Introduce ghost mode for elements #85
2 changed files with 14 additions and 10 deletions
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@ -469,7 +469,6 @@ pub fn Display() -> View {
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);
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);
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let resolution_loc = ctx.get_uniform_location(&sphere_program, "resolution");
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let resolution_loc = ctx.get_uniform_location(&sphere_program, "resolution");
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let shortdim_loc = ctx.get_uniform_location(&sphere_program, "shortdim");
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let shortdim_loc = ctx.get_uniform_location(&sphere_program, "shortdim");
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let opacity_loc = ctx.get_uniform_location(&sphere_program, "opacity");
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let layer_threshold_loc = ctx.get_uniform_location(&sphere_program, "layer_threshold");
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let layer_threshold_loc = ctx.get_uniform_location(&sphere_program, "layer_threshold");
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let debug_mode_loc = ctx.get_uniform_location(&sphere_program, "debug_mode");
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let debug_mode_loc = ctx.get_uniform_location(&sphere_program, "debug_mode");
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@ -646,6 +645,11 @@ pub fn Display() -> View {
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ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_cnt);
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ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_cnt);
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for n in 0..sphere_reps_world.len() {
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for n in 0..sphere_reps_world.len() {
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let v = &sphere_reps_world[n];
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let v = &sphere_reps_world[n];
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let sphere_color = &mut [0.0; 4];
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sphere_color[..3].copy_from_slice(&scene.spheres.colors[n]);
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sphere_color[3] = OPACITY;
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ctx.uniform3fv_with_f32_array(
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ctx.uniform3fv_with_f32_array(
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sphere_sp_locs[n].as_ref(),
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sphere_sp_locs[n].as_ref(),
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v.rows(0, 3).as_slice()
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v.rows(0, 3).as_slice()
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@ -654,9 +658,9 @@ pub fn Display() -> View {
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sphere_lt_locs[n].as_ref(),
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sphere_lt_locs[n].as_ref(),
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v.rows(3, 2).as_slice()
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v.rows(3, 2).as_slice()
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);
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);
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ctx.uniform3fv_with_f32_array(
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ctx.uniform4fv_with_f32_array(
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sphere_color_locs[n].as_ref(),
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sphere_color_locs[n].as_ref(),
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&scene.spheres.colors[n]
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sphere_color
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);
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);
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ctx.uniform1f(
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ctx.uniform1f(
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sphere_highlight_locs[n].as_ref(),
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sphere_highlight_locs[n].as_ref(),
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@ -665,7 +669,6 @@ pub fn Display() -> View {
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}
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}
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// pass the display parameters
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// pass the display parameters
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ctx.uniform1f(opacity_loc.as_ref(), OPACITY);
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ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
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ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
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ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
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ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
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@ -17,7 +17,7 @@ struct vecInv {
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const int SPHERE_MAX = 200;
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const int SPHERE_MAX = 200;
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uniform int sphere_cnt;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vec3 color_list[SPHERE_MAX];
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uniform vec4 color_list[SPHERE_MAX];
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uniform float highlight_list[SPHERE_MAX];
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uniform float highlight_list[SPHERE_MAX];
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// view
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// view
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@ -25,7 +25,6 @@ uniform vec2 resolution;
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uniform float shortdim;
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uniform float shortdim;
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// controls
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// controls
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uniform float opacity;
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uniform int layer_threshold;
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uniform int layer_threshold;
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uniform bool debug_mode;
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uniform bool debug_mode;
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@ -69,7 +68,7 @@ struct Fragment {
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vec4 color;
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vec4 color;
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};
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};
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Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
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Fragment sphere_shading(vecInv v, vec3 pt, vec4 base_color) {
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// the expression for normal needs to be checked. it's supposed to give the
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// the expression for normal needs to be checked. it's supposed to give the
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// negative gradient of the lorentz product between the impact point vector
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// negative gradient of the lorentz product between the impact point vector
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// and the sphere vector with respect to the coordinates of the impact
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// and the sphere vector with respect to the coordinates of the impact
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@ -79,7 +78,7 @@ Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
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float incidence = dot(normal, light_dir);
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float incidence = dot(normal, light_dir);
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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return Fragment(pt, normal, vec4(illum * base_color, opacity));
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return Fragment(pt, normal, vec4(illum * base_color.rgb, base_color.a));
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}
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}
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float intersection_dist(Fragment a, Fragment b) {
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float intersection_dist(Fragment a, Fragment b) {
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@ -192,10 +191,11 @@ void main() {
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vec3 color = vec3(0.);
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vec3 color = vec3(0.);
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int layer = layer_cnt - 1;
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int layer = layer_cnt - 1;
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TaggedDepth hit = top_hits[layer];
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TaggedDepth hit = top_hits[layer];
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vec4 sphere_color = color_list[hit.id];
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Fragment frag_next = sphere_shading(
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Fragment frag_next = sphere_shading(
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sphere_list[hit.id],
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sphere_list[hit.id],
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hit.depth * dir,
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hit.depth * dir,
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hit.dimming * color_list[hit.id]
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vec4(hit.dimming * sphere_color.rgb, sphere_color.a)
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);
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);
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float highlight_next = highlight_list[hit.id];
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float highlight_next = highlight_list[hit.id];
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--layer;
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--layer;
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@ -206,10 +206,11 @@ void main() {
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// shade the next fragment
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// shade the next fragment
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hit = top_hits[layer];
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hit = top_hits[layer];
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sphere_color = color_list[hit.id];
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frag_next = sphere_shading(
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frag_next = sphere_shading(
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sphere_list[hit.id],
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sphere_list[hit.id],
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hit.depth * dir,
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hit.depth * dir,
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hit.dimming * color_list[hit.id]
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vec4(hit.dimming * sphere_color.rgb, sphere_color.a)
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);
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);
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highlight_next = highlight_list[hit.id];
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highlight_next = highlight_list[hit.id];
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