dyna3/app-proto/inversive-display/src/main.rs

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Rust
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// based on the WebGL example in the `wasm-bindgen` guide
//
// https://rustwasm.github.io/wasm-bindgen/examples/webgl.html
//
// and this StackOverflow answer by wangdq
//
// https://stackoverflow.com/a/39684775
//
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extern crate js_sys;
use sycamore::{prelude::*, rt::{JsCast, JsValue}};
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use web_sys::{console, WebGl2RenderingContext, WebGlShader};
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fn compile_shader(
context: &WebGl2RenderingContext,
shader_type: u32,
source: &str,
) -> WebGlShader {
let shader = context.create_shader(shader_type).unwrap();
context.shader_source(&shader, source);
context.compile_shader(&shader);
shader
}
// load the given data into the vertex input of the given name
fn bind_vertex_attrib(
context: &WebGl2RenderingContext,
index: u32,
size: i32,
data: &[f32]
) {
// create a data buffer and bind it to ARRAY_BUFFER
let buffer = context.create_buffer().unwrap();
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
// load the given data into the buffer. the function `Float32Array::view`
// creates a raw view into our module's `WebAssembly.Memory` buffer.
// allocating more memory will change the buffer, invalidating the view.
// that means we have to make sure we don't allocate any memory until the
// view is dropped
unsafe {
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&js_sys::Float32Array::view(&data),
WebGl2RenderingContext::STATIC_DRAW,
);
}
// allow the target attribute to be used
context.enable_vertex_attrib_array(index);
// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
// above---and bind it to the target attribute
//
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
//
context.vertex_attrib_pointer_with_i32(
index,
size,
WebGl2RenderingContext::FLOAT,
false, // don't normalize
0, // zero stride
0, // zero offset
);
}
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fn main() {
// set up a config option that forwards panic messages to `console.error`
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
sycamore::render(|| {
let ctrl_x = create_signal(0.0);
let ctrl_y = create_signal(0.0);
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let display = create_node_ref();
on_mount(move || {
// get the display canvas
let canvas = display
.get::<DomNode>()
.unchecked_into::<web_sys::HtmlCanvasElement>();
let ctx = canvas
.get_context("webgl2")
.unwrap()
.unwrap()
.dyn_into::<WebGl2RenderingContext>()
.unwrap();
// compile and attach the vertex and fragment shaders
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let vertex_shader = compile_shader(
&ctx,
WebGl2RenderingContext::VERTEX_SHADER,
r##"#version 300 es
in vec4 position;
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void main() {
gl_Position = position;
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}
"##,
);
let fragment_shader = compile_shader(
&ctx,
WebGl2RenderingContext::FRAGMENT_SHADER,
r##"#version 300 es
precision highp float;
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out vec4 outColor;
uniform vec2 resolution;
uniform float shortdim;
uniform vec2 ctrl;
struct vecInv {
vec3 sp;
vec2 lt;
};
vecInv sphere(vec3 center, float radius) {
return vecInv(
center / radius,
vec2(
0.5 / radius,
0.5 * (dot(center, center) / radius - radius)
)
);
}
const float focal_slope = 0.3;
const vec3 light_dir = normalize(vec3(2., 2., 1.));
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void main() {
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
vec3 dir = vec3(focal_slope * scr, -1.);
vecInv v = sphere(vec3(ctrl, -5.), 1.);
float a = -v.lt.s * dot(dir, dir);
float b = dot(v.sp, dir);
float c = -v.lt.t;
float scale = -b/(2.*a);
float adjust = 4.*a*c/(b*b);
float offset = sqrt(1. - adjust);
float u_front = scale * (1. - offset);
float u_back = scale * (1. + offset);
vec3 color;
if (adjust < 1. && u_front > 0.) {
// the expression for normal needs to be checked. it's
// supposed to give the negative gradient of the lorentz
// product between the impact point vector and the sphere
// vector with respect to the coordinates of the impact
// point. i calculated it in my head and decided that
// the result looked good enough for now
vec3 pt_front = u_front * dir;
vec3 normal_front = normalize(-v.sp + 2.*v.lt.s*pt_front);
float incidence = dot(normal_front, light_dir);
if (incidence < 0.) {
color = mix(vec3(0.2, 0.0, 0.4), vec3(0.1, 0.0, 0.2), -incidence);
} else {
color = mix(vec3(0.4, 0.0, 0.2), vec3(1., 0.8, 1.), incidence);
}
} else {
color = vec3(0.);
}
outColor = vec4(color, 1.);
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}
"##,
);
let program = ctx.create_program().unwrap();
ctx.attach_shader(&program, &vertex_shader);
ctx.attach_shader(&program, &fragment_shader);
ctx.link_program(&program);
let link_status = ctx
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap();
let link_msg = if link_status {
"Linked successfully"
} else {
"Linking failed"
};
console::log_1(&JsValue::from(link_msg));
ctx.use_program(Some(&program));
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// find indices of vertex attributes and uniforms
let position_index = ctx.get_attrib_location(&program, "position") as u32;
let resolution_loc = ctx.get_uniform_location(&program, "resolution");
let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
let ctrl_loc = ctx.get_uniform_location(&program, "ctrl");
// create a vertex array and bind it to the graphics context
let vertex_array = ctx.create_vertex_array().unwrap();
ctx.bind_vertex_array(Some(&vertex_array));
// set the vertex positions
const VERTEX_CNT: usize = 6;
let positions: [f32; 3*VERTEX_CNT] = [
// northwest triangle
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
// southeast triangle
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0
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];
bind_vertex_attrib(&ctx, position_index, 3, &positions);
// set the resolution
let width = canvas.width() as f32;
let height = canvas.height() as f32;
ctx.uniform2f(resolution_loc.as_ref(), width, height);
ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// set up a repainting routine
create_effect(move || {
// pass the control parameters
ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32);
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// clear the screen and draw the scene
ctx.clear_color(0.0, 0.0, 0.0, 1.0);
ctx.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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});
});
view! {
div(id="app") {
canvas(ref=display, width="600", height="600")
input(
type="range",
min=-1.0,
max=1.0,
step=0.01,
bind:valueAsNumber=ctrl_x
)
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input(
type="range",
min=-1.0,
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max=1.0,
step=0.01,
bind:valueAsNumber=ctrl_y
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)
}
}
});
}