2024-09-14 18:46:24 +00:00
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use core::array;
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2024-09-15 18:31:22 +00:00
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use nalgebra::{DMatrix, Rotation3, Vector3};
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2024-09-14 18:46:24 +00:00
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use sycamore::{prelude::*, motion::create_raf};
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use web_sys::{
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console,
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window,
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WebGl2RenderingContext,
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WebGlProgram,
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WebGlShader,
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WebGlUniformLocation,
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wasm_bindgen::{JsCast, JsValue}
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};
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2024-09-15 18:31:22 +00:00
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use crate::AppState;
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2024-09-14 18:46:24 +00:00
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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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2024-09-13 21:53:12 +00:00
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#[component]
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pub fn Display() -> View {
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2024-09-15 18:31:22 +00:00
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let state = use_context::<AppState>();
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2024-09-14 18:46:24 +00:00
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// canvas
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let display = create_node_ref();
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// navigation
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let pitch_up = create_signal(0.0);
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let pitch_down = create_signal(0.0);
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let yaw_right = create_signal(0.0);
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let yaw_left = create_signal(0.0);
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let roll_ccw = create_signal(0.0);
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let roll_cw = create_signal(0.0);
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let zoom_in = create_signal(0.0);
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let zoom_out = create_signal(0.0);
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// change listener
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let scene_changed = create_signal(true);
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/* INSTRUMENTS */
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const SAMPLE_PERIOD: i32 = 60;
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let mut last_sample_time = 0.0;
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let mut frames_since_last_sample = 0;
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let mean_frame_interval = create_signal(0.0);
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on_mount(move || {
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// timing
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let mut last_time = 0.0;
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// viewpoint
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const ROT_SPEED: f64 = 0.4; // in radians per second
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const ZOOM_SPEED: f64 = 0.15; // multiplicative rate per second
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let mut orientation = DMatrix::<f64>::identity(5, 5);
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let mut rotation = DMatrix::<f64>::identity(5, 5);
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let mut location_z: f64 = 5.0;
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// display parameters
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const OPACITY: f32 = 0.5; /* SCAFFOLDING */
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const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */
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const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
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const DEBUG_MODE: i32 = 0; /* DEBUG */
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/* INSTRUMENTS */
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let performance = window().unwrap().performance().unwrap();
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// get the display canvas
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let canvas = display.get().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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2024-09-15 18:31:22 +00:00
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const SPHERE_MAX: usize = 200;
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2024-09-14 18:46:24 +00:00
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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 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 debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
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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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let (_, start_animation_loop, _) = create_raf(move || {
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// get the time step
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let time = performance.now();
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let time_step = 0.001*(time - last_time);
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last_time = time;
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// get the navigation state
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let pitch_up_val = pitch_up.get();
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let pitch_down_val = pitch_down.get();
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let yaw_right_val = yaw_right.get();
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let yaw_left_val = yaw_left.get();
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let roll_ccw_val = roll_ccw.get();
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let roll_cw_val = roll_cw.get();
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let zoom_in_val = zoom_in.get();
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let zoom_out_val = zoom_out.get();
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// update the assembly's orientation
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let ang_vel = {
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let pitch = pitch_up_val - pitch_down_val;
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let yaw = yaw_right_val - yaw_left_val;
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let roll = roll_ccw_val - roll_cw_val;
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if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
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ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
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} else {
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Vector3::zeros()
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}
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};
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let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
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rotation_sp.copy_from(
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Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
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);
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orientation = &rotation * &orientation;
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// update the assembly's location
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let zoom = zoom_out_val - zoom_in_val;
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location_z *= (time_step * ZOOM_SPEED * zoom).exp();
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if scene_changed.get() {
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/* INSTRUMENTS */
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// measure mean frame interval
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frames_since_last_sample += 1;
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if frames_since_last_sample >= SAMPLE_PERIOD {
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mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
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last_sample_time = time;
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frames_since_last_sample = 0;
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}
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// find the map from construction space to world space
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let location = {
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let u = -location_z;
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DMatrix::from_column_slice(5, 5, &[
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1.0, 0.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0, u,
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0.0, 0.0, 2.0*u, 1.0, u*u,
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0.0, 0.0, 0.0, 0.0, 1.0
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])
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};
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let construction_to_world = &location * &orientation;
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2024-09-15 18:31:22 +00:00
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// get the construction
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let elements = state.assembly.elements.get_clone();
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let element_iter = (&elements).into_iter();
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let reps_world: Vec<_> = element_iter.clone().map(|elt| &construction_to_world * &elt.rep).collect();
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let colors: Vec<_> = element_iter.map(|elt| elt.color).collect();
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2024-09-14 18:46:24 +00:00
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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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2024-09-15 18:31:22 +00:00
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ctx.uniform1i(sphere_cnt_loc.as_ref(), elements.len() as i32);
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for n in 0..reps_world.len() {
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let v = &reps_world[n];
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2024-09-14 18:46:24 +00:00
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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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2024-09-15 18:31:22 +00:00
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&colors[n]
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2024-09-14 18:46:24 +00:00
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);
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}
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// pass the display parameters
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ctx.uniform1f(opacity_loc.as_ref(), OPACITY);
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ctx.uniform1f(highlight_loc.as_ref(), HIGHLIGHT);
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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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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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// clear the scene change flag
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scene_changed.set(false);
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} else {
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frames_since_last_sample = 0;
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mean_frame_interval.set(-1.0);
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}
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});
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start_animation_loop();
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});
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2024-09-13 21:53:12 +00:00
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view! {
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2024-09-14 18:46:24 +00:00
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/* TO DO */
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// switch back to integer-valued parameters when that becomes possible
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// again
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canvas(ref=display, width="750", height="750", tabindex="0")
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2024-09-13 21:53:12 +00:00
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}
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}
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