 +410,11 @@ impl FractalApp {
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color_scale: 0.15,
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color_offset: 0.0,
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palette: 0,
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shadow_palette: 0,
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antialias: false,
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de_coloring: false,
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shadow: false,
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lights: vec![Light::default()],
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buddhabrot: false,
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buddha_r_cap: 50,
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buddha_g_cap: 500,
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@@ -576,6 +588,7 @@ impl FractalApp {
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color_scale: self.color_scale,
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color_offset: self.color_offset,
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palette: self.palette,
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shadow_palette: self.shadow_palette,
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}
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}
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@@ -594,6 +607,8 @@ impl FractalApp {
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self.color_scale = s.color_scale;
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self.color_offset = s.color_offset;
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self.palette = (s.palette as usize).min(PALETTE_NAMES.len() - 1) as u32;
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self.shadow_palette =
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(s.shadow_palette as usize).min(SHADOW_PALETTE_NAMES.len() - 1) as u32;
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// The link carries an explicit iteration count; honor it rather than
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// letting the auto-scaler immediately overwrite it.
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self.auto_iterations = false;
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@@ -802,14 +817,16 @@ impl FractalApp {
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bailout_sq: BAILOUT_SQ,
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is_julia: matches!(self.mode, FractalMode::Julia) as u32,
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palette_id: self.palette,
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shadow_palette_id: self.shadow_palette,
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aa_level: if self.antialias { 2 } else { 1 },
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kind: self.kind as u32,
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power: self.power,
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dc_offset: self.dc_offset(),
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phoenix_p: [self.phoenix_p.0 as f32, self.phoenix_p.1 as f32],
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lambda_l: [self.lambda_l.0 as f32, self.lambda_l.1 as f32],
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de_coloring: self.de_coloring as u32,
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_pad: [0],
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de_coloring: (self.de_coloring | self.shadow) as u32,
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shadow: self.shadow as u32,
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_pad: [0; _],
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}
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}
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@@ -1354,6 +1371,8 @@ impl FractalApp {
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.logarithmic(true),
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);
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ui.add(egui::Slider::new(&mut self.color_offset, 0.0..=1.0).text("color offset"));
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ui.checkbox(&mut self.shadow, "Shadow");
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if !self.shadow {
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egui::ComboBox::from_label("palette")
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.selected_text(PALETTE_NAMES[self.palette as usize])
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.show_ui(ui, |ui| {
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@@ -1361,8 +1380,37 @@ impl FractalApp {
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ui.selectable_value(&mut self.palette, i as u32, *name);
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}
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});
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} else {
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egui::ComboBox::from_label("palette")
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.selected_text(SHADOW_PALETTE_NAMES[self.shadow_palette as usize])
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.show_ui(ui, |ui| {
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for (i, name) in SHADOW_PALETTE_NAMES.iter().enumerate() {
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ui.selectable_value(&mut self.shadow_palette, i as u32, *name);
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}
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});
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}
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if self.shadow && self.shadow_palette as usize == SHADOW_PALETTE_NAMES.len() - 1 {
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ui.horizontal(|ui| {
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ui.label("lights:");
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if ui.button("+").clicked() {
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self.lights.push(Light::default());
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}
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});
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egui::Grid::new("lights")
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.striped(true)
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.num_columns(1)
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.show(ui, |ui| {
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self.lights.retain_mut(|light| {
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let delete = !light.widget(ui);
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ui.end_row();
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delete
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});
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});
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}
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ui.separator();
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ui.checkbox(&mut self.antialias, "Antialiasing (2×2)")
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.on_hover_text("Supersample each pixel for smoother edges (~4× slower).");
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if !self.shadow {
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ui.checkbox(&mut self.de_coloring, "Distance shading")
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.on_hover_text(
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"Shade by distance to the set boundary (from the orbit derivative) \
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@@ -1370,8 +1418,10 @@ impl FractalApp {
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(Mandelbrot/Multibrot/Phoenix), approximate for the abs-based kinds \
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(Burning Ship/Tricorn/Celtic/Perpendicular/Buffalo).",
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);
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}
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ui.collapsing("Animation", |ui| {
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if !self.shadow {
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ui.checkbox(&mut self.anim.color, "Cycle colours")
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.on_hover_text("Scroll the palette offset over time.");
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if self.anim.color {
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@@ -1381,6 +1431,7 @@ impl FractalApp {
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.logarithmic(true),
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);
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}
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}
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ui.checkbox(&mut self.anim.zoom, "Auto-zoom")
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.on_hover_text("Continuously zoom toward the current center.");
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@@ -1754,6 +1805,7 @@ impl FractalApp {
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rect,
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FractalCallback {
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uniforms,
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lights: self.lights.clone(),
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reference: Arc::clone(&self.reference),
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generation: self.generation,
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size_px,
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+38
-3
@@ -13,6 +13,8 @@ use std::sync::Arc;
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use eframe::egui_wgpu::{self, wgpu};
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use crate::lights::{Light, MAX_LIGHT_COUNT};
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/// Maximum reference-orbit length (points) the storage buffer can hold. Also
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/// bounds the iteration count. 128k points * 8 bytes = 1 MiB.
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pub const MAX_REF_POINTS: usize = 1 << 17;
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@@ -46,6 +48,8 @@ fn color_differs(a: &Uniforms, b: &Uniforms) -> bool {
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a.color_offset != b.color_offset
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|| a.color_scale != b.color_scale
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|| a.palette_id != b.palette_id
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|| a.shadow_palette_id != b.shadow_palette_id
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|| a.shadow != b.shadow
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}
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/// GPU-side view + coloring parameters. Layout must match `Uniforms` in the
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@@ -64,12 +68,14 @@ pub struct Uniforms {
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/// 0 = Mandelbrot, 1 = Julia.
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pub is_julia: u32,
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pub palette_id: u32,
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pub shadow_palette_id: u32,
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/// Supersampling factor per axis: 1 = off, 2 = 2×2 (4 samples).
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pub aa_level: u32,
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/// Iteration formula (`FractalKind::shader_id`).
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pub kind: u32,
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/// Exponent for the Multibrot kind.
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pub power: u32,
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pub _pad: [u32; 1],
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/// Complex offset of the view center from the reference center, so a stale
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/// or reused reference (computed at a slightly different center) still maps
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/// correctly. Added to every pixel's per-pixel offset.
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@@ -83,8 +89,8 @@ pub struct Uniforms {
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pub lambda_l: [f32; 2],
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/// 0 = escape-time coloring, 1 = distance-estimation shading.
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pub de_coloring: u32,
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/// Padding to a 16-byte multiple (uniform buffer requirement).
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pub _pad: [u32; 1],
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// 0 = classic colors, 1 = shadows
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pub shadow: u32,
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}
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/// Offscreen textures for the two-pass render, recreated whenever the widget's
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@@ -128,6 +134,7 @@ pub struct FractalRenderer {
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bind_group_layout: wgpu::BindGroupLayout,
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uniform_buffer: wgpu::Buffer,
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ref_buffer: wgpu::Buffer,
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lights_buffer: wgpu::Buffer,
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bind_group: wgpu::BindGroup,
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target_format: wgpu::TextureFormat,
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/// Generation of the reference orbit currently uploaded to `ref_buffer`.
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@@ -170,6 +177,13 @@ impl FractalRenderer {
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mapped_at_creation: false,
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});
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let lights_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("lights parameters"),
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size: (MAX_LIGHT_COUNT * std::mem::size_of::<Light>()) as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("fractal bind group layout"),
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entries: &[
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@@ -301,6 +315,16 @@ impl FractalRenderer {
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let colorize_pipeline_layout =
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@@ -409,6 +433,7 @@ impl FractalRenderer {
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bind_group_layout,
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uniform_buffer,
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ref_buffer,
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lights_buffer,
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bind_group,
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target_format,
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uploaded_generation: u64::MAX,
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@@ -477,6 +502,10 @@ impl FractalRenderer {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&data_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: self.lights_buffer.as_entire_binding(),
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},
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],
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});
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@@ -781,6 +810,7 @@ pub fn encode_png_with_progress(
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/// colourise pass (see `prepare`).
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pub struct FractalCallback {
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pub uniforms: Uniforms,
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pub lights: Vec<Light>,
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pub reference: Arc<Vec<[f32; 2]>>,
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pub generation: u64,
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/// Widget size in physical pixels — the cache texture resolution.
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@@ -827,7 +857,8 @@ impl egui_wgpu::CallbackTrait for FractalCallback {
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let color_dirty = iter_dirty
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|| renderer.colored.as_ref().is_none_or(|c| {
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c.width != width || c.height != height || color_differs(&c.uniforms, &self.uniforms)
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});
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})
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|| true;
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if !color_dirty {
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return Vec::new(); // cache still valid; paint() just blits it
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@@ -839,6 +870,10 @@ impl egui_wgpu::CallbackTrait for FractalCallback {
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0,
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bytemuck::bytes_of(&self.uniforms),
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);
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let mut bytes = [0; size_of::<Light>() * MAX_LIGHT_COUNT];
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bytes[..self.lights.len() * size_of::<Light>()]
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.copy_from_slice(bytemuck::cast_slice(&self.lights));
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queue.write_buffer(&renderer.lights_buffer, 0, &bytes);
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if let Some(cache) = &renderer.cache {
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if iter_dirty {
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@@ -29,6 +29,8 @@ pub struct ShareState {
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pub color_offset: f32,
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/// Palette index (`palette_id` in the shader).
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pub palette: u32,
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/// Shadow palette index (`shadow_palette_id` in the shader).
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pub shadow_palette: u32,
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}
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impl ShareState {
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@@ -110,6 +112,7 @@ impl ShareState {
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color_scale: map.get("cs").and_then(|s| s.parse().ok()).unwrap_or(0.02),
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color_offset: map.get("co").and_then(|s| s.parse().ok()).unwrap_or(0.0),
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palette: map.get("pal").and_then(|s| s.parse().ok()).unwrap_or(0),
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shadow_palette: map.get("spal").and_then(|s| s.parse().ok()).unwrap_or(0),
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})
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}
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}
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@@ -134,6 +137,7 @@ mod tests {
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color_scale: 0.02,
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color_offset: 0.25,
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palette: 3,
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shadow_palette: 1,
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};
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let d = ShareState::decode(&s.encode()).unwrap();
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assert_eq!(d.julia, s.julia);
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@@ -146,6 +150,7 @@ mod tests {
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assert_eq!(d.julia_c, s.julia_c);
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assert_eq!(d.phoenix_p, s.phoenix_p);
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assert_eq!(d.palette, s.palette);
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assert_eq!(d.shadow_palette, s.shadow_palette);
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}
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#[test]
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@@ -0,0 +1,55 @@
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use std::f32::consts::PI;
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use bytemuck::{Pod, Zeroable};
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use egui::{Color32, Ui};
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/// Maximum number of simultaneous lights.
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pub const MAX_LIGHT_COUNT: usize = 16;
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#[derive(Clone, Copy, PartialEq, Zeroable, Pod)]
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#[repr(C)]
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pub struct Light {
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pub azimuth: f32,
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pub altitude: f32,
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pub color: Color32,
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pub _pad: u32,
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}
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impl Default for Light {
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fn default() -> Self {
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Self {
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azimuth: PI / 4.,
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altitude: PI / 4.,
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color: Color32::WHITE,
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_pad: 0,
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}
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}
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}
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impl Light {
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pub fn widget(&mut self, ui: &mut Ui) -> bool {
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let formater = |v, _| format!("{}°", ((v as f32 * 180. / PI) as u32));
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ui.horizontal(|ui| {
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let del = ui.button("-").clicked();
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ui.label("color:");
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ui.color_edit_button_srgba(&mut self.color);
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ui.label("θ:");
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ui.add(
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egui::DragValue::new(&mut self.azimuth)
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.range(0.0..=PI * 2.)
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.custom_formatter(formater)
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.speed(0.02),
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);
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ui.label("φ:");
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ui.add(
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egui::DragValue::new(&mut self.altitude)
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.range(0.0..=PI / 2.)
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.custom_formatter(formater)
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.speed(0.02),
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);
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del
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})
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.inner
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}
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}
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@@ -9,6 +9,7 @@
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// and calls the wasm `main`, which boots eframe onto the page's <canvas>.
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mod app;
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mod lights;
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mod fractal;
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mod view;
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@@ -20,32 +20,43 @@ struct Uniforms {
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bailout_sq: f32,
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is_julia: u32,
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palette_id: u32,
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shadow_palette_id: u32,
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aa_level: u32,
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kind: u32,
|
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power: u32,
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dc_offset: vec2<f32>,
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phoenix_p: vec2<f32>,
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lambda_l: vec2<f32>,
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de_coloring: u32,
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shadow: u32,
|
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};
|
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|
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struct Light {
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azimuth: f32,
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altitude: f32,
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color: u32,
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_pad: u32
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};
|
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@group(0) @binding(0) var<uniform> u: Uniforms;
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@group(0) @binding(1) var data_tex: texture_2d<f32>;
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@group(0) @binding(2) var<uniform> lights: array<Light, 16>;
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|
||||
// Smooth cyclic palettes (Inigo Quilez cosine palettes). Must match the palette
|
||||
// in mandelbrot.wgsl.
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fn palette(id: u32, t: f32) -> vec3<f32> {
|
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if (id == 4u) {
|
||||
if id == 4u {
|
||||
return vec3<f32>(t, t, t); // grayscale
|
||||
}
|
||||
let a = vec3<f32>(0.5, 0.5, 0.5);
|
||||
let b = vec3<f32>(0.5, 0.5, 0.5);
|
||||
var c = vec3<f32>(1.0, 1.0, 1.0);
|
||||
var d = vec3<f32>(0.00, 0.10, 0.20); // 0: amber / blue
|
||||
if (id == 1u) {
|
||||
if id == 1u {
|
||||
d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
|
||||
} else if (id == 2u) {
|
||||
} else if id == 2u {
|
||||
d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
|
||||
} else if (id == 3u) {
|
||||
} else if id == 3u {
|
||||
c = vec3<f32>(1.0, 1.0, 0.5);
|
||||
d = vec3<f32>(0.80, 0.90, 0.30); // lime / magenta
|
||||
}
|
||||
@@ -62,8 +73,86 @@ fn vs_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4<f32> {
|
||||
return vec4<f32>(verts[idx], 0.0, 1.0);
|
||||
}
|
||||
|
||||
fn load(x: i32, y: i32) -> vec3<f32> {
|
||||
let dist = textureLoad(data_tex, vec2<i32>(x, y), 0).g;
|
||||
return vec3<f32>(f32(x), f32(y), dist);
|
||||
}
|
||||
|
||||
fn compute_light(normal: vec3<f32>, light: vec3<f32>) -> vec3<f32> {
|
||||
return vec3<f32>(max(0., dot(normal, normalize(light))));
|
||||
}
|
||||
|
||||
fn uncharted2tonemap(x: vec3<f32>) -> vec3<f32> {
|
||||
let A = 0.15; // Shoulder strength
|
||||
let B = 0.50; // Linear strength
|
||||
let C = 0.10; // Linear angle
|
||||
let D = 0.20; // Toe strength
|
||||
let E = 0.02; // Toe numerator / shoarder angle/etc.
|
||||
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>, 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(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>(0.1, 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)));
|
||||
|
||||
let normal = normalize(cross(d[1] - d[0], d[2] - d[0]));
|
||||
|
||||
var color: vec3<f32>;
|
||||
if u.shadow_palette_id == 0u {
|
||||
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, 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);
|
||||
}
|
||||
} else {
|
||||
let d = textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0);
|
||||
let ci = d.r;
|
||||
let de = d.g;
|
||||
@@ -76,3 +165,4 @@ fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
|
||||
col = col * (1.0 - interior_frac);
|
||||
return vec4<f32>(col, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -21,6 +21,7 @@ struct Uniforms {
|
||||
bailout_sq: f32,
|
||||
is_julia: u32,
|
||||
palette_id: u32,
|
||||
shadow_palette_id: u32,
|
||||
aa_level: u32,
|
||||
// Iteration formula (see the KIND_* constants below).
|
||||
kind: u32,
|
||||
@@ -35,6 +36,8 @@ struct Uniforms {
|
||||
lambda_l: vec2<f32>,
|
||||
// 0 = escape-time coloring, 1 = distance-estimation shading.
|
||||
de_coloring: u32,
|
||||
// 0 = classic colors, 1 = shadows
|
||||
shadow: u32,
|
||||
};
|
||||
|
||||
const KIND_MANDELBROT: u32 = 0u;
|
||||
@@ -326,7 +329,11 @@ fn iterate_sample(offset: vec2<f32>, px: f32) -> Sample {
|
||||
let zmag = sqrt(max(z2, 1.0));
|
||||
let dzmag = sqrt(max(dot(dz, dz), 1e-20));
|
||||
let d = zmag * log(zmag) / dzmag;
|
||||
de = clamp(d / max(px, 1e-30), 0.0, 1.0);
|
||||
var max_de = 1.;
|
||||
if u.shadow != 0u {
|
||||
max_de = 1000.;
|
||||
}
|
||||
de = clamp(d / max(px, 1e-30), 0.0, max_de);
|
||||
}
|
||||
return Sample(ci, de, true);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user