forked from StudioInfinity/dyna3
Make points more transparent in ghost mode
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parent
fc230e4993
commit
592f327e62
3 changed files with 24 additions and 12 deletions
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@ -22,6 +22,9 @@ use crate::{
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// --- scene data ---
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const COLOR_SIZE: usize = 3;
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type ColorWithOpacity = [f32; COLOR_SIZE + 1];
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struct SceneSpheres {
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representations: Vec<DVector<f64>>,
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colors: Vec<ElementColor>,
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@ -53,7 +56,7 @@ impl SceneSpheres {
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struct ScenePoints {
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representations: Vec<DVector<f64>>,
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colors: Vec<ElementColor>,
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colors_with_opacity: Vec<ColorWithOpacity>,
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highlights: Vec<f32>,
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selections: Vec<f32>
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}
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@ -62,15 +65,19 @@ impl ScenePoints {
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fn new() -> ScenePoints {
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ScenePoints {
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representations: Vec::new(),
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colors: Vec::new(),
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colors_with_opacity: Vec::new(),
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highlights: Vec::new(),
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selections: Vec::new()
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}
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}
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, highlight: f32, selected: bool) {
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, opacity: f32, highlight: f32, selected: bool) {
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let mut color_with_opacity = [0.0; COLOR_SIZE + 1];
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color_with_opacity[..COLOR_SIZE].copy_from_slice(&color);
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color_with_opacity[COLOR_SIZE] = opacity;
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self.representations.push(representation);
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self.colors.push(color);
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self.colors_with_opacity.push(color_with_opacity);
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self.highlights.push(highlight);
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self.selections.push(if selected { 1.0 } else { 0.0 });
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}
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@ -156,11 +163,15 @@ impl DisplayItem for Sphere {
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impl DisplayItem for Point {
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fn show(&self, scene: &mut Scene, selected: bool) {
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const HIGHLIGHT: f32 = 0.5; /* SCAFFOLDING */
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/* SCAFFOLDING */
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const GHOST_OPACITY: f32 = 0.4;
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const HIGHLIGHT: f32 = 0.5;
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let representation = self.representation.get_clone_untracked();
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let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color };
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let opacity = if self.ghost.get() { GHOST_OPACITY } else { 1.0 };
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let highlight = if selected { 1.0 } else { HIGHLIGHT };
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scene.points.push(representation, color, highlight, selected);
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scene.points.push(representation, color, opacity, highlight, selected);
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}
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/* SCAFFOLDING */
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@ -714,7 +725,7 @@ pub fn Display() -> View {
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// bind them to the corresponding attributes in the vertex
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// shader
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bind_new_buffer_to_attribute(&ctx, point_position_attr, SPACE_DIM as i32, point_positions.as_slice());
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bind_new_buffer_to_attribute(&ctx, point_color_attr, COLOR_SIZE as i32, scene.points.colors.concat().as_slice());
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bind_new_buffer_to_attribute(&ctx, point_color_attr, (COLOR_SIZE + 1) as i32, scene.points.colors_with_opacity.concat().as_slice());
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bind_new_buffer_to_attribute(&ctx, point_highlight_attr, 1 as i32, scene.points.highlights.as_slice());
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bind_new_buffer_to_attribute(&ctx, point_selection_attr, 1 as i32, scene.points.selections.as_slice());
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@ -2,7 +2,7 @@
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precision highp float;
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in vec3 point_color;
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in vec4 point_color;
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in float point_highlight;
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in float total_radius;
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@ -13,6 +13,7 @@ void main() {
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const float POINT_RADIUS = 4.;
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float border = smoothstep(POINT_RADIUS - 1., POINT_RADIUS, r);
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vec3 color = mix(point_color, vec3(1.), border * point_highlight);
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outColor = vec4(color, 1. - smoothstep(total_radius - 1., total_radius, r));
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float disk = 1. - smoothstep(total_radius - 1., total_radius, r);
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vec4 color = mix(point_color, vec4(1.), border * point_highlight);
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outColor = vec4(vec3(1.), disk) * color;
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}
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@ -1,11 +1,11 @@
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#version 300 es
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in vec4 position;
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in vec3 color;
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in vec4 color;
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in float highlight;
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in float selected;
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out vec3 point_color;
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out vec4 point_color;
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out float point_highlight;
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out float total_radius;
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