forked from StudioInfinity/dyna3
feat: Application prototype (#14)
Creates a prototype user interface for dyna3 in the `app-proto` folder. The interface is dynamically constructed using [Sycamore](https://sycamore.dev). The prototype includes: * An application state model (the `AppState` type) * A constraint problem model (the `Assembly` type), used in the application state * Two views * A 3D rendering of the assembly (the `Display` component) * A list of elements and constraints (the `Outline` component) The following features confirm that the views can reflect and send input to the model: * You can select elements by clicking and shift-clicking them in the outline. The selected elements are highlighted in the display. * You can add elements using a button above the outline. The new elements appear in the display. Co-authored-by: Aaron Fenyes <aaron.fenyes@fareycircles.ooo> Reviewed-on: glen/dyna3#14 Co-authored-by: Vectornaut <vectornaut@nobody@nowhere.net> Co-committed-by: Vectornaut <vectornaut@nobody@nowhere.net>
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app-proto/src/inversive.frag
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app-proto/src/inversive.frag
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#version 300 es
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precision highp float;
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out vec4 outColor;
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// --- inversive geometry ---
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struct vecInv {
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vec3 sp;
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vec2 lt;
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};
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// --- uniforms ---
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// assembly
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const int SPHERE_MAX = 200;
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uniform int sphere_cnt;
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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 float highlight_list[SPHERE_MAX];
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// view
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uniform vec2 resolution;
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uniform float shortdim;
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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 bool debug_mode;
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// light and camera
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const float focal_slope = 0.3;
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const vec3 light_dir = normalize(vec3(2., 2., 1.));
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const float ixn_threshold = 0.005;
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const float INTERIOR_DIMMING = 0.7;
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// --- sRGB ---
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// map colors from RGB space to sRGB space, as specified in the sRGB standard
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// (IEC 61966-2-1:1999)
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//
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// https://www.color.org/sRGB.pdf
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// https://www.color.org/chardata/rgb/srgb.xalter
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//
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// in RGB space, color value is proportional to light intensity, so linear
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// color-vector interpolation corresponds to physical light mixing. in sRGB
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// space, the color encoding used by many monitors, we use more of the value
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// interval to represent low intensities, and less of the interval to represent
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// high intensities. this improves color quantization
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float sRGB(float t) {
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if (t <= 0.0031308) {
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return 12.92*t;
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} else {
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return 1.055*pow(t, 5./12.) - 0.055;
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}
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}
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vec3 sRGB(vec3 color) {
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return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b));
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}
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// --- shading ---
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struct Fragment {
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vec3 pt;
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vec3 normal;
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vec4 color;
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};
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Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
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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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// and the sphere vector with respect to the coordinates of the impact
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// point. i calculated it in my head and decided that the result looked good
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// enough for now
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vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt);
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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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return Fragment(pt, normal, vec4(illum * base_color, opacity));
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}
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float intersection_dist(Fragment a, Fragment b) {
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float intersection_sin = length(cross(a.normal, b.normal));
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vec3 disp = a.pt - b.pt;
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return max(
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abs(dot(a.normal, disp)),
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abs(dot(b.normal, disp))
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) / intersection_sin;
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}
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// --- ray-casting ---
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struct TaggedDepth {
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float depth;
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float dimming;
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int id;
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};
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// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
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// the linear function `b*u + c`
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const float DEG_THRESHOLD = 1e-9;
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// the depths, represented as multiples of `dir`, where the line generated by
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// `dir` hits the sphere represented by `v`. if both depths are positive, the
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// smaller one is returned in the first component. if only one depth is
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// positive, it could be returned in either component
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vec2 sphere_cast(vecInv v, vec3 dir) {
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float a = -v.lt.s * dot(dir, dir);
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float b = dot(v.sp, dir);
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float c = -v.lt.t;
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float adjust = 4.*a*c/(b*b);
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if (adjust < 1.) {
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// as long as `b` is non-zero, the linear approximation of
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//
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// a*u^2 + b*u + c
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//
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// at `u = 0` will reach zero at a finite depth `u_lin`. the root of the
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// quadratic adjacent to `u_lin` is stored in `lin_root`. if both roots
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// have the same sign, `lin_root` will be the one closer to `u = 0`
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float square_rect_ratio = 1. + sqrt(1. - adjust);
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float lin_root = -(2.*c)/b / square_rect_ratio;
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if (abs(a) > DEG_THRESHOLD * abs(b)) {
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return vec2(lin_root, -b/(2.*a) * square_rect_ratio);
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} else {
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return vec2(lin_root, -1.);
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}
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} else {
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// the line through `dir` misses the sphere completely
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return vec2(-1., -1.);
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}
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}
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void main() {
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vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
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vec3 dir = vec3(focal_slope * scr, -1.);
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// cast rays through the spheres
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const int LAYER_MAX = 12;
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TaggedDepth top_hits [LAYER_MAX];
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int layer_cnt = 0;
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for (int id = 0; id < sphere_cnt; ++id) {
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// find out where the ray hits the sphere
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vec2 hit_depths = sphere_cast(sphere_list[id], dir);
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// insertion-sort the points we hit into the hit list
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float dimming = 1.;
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for (int side = 0; side < 2; ++side) {
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float depth = hit_depths[side];
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if (depth > 0.) {
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for (int layer = layer_cnt; layer >= 0; --layer) {
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if (layer < 1 || top_hits[layer-1].depth <= depth) {
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// we're not as close to the screen as the hit before
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// the empty slot, so insert here
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if (layer < LAYER_MAX) {
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top_hits[layer] = TaggedDepth(depth, dimming, id);
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}
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break;
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} else {
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// we're closer to the screen than the hit before the
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// empty slot, so move that hit into the empty slot
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top_hits[layer] = top_hits[layer-1];
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}
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}
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layer_cnt = min(layer_cnt + 1, LAYER_MAX);
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dimming = INTERIOR_DIMMING;
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}
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}
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}
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/* DEBUG */
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// in debug mode, show the layer count instead of the shaded image
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if (debug_mode) {
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// at the bottom of the screen, show the color scale instead of the
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// layer count
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if (gl_FragCoord.y < 10.) layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
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// convert number to color
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ivec3 bits = layer_cnt / ivec3(1, 2, 4);
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vec3 color = mod(vec3(bits), 2.);
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if (layer_cnt % 16 >= 8) {
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color = mix(color, vec3(0.5), 0.5);
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}
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outColor = vec4(color, 1.);
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return;
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}
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// composite the sphere fragments
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vec3 color = vec3(0.);
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int layer = layer_cnt - 1;
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TaggedDepth hit = top_hits[layer];
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Fragment frag_next = sphere_shading(
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sphere_list[hit.id],
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hit.depth * dir,
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hit.dimming * color_list[hit.id]
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);
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float highlight_next = highlight_list[hit.id];
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--layer;
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for (; layer >= layer_threshold; --layer) {
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// load the current fragment
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Fragment frag = frag_next;
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float highlight = highlight_next;
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// shade the next fragment
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hit = top_hits[layer];
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frag_next = sphere_shading(
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sphere_list[hit.id],
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hit.depth * dir,
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hit.dimming * color_list[hit.id]
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);
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highlight_next = highlight_list[hit.id];
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// highlight intersections
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float ixn_dist = intersection_dist(frag, frag_next);
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float max_highlight = max(highlight, highlight_next);
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float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
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frag.color = mix(frag.color, vec4(1.), ixn_highlight);
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frag_next.color = mix(frag_next.color, vec4(1.), ixn_highlight);
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// highlight cusps
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float cusp_cos = abs(dot(dir, frag.normal));
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float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[hit.id].lt.s);
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float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
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frag.color = mix(frag.color, vec4(1.), cusp_highlight);
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// composite the current fragment
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color = mix(color, frag.color.rgb, frag.color.a);
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}
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color = mix(color, frag_next.color.rgb, frag_next.color.a);
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outColor = vec4(sRGB(color), 1.);
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}
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