dyna3/app-proto/inversive-display/src/main.rs
Aaron Fenyes 6db9f5be6c Enlarge the test construction to six spheres
In debug mode, assign most of the color scale to even layer counts. Odd
layer counts are topologically prohibited, so we should rarely see bugs
severe enough to produce them.
2024-08-28 17:14:55 -07:00

444 lines
No EOL
18 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
//
extern crate js_sys;
use core::array;
use nalgebra::{DMatrix, DVector};
use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
use web_sys::{console, window, 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 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(|| {
// controls
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);
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 || {
ctrl_x.track();
ctrl_y.track();
radius_x.track();
radius_y.track();
opacity.track();
highlight.track();
turntable.track();
layer_threshold.track();
debug_mode.track();
scene_changed.set(true);
});
on_mount(move || {
// list construction elements
const SPHERE_MAX: usize = 200;
let mut sphere_vec = Vec::<DVector<f64>>::new();
let color_vec = vec![
[1.00_f32, 0.25_f32, 0.00_f32],
[0.00_f32, 0.25_f32, 1.00_f32],
[0.25_f32, 0.00_f32, 1.00_f32],
[0.25_f32, 1.00_f32, 0.00_f32],
[0.75_f32, 0.75_f32, 0.00_f32],
[0.00_f32, 0.75_f32, 0.50_f32],
];
// timing
let mut last_time = 0.0;
// scene parameters
const TURNTABLE_SPEED: f64 = 0.5;
let mut turntable_angle = 0.0;
/* 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 ctrl_loc = ctx.get_uniform_location(&program, "ctrl"); /* DEBUG */
let radius_loc = ctx.get_uniform_location(&program, "radius"); /* DEBUG */
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;
// move the turntable
let turntable_val = turntable.get();
if turntable_val {
turntable_angle += TURNTABLE_SPEED * time_step;
}
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;
}
// set the orientation and translation
let orientation = {
let ang_cos = turntable_angle.cos();
let ang_sin = turntable_angle.sin();
DMatrix::from_column_slice(5, 5, &[
ang_cos, 0.0, ang_sin, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
-ang_sin, 0.0, ang_cos, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 0.0, 1.0
])
};
let translation = {
const LEN: f64 = -5.0;
const LEN_SQ: f64 = LEN*LEN;
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, LEN,
0.0, 0.0, 2.0*LEN, 1.0, LEN_SQ,
0.0, 0.0, 0.0, 0.0, 1.0
])
};
let construction_to_world = &translation * orientation;
// update the construction
sphere_vec.clear();
sphere_vec.push(&construction_to_world * engine::sphere(0.5, 0.5, ctrl_x.get(), radius_x.get()));
sphere_vec.push(&construction_to_world * engine::sphere(-0.5, -0.5, ctrl_y.get(), radius_y.get()));
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));
// 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.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32); /* DEBUG */
ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32); /* DEBUG */
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(turntable_val);
} else {
frames_since_last_sample = 0;
mean_frame_interval.set(-1.0);
}
});
start_animation_loop();
});
view! {
div(id="app") {
div { "Mean frame interval: " (mean_frame_interval.get()) " ms" }
canvas(ref=display, width="600", height="600")
div(class="control") {
label(for="ctrl-x") { "Sphere 0 depth" }
input(
type="range",
id="ctrl-x",
min=-1.0,
max=1.0,
step=0.001,
bind:valueAsNumber=ctrl_x
)
}
div(class="control") {
label(for="ctrl-y") { "Sphere 1 depth" }
input(
type="range",
id="ctrl-y",
min=-1.0,
max=1.0,
step=0.001,
bind:valueAsNumber=ctrl_y
)
}
div(class="control") {
label(for="radius-x") { "Sphere 0 radius" }
input(
type="range",
id="radius-x",
min=0.5,
max=1.5,
step=0.001,
bind:valueAsNumber=radius_x
)
}
div(class="control") {
label(for="radius-y") { "Sphere 1 radius" }
input(
type="range",
id="radius-y",
min=0.5,
max=1.5,
step=0.001,
bind:valueAsNumber=radius_y
)
}
div(class="control") {
label(for="opacity") { "Opacity" }
input(
type="range",
id="opacity",
max=1.0,
step=0.001,
bind:valueAsNumber=opacity
)
}
div(class="control") {
label(for="highlight") { "Highlight" }
input(
type="range",
id="highlight",
max=1.0,
step=0.001,
bind:valueAsNumber=highlight
)
}
div(class="control") {
label(for="turntable") { "Turntable" }
input(
type="checkbox",
id="turntable",
bind:checked=turntable
)
}
div(class="control") {
label(for="layer-threshold") { "Layer threshold" }
input(
type="range",
id="layer-threshold",
max=5.0,
step=1.0,
bind:valueAsNumber=layer_threshold
)
}
div(class="control") {
label(for="debug-mode") { "Debug mode" }
input(
type="checkbox",
id="debug-mode",
bind:checked=debug_mode
)
}
}
}
});
}