dyna3/app-proto/inversive-display/src/main.rs
Aaron Fenyes 49655a8d62 Ray-caster: remove debug code
Remove GPU code and uniforms that were used as scaffolding during
initial development, but have now been replaced by CPU analogues.
2024-09-14 10:58:46 -07:00

744 lines
No EOL
29 KiB
Rust

// based on the WebGL example in the `wasm-bindgen` guide
//
// https://rustwasm.github.io/wasm-bindgen/examples/webgl.html
//
// and this StackOverflow answer by wangdq
//
// https://stackoverflow.com/a/39684775
//
use core::array;
use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
use web_sys::{
console,
window,
KeyboardEvent,
WebGl2RenderingContext,
WebGlProgram,
WebGlShader,
WebGlUniformLocation
};
mod engine;
fn compile_shader(
context: &WebGl2RenderingContext,
shader_type: u32,
source: &str,
) -> WebGlShader {
let shader = context.create_shader(shader_type).unwrap();
context.shader_source(&shader, source);
context.compile_shader(&shader);
shader
}
fn get_uniform_array_locations<const N: usize>(
context: &WebGl2RenderingContext,
program: &WebGlProgram,
var_name: &str,
member_name_opt: Option<&str>
) -> [Option<WebGlUniformLocation>; N] {
array::from_fn(|n| {
let name = match member_name_opt {
Some(member_name) => format!("{var_name}[{n}].{member_name}"),
None => format!("{var_name}[{n}]")
};
context.get_uniform_location(&program, name.as_str())
})
}
// load the given data into the vertex input of the given name
fn bind_vertex_attrib(
context: &WebGl2RenderingContext,
index: u32,
size: i32,
data: &[f32]
) {
// create a data buffer and bind it to ARRAY_BUFFER
let buffer = context.create_buffer().unwrap();
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
// load the given data into the buffer. the function `Float32Array::view`
// creates a raw view into our module's `WebAssembly.Memory` buffer.
// allocating more memory will change the buffer, invalidating the view.
// that means we have to make sure we don't allocate any memory until the
// view is dropped
unsafe {
context.buffer_data_with_array_buffer_view(
WebGl2RenderingContext::ARRAY_BUFFER,
&js_sys::Float32Array::view(&data),
WebGl2RenderingContext::STATIC_DRAW,
);
}
// allow the target attribute to be used
context.enable_vertex_attrib_array(index);
// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
// above---and bind it to the target attribute
//
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
//
context.vertex_attrib_pointer_with_i32(
index,
size,
WebGl2RenderingContext::FLOAT,
false, // don't normalize
0, // zero stride
0, // zero offset
);
}
fn push_gen_construction(
sphere_vec: &mut Vec<DVector<f64>>,
color_vec: &mut Vec<[f32; 3]>,
construction_to_world: &DMatrix<f64>,
ctrl_x: f64,
ctrl_y: f64,
radius_x: f64,
radius_y: f64
) {
// push spheres
sphere_vec.push(construction_to_world * engine::sphere(0.5, 0.5, ctrl_x, radius_x));
sphere_vec.push(construction_to_world * engine::sphere(-0.5, -0.5, ctrl_y, radius_y));
sphere_vec.push(construction_to_world * engine::sphere(-0.5, 0.5, 0.0, 0.75));
sphere_vec.push(construction_to_world * engine::sphere(0.5, -0.5, 0.0, 0.5));
sphere_vec.push(construction_to_world * engine::sphere(0.0, 0.15, 1.0, 0.25));
sphere_vec.push(construction_to_world * engine::sphere(0.0, -0.15, -1.0, 0.25));
// push colors
color_vec.push([1.00_f32, 0.25_f32, 0.00_f32]);
color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
color_vec.push([0.25_f32, 0.00_f32, 1.00_f32]);
color_vec.push([0.25_f32, 1.00_f32, 0.00_f32]);
color_vec.push([0.75_f32, 0.75_f32, 0.00_f32]);
color_vec.push([0.00_f32, 0.75_f32, 0.50_f32]);
}
fn push_low_curv_construction(
sphere_vec: &mut Vec<DVector<f64>>,
color_vec: &mut Vec<[f32; 3]>,
construction_to_world: &DMatrix<f64>,
off1: f64,
off2: f64,
off3: f64,
curv1: f64,
curv2: f64,
curv3: f64,
) {
// push spheres
let a = 0.75_f64.sqrt();
sphere_vec.push(construction_to_world * engine::sphere(0.0, 0.0, 0.0, 1.0));
sphere_vec.push(construction_to_world * engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0));
sphere_vec.push(construction_to_world * engine::sphere_with_offset(1.0, 0.0, 0.0, off1, curv1));
sphere_vec.push(construction_to_world * engine::sphere_with_offset(-0.5, a, 0.0, off2, curv2));
sphere_vec.push(construction_to_world * engine::sphere_with_offset(-0.5, -a, 0.0, off3, curv3));
sphere_vec.push(construction_to_world * engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0));
sphere_vec.push(construction_to_world * engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0));
sphere_vec.push(construction_to_world * engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0));
// push colors
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
color_vec.push([1.00_f32, 0.00_f32, 0.25_f32]);
color_vec.push([0.25_f32, 1.00_f32, 0.00_f32]);
color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
}
#[derive(Clone, Copy, PartialEq)]
enum Tab {
GenTab,
LowCurvTab
}
fn main() {
// set up a config option that forwards panic messages to `console.error`
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
sycamore::render(|| {
// tab selection
let tab_selection = create_signal(Tab::GenTab);
// navigation
let pitch_up = create_signal(0.0);
let pitch_down = create_signal(0.0);
let yaw_right = create_signal(0.0);
let yaw_left = create_signal(0.0);
let roll_ccw = create_signal(0.0);
let roll_cw = create_signal(0.0);
let zoom_in = create_signal(0.0);
let zoom_out = create_signal(0.0);
// controls for general example
let gen_controls = create_node_ref();
let ctrl_x = create_signal(0.0);
let ctrl_y = create_signal(0.0);
let radius_x = create_signal(1.0);
let radius_y = create_signal(1.0);
// controls for low-curvature example
let low_curv_controls = create_node_ref();
let curv1 = create_signal(0.0);
let curv2 = create_signal(0.0);
let curv3 = create_signal(0.0);
let off1 = create_signal(1.0);
let off2 = create_signal(1.0);
let off3 = create_signal(1.0);
// shared controls
let opacity = create_signal(0.5);
let highlight = create_signal(0.2);
let turntable = create_signal(false);
let layer_threshold = create_signal(0.0); /* DEBUG */
let debug_mode = create_signal(false); /* DEBUG */
/* INSTRUMENTS */
const SAMPLE_PERIOD: i32 = 60;
let mut last_sample_time = 0.0;
let mut frames_since_last_sample = 0;
let mean_frame_interval = create_signal(0.0);
// display
let display = create_node_ref();
// change listener
let scene_changed = create_signal(true);
create_effect(move || {
// track tab selection
tab_selection.track();
// track controls for general example
ctrl_x.track();
ctrl_y.track();
radius_x.track();
radius_y.track();
// track controls for low-curvature example
curv1.track();
curv2.track();
curv3.track();
off1.track();
off2.track();
off3.track();
// track shared controls
opacity.track();
highlight.track();
turntable.track();
layer_threshold.track();
debug_mode.track();
scene_changed.set(true);
});
on_mount(move || {
// tab listener
create_effect(move || {
// get the control panel nodes
let gen_controls_node = gen_controls.get::<DomNode>();
let low_curv_controls_node = low_curv_controls.get::<DomNode>();
// hide all the control panels
gen_controls_node.add_class("hidden");
low_curv_controls_node.add_class("hidden");
// show the selected control panel
match tab_selection.get() {
Tab::GenTab => gen_controls_node.remove_class("hidden"),
Tab::LowCurvTab => low_curv_controls_node.remove_class("hidden")
}
});
// create list of construction elements
const SPHERE_MAX: usize = 200;
let mut sphere_vec = Vec::<DVector<f64>>::new();
let mut color_vec = Vec::<[f32; 3]>::new();
// timing
let mut last_time = 0.0;
// scene parameters
const ROT_SPEED: f64 = 0.4; // in radians per second
const TURNTABLE_SPEED: f64 = 0.1; // in radians per second
const ZOOM_SPEED: f64 = 0.15;
let mut orientation = DMatrix::<f64>::identity(5, 5);
let mut rotation = DMatrix::<f64>::identity(5, 5);
let mut location_z: f64 = 5.0;
/* INSTRUMENTS */
let performance = window().unwrap().performance().unwrap();
// get the display canvas
let canvas = display
.get::<DomNode>()
.unchecked_into::<web_sys::HtmlCanvasElement>();
let ctx = canvas
.get_context("webgl2")
.unwrap()
.unwrap()
.dyn_into::<WebGl2RenderingContext>()
.unwrap();
// compile and attach the vertex and fragment shaders
let vertex_shader = compile_shader(
&ctx,
WebGl2RenderingContext::VERTEX_SHADER,
include_str!("identity.vert"),
);
let fragment_shader = compile_shader(
&ctx,
WebGl2RenderingContext::FRAGMENT_SHADER,
include_str!("inversive.frag"),
);
let program = ctx.create_program().unwrap();
ctx.attach_shader(&program, &vertex_shader);
ctx.attach_shader(&program, &fragment_shader);
ctx.link_program(&program);
let link_status = ctx
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
.as_bool()
.unwrap();
let link_msg = if link_status {
"Linked successfully"
} else {
"Linking failed"
};
console::log_1(&JsValue::from(link_msg));
ctx.use_program(Some(&program));
/* DEBUG */
// print the maximum number of vectors that can be passed as
// uniforms to a fragment shader. the OpenGL ES 3.0 standard
// requires this maximum to be at least 224, as discussed in the
// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
// here:
//
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
//
// there are also other size limits. for example, on Aaron's
// machine, the the length of a float or genType array seems to be
// capped at 1024 elements
console::log_2(
&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
&JsValue::from("uniform vectors available")
);
// find indices of vertex attributes and uniforms
let position_index = ctx.get_attrib_location(&program, "position") as u32;
let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("sp")
);
let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "sphere_list", Some("lt")
);
let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
&ctx, &program, "color_list", None
);
let resolution_loc = ctx.get_uniform_location(&program, "resolution");
let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
let opacity_loc = ctx.get_uniform_location(&program, "opacity");
let highlight_loc = ctx.get_uniform_location(&program, "highlight");
let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
// create a vertex array and bind it to the graphics context
let vertex_array = ctx.create_vertex_array().unwrap();
ctx.bind_vertex_array(Some(&vertex_array));
// set the vertex positions
const VERTEX_CNT: usize = 6;
let positions: [f32; 3*VERTEX_CNT] = [
// northwest triangle
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
// southeast triangle
-1.0, -1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0
];
bind_vertex_attrib(&ctx, position_index, 3, &positions);
// set up a repainting routine
let (_, start_animation_loop, _) = create_raf(move || {
// get the time step
let time = performance.now();
let time_step = 0.001*(time - last_time);
last_time = time;
// get the navigation state
let pitch_up_val = pitch_up.get();
let pitch_down_val = pitch_down.get();
let yaw_right_val = yaw_right.get();
let yaw_left_val = yaw_left.get();
let roll_ccw_val = roll_ccw.get();
let roll_cw_val = roll_cw.get();
let zoom_in_val = zoom_in.get();
let zoom_out_val = zoom_out.get();
let turntable_val = turntable.get();
// update the construction's orientation
let ang_vel = {
let pitch = pitch_up_val - pitch_down_val;
let yaw = yaw_right_val - yaw_left_val;
let roll = roll_ccw_val - roll_cw_val;
let ang_vel_from_keyboard =
if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
} else {
Vector3::zeros()
};
let ang_vel_from_turntable =
if turntable_val {
Vector3::new(0.0, TURNTABLE_SPEED, 0.0)
} else {
Vector3::zeros()
};
ang_vel_from_keyboard + ang_vel_from_turntable
};
let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
rotation_sp.copy_from(
Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
);
orientation = &rotation * &orientation;
// update the construction's location
let zoom = zoom_out_val - zoom_in_val;
location_z *= (time_step * ZOOM_SPEED * zoom).exp();
if scene_changed.get() {
/* INSTRUMENTS */
// measure mean frame interval
frames_since_last_sample += 1;
if frames_since_last_sample >= SAMPLE_PERIOD {
mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
last_sample_time = time;
frames_since_last_sample = 0;
}
// find the map from construction space to world space
let location = {
let u = -location_z;
DMatrix::from_column_slice(5, 5, &[
1.0, 0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0, u,
0.0, 0.0, 2.0*u, 1.0, u*u,
0.0, 0.0, 0.0, 0.0, 1.0
])
};
let construction_to_world = &location * &orientation;
// update the construction
sphere_vec.clear();
color_vec.clear();
match tab_selection.get() {
Tab::GenTab => push_gen_construction(
&mut sphere_vec,
&mut color_vec,
&construction_to_world,
ctrl_x.get(), ctrl_y.get(),
radius_x.get(), radius_y.get()
),
Tab::LowCurvTab => push_low_curv_construction(
&mut sphere_vec,
&mut color_vec,
&construction_to_world,
off1.get(), off2.get(), off3.get(),
curv1.get(), curv2.get(), curv3.get(),
)
};
// set the resolution
let width = canvas.width() as f32;
let height = canvas.height() as f32;
ctx.uniform2f(resolution_loc.as_ref(), width, height);
ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
// pass the construction
ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
for n in 0..sphere_vec.len() {
let v = &sphere_vec[n];
ctx.uniform3f(
sphere_sp_locs[n].as_ref(),
v[0] as f32, v[1] as f32, v[2] as f32
);
ctx.uniform2f(
sphere_lt_locs[n].as_ref(),
v[3] as f32, v[4] as f32
);
ctx.uniform3fv_with_f32_array(
color_locs[n].as_ref(),
&color_vec[n]
);
}
// pass the control parameters
ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32);
ctx.uniform1f(highlight_loc.as_ref(), highlight.get() as f32);
ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32);
ctx.uniform1i(debug_mode_loc.as_ref(), debug_mode.get() as i32);
// draw the scene
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
// clear scene change flag
scene_changed.set(
pitch_up_val != 0.0
|| pitch_down_val != 0.0
|| yaw_left_val != 0.0
|| yaw_right_val != 0.0
|| roll_cw_val != 0.0
|| roll_ccw_val != 0.0
|| zoom_in_val != 0.0
|| zoom_out_val != 0.0
|| turntable_val
);
} else {
frames_since_last_sample = 0;
mean_frame_interval.set(-1.0);
}
});
start_animation_loop();
});
let set_nav_signal = move |event: KeyboardEvent, value: f64| {
let mut navigating = true;
let shift = event.shift_key();
match event.key().as_str() {
"ArrowUp" if shift => zoom_in.set(value),
"ArrowDown" if shift => zoom_out.set(value),
"ArrowUp" => pitch_up.set(value),
"ArrowDown" => pitch_down.set(value),
"ArrowRight" if shift => roll_cw.set(value),
"ArrowLeft" if shift => roll_ccw.set(value),
"ArrowRight" => yaw_right.set(value),
"ArrowLeft" => yaw_left.set(value),
_ => navigating = false
};
if navigating {
scene_changed.set(true);
event.prevent_default();
}
};
view! {
div(id="app") {
div(class="tab-pane") {
label {
"General"
input(
type="radio",
name="tab",
prop:checked=tab_selection.get() == Tab::GenTab,
on:click=move |_| tab_selection.set(Tab::GenTab)
)
}
label {
"Low curvature"
input(
type="radio",
name="tab",
prop:checked=tab_selection.get() == Tab::LowCurvTab,
on:change=move |_| tab_selection.set(Tab::LowCurvTab)
)
}
}
div { "Mean frame interval: " (mean_frame_interval.get()) " ms" }
canvas(
ref=display,
width=600,
height=600,
tabindex=0,
on:keydown=move |event: KeyboardEvent| {
if event.key() == "Shift" {
roll_cw.set(yaw_right.get());
roll_ccw.set(yaw_left.get());
zoom_in.set(pitch_up.get());
zoom_out.set(pitch_down.get());
yaw_right.set(0.0);
yaw_left.set(0.0);
pitch_up.set(0.0);
pitch_down.set(0.0);
} else {
set_nav_signal(event, 1.0);
}
},
on:keyup=move |event: KeyboardEvent| {
if event.key() == "Shift" {
yaw_right.set(roll_cw.get());
yaw_left.set(roll_ccw.get());
pitch_up.set(zoom_in.get());
pitch_down.set(zoom_out.get());
roll_cw.set(0.0);
roll_ccw.set(0.0);
zoom_in.set(0.0);
zoom_out.set(0.0);
} else {
set_nav_signal(event, 0.0);
}
},
on:blur=move |_| {
pitch_up.set(0.0);
pitch_down.set(0.0);
yaw_right.set(0.0);
yaw_left.set(0.0);
roll_ccw.set(0.0);
roll_cw.set(0.0);
}
)
div(ref=gen_controls) {
label(class="control") {
span { "Sphere 0 depth" }
input(
type="range",
min=-1.0,
max=1.0,
step=0.001,
bind:valueAsNumber=ctrl_x
)
}
label(class="control") {
span { "Sphere 1 depth" }
input(
type="range",
min=-1.0,
max=1.0,
step=0.001,
bind:valueAsNumber=ctrl_y
)
}
label(class="control") {
span { "Sphere 0 radius" }
input(
type="range",
min=0.5,
max=1.5,
step=0.001,
bind:valueAsNumber=radius_x
)
}
label(class="control") {
span { "Sphere 1 radius" }
input(
type="range",
min=0.5,
max=1.5,
step=0.001,
bind:valueAsNumber=radius_y
)
}
}
div(ref=low_curv_controls) {
label(class="control") {
span { "Sphere 1 offset" }
input(
type="range",
min=-1.0,
max=1.0,
step=0.001,
bind:valueAsNumber=off1
)
}
label(class="control") {
span { "Sphere 2 offset" }
input(
type="range",
min=-1.0,
max=1.0,
step=0.001,
bind:valueAsNumber=off2
)
}
label(class="control") {
span { "Sphere 3 offset" }
input(
type="range",
min=-1.0,
max=1.0,
step=0.001,
bind:valueAsNumber=off3
)
}
label(class="control") {
span { "Sphere 1 curvature" }
input(
type="range",
min=0.0,
max=2.0,
step=0.001,
bind:valueAsNumber=curv1
)
}
label(class="control") {
span { "Sphere 2 curvature" }
input(
type="range",
min=0.0,
max=2.0,
step=0.001,
bind:valueAsNumber=curv2
)
}
label(class="control") {
span { "Sphere 3 curvature" }
input(
type="range",
min=0.0,
max=2.0,
step=0.001,
bind:valueAsNumber=curv3
)
}
}
label(class="control") {
span { "Opacity" }
input(
type="range",
max=1.0,
step=0.001,
bind:valueAsNumber=opacity
)
}
label(class="control") {
span { "Highlight" }
input(
type="range",
max=1.0,
step=0.001,
bind:valueAsNumber=highlight
)
}
label(class="control") {
span { "Turntable" }
input(
type="checkbox",
bind:checked=turntable
)
}
label(class="control") {
span { "Layer threshold" }
input(
type="range",
max=5.0,
step=1.0,
bind:valueAsNumber=layer_threshold
)
}
label(class="control") {
span { "Debug mode" }
input(
type="checkbox",
bind:checked=debug_mode
)
}
}
}
});
}