forked from StudioInfinity/dyna3
Introduce ghost mode for elements (#85)
Allows any element to be put in "ghost mode," decreasing its opacity and making it insensitive to click-to-select. Ghost mode is toggled using a checkbox in the outline view. Co-authored-by: Aaron Fenyes <aaron.fenyes@fareycircles.ooo> Reviewed-on: StudioInfinity/dyna3#85 Co-authored-by: Vectornaut <vectornaut@nobody@nowhere.net> Co-committed-by: Vectornaut <vectornaut@nobody@nowhere.net>
This commit is contained in:
parent
2adf4669f4
commit
a671a8273a
7 changed files with 77 additions and 31 deletions
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@ -90,6 +90,10 @@ summary > div, .regulator {
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padding-right: 8px;
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padding-right: 8px;
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}
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}
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.element > input {
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margin-left: 8px;
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}
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.element-switch {
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.element-switch {
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width: 18px;
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width: 18px;
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padding-left: 2px;
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padding-left: 2px;
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@ -101,6 +101,7 @@ pub trait Element: Serial + ProblemPoser + DisplayItem {
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fn id(&self) -> &String;
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fn id(&self) -> &String;
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fn label(&self) -> &String;
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fn label(&self) -> &String;
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fn representation(&self) -> Signal<DVector<f64>>;
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fn representation(&self) -> Signal<DVector<f64>>;
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fn ghost(&self) -> Signal<bool>;
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// the regulators the element is subject to. the assembly that owns the
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// the regulators the element is subject to. the assembly that owns the
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// element is responsible for keeping this set up to date
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// element is responsible for keeping this set up to date
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@ -154,6 +155,7 @@ pub struct Sphere {
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pub label: String,
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pub label: String,
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pub color: ElementColor,
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pub color: ElementColor,
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pub representation: Signal<DVector<f64>>,
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pub representation: Signal<DVector<f64>>,
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pub ghost: Signal<bool>,
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pub regulators: Signal<BTreeSet<Rc<dyn Regulator>>>,
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pub regulators: Signal<BTreeSet<Rc<dyn Regulator>>>,
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serial: u64,
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serial: u64,
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column_index: Cell<Option<usize>>
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column_index: Cell<Option<usize>>
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@ -173,6 +175,7 @@ impl Sphere {
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label: label,
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label: label,
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color: color,
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color: color,
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representation: create_signal(representation),
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representation: create_signal(representation),
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ghost: create_signal(false),
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regulators: create_signal(BTreeSet::new()),
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regulators: create_signal(BTreeSet::new()),
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serial: Self::next_serial(),
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serial: Self::next_serial(),
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column_index: None.into()
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column_index: None.into()
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@ -210,6 +213,10 @@ impl Element for Sphere {
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self.representation
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self.representation
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}
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}
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fn ghost(&self) -> Signal<bool> {
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self.ghost
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}
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fn regulators(&self) -> Signal<BTreeSet<Rc<dyn Regulator>>> {
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fn regulators(&self) -> Signal<BTreeSet<Rc<dyn Regulator>>> {
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self.regulators
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self.regulators
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}
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}
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@ -244,6 +251,7 @@ pub struct Point {
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pub label: String,
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pub label: String,
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pub color: ElementColor,
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pub color: ElementColor,
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pub representation: Signal<DVector<f64>>,
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pub representation: Signal<DVector<f64>>,
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pub ghost: Signal<bool>,
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pub regulators: Signal<BTreeSet<Rc<dyn Regulator>>>,
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pub regulators: Signal<BTreeSet<Rc<dyn Regulator>>>,
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serial: u64,
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serial: u64,
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column_index: Cell<Option<usize>>
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column_index: Cell<Option<usize>>
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@ -263,6 +271,7 @@ impl Point {
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label,
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label,
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color,
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color,
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representation: create_signal(representation),
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representation: create_signal(representation),
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ghost: create_signal(false),
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regulators: create_signal(BTreeSet::new()),
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regulators: create_signal(BTreeSet::new()),
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serial: Self::next_serial(),
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serial: Self::next_serial(),
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column_index: None.into()
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column_index: None.into()
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@ -296,6 +305,10 @@ impl Element for Point {
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self.representation
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self.representation
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}
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}
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fn ghost(&self) -> Signal<bool> {
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self.ghost
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}
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fn regulators(&self) -> Signal<BTreeSet<Rc<dyn Regulator>>> {
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fn regulators(&self) -> Signal<BTreeSet<Rc<dyn Regulator>>> {
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self.regulators
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self.regulators
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}
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}
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@ -20,11 +20,23 @@ use crate::{
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assembly::{Element, ElementColor, ElementMotion, Point, Sphere}
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assembly::{Element, ElementColor, ElementMotion, Point, Sphere}
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};
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};
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// --- color ---
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const COLOR_SIZE: usize = 3;
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type ColorWithOpacity = [f32; COLOR_SIZE + 1];
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fn combine_channels(color: ElementColor, opacity: f32) -> ColorWithOpacity {
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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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color_with_opacity
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}
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// --- scene data ---
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// --- scene data ---
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struct SceneSpheres {
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struct SceneSpheres {
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representations: Vec<DVector<f64>>,
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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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highlights: Vec<f32>
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}
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}
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@ -32,7 +44,7 @@ impl SceneSpheres {
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fn new() -> SceneSpheres{
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fn new() -> SceneSpheres{
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SceneSpheres {
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SceneSpheres {
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representations: Vec::new(),
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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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highlights: Vec::new()
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}
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}
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}
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}
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@ -41,16 +53,16 @@ impl SceneSpheres {
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self.representations.len().try_into().expect("Number of spheres must fit in a 32-bit integer")
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self.representations.len().try_into().expect("Number of spheres must fit in a 32-bit integer")
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}
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}
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, highlight: f32) {
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, opacity: f32, highlight: f32) {
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self.representations.push(representation);
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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(combine_channels(color, opacity));
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self.highlights.push(highlight);
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self.highlights.push(highlight);
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}
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}
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}
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}
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struct ScenePoints {
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struct ScenePoints {
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representations: Vec<DVector<f64>>,
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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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highlights: Vec<f32>,
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selections: Vec<f32>
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selections: Vec<f32>
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}
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}
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@ -59,15 +71,15 @@ impl ScenePoints {
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fn new() -> ScenePoints {
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fn new() -> ScenePoints {
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ScenePoints {
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ScenePoints {
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representations: Vec::new(),
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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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highlights: Vec::new(),
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selections: Vec::new()
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selections: Vec::new()
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}
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}
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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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self.representations.push(representation);
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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(combine_channels(color, opacity));
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self.highlights.push(highlight);
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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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self.selections.push(if selected { 1.0 } else { 0.0 });
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}
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}
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@ -98,11 +110,16 @@ pub trait DisplayItem {
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impl DisplayItem for Sphere {
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impl DisplayItem for Sphere {
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fn show(&self, scene: &mut Scene, selected: bool) {
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fn show(&self, scene: &mut Scene, selected: bool) {
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const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */
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/* SCAFFOLDING */
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const DEFAULT_OPACITY: f32 = 0.5;
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const GHOST_OPACITY: f32 = 0.2;
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const HIGHLIGHT: f32 = 0.2;
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let representation = self.representation.get_clone_untracked();
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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 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 { DEFAULT_OPACITY };
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let highlight = if selected { 1.0 } else { HIGHLIGHT };
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let highlight = if selected { 1.0 } else { HIGHLIGHT };
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scene.spheres.push(representation, color, highlight);
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scene.spheres.push(representation, color, opacity, highlight);
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}
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}
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// this method should be kept synchronized with `sphere_cast` in
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// this method should be kept synchronized with `sphere_cast` in
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@ -148,11 +165,15 @@ impl DisplayItem for Sphere {
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impl DisplayItem for Point {
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impl DisplayItem for Point {
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fn show(&self, scene: &mut Scene, selected: bool) {
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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 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 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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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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}
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/* SCAFFOLDING */
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/* SCAFFOLDING */
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@ -365,6 +386,7 @@ pub fn Display() -> View {
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state.assembly.elements.with(|elts| {
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state.assembly.elements.with(|elts| {
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for elt in elts {
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for elt in elts {
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elt.representation().track();
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elt.representation().track();
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elt.ghost().track();
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}
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}
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});
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});
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state.selection.track();
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state.selection.track();
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@ -395,7 +417,6 @@ pub fn Display() -> View {
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const SHRINKING_SPEED: f64 = 0.15; // in length units per second
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const SHRINKING_SPEED: f64 = 0.15; // in length units per second
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// display parameters
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// display parameters
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const OPACITY: f32 = 0.5; /* SCAFFOLDING */
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const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
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const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
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const DEBUG_MODE: i32 = 0; /* DEBUG */
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const DEBUG_MODE: i32 = 0; /* DEBUG */
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@ -469,7 +490,6 @@ 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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@ -654,9 +674,9 @@ 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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&scene.spheres.colors_with_opacity[n]
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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 +685,6 @@ 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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@ -703,7 +722,7 @@ pub fn Display() -> View {
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// bind them to the corresponding attributes in the vertex
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// bind them to the corresponding attributes in the vertex
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// shader
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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_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_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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bind_new_buffer_to_attribute(&ctx, point_selection_attr, 1 as i32, scene.points.selections.as_slice());
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@ -851,7 +870,11 @@ pub fn Display() -> View {
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let (dir, pixel_size) = event_dir(&event);
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let (dir, pixel_size) = event_dir(&event);
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console::log_1(&JsValue::from(dir.to_string()));
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console::log_1(&JsValue::from(dir.to_string()));
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let mut clicked: Option<(Rc<dyn Element>, f64)> = None;
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let mut clicked: Option<(Rc<dyn Element>, f64)> = None;
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for elt in state.assembly.elements.get_clone_untracked() {
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let tangible_elts = state.assembly.elements
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.get_clone_untracked()
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.into_iter()
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.filter(|elt| !elt.ghost().get());
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for elt in tangible_elts {
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match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world, pixel_size)) {
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match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world, pixel_size)) {
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Some(depth) => match clicked {
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Some(depth) => match clicked {
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Some((_, best_depth)) => {
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Some((_, best_depth)) => {
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@ -202,7 +202,11 @@ fn ElementOutlineItem(element: Rc<dyn Element>) -> View {
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) {
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) {
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div(class="element-label") { (label) }
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div(class="element-label") { (label) }
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div(class="element-representation") { (rep_components) }
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div(class="element-representation") { (rep_components) }
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div(class="status")
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input(
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r#type="checkbox",
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bind:checked=element.ghost(),
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on:click=|event: MouseEvent| event.stop_propagation()
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)
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}
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}
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}
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}
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ul(class="regulators") {
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ul(class="regulators") {
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@ -2,7 +2,7 @@
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precision highp float;
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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 point_highlight;
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in float total_radius;
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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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const float POINT_RADIUS = 4.;
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float border = smoothstep(POINT_RADIUS - 1., POINT_RADIUS, r);
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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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float disk = 1. - smoothstep(total_radius - 1., total_radius, r);
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outColor = vec4(color, 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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}
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@ -1,11 +1,11 @@
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#version 300 es
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#version 300 es
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in vec4 position;
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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 highlight;
|
||||||
in float selected;
|
in float selected;
|
||||||
|
|
||||||
out vec3 point_color;
|
out vec4 point_color;
|
||||||
out float point_highlight;
|
out float point_highlight;
|
||||||
out float total_radius;
|
out float total_radius;
|
||||||
|
|
||||||
|
|
|
@ -17,7 +17,7 @@ struct vecInv {
|
||||||
const int SPHERE_MAX = 200;
|
const int SPHERE_MAX = 200;
|
||||||
uniform int sphere_cnt;
|
uniform int sphere_cnt;
|
||||||
uniform vecInv sphere_list[SPHERE_MAX];
|
uniform vecInv sphere_list[SPHERE_MAX];
|
||||||
uniform vec3 color_list[SPHERE_MAX];
|
uniform vec4 color_list[SPHERE_MAX];
|
||||||
uniform float highlight_list[SPHERE_MAX];
|
uniform float highlight_list[SPHERE_MAX];
|
||||||
|
|
||||||
// view
|
// view
|
||||||
|
@ -25,7 +25,6 @@ uniform vec2 resolution;
|
||||||
uniform float shortdim;
|
uniform float shortdim;
|
||||||
|
|
||||||
// controls
|
// controls
|
||||||
uniform float opacity;
|
|
||||||
uniform int layer_threshold;
|
uniform int layer_threshold;
|
||||||
uniform bool debug_mode;
|
uniform bool debug_mode;
|
||||||
|
|
||||||
|
@ -69,7 +68,7 @@ struct Fragment {
|
||||||
vec4 color;
|
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
|
// 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
|
// negative gradient of the lorentz product between the impact point vector
|
||||||
// and the sphere vector with respect to the coordinates of the impact
|
// 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 incidence = dot(normal, light_dir);
|
||||||
float illum = mix(0.4, 1.0, max(incidence, 0.0));
|
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) {
|
float intersection_dist(Fragment a, Fragment b) {
|
||||||
|
@ -192,10 +191,11 @@ void main() {
|
||||||
vec3 color = vec3(0.);
|
vec3 color = vec3(0.);
|
||||||
int layer = layer_cnt - 1;
|
int layer = layer_cnt - 1;
|
||||||
TaggedDepth hit = top_hits[layer];
|
TaggedDepth hit = top_hits[layer];
|
||||||
|
vec4 sphere_color = color_list[hit.id];
|
||||||
Fragment frag_next = sphere_shading(
|
Fragment frag_next = sphere_shading(
|
||||||
sphere_list[hit.id],
|
sphere_list[hit.id],
|
||||||
hit.depth * dir,
|
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];
|
float highlight_next = highlight_list[hit.id];
|
||||||
--layer;
|
--layer;
|
||||||
|
@ -206,10 +206,11 @@ void main() {
|
||||||
|
|
||||||
// shade the next fragment
|
// shade the next fragment
|
||||||
hit = top_hits[layer];
|
hit = top_hits[layer];
|
||||||
|
sphere_color = color_list[hit.id];
|
||||||
frag_next = sphere_shading(
|
frag_next = sphere_shading(
|
||||||
sphere_list[hit.id],
|
sphere_list[hit.id],
|
||||||
hit.depth * dir,
|
hit.depth * dir,
|
||||||
hit.dimming * color_list[hit.id]
|
vec4(hit.dimming * sphere_color.rgb, sphere_color.a)
|
||||||
);
|
);
|
||||||
highlight_next = highlight_list[hit.id];
|
highlight_next = highlight_list[hit.id];
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue