mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-25 08:14:20 +00:00
290 lines
10 KiB
Rust
290 lines
10 KiB
Rust
use glam::f32::Vec2;
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use rand::random;
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use std::sync::Arc;
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use vulkano::{
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buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer},
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command_buffer::{
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allocator::StandardCommandBufferAllocator, AutoCommandBufferBuilder, CommandBufferUsage,
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},
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descriptor_set::{
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allocator::StandardDescriptorSetAllocator, DescriptorSet, WriteDescriptorSet,
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},
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device::Queue,
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image::view::ImageView,
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memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator},
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pipeline::{
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compute::ComputePipelineCreateInfo, layout::PipelineDescriptorSetLayoutCreateInfo,
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ComputePipeline, Pipeline, PipelineBindPoint, PipelineLayout,
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PipelineShaderStageCreateInfo,
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},
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sync::GpuFuture,
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};
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pub struct FractalComputePipeline {
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queue: Arc<Queue>,
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pipeline: Arc<ComputePipeline>,
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memory_allocator: Arc<StandardMemoryAllocator>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
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palette: Subbuffer<[[f32; 4]]>,
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palette_size: i32,
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end_color: [f32; 4],
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}
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impl FractalComputePipeline {
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pub fn new(
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queue: Arc<Queue>,
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memory_allocator: Arc<StandardMemoryAllocator>,
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command_buffer_allocator: Arc<StandardCommandBufferAllocator>,
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descriptor_set_allocator: Arc<StandardDescriptorSetAllocator>,
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) -> FractalComputePipeline {
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// Initial colors.
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let colors = vec![
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[1.0, 0.0, 0.0, 1.0],
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[1.0, 1.0, 0.0, 1.0],
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[0.0, 1.0, 0.0, 1.0],
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[0.0, 1.0, 1.0, 1.0],
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[0.0, 0.0, 1.0, 1.0],
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[1.0, 0.0, 1.0, 1.0],
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];
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let palette_size = colors.len() as i32;
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let palette = Buffer::from_iter(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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colors,
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)
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.unwrap();
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let end_color = [0.0; 4];
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let pipeline = {
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let device = queue.device();
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let cs = cs::load(device.clone())
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.unwrap()
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.entry_point("main")
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.unwrap();
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let stage = PipelineShaderStageCreateInfo::new(cs);
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let layout = PipelineLayout::new(
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device.clone(),
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PipelineDescriptorSetLayoutCreateInfo::from_stages([&stage])
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.into_pipeline_layout_create_info(device.clone())
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.unwrap(),
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)
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.unwrap();
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ComputePipeline::new(
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device.clone(),
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None,
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ComputePipelineCreateInfo::stage_layout(stage, layout),
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)
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.unwrap()
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};
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FractalComputePipeline {
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queue,
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pipeline,
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memory_allocator,
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command_buffer_allocator,
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descriptor_set_allocator,
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palette,
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palette_size,
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end_color,
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}
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}
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/// Randomizes our color palette.
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pub fn randomize_palette(&mut self) {
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let mut colors = vec![];
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for _ in 0..self.palette_size {
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let r = random::<f32>();
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let g = random::<f32>();
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let b = random::<f32>();
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let a = random::<f32>();
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colors.push([r, g, b, a]);
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}
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self.palette = Buffer::from_iter(
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self.memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::STORAGE_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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colors,
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)
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.unwrap();
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}
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pub fn compute(
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&self,
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image_view: Arc<ImageView>,
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c: Vec2,
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scale: Vec2,
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translation: Vec2,
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max_iters: u32,
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is_julia: bool,
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) -> Box<dyn GpuFuture> {
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// Resize image if needed.
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let image_extent = image_view.image().extent();
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let layout = &self.pipeline.layout().set_layouts()[0];
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let descriptor_set = DescriptorSet::new(
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self.descriptor_set_allocator.clone(),
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layout.clone(),
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[
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WriteDescriptorSet::image_view(0, image_view),
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WriteDescriptorSet::buffer(1, self.palette.clone()),
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],
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[],
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)
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.unwrap();
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let mut builder = AutoCommandBufferBuilder::primary(
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self.command_buffer_allocator.clone(),
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self.queue.queue_family_index(),
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CommandBufferUsage::OneTimeSubmit,
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)
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.unwrap();
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let push_constants = cs::PushConstants {
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end_color: self.end_color,
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c: c.into(),
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scale: scale.into(),
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translation: translation.into(),
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palette_size: self.palette_size,
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max_iters: max_iters as i32,
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is_julia: is_julia as u32,
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};
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builder
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.bind_pipeline_compute(self.pipeline.clone())
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.unwrap()
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.bind_descriptor_sets(
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PipelineBindPoint::Compute,
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self.pipeline.layout().clone(),
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0,
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descriptor_set,
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)
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.unwrap()
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.push_constants(self.pipeline.layout().clone(), 0, push_constants)
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.unwrap();
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unsafe { builder.dispatch([image_extent[0] / 8, image_extent[1] / 8, 1]) }.unwrap();
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let command_buffer = builder.build().unwrap();
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let finished = command_buffer.execute(self.queue.clone()).unwrap();
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finished.then_signal_fence_and_flush().unwrap().boxed()
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}
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}
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mod cs {
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vulkano_shaders::shader! {
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ty: "compute",
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src: r"
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#version 450
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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// Image to which we'll write our fractal
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layout(set = 0, binding = 0, rgba8) uniform writeonly image2D img;
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// Our palette as a dynamic buffer
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layout(set = 0, binding = 1) buffer Palette {
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vec4 data[];
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} palette;
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// Our variable inputs as push constants
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layout(push_constant) uniform PushConstants {
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vec4 end_color;
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vec2 c;
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vec2 scale;
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vec2 translation;
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int palette_size;
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int max_iters;
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bool is_julia;
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} push_constants;
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// Gets smooth color between current color (determined by iterations) and the next
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// color in the palette by linearly interpolating the colors based on:
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// https://linas.org/art-gallery/escape/smooth.html
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vec4 get_color(
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int palette_size,
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vec4 end_color,
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int i,
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int max_iters,
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float len_z
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) {
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if (i < max_iters) {
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float iters_float = float(i) + 1.0 - log(log(len_z)) / log(2.0f);
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float iters_floor = floor(iters_float);
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float remainder = iters_float - iters_floor;
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vec4 color_start = palette.data[int(iters_floor) % push_constants.palette_size];
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vec4 color_end = palette.data[(int(iters_floor) + 1) % push_constants.palette_size];
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return mix(color_start, color_end, remainder);
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}
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return end_color;
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}
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void main() {
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// Scale image pixels to range
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vec2 dims = vec2(imageSize(img));
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float ar = dims.x / dims.y;
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float x_over_width = (gl_GlobalInvocationID.x / dims.x);
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float y_over_height = (gl_GlobalInvocationID.y / dims.y);
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float x0 = ar * (push_constants.translation.x + (x_over_width - 0.5) * push_constants.scale.x);
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float y0 = push_constants.translation.y + (y_over_height - 0.5) * push_constants.scale.y;
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// Julia is like mandelbrot, but instead changing the constant `c` will change the
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// shape you'll see. Thus we want to bind the c to mouse position.
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// With mandelbrot, c = scaled xy position of the image. Z starts from zero.
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// With julia, c = any value between the interesting range (-2.0 - 2.0),
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// Z = scaled xy position of the image.
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vec2 c;
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vec2 z;
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if (push_constants.is_julia) {
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c = push_constants.c;
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z = vec2(x0, y0);
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} else {
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c = vec2(x0, y0);
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z = vec2(0.0, 0.0);
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}
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// Escape time algorithm:
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// https://en.wikipedia.org/wiki/Plotting_algorithms_for_the_Mandelbrot_set
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// It's an iterative algorithm where the bailout point (number of iterations) will
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// determine the color we choose from the palette.
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int i;
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float len_z;
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for (i = 0; i < push_constants.max_iters; i += 1) {
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z = vec2(
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z.x * z.x - z.y * z.y + c.x,
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z.y * z.x + z.x * z.y + c.y
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);
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len_z = length(z);
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// Using 8.0 for bailout limit give a little nicer colors with smooth colors
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// 2.0 is enough to 'determine' an escape will happen.
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if (len_z > 8.0) {
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break;
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}
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}
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vec4 write_color = get_color(
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push_constants.palette_size,
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push_constants.end_color,
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i,
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push_constants.max_iters,
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len_z
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);
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imageStore(img, ivec2(gl_GlobalInvocationID.xy), write_color);
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}
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",
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}
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}
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