pub struct AttractorScene { /* private fields */ }Expand description
GPU compute-particle strange-attractor scene (ADR-0015). A storage buffer of
particles is stepped through the De Jong map by a compute shader each frame,
drawn as additive point-sprites into a fading trail field, and composited to
the surface. Every knob is an ADR-0002 layer-2 named parameter — the attractor
coefficients (a,b,c,d), the look scalars (size,hue,fade), and a
beat-driven reseed — so a preset binds them to the audio bands and beat.
Implementations§
Source§impl AttractorScene
impl AttractorScene
Sourcepub fn new(
device: &Device,
surface_format: TextureFormat,
anchor: u32,
ceiling: u32,
trail_cap: (u32, u32),
) -> Self
pub fn new( device: &Device, surface_format: TextureFormat, anchor: u32, ceiling: u32, trail_cap: (u32, u32), ) -> Self
Build the CPU-side seeded scatter. GPU resources are deferred to the first
render (module docs).
anchor is the tier’s budget at REFERENCE_PX and ceiling is the
most the density law may resolve for this scene — the tier’s live ceiling
on a surface, its offline one on a headless render path. The buffer is
sized at ceiling; the budget starts at anchor and moves on the first
Scene::set_target_size, whose trait is crate-private and so is named
here rather than linked.