diff --git a/app-proto/main.css b/app-proto/main.css index f787535..d56784f 100644 --- a/app-proto/main.css +++ b/app-proto/main.css @@ -90,6 +90,10 @@ summary > div, .regulator { padding-right: 8px; } +.element > input { + margin-left: 8px; +} + .element-switch { width: 18px; padding-left: 2px; diff --git a/app-proto/src/assembly.rs b/app-proto/src/assembly.rs index bd185c8..e48b802 100644 --- a/app-proto/src/assembly.rs +++ b/app-proto/src/assembly.rs @@ -101,6 +101,7 @@ pub trait Element: Serial + ProblemPoser + DisplayItem { fn id(&self) -> &String; fn label(&self) -> &String; fn representation(&self) -> Signal>; + fn ghost(&self) -> Signal; // the regulators the element is subject to. the assembly that owns the // element is responsible for keeping this set up to date @@ -154,6 +155,7 @@ pub struct Sphere { pub label: String, pub color: ElementColor, pub representation: Signal>, + pub ghost: Signal, pub regulators: Signal>>, serial: u64, column_index: Cell> @@ -173,6 +175,7 @@ impl Sphere { label: label, color: color, representation: create_signal(representation), + ghost: create_signal(false), regulators: create_signal(BTreeSet::new()), serial: Self::next_serial(), column_index: None.into() @@ -210,6 +213,10 @@ impl Element for Sphere { self.representation } + fn ghost(&self) -> Signal { + self.ghost + } + fn regulators(&self) -> Signal>> { self.regulators } @@ -244,6 +251,7 @@ pub struct Point { pub label: String, pub color: ElementColor, pub representation: Signal>, + pub ghost: Signal, pub regulators: Signal>>, serial: u64, column_index: Cell> @@ -263,6 +271,7 @@ impl Point { label, color, representation: create_signal(representation), + ghost: create_signal(false), regulators: create_signal(BTreeSet::new()), serial: Self::next_serial(), column_index: None.into() @@ -296,6 +305,10 @@ impl Element for Point { self.representation } + fn ghost(&self) -> Signal { + self.ghost + } + fn regulators(&self) -> Signal>> { self.regulators } diff --git a/app-proto/src/display.rs b/app-proto/src/display.rs index a2fe4b6..69a3659 100644 --- a/app-proto/src/display.rs +++ b/app-proto/src/display.rs @@ -20,11 +20,23 @@ use crate::{ assembly::{Element, ElementColor, ElementMotion, Point, Sphere} }; +// --- color --- + +const COLOR_SIZE: usize = 3; +type ColorWithOpacity = [f32; COLOR_SIZE + 1]; + +fn combine_channels(color: ElementColor, opacity: f32) -> ColorWithOpacity { + let mut color_with_opacity = [0.0; COLOR_SIZE + 1]; + color_with_opacity[..COLOR_SIZE].copy_from_slice(&color); + color_with_opacity[COLOR_SIZE] = opacity; + color_with_opacity +} + // --- scene data --- struct SceneSpheres { representations: Vec>, - colors: Vec, + colors_with_opacity: Vec, highlights: Vec } @@ -32,7 +44,7 @@ impl SceneSpheres { fn new() -> SceneSpheres{ SceneSpheres { representations: Vec::new(), - colors: Vec::new(), + colors_with_opacity: Vec::new(), highlights: Vec::new() } } @@ -41,16 +53,16 @@ impl SceneSpheres { self.representations.len().try_into().expect("Number of spheres must fit in a 32-bit integer") } - fn push(&mut self, representation: DVector, color: ElementColor, highlight: f32) { + fn push(&mut self, representation: DVector, color: ElementColor, opacity: f32, highlight: f32) { self.representations.push(representation); - self.colors.push(color); + self.colors_with_opacity.push(combine_channels(color, opacity)); self.highlights.push(highlight); } } struct ScenePoints { representations: Vec>, - colors: Vec, + colors_with_opacity: Vec, highlights: Vec, selections: Vec } @@ -59,15 +71,15 @@ impl ScenePoints { fn new() -> ScenePoints { ScenePoints { representations: Vec::new(), - colors: Vec::new(), + colors_with_opacity: Vec::new(), highlights: Vec::new(), selections: Vec::new() } } - fn push(&mut self, representation: DVector, color: ElementColor, highlight: f32, selected: bool) { + fn push(&mut self, representation: DVector, color: ElementColor, opacity: f32, highlight: f32, selected: bool) { self.representations.push(representation); - self.colors.push(color); + self.colors_with_opacity.push(combine_channels(color, opacity)); self.highlights.push(highlight); self.selections.push(if selected { 1.0 } else { 0.0 }); } @@ -98,11 +110,16 @@ pub trait DisplayItem { impl DisplayItem for Sphere { fn show(&self, scene: &mut Scene, selected: bool) { - const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */ + /* SCAFFOLDING */ + const DEFAULT_OPACITY: f32 = 0.5; + const GHOST_OPACITY: f32 = 0.2; + const HIGHLIGHT: f32 = 0.2; + let representation = self.representation.get_clone_untracked(); let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color }; + let opacity = if self.ghost.get() { GHOST_OPACITY } else { DEFAULT_OPACITY }; let highlight = if selected { 1.0 } else { HIGHLIGHT }; - scene.spheres.push(representation, color, highlight); + scene.spheres.push(representation, color, opacity, highlight); } // this method should be kept synchronized with `sphere_cast` in @@ -148,11 +165,15 @@ impl DisplayItem for Sphere { impl DisplayItem for Point { fn show(&self, scene: &mut Scene, selected: bool) { - const HIGHLIGHT: f32 = 0.5; /* SCAFFOLDING */ + /* SCAFFOLDING */ + const GHOST_OPACITY: f32 = 0.4; + const HIGHLIGHT: f32 = 0.5; + let representation = self.representation.get_clone_untracked(); let color = if selected { self.color.map(|channel| 0.2 + 0.8*channel) } else { self.color }; + let opacity = if self.ghost.get() { GHOST_OPACITY } else { 1.0 }; let highlight = if selected { 1.0 } else { HIGHLIGHT }; - scene.points.push(representation, color, highlight, selected); + scene.points.push(representation, color, opacity, highlight, selected); } /* SCAFFOLDING */ @@ -365,6 +386,7 @@ pub fn Display() -> View { state.assembly.elements.with(|elts| { for elt in elts { elt.representation().track(); + elt.ghost().track(); } }); state.selection.track(); @@ -395,7 +417,6 @@ pub fn Display() -> View { const SHRINKING_SPEED: f64 = 0.15; // in length units per second // display parameters - const OPACITY: f32 = 0.5; /* SCAFFOLDING */ const LAYER_THRESHOLD: i32 = 0; /* DEBUG */ const DEBUG_MODE: i32 = 0; /* DEBUG */ @@ -469,7 +490,6 @@ pub fn Display() -> View { ); let resolution_loc = ctx.get_uniform_location(&sphere_program, "resolution"); let shortdim_loc = ctx.get_uniform_location(&sphere_program, "shortdim"); - let opacity_loc = ctx.get_uniform_location(&sphere_program, "opacity"); let layer_threshold_loc = ctx.get_uniform_location(&sphere_program, "layer_threshold"); let debug_mode_loc = ctx.get_uniform_location(&sphere_program, "debug_mode"); @@ -654,9 +674,9 @@ pub fn Display() -> View { sphere_lt_locs[n].as_ref(), v.rows(3, 2).as_slice() ); - ctx.uniform3fv_with_f32_array( + ctx.uniform4fv_with_f32_array( sphere_color_locs[n].as_ref(), - &scene.spheres.colors[n] + &scene.spheres.colors_with_opacity[n] ); ctx.uniform1f( sphere_highlight_locs[n].as_ref(), @@ -665,7 +685,6 @@ pub fn Display() -> View { } // pass the display parameters - ctx.uniform1f(opacity_loc.as_ref(), OPACITY); ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD); ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE); @@ -703,7 +722,7 @@ pub fn Display() -> View { // bind them to the corresponding attributes in the vertex // shader bind_new_buffer_to_attribute(&ctx, point_position_attr, SPACE_DIM as i32, point_positions.as_slice()); - bind_new_buffer_to_attribute(&ctx, point_color_attr, COLOR_SIZE as i32, scene.points.colors.concat().as_slice()); + bind_new_buffer_to_attribute(&ctx, point_color_attr, (COLOR_SIZE + 1) as i32, scene.points.colors_with_opacity.concat().as_slice()); bind_new_buffer_to_attribute(&ctx, point_highlight_attr, 1 as i32, scene.points.highlights.as_slice()); bind_new_buffer_to_attribute(&ctx, point_selection_attr, 1 as i32, scene.points.selections.as_slice()); @@ -851,7 +870,11 @@ pub fn Display() -> View { let (dir, pixel_size) = event_dir(&event); console::log_1(&JsValue::from(dir.to_string())); let mut clicked: Option<(Rc, f64)> = None; - for elt in state.assembly.elements.get_clone_untracked() { + let tangible_elts = state.assembly.elements + .get_clone_untracked() + .into_iter() + .filter(|elt| !elt.ghost().get()); + for elt in tangible_elts { match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world, pixel_size)) { Some(depth) => match clicked { Some((_, best_depth)) => { diff --git a/app-proto/src/outline.rs b/app-proto/src/outline.rs index caf11e8..59bbdcc 100644 --- a/app-proto/src/outline.rs +++ b/app-proto/src/outline.rs @@ -202,7 +202,11 @@ fn ElementOutlineItem(element: Rc) -> View { ) { div(class="element-label") { (label) } div(class="element-representation") { (rep_components) } - div(class="status") + input( + r#type="checkbox", + bind:checked=element.ghost(), + on:click=|event: MouseEvent| event.stop_propagation() + ) } } ul(class="regulators") { diff --git a/app-proto/src/point.frag b/app-proto/src/point.frag index 3a361a8..194a072 100644 --- a/app-proto/src/point.frag +++ b/app-proto/src/point.frag @@ -2,7 +2,7 @@ precision highp float; -in vec3 point_color; +in vec4 point_color; in float point_highlight; in float total_radius; @@ -13,6 +13,7 @@ void main() { const float POINT_RADIUS = 4.; float border = smoothstep(POINT_RADIUS - 1., POINT_RADIUS, r); - vec3 color = mix(point_color, vec3(1.), border * point_highlight); - outColor = vec4(color, 1. - smoothstep(total_radius - 1., total_radius, r)); + float disk = 1. - smoothstep(total_radius - 1., total_radius, r); + vec4 color = mix(point_color, vec4(1.), border * point_highlight); + outColor = vec4(vec3(1.), disk) * color; } \ No newline at end of file diff --git a/app-proto/src/point.vert b/app-proto/src/point.vert index 6945010..0b76bc1 100644 --- a/app-proto/src/point.vert +++ b/app-proto/src/point.vert @@ -1,11 +1,11 @@ #version 300 es in vec4 position; -in vec3 color; +in vec4 color; in float highlight; in float selected; -out vec3 point_color; +out vec4 point_color; out float point_highlight; out float total_radius; diff --git a/app-proto/src/spheres.frag b/app-proto/src/spheres.frag index d50cb1e..fa317a8 100644 --- a/app-proto/src/spheres.frag +++ b/app-proto/src/spheres.frag @@ -17,7 +17,7 @@ struct vecInv { const int SPHERE_MAX = 200; uniform int sphere_cnt; uniform vecInv sphere_list[SPHERE_MAX]; -uniform vec3 color_list[SPHERE_MAX]; +uniform vec4 color_list[SPHERE_MAX]; uniform float highlight_list[SPHERE_MAX]; // view @@ -25,7 +25,6 @@ uniform vec2 resolution; uniform float shortdim; // controls -uniform float opacity; uniform int layer_threshold; uniform bool debug_mode; @@ -69,7 +68,7 @@ struct Fragment { vec4 color; }; -Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) { +Fragment sphere_shading(vecInv v, vec3 pt, vec4 base_color) { // 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 @@ -79,7 +78,7 @@ Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) { float incidence = dot(normal, light_dir); float illum = mix(0.4, 1.0, max(incidence, 0.0)); - return Fragment(pt, normal, vec4(illum * base_color, opacity)); + return Fragment(pt, normal, vec4(illum * base_color.rgb, base_color.a)); } float intersection_dist(Fragment a, Fragment b) { @@ -192,10 +191,11 @@ void main() { vec3 color = vec3(0.); int layer = layer_cnt - 1; TaggedDepth hit = top_hits[layer]; + vec4 sphere_color = color_list[hit.id]; Fragment frag_next = sphere_shading( sphere_list[hit.id], hit.depth * dir, - hit.dimming * color_list[hit.id] + vec4(hit.dimming * sphere_color.rgb, sphere_color.a) ); float highlight_next = highlight_list[hit.id]; --layer; @@ -206,10 +206,11 @@ void main() { // shade the next fragment hit = top_hits[layer]; + sphere_color = color_list[hit.id]; frag_next = sphere_shading( sphere_list[hit.id], hit.depth * dir, - hit.dimming * color_list[hit.id] + vec4(hit.dimming * sphere_color.rgb, sphere_color.a) ); highlight_next = highlight_list[hit.id];