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6 Commits
Author SHA1 Message Date
surv 067c588704 refactor: add common shaders helpers + fix shadow export 2026-09-20 13:13:42 +02:00
surv a527a9f812 feat: improve colors when using distance estimate 2026-09-20 13:13:42 +02:00
surv 2110d038a1 feat: improve UI/UX 2026-09-20 13:13:42 +02:00
surv 95b85fdfae feat: Add complex multibrot fractal 2026-09-20 13:13:42 +02:00
surv e954524e99 feat: minor visual fix for PNG export 2026-09-20 13:13:42 +02:00
survandClaude Sonnet 5 b078a3f97a feat: add keyboard shortcuts for pan/zoom/iterations/AA
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-20 13:13:42 +02:00
12 changed files with 414 additions and 310 deletions
+18 -5
View File
@@ -66,6 +66,18 @@ pixel is a handful of `f32` complex multiplies.
`compute_reference`/`compute_set_reference`: iterate the chosen formula at
high precision on the CPU, emitting `Z_n` as `f32` pairs — that's the
reference orbit the GPU perturbs from.
- `src/shaders/*.wgsl` — none of these are standalone WGSL modules; WGSL has
no `#include`, so each is compiled by concatenating plain-text fragments
with `concat!`/`include_str!` at the `create_shader_module` call site (see
`renderer.rs`, `buddhabrot.rs`, and `tests/shader_valid.rs`, which must
concatenate the same pieces to validate what actually gets built).
`common.wgsl` (fullscreen-triangle vertex helper, `cmul`/`cpow`, `KIND_*`
constants) is prepended to every shader. `iterate_uniforms.wgsl` (the
perturbation-pipeline `Uniforms` struct + `palette()`) is additionally
prepended to `mandelbrot.wgsl` and `colorize.wgsl`, which share that layout.
Because there's no namespacing, a definition must live in exactly one file
among those concatenated together for a given shader — don't redefine a
`common.wgsl`/`iterate_uniforms.wgsl` symbol locally.
- `src/shaders/mandelbrot.wgsl` — the perturbation fragment shader.
`advance_delta(z, e)` is the per-kind delta step (`z` = reference point,
`e` = current delta); the caller adds `step_add` (= `dc`) afterward — this
@@ -75,8 +87,8 @@ pixel is a handful of `f32` complex multiplies.
reference data since the orbit point alone wouldn't be enough to recover an
exact delta). `fprime(z)` is the derivative used for distance-estimation
(DE) shading; exact for holomorphic kinds, an approximation (`~2Z`) for the
abs-based ones. A `KIND_*` constant here must match the matching
`FractalKind` variant's discriminant exactly.
abs-based ones. A `KIND_*` constant (from `common.wgsl`) must match the
matching `FractalKind` variant's discriminant exactly.
- `src/fractal/renderer.rs` — `FractalRenderer` (wgpu pipelines, uniform +
storage buffers, bind groups), `Uniforms` (repr(C) layout that must match
the WGSL `Uniforms` struct field-for-field, including padding), and
@@ -105,9 +117,10 @@ pixel is a handful of `f32` complex multiplies.
### Adding a new `FractalKind`
Touches, in order: `reference.rs` (enum variant + CPU iteration formula, and a
test comparing against a naive `f64` iteration), `mandelbrot.wgsl` (matching
`KIND_*` const + `advance_delta`/`fprime` arms), `buddhabrot.wgsl` (matching
arm in `advance()`, if the kind makes sense as a Buddhabrot), `renderer.rs`
test comparing against a naive `f64` iteration), `common.wgsl` (matching
`KIND_*` const), `mandelbrot.wgsl` (matching `advance_delta`/`fprime` arms),
`buddhabrot.wgsl` (matching arm in `advance()`, if the kind makes sense as a
Buddhabrot), `renderer.rs`
`Uniforms` (only if the kind needs a new per-kind constant, e.g. Phoenix's
`phoenix_p`), `share.rs` (encode/decode string tag), `app.rs` (`KINDS` label,
`JULIA_PRESETS`/`SET_PRESETS` slot, `default_view_for` entry, and optionally a
+12 -2
View File
@@ -791,6 +791,13 @@ impl FractalApp {
&self.reference
}
/// The configured shadow-style lights, for headless export's `ExportRender`
/// (which has no `FractalCallback` to source them from).
#[cfg(not(target_arch = "wasm32"))]
pub(crate) fn lights(&self) -> &[Light] {
&self.lights
}
/// Recompute the reference orbit when needed. Native: dispatch to a worker
/// thread and pick up completed results. Web: compute inline.
fn ensure_reference(&mut self) {
@@ -1024,6 +1031,7 @@ impl FractalApp {
renderer.export_handles()
};
let reference = Arc::clone(&self.reference);
let lights = self.lights.clone();
let shared = Arc::new(Mutex::new(ExportShared {
fraction: 0.0,
@@ -1050,6 +1058,7 @@ impl FractalApp {
h,
uniforms,
reference.as_slice(),
&lights,
);
let sh = Arc::clone(&shared);
let png =
@@ -1079,6 +1088,7 @@ impl FractalApp {
h,
uniforms,
reference.as_slice(),
&lights,
);
// Render tile by tile, awaiting each submission so the browser
@@ -2055,10 +2065,10 @@ impl FractalApp {
dx -= PAN_SPEED_PX * dt;
}
if down {
dy += PAN_SPEED_PX * dt;
dy -= PAN_SPEED_PX * dt;
}
if up {
dy -= PAN_SPEED_PX * dt;
dy += PAN_SPEED_PX * dt;
}
if dx != 0.0 || dy != 0.0 {
self.view.pan_pixels(dx, dy, height_px);
+7 -1
View File
@@ -120,7 +120,13 @@ impl BuddhabrotRenderer {
pub fn new(device: &wgpu::Device, target_format: wgpu::TextureFormat) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("buddhabrot"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/buddhabrot.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(
concat!(
include_str!("../shaders/common.wgsl"),
include_str!("../shaders/buddhabrot.wgsl"),
)
.into(),
),
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
+58 -3
View File
@@ -164,7 +164,14 @@ impl FractalRenderer {
pub fn new(device: &wgpu::Device, target_format: wgpu::TextureFormat) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("mandelbrot"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/mandelbrot.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(
concat!(
include_str!("../shaders/common.wgsl"),
include_str!("../shaders/iterate_uniforms.wgsl"),
include_str!("../shaders/mandelbrot.wgsl"),
)
.into(),
),
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
@@ -211,6 +218,19 @@ impl FractalRenderer {
},
count: None,
},
// Only read by the export pipeline's shadow branch (`fs_color`
// with the custom-lights palette); the iterate pipeline
// (`fs_data`) ignores it, but both pipelines share this layout.
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,
},
],
});
@@ -226,6 +246,10 @@ impl FractalRenderer {
binding: 1,
resource: ref_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: lights_buffer.as_entire_binding(),
},
],
});
@@ -292,7 +316,14 @@ impl FractalRenderer {
// Colourise pass: data texture + colour uniforms → colour texture.
let colorize_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("colorize"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/colorize.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(
concat!(
include_str!("../shaders/common.wgsl"),
include_str!("../shaders/iterate_uniforms.wgsl"),
include_str!("../shaders/colorize.wgsl"),
)
.into(),
),
});
let colorize_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
@@ -366,7 +397,13 @@ impl FractalRenderer {
// Blit pipeline: samples the cache texture onto egui's surface.
let blit_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("blit"),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/blit.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(
concat!(
include_str!("../shaders/common.wgsl"),
include_str!("../shaders/blit.wgsl"),
)
.into(),
),
});
let blit_bind_group_layout =
@@ -592,6 +629,7 @@ impl ExportRender {
height: u32,
uniforms: Uniforms,
reference: &[[f32; 2]],
lights: &[Light],
) -> Self {
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("export uniforms"),
@@ -612,6 +650,19 @@ impl ExportRender {
queue.write_buffer(&ref_buffer, 0, bytemuck::cast_slice(&reference[..count]));
}
// Only read by the shadow branch's custom-lights palette; harmless
// (zeroed) for every other coloring mode.
let lights_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("export lights"),
size: (MAX_LIGHT_COUNT * std::mem::size_of::<Light>()) as u64,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let mut light_bytes = [0u8; size_of::<Light>() * MAX_LIGHT_COUNT];
let n = lights.len().min(MAX_LIGHT_COUNT);
light_bytes[..n * size_of::<Light>()].copy_from_slice(bytemuck::cast_slice(&lights[..n]));
queue.write_buffer(&lights_buffer, 0, &light_bytes);
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("export bind group"),
layout: bind_group_layout,
@@ -624,6 +675,10 @@ impl ExportRender {
binding: 1,
resource: ref_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 2,
resource: lights_buffer.as_entire_binding(),
},
],
});
+1
View File
@@ -48,6 +48,7 @@ pub fn run(cli: Cli) -> Result<(), String> {
height,
uniforms,
app.reference_points(),
app.lights(),
);
eprintln!("rendering {width}×{height}…");
+1 -6
View File
@@ -13,12 +13,7 @@ struct VsOut {
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> VsOut {
var verts = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
let p = verts[idx];
let p = fullscreen_triangle_pos(idx);
var out: VsOut;
out.pos = vec4<f32>(p, 0.0, 1.0);
// Map NDC to texture UV. v is flipped so the cache's top row (rendered at
+1 -36
View File
@@ -62,17 +62,6 @@ const PALETTE_NEBULA: u32 = 0u;
const PALETTE_YELLOW: u32 = 1u;
const PALETTE_GRAYSCALE: u32 = 2u;
const KIND_MANDELBROT: u32 = 0u;
const KIND_BURNING_SHIP: u32 = 1u;
const KIND_TRICORN: u32 = 2u;
const KIND_MULTIBROT: u32 = 3u;
const KIND_CELTIC: u32 = 4u;
const KIND_PERPENDICULAR: u32 = 5u;
const KIND_BUFFALO: u32 = 6u;
const KIND_PHOENIX: u32 = 7u;
const KIND_LAMBDA: u32 = 8u;
const KIND_COMPLEX_MULTIBROT: u32 = 9u;
@group(0) @binding(0) var<uniform> u: Uniforms;
// Compute pass: read-write atomic histogram (3 planes of width*height, R/G/B).
@group(0) @binding(1) var<storage, read_write> histogram: array<atomic<u32>>;
@@ -93,10 +82,6 @@ fn rand01(seed: u32) -> f32 {
return f32(hash_u32(seed)) * (1.0 / 4294967295.0);
}
fn cmul(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
return vec2<f32>(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
}
fn complex_pow(z: vec2<f32>, p: u32) -> vec2<f32> {
var r = vec2<f32>(1.0, 0.0);
for (var i: u32 = 0u; i < p; i = i + 1u) {
@@ -105,21 +90,6 @@ fn complex_pow(z: vec2<f32>, p: u32) -> vec2<f32> {
return r;
}
// z^p for a complex exponent p, via the principal branch z^p = exp(p * ln z),
// ln z = ln|z| + i*arg(z). z = 0 maps to 0 (the correct limit for the
// Re(p) > 0 region the UI exposes; ln(0) would otherwise be -inf).
fn cpow(z: vec2<f32>, p: vec2<f32>) -> vec2<f32> {
let r2 = dot(z, z);
if r2 < 1e-30 {
return vec2<f32>(0.0, 0.0);
}
let ln_r = 0.5 * log(r2);
let theta = atan2(z.y, z.x);
let mag = exp(p.x * ln_r - p.y * theta);
let ang = p.x * theta + p.y * ln_r;
return mag * vec2<f32>(cos(ang), sin(ang));
}
// One iteration step z_n -> z_{n+1} for the current kind. `zp` is the
// previous iterate (z_{n-1}), used only by the Phoenix two-term recurrence.
// Must match `FractalKind` in reference.rs (the direct, non-perturbative form
@@ -251,12 +221,7 @@ fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4<f32> {
var verts = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
return vec4<f32>(verts[idx], 0.0, 1.0);
return vec4<f32>(fullscreen_triangle_pos(idx), 0.0, 1.0);
}
@fragment
+10 -131
View File
@@ -10,148 +10,28 @@
// at the fragment's integer pixel coordinate (nearest — iteration data must not
// be linearly filtered across escape boundaries).
// Must match `Uniforms` in mandelbrot.wgsl / the Rust `Uniforms` struct.
struct Uniforms {
span: vec2<f32>,
max_iter: u32,
ref_len: u32,
color_offset: f32,
color_scale: f32,
bailout_sq: f32,
is_julia: u32,
palette_id: u32,
shadow_palette_id: u32,
aa_level: u32,
kind: u32,
power: u32,
dc_offset: vec2<f32>,
phoenix_p: vec2<f32>,
lambda_l: vec2<f32>,
complex_power: vec2<f32>,
de_coloring: u32,
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.
fn palette(id: u32, t: f32) -> vec3<f32> {
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 {
d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
} else if id == 2u {
d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
} else if id == 3u {
c = vec3<f32>(1.0, 1.0, 0.5);
d = vec3<f32>(0.80, 0.90, 0.30); // lime / magenta
}
return a + b * cos(6.28318530718 * (c * t + d));
}
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4<f32> {
var verts = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
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));
return vec4<f32>(fullscreen_triangle_pos(idx), 0.0, 1.0);
}
@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. {
let x = i32(pos.x);
let y = i32(pos.y);
if textureLoad(data_tex, vec2<i32>(x, 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);
let h0 = textureLoad(data_tex, vec2<i32>(x, y), 0).g;
let h1 = textureLoad(data_tex, vec2<i32>(x + 1, y), 0).g;
let h2 = textureLoad(data_tex, vec2<i32>(x, y + 1), 0).g;
let normal = normal_from_heights(h0, h1, h2);
return vec4<f32>(shadow_color(normal), 1.0);
}
} else {
let d = textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0);
@@ -159,8 +39,7 @@ fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
let de = d.g;
let interior_frac = d.b;
let t = fract(ci * u.color_scale + u.color_offset);
var col = palette(u.palette_id, t) * sqrt(de);
var col = classic_color(ci, de);
// Anti-alias the set boundary: fade toward black by the fraction of the
// pixel's sub-samples that landed in the interior.
col = col * (1.0 - interior_frac);
+51
View File
@@ -0,0 +1,51 @@
// Shared helpers, concatenated into every shader at build time via
// `concat!`/`include_str!` (see renderer.rs / buddhabrot.rs). Keep this file
// free of anything that differs between pipelines (e.g. a `Uniforms` struct —
// mandelbrot/colorize and buddhabrot each have their own shape) since every
// shader gets the whole thing spliced in.
// Fullscreen triangle vertex position: one triangle that covers the whole
// viewport (cheaper than a quad's two), shared by every full-screen vertex
// shader in this project.
fn fullscreen_triangle_pos(idx: u32) -> vec2<f32> {
var verts = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
return verts[idx];
}
// Complex multiply.
fn cmul(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
return vec2<f32>(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
}
// z^p for a complex exponent p, via the principal branch z^p = exp(p * ln z),
// ln z = ln|z| + i*arg(z). z = 0 maps to 0 (the correct limit for the
// Re(p) > 0 region the UI exposes; ln(0) would otherwise be -inf).
fn cpow(z: vec2<f32>, p: vec2<f32>) -> vec2<f32> {
let r2 = dot(z, z);
if r2 < 1e-30 {
return vec2<f32>(0.0, 0.0);
}
let ln_r = 0.5 * log(r2);
let theta = atan2(z.y, z.x);
let mag = exp(p.x * ln_r - p.y * theta);
let ang = p.x * theta + p.y * ln_r;
return mag * vec2<f32>(cos(ang), sin(ang));
}
// Iteration formula selector, shared by the perturbation (mandelbrot.wgsl)
// and direct (buddhabrot.wgsl) iteration paths. Must match `FractalKind` in
// reference.rs.
const KIND_MANDELBROT: u32 = 0u;
const KIND_BURNING_SHIP: u32 = 1u;
const KIND_TRICORN: u32 = 2u;
const KIND_MULTIBROT: u32 = 3u;
const KIND_CELTIC: u32 = 4u;
const KIND_PERPENDICULAR: u32 = 5u;
const KIND_BUFFALO: u32 = 6u;
const KIND_PHOENIX: u32 = 7u;
const KIND_LAMBDA: u32 = 8u;
const KIND_COMPLEX_MULTIBROT: u32 = 9u;
+161
View File
@@ -0,0 +1,161 @@
// Shared by mandelbrot.wgsl (writes the per-pixel data texture) and
// colorize.wgsl (reads it): the iteration pass and the colour remap pass
// must agree on both the uniform layout and the palette function.
// Must match the Rust `Uniforms` struct in renderer.rs field-for-field,
// including padding.
struct Uniforms {
span: vec2<f32>,
max_iter: u32,
ref_len: u32,
color_offset: f32,
color_scale: f32,
bailout_sq: f32,
is_julia: u32,
palette_id: u32,
shadow_palette_id: u32,
aa_level: u32,
// Iteration formula (see the KIND_* constants in common.wgsl).
kind: u32,
// Exponent for the Multibrot kind.
power: u32,
dc_offset: vec2<f32>,
// Distortion constant p for the Phoenix map (z^2 + c + p*z_{n-1}); unused
// by other kinds. Placed by dc_offset so both vec2s stay 8-byte aligned.
phoenix_p: vec2<f32>,
// Distortion constant l for the Lambda map (l*z(1 - z_{n-1})); unused
// by other kinds.
lambda_l: vec2<f32>,
// Complex exponent for the Complex Multibrot kind (z^power + c); unused
// by other kinds.
complex_power: vec2<f32>,
// 0 = escape-time coloring, 1 = distance-estimation shading.
de_coloring: u32,
// 0 = classic colors, 1 = shadows
shadow: u32,
};
// Smooth cyclic palettes (Inigo Quilez cosine palettes), selected by id.
fn palette(id: u32, t: f32) -> vec3<f32> {
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 {
d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
} else if id == 2u {
d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
} else if id == 3u {
c = vec3<f32>(1.0, 1.0, 0.5);
d = vec3<f32>(0.80, 0.90, 0.30); // lime / magenta
}
return a + b * cos(6.28318530718 * (c * t + d));
}
// Classic (non-shadow) escape colouring: palette lookup at the smoothed
// iteration count `ci`, darkened by the distance-estimate factor `de`
// (sqrt-compressed so the darkening falls off more gently near the
// boundary). Shared by the colourise pass's classic branch (colorize.wgsl,
// applied to an already-averaged data texel) and the PNG-export pass
// (mandelbrot.wgsl's `fs_color`, applied per sub-sample pre-AA) — the two
// places a fully escaped point is turned into a final pixel colour.
fn classic_color(ci: f32, de: f32) -> vec3<f32> {
let t = fract(ci * u.color_scale + u.color_offset);
return palette(u.palette_id, t) * sqrt(de);
}
// A single directional/point light, set by the UI's light list. `color`'s
// alpha channel doubles as intensity (see `shadow_color`'s use of
// `light_color.a`). Each shader that binds a `lights: array<Light, 16>`
// uniform (colorize.wgsl, mandelbrot.wgsl's export shadow path) uses this
// same layout.
struct Light {
azimuth: f32,
altitude: f32,
color: u32,
_pad: u32,
};
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));
}
// Surface normal from three height samples (`h0` at the pixel, `h1` one pixel
// to the right, `h2` one pixel down), treating DE as a height field. Only the
// differences matter, so callers don't need to pass pixel coordinates — a
// texture-backed caller (colorize.wgsl) and a live-sampled caller
// (mandelbrot.wgsl's export shadow path) can share this.
fn normal_from_heights(h0: f32, h1: f32, h2: f32) -> vec3<f32> {
let d0 = vec3<f32>(0.0, 0.0, h0);
let d1 = vec3<f32>(1.0, 0.0, h1);
let d2 = vec3<f32>(0.0, 1.0, h2);
return normalize(cross(d1 - d0, d2 - d0));
}
// Shade a DE-derived surface normal per `u.shadow_palette_id`: 0 = grayscale
// key light, 1 = red/blue two-tone, 2 = the user's custom `lights` list.
// Shared by the interactive shadow pass (colorize.wgsl) and the PNG-export
// shadow path (mandelbrot.wgsl's `fs_color`), which must render identically.
fn shadow_color(normal: vec3<f32>) -> vec3<f32> {
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 color;
}
+61 -113
View File
@@ -12,50 +12,11 @@
// the reference index to 0 and carry the full value as the new delta (valid
// because X_0 = 0).
struct Uniforms {
span: vec2<f32>,
max_iter: u32,
ref_len: u32,
color_offset: f32,
color_scale: f32,
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,
// Exponent for the Multibrot kind.
power: u32,
dc_offset: vec2<f32>,
// Distortion constant p for the Phoenix map (z^2 + c + p*z_{n-1}); unused
// by other kinds. Placed by dc_offset so both vec2s stay 8-byte aligned.
phoenix_p: vec2<f32>,
// Distortion constant l for the Lambda map (l*z(1 - z_{n-1})); unused
// by other kinds.
lambda_l: vec2<f32>,
// Complex exponent for the Complex Multibrot kind (z^power + c); unused
// by other kinds.
complex_power: 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;
const KIND_BURNING_SHIP: u32 = 1u;
const KIND_TRICORN: u32 = 2u;
const KIND_MULTIBROT: u32 = 3u;
const KIND_CELTIC: u32 = 4u;
const KIND_PERPENDICULAR: u32 = 5u;
const KIND_BUFFALO: u32 = 6u;
const KIND_PHOENIX: u32 = 7u;
const KIND_LAMBDA: u32 = 8u;
const KIND_COMPLEX_MULTIBROT: u32 = 9u;
@group(0) @binding(0) var<uniform> u: Uniforms;
@group(0) @binding(1) var<storage, read> ref_orbit: array<vec2<f32>>;
// Only read by `fs_color`'s shadow branch (custom-lights palette); the
// iteration pass (`fs_data`) never touches it.
@group(0) @binding(2) var<uniform> lights: array<Light, 16>;
struct VsOut {
@builtin(position) pos: vec4<f32>,
@@ -65,12 +26,7 @@ struct VsOut {
@vertex
fn vs_main(@builtin(vertex_index) idx: u32) -> VsOut {
var verts = array<vec2<f32>, 3>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(3.0, -1.0),
vec2<f32>(-1.0, 3.0),
);
let ndc = verts[idx];
let ndc = fullscreen_triangle_pos(idx);
var out: VsOut;
out.pos = vec4<f32>(ndc, 0.0, 1.0);
// Flip y so +imaginary points up the screen.
@@ -78,11 +34,6 @@ fn vs_main(@builtin(vertex_index) idx: u32) -> VsOut {
return out;
}
// Complex multiply.
fn cmul(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
return vec2<f32>(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x);
}
// Complex conjugate.
fn conj(a: vec2<f32>) -> vec2<f32> {
return vec2<f32>(a.x, -a.y);
@@ -94,21 +45,6 @@ fn cdiv(a: vec2<f32>, b: vec2<f32>) -> vec2<f32> {
return vec2<f32>(a.x * b.x + a.y * b.y, a.y * b.x - a.x * b.y) / d;
}
// z^p for a complex exponent p, via the principal branch z^p = exp(p * ln z),
// ln z = ln|z| + i*arg(z). z = 0 maps to 0 (the correct limit for the
// Re(p) > 0 region the UI exposes; ln(0) would otherwise be -inf).
fn cpow(z: vec2<f32>, p: vec2<f32>) -> vec2<f32> {
let r2 = dot(z, z);
if r2 < 1e-30 {
return vec2<f32>(0.0, 0.0);
}
let ln_r = 0.5 * log(r2);
let theta = atan2(z.y, z.x);
let mag = exp(p.x * ln_r - p.y * theta);
let ang = p.x * theta + p.y * ln_r;
return mag * vec2<f32>(cos(ang), sin(ang));
}
// |c + d| - |c|, evaluated exactly (no catastrophic cancellation even when the
// sum crosses zero). This is what makes the Burning Ship delta correct through
// the sign flips that happen all along the axes, where the ship's detail lives.
@@ -156,18 +92,25 @@ fn multibrot_delta(z: vec2<f32>, e: vec2<f32>, p: u32) -> vec2<f32> {
const COMPLEX_MULTIBROT_TERMS: u32 = 16u;
// Perturbation delta for z -> z^p with a complex p: (Z+e)^p - Z^p.
// = Z^p * ((1+w)^p - 1), w = e/Z, expanded as a Taylor series in w (never
// forming 1+w, which would round tiny w away in f32 — the same reason
// `multibrot_delta` never forms Z+e directly). Series: (1+w)^p - 1 =
// sum_{k=1}^N C(p,k) w^k, with the complex binomial coefficient built up
// incrementally: C(p,k) = C(p,k-1) * (p-(k-1)) / k.
//
// Z ~ 0 (the reference start, X_0 = 0 for Mandelbrot) makes w singular; there
// (0+e)^p - 0^p = e^p exactly, so that case is handled directly via `cpow`.
// When |e| << |Z| (the common case: it's the whole reason perturbation
// works), forming Z+e directly would round e away in f32, so instead expand
// = Z^p * ((1+w)^p - 1), w = e/Z, as a Taylor series in w: (1+w)^p - 1 =
// sum_{k=1}^N C(p,k) w^k, with the complex binomial coefficient built up
// incrementally: C(p,k) = C(p,k-1) * (p-(k-1)) / k. Unlike `multibrot_delta`
// (a finite binomial sum for an integer power), this only *converges* — and
// only for |w| < 1 — rather than terminating exactly.
//
// Right after a rebase (or near a reference point close to zero, where w is
// singular), e is *not* small relative to Z — that's normal perturbation
// dynamics, not a deep-zoom edge case — and the series above would diverge.
// But forming Z+e directly is numerically safe exactly there (e isn't many
// orders of magnitude smaller than Z), so fall back to a plain subtraction.
fn complex_multibrot_delta(z: vec2<f32>, e: vec2<f32>, p: vec2<f32>) -> vec2<f32> {
if dot(z, z) < 1e-20 {
return cpow(e, p);
}
// |w|^2 = |e|^2 / |Z|^2; inf or nan (Z ~ 0, or both ~ 0) correctly fails
// the `< 0.25` test below and falls through to the direct branch.
let w2 = dot(e, e) / dot(z, z);
if w2 < 0.25 {
let w = cdiv(e, z);
var wk = vec2<f32>(1.0, 0.0); // w^0
var coef = vec2<f32>(1.0, 0.0); // C(p,0)
@@ -178,6 +121,8 @@ fn complex_multibrot_delta(z: vec2<f32>, e: vec2<f32>, p: vec2<f32>) -> vec2<f32
acc = acc + cmul(coef, wk);
}
return cmul(cpow(z, p), acc);
}
return cpow(z + e, p) - cpow(z, p);
}
// One perturbation step of the current fractal's delta: e -> f(Z+e) - f(Z),
@@ -249,26 +194,6 @@ fn fprime(z: vec2<f32>) -> vec2<f32> {
return 2.0 * z;
}
// Smooth cyclic palettes (Inigo Quilez cosine palettes), selected by id.
fn palette(id: u32, t: f32) -> vec3<f32> {
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 {
d = vec3<f32>(0.00, 0.33, 0.67); // rainbow
} else if id == 2u {
d = vec3<f32>(0.30, 0.20, 0.20); // warm ember
} else if id == 3u {
c = vec3<f32>(1.0, 1.0, 0.5);
d = vec3<f32>(0.80, 0.90, 0.30); // lime / magenta
}
return a + b * cos(6.28318530718 * (c * t + d));
}
// Escape data for one sample: `ci` is the (color-independent) palette parameter,
// `de` the distance-estimate darkening factor in [0,1], `escaped` false for the
// interior of the set. Splitting iteration from coloring lets a colour change be
@@ -407,22 +332,15 @@ fn color_sample(s: Sample) -> vec3<f32> {
if !s.escaped {
return vec3<f32>(0.0, 0.0, 0.0);
}
let t = fract(s.ci * u.color_scale + u.color_offset);
return palette(u.palette_id, t) * s.de;
return classic_color(s.ci, s.de);
}
// Iteration pass: write per-pixel escape data (color-independent) so a colour
// change is remapped by the cheap colourise pass without re-iterating.
// R = ci (palette parameter), G = DE factor, B = interior fraction (for AA).
// AA is grid-supersampled here; the interior fraction lets the colourise pass
// anti-alias the set boundary (blend toward black) after the fact.
@fragment
fn fs_data(in: VsOut) -> @location(0) vec4<f32> {
let base = in.centered * u.span + u.dc_offset;
let dx = dpdx(base);
let dy = dpdy(base);
let px = length(abs(dx) + abs(dy));
// Supersampled escape data at one point: average (ci, DE factor) over the
// AA grid's escaped sub-samples, plus the fraction that landed in the
// interior. Shared by `fs_data` (writes it straight to the data texture) and
// `fs_color`'s shadow branch (used both at the pixel and at its two
// neighbours, to build a DE height field without a texture round-trip).
fn aggregate_sample(base: vec2<f32>, dx: vec2<f32>, dy: vec2<f32>, px: f32) -> vec3<f32> {
let aa = max(u.aa_level, 1u);
let inv = 1.0 / f32(aa);
var ci_sum = 0.0;
@@ -444,7 +362,22 @@ fn fs_data(in: VsOut) -> @location(0) vec4<f32> {
let ci_avg = select(0.0, ci_sum / f32(escaped_n), escaped_n > 0u);
let de_avg = select(1.0, de_sum / f32(escaped_n), escaped_n > 0u);
let interior_frac = 1.0 - f32(escaped_n) / total;
return vec4<f32>(ci_avg, de_avg, interior_frac, 1.0);
return vec3<f32>(ci_avg, de_avg, interior_frac);
}
// Iteration pass: write per-pixel escape data (color-independent) so a colour
// change is remapped by the cheap colourise pass without re-iterating.
// R = ci (palette parameter), G = DE factor, B = interior fraction (for AA).
// AA is grid-supersampled here; the interior fraction lets the colourise pass
// anti-alias the set boundary (blend toward black) after the fact.
@fragment
fn fs_data(in: VsOut) -> @location(0) vec4<f32> {
let base = in.centered * u.span + u.dc_offset;
let dx = dpdx(base);
let dy = dpdy(base);
let px = length(abs(dx) + abs(dy));
return vec4<f32>(aggregate_sample(base, dx, dy, px), 1.0);
}
// Combined iterate + colour in a single pass, for PNG export (which never needs
@@ -457,6 +390,21 @@ fn fs_color(in: VsOut) -> @location(0) vec4<f32> {
let dy = dpdy(base);
let px = length(abs(dx) + abs(dy));
if u.shadow != 0u {
// No data texture to sample neighbours from (this pass never runs
// one), so build the same DE height field colorize.wgsl reads from
// the texture by aggregating live, at the pixel and its two
// neighbours a `dx`/`dy` step away.
let here = aggregate_sample(base, dx, dy, px);
if here.z != 0.0 {
return vec4<f32>(0.1, 0.1, 0.1, 1.0);
}
let right = aggregate_sample(base + dx, dx, dy, px);
let down = aggregate_sample(base + dy, dx, dy, px);
let normal = normal_from_heights(here.y, right.y, down.y);
return vec4<f32>(shadow_color(normal), 1.0);
}
let aa = max(u.aa_level, 1u);
let inv = 1.0 / f32(aa);
var acc = vec3<f32>(0.0, 0.0, 0.0);
+22 -2
View File
@@ -21,24 +21,44 @@ fn validate(name: &str, src: &str) {
fn mandelbrot_shader_is_valid() {
validate(
"mandelbrot.wgsl",
concat!(
include_str!("../src/shaders/common.wgsl"),
include_str!("../src/shaders/iterate_uniforms.wgsl"),
include_str!("../src/shaders/mandelbrot.wgsl"),
),
);
}
#[test]
fn colorize_shader_is_valid() {
validate("colorize.wgsl", include_str!("../src/shaders/colorize.wgsl"));
validate(
"colorize.wgsl",
concat!(
include_str!("../src/shaders/common.wgsl"),
include_str!("../src/shaders/iterate_uniforms.wgsl"),
include_str!("../src/shaders/colorize.wgsl"),
),
);
}
#[test]
fn blit_shader_is_valid() {
validate("blit.wgsl", include_str!("../src/shaders/blit.wgsl"));
validate(
"blit.wgsl",
concat!(
include_str!("../src/shaders/common.wgsl"),
include_str!("../src/shaders/blit.wgsl"),
),
);
}
#[test]
fn buddhabrot_shader_is_valid() {
validate(
"buddhabrot.wgsl",
concat!(
include_str!("../src/shaders/common.wgsl"),
include_str!("../src/shaders/buddhabrot.wgsl"),
),
);
}