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b7375e7101
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b7375e7101 | ||
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bbd4ee08b6 |
5 changed files with 81 additions and 21 deletions
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@ -138,7 +138,7 @@ fn load_pointed_assemb(assembly: &Assembly) {
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Point::new(
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format!("point_front"),
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format!("Front point"),
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[0.875_f32, 0.875_f32, 0.875_f32],
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[0.75_f32, 0.75_f32, 0.75_f32],
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engine::point(0.0, 0.0, FRAC_1_SQRT_2)
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)
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);
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@ -146,7 +146,7 @@ fn load_pointed_assemb(assembly: &Assembly) {
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Point::new(
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format!("point_back"),
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format!("Back point"),
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[0.875_f32, 0.875_f32, 0.875_f32],
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[0.75_f32, 0.75_f32, 0.75_f32],
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engine::point(0.0, 0.0, -FRAC_1_SQRT_2)
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)
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);
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@ -168,7 +168,7 @@ fn load_pointed_assemb(assembly: &Assembly) {
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Point::new(
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format!("point{index_x}{index_y}"),
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format!("Point {index_x}{index_y}"),
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[0.4*(2.0 + x) as f32, 0.4*(2.0 + y) as f32, 0.4*(2.0 - x*y) as f32],
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[0.5*(1.0 + x) as f32, 0.5*(1.0 + y) as f32, 0.5*(1.0 - x*y) as f32],
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engine::point(x, y, 0.0)
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)
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);
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@ -239,7 +239,7 @@ impl Element for Point {
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Point::new(
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id,
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format!("Point {id_num}"),
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[0.875_f32, 0.875_f32, 0.875_f32],
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[0.75_f32, 0.75_f32, 0.75_f32],
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point(0.0, 0.0, 0.0)
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)
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}
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@ -50,19 +50,25 @@ 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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highlights: Vec<f32>,
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selections: Vec<f32>
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}
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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: 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) {
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fn push(&mut self, representation: DVector<f64>, color: ElementColor, highlight: f32, selected: bool) {
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self.representations.push(representation);
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self.colors.push(color);
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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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}
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@ -86,7 +92,7 @@ pub trait DisplayItem {
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// the smallest positive depth, represented as a multiple of `dir`, where
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// the line generated by `dir` hits the element. returns `None` if the line
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// misses the element
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>) -> Option<f64>;
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>, pixel_size: f64) -> Option<f64>;
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}
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impl DisplayItem for Sphere {
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@ -100,7 +106,7 @@ impl DisplayItem for Sphere {
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// this method should be kept synchronized with `sphere_cast` in
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// `spheres.frag`, which does essentially the same thing on the GPU side
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>) -> Option<f64> {
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>, _pixel_size: f64) -> Option<f64> {
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// if `a/b` is less than this threshold, we approximate
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// `a*u^2 + b*u + c` by the linear function `b*u + c`
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const DEG_THRESHOLD: f64 = 1e-9;
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@ -140,15 +146,40 @@ impl DisplayItem for Sphere {
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}
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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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let representation = self.representation.get_clone_untracked();
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scene.points.push(representation, 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 highlight = if selected { 1.0 } else { HIGHLIGHT };
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scene.points.push(representation, color, highlight, selected);
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}
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/* SCAFFOLDING */
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fn cast(&self, _dir: Vector3<f64>, _assembly_to_world: &DMatrix<f64>) -> Option<f64> {
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fn cast(&self, dir: Vector3<f64>, assembly_to_world: &DMatrix<f64>, pixel_size: f64) -> Option<f64> {
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let rep = self.representation.with_untracked(|rep| assembly_to_world * rep);
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if rep[2] < 0.0 {
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// this constant should be kept synchronized with `point.frag`
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const POINT_RADIUS_PX: f64 = 4.0;
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// find the radius of the point in screen projection units
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let point_radius_proj = POINT_RADIUS_PX * pixel_size;
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// find the squared distance between the screen projections of the
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// ray and the point
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let dir_proj = -dir.fixed_rows::<2>(0) / dir[2];
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let rep_proj = -rep.fixed_rows::<2>(0) / rep[2];
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let dist_sq = (dir_proj - rep_proj).norm_squared();
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// if the ray hits the point, return its depth
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if dist_sq < point_radius_proj * point_radius_proj {
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Some(rep[2] / dir[2])
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} else {
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None
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}
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} else {
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None
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}
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}
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}
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// --- WebGL utilities ---
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@ -273,7 +304,7 @@ fn bind_new_buffer_to_attribute(
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}
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// the direction in camera space that a mouse event is pointing along
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fn event_dir(event: &MouseEvent) -> Vector3<f64> {
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fn event_dir(event: &MouseEvent) -> (Vector3<f64>, f64) {
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let target: web_sys::Element = event.target().unwrap().unchecked_into();
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let rect = target.get_bounding_client_rect();
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let width = rect.width();
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@ -284,10 +315,13 @@ fn event_dir(event: &MouseEvent) -> Vector3<f64> {
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// `point.vert`
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const FOCAL_SLOPE: f64 = 0.3;
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(
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Vector3::new(
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FOCAL_SLOPE * (2.0*(f64::from(event.client_x()) - rect.left()) - width) / shortdim,
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FOCAL_SLOPE * (2.0*(rect.bottom() - f64::from(event.client_y())) - height) / shortdim,
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-1.0
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),
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FOCAL_SLOPE * 2.0 / shortdim
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)
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}
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@ -379,6 +413,10 @@ pub fn Display() -> View {
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// disable depth testing
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ctx.disable(WebGl2RenderingContext::DEPTH_TEST);
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// set blend mode
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ctx.enable(WebGl2RenderingContext::BLEND);
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ctx.blend_func(WebGl2RenderingContext::SRC_ALPHA, WebGl2RenderingContext::ONE_MINUS_SRC_ALPHA);
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// set up the sphere rendering program
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let sphere_program = set_up_program(
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&ctx,
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@ -451,6 +489,8 @@ pub fn Display() -> View {
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// find the point program's vertex attributes
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let point_position_attr = ctx.get_attrib_location(&point_program, "position") as u32;
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let point_color_attr = ctx.get_attrib_location(&point_program, "color") as u32;
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let point_highlight_attr = ctx.get_attrib_location(&point_program, "highlight") as u32;
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let point_selection_attr = ctx.get_attrib_location(&point_program, "selected") as u32;
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// set up a repainting routine
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let (_, start_animation_loop, _) = create_raf(move || {
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@ -647,6 +687,8 @@ pub fn Display() -> View {
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// enable the point program's vertex attributes
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ctx.enable_vertex_attrib_array(point_position_attr);
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ctx.enable_vertex_attrib_array(point_color_attr);
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ctx.enable_vertex_attrib_array(point_highlight_attr);
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ctx.enable_vertex_attrib_array(point_selection_attr);
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// write the points in world coordinates
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let asm_to_world_sp = asm_to_world.rows(0, SPACE_DIM);
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@ -661,6 +703,8 @@ pub fn Display() -> View {
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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_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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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::POINTS, 0, point_positions.ncols() as i32);
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@ -668,6 +712,8 @@ pub fn Display() -> View {
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// disable the point program's vertex attributes
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ctx.disable_vertex_attrib_array(point_position_attr);
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ctx.disable_vertex_attrib_array(point_color_attr);
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ctx.disable_vertex_attrib_array(point_highlight_attr);
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ctx.disable_vertex_attrib_array(point_selection_attr);
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}
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// --- update the display state ---
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@ -801,11 +847,11 @@ pub fn Display() -> View {
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},
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on:click=move |event: MouseEvent| {
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// find the nearest element along the pointer direction
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let dir = 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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let mut clicked: Option<(ElementKey, f64)> = None;
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for (key, elt) in state.assembly.elements.get_clone_untracked() {
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match assembly_to_world.with(|asm_to_world| elt.cast(dir, asm_to_world)) {
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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((_, best_depth)) => {
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if depth < best_depth {
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@ -3,9 +3,16 @@
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precision highp float;
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in vec3 point_color;
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in float point_highlight;
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in float total_radius;
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out vec4 outColor;
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void main() {
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outColor = vec4(point_color, 1.);
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float r = total_radius * length(2.*gl_PointCoord - vec2(1.));
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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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}
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@ -2,16 +2,23 @@
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in vec4 position;
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in vec3 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 float point_highlight;
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out float total_radius;
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// camera
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const float focal_slope = 0.3;
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void main() {
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total_radius = 5. + 0.5*selected;
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float depth = -focal_slope * position.z;
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gl_Position = vec4(position.xy / depth, 0., 1.);
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gl_PointSize = 5.;
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gl_PointSize = 2.*total_radius;
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point_color = color;
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point_highlight = highlight;
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}
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