feat: Add arbitrary precision numbers at deep zooms
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+3
-3
@@ -54,7 +54,7 @@ pub fn run(cli: Cli) -> Result<(), String> {
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let (device, queue) = pollster::block_on(request_device())?;
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let format = wgpu::TextureFormat::Bgra8Unorm;
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let renderer = FractalRenderer::new(&device, format);
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let uniforms = app.make_uniforms(width as f64 / height as f64);
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let uniforms = app.make_uniforms(width as f64 / height as f64, height as f64);
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let handles = renderer.export_handles(&device, &uniforms);
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let er = ExportRender::new(
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@@ -263,7 +263,7 @@ fn run_animation(
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let (png_tx, png_rx) = mpsc::sync_channel::<(usize, Vec<u8>, u32, bool)>(threads * 2);
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let png_rx = Mutex::new(png_rx);
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std::thread::scope(|scope| {
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let (ref_tx, ref_rx) = mpsc::sync_channel::<(usize, Vec<[f32; 2]>)>(threads * 2);
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let (ref_tx, ref_rx) = mpsc::sync_channel::<(usize, crate::fractal::RefOrbit)>(threads * 2);
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for _ in 0..threads {
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let ref_tx = ref_tx.clone();
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let (jobs, next_job, failed) = (&jobs, &next_job, &failed);
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@@ -317,7 +317,7 @@ fn run_animation(
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apply_frame(&mut app, i as u32);
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app.finish_reference(jobs[i].clone(), points);
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let uniforms = app.make_uniforms(aspect);
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let uniforms = app.make_uniforms(aspect, height as f64);
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let handles = pipelines
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.entry(PipelineKey::from_uniforms(&uniforms))
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.or_insert_with(|| renderer.export_handles(&device, &uniforms));
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