forked from glen/dyna3
342 lines
No EOL
13 KiB
Rust
342 lines
No EOL
13 KiB
Rust
// based on the WebGL example in the `wasm-bindgen` guide
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//
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// https://rustwasm.github.io/wasm-bindgen/examples/webgl.html
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//
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// and this StackOverflow answer by wangdq
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//
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// https://stackoverflow.com/a/39684775
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//
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extern crate js_sys;
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use core::array;
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use nalgebra::DVector;
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use sycamore::{prelude::*, rt::{JsCast, JsValue}};
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use web_sys::{console, WebGl2RenderingContext, WebGlProgram, WebGlShader, WebGlUniformLocation};
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mod engine;
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fn compile_shader(
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context: &WebGl2RenderingContext,
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shader_type: u32,
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source: &str,
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) -> WebGlShader {
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let shader = context.create_shader(shader_type).unwrap();
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context.shader_source(&shader, source);
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context.compile_shader(&shader);
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shader
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}
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fn get_uniform_array_locations<const N: usize>(
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context: &WebGl2RenderingContext,
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program: &WebGlProgram,
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var_name: &str,
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member_name_opt: Option<&str>
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) -> [Option<WebGlUniformLocation>; N] {
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array::from_fn(|n| {
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let name = match member_name_opt {
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Some(member_name) => format!("{var_name}[{n}].{member_name}"),
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None => format!("{var_name}[{n}]")
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};
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context.get_uniform_location(&program, name.as_str())
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})
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}
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// load the given data into the vertex input of the given name
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fn bind_vertex_attrib(
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context: &WebGl2RenderingContext,
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index: u32,
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size: i32,
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data: &[f32]
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) {
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// create a data buffer and bind it to ARRAY_BUFFER
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let buffer = context.create_buffer().unwrap();
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context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
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// load the given data into the buffer. the function `Float32Array::view`
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// creates a raw view into our module's `WebAssembly.Memory` buffer.
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// allocating more memory will change the buffer, invalidating the view.
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// that means we have to make sure we don't allocate any memory until the
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// view is dropped
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unsafe {
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context.buffer_data_with_array_buffer_view(
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WebGl2RenderingContext::ARRAY_BUFFER,
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&js_sys::Float32Array::view(&data),
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WebGl2RenderingContext::STATIC_DRAW,
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);
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}
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// allow the target attribute to be used
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context.enable_vertex_attrib_array(index);
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// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
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// above---and bind it to the target attribute
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//
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
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//
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context.vertex_attrib_pointer_with_i32(
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index,
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size,
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WebGl2RenderingContext::FLOAT,
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false, // don't normalize
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0, // zero stride
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0, // zero offset
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);
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}
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fn main() {
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// set up a config option that forwards panic messages to `console.error`
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#[cfg(feature = "console_error_panic_hook")]
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console_error_panic_hook::set_once();
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sycamore::render(|| {
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// controls
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let ctrl_x = create_signal(0.0);
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let ctrl_y = create_signal(0.0);
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let radius_x = create_signal(1.0);
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let radius_y = create_signal(1.0);
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let opacity = create_signal(0.5);
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let highlight = create_signal(0.2);
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let layer_threshold = create_signal(0.0);
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let use_test_construction = create_signal(false);
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// display
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let display = create_node_ref();
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on_mount(move || {
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// list construction elements
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const SPHERE_MAX: usize = 12;
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let mut sphere_vec = Vec::<DVector<f64>>::new();
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let color_vec = vec![
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[1.00_f32, 0.25_f32, 0.00_f32],
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[0.00_f32, 0.25_f32, 1.00_f32],
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[0.25_f32, 0.00_f32, 1.00_f32]
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];
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// get the display canvas
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let canvas = display
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.get::<DomNode>()
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.unchecked_into::<web_sys::HtmlCanvasElement>();
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let ctx = canvas
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.get_context("webgl2")
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.unwrap()
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.unwrap()
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.dyn_into::<WebGl2RenderingContext>()
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.unwrap();
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// compile and attach the vertex and fragment shaders
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let vertex_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::VERTEX_SHADER,
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include_str!("identity.vert"),
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);
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let fragment_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::FRAGMENT_SHADER,
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include_str!("inversive.frag"),
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);
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let program = ctx.create_program().unwrap();
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ctx.attach_shader(&program, &vertex_shader);
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ctx.attach_shader(&program, &fragment_shader);
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ctx.link_program(&program);
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let link_status = ctx
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.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
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.as_bool()
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.unwrap();
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let link_msg = if link_status {
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"Linked successfully"
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} else {
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"Linking failed"
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};
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console::log_1(&JsValue::from(link_msg));
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ctx.use_program(Some(&program));
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/* DEBUG */
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// print the maximum number of vectors that can be passed as
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// uniforms to a fragment shader. the OpenGL ES 3.0 standard
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// requires this maximum to be at least 224, as discussed in the
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// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
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// here:
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//
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// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
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//
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// there are also other size limits. for example, on Aaron's
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// machine, the the length of a float or genType array seems to be
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// capped at 1024 elements
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console::log_2(
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&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
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&JsValue::from("uniform vectors available")
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);
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// find indices of vertex attributes and uniforms
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
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let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "sphere_list", Some("sp")
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);
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let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "sphere_list", Some("lt")
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);
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let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "color_list", None
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);
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let resolution_loc = ctx.get_uniform_location(&program, "resolution");
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let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
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let ctrl_loc = ctx.get_uniform_location(&program, "ctrl"); /* DEBUG */
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let radius_loc = ctx.get_uniform_location(&program, "radius"); /* DEBUG */
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let opacity_loc = ctx.get_uniform_location(&program, "opacity");
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let highlight_loc = ctx.get_uniform_location(&program, "highlight");
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let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
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let use_test_construction_loc = ctx.get_uniform_location(&program, "use_test_construction");
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// create a vertex array and bind it to the graphics context
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let vertex_array = ctx.create_vertex_array().unwrap();
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ctx.bind_vertex_array(Some(&vertex_array));
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// set the vertex positions
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const VERTEX_CNT: usize = 6;
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let positions: [f32; 3*VERTEX_CNT] = [
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// northwest triangle
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-1.0, -1.0, 0.0,
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-1.0, 1.0, 0.0,
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1.0, 1.0, 0.0,
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// southeast triangle
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-1.0, -1.0, 0.0,
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1.0, 1.0, 0.0,
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1.0, -1.0, 0.0
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];
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bind_vertex_attrib(&ctx, position_index, 3, &positions);
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// set up a repainting routine
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create_effect(move || {
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// update the construction
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sphere_vec.clear();
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sphere_vec.push(engine::sphere(0.5, 0.5, -5.0 + ctrl_x.get(), radius_x.get()));
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sphere_vec.push(engine::sphere(-0.5, -0.5, -5.0 + ctrl_y.get(), radius_y.get()));
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sphere_vec.push(engine::sphere(-0.5, 0.5, -5.0, 0.75));
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// set the resolution
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let width = canvas.width() as f32;
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let height = canvas.height() as f32;
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// pass the construction
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ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
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for n in 0..sphere_vec.len() {
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let v = &sphere_vec[n];
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ctx.uniform3f(
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sphere_sp_locs[n].as_ref(),
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v[0] as f32, v[1] as f32, v[2] as f32
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);
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ctx.uniform2f(
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sphere_lt_locs[n].as_ref(),
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v[3] as f32, v[4] as f32
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);
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ctx.uniform3fv_with_f32_array(
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color_locs[n].as_ref(),
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&color_vec[n]
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);
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}
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// pass the control parameters
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ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32); /* DEBUG */
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ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32); /* DEBUG */
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ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32);
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ctx.uniform1f(highlight_loc.as_ref(), highlight.get() as f32);
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ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32);
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ctx.uniform1i(use_test_construction_loc.as_ref(), use_test_construction.get() as i32);
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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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});
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});
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view! {
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div(id="app") {
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canvas(ref=display, width="600", height="600")
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div(class="control") {
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label(for="ctrl-x") { "Sphere 0 depth" }
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input(
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type="range",
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id="ctrl-x",
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min=-1.0,
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max=1.0,
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step=0.001,
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bind:valueAsNumber=ctrl_x
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)
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}
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div(class="control") {
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label(for="ctrl-y") { "Sphere 1 depth" }
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input(
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type="range",
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id="ctrl-y",
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min=-1.0,
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max=1.0,
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step=0.001,
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bind:valueAsNumber=ctrl_y
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)
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}
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div(class="control") {
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label(for="radius-x") { "Sphere 0 radius" }
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input(
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type="range",
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id="radius-x",
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min=0.5,
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max=1.5,
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step=0.001,
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bind:valueAsNumber=radius_x
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)
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}
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div(class="control") {
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label(for="radius-y") { "Sphere 1 radius" }
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input(
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type="range",
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id="radius-y",
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min=0.5,
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max=1.5,
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step=0.001,
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bind:valueAsNumber=radius_y
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)
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}
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div(class="control") {
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label(for="opacity") { "Opacity" }
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input(
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type="range",
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id="opacity",
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max=1.0,
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step=0.001,
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bind:valueAsNumber=opacity
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)
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}
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div(class="control") {
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label(for="highlight") { "Highlight" }
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input(
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type="range",
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id="highlight",
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max=1.0,
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step=0.001,
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bind:valueAsNumber=highlight
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)
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}
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div(class="control") {
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label(for="layer-threshold") { "Layer threshold" }
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input(
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type="range",
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id="layer-threshold",
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max=5.0,
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step=1.0,
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bind:valueAsNumber=layer_threshold
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)
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}
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div(class="control") {
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label(for="use-test-construction") { "Use test values" }
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input(
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type="checkbox",
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id="use-test-construction",
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bind:checked=use_test_construction
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)
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}
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}
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}
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});
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} |