From 25da6ca06264b52cf5050d5b27664e081959f36b Mon Sep 17 00:00:00 2001 From: Aaron Fenyes Date: Sat, 24 Aug 2024 11:00:50 -0700 Subject: [PATCH] Ray-caster: adjust opacity of highlighting --- app-proto/inversive-display/src/main.rs | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/app-proto/inversive-display/src/main.rs b/app-proto/inversive-display/src/main.rs index e3e7135..b120f1a 100644 --- a/app-proto/inversive-display/src/main.rs +++ b/app-proto/inversive-display/src/main.rs @@ -75,6 +75,7 @@ fn main() { 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 layer_threshold = create_signal(0.0); let display = create_node_ref(); @@ -120,6 +121,7 @@ fn main() { uniform vec2 ctrl; uniform vec2 radius; uniform float opacity; + uniform float highlight; uniform int layer_threshold; // light and camera @@ -273,14 +275,14 @@ fn main() { abs(dot(frag1.normal, disp)), abs(dot(frag0.normal, disp)) ) / ixn_sin; - float ixn_highlight = 1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist); + float ixn_highlight = 0.5 * highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist)); frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), ixn_highlight); frags_by_depth[i-1].color = mix(frags_by_depth[i-1].color, vec4(1.), ixn_highlight); // cusps float cusp_cos = abs(dot(dir, frag0.normal)); float cusp_threshold = 2.*sqrt(ixn_threshold * v[frag0.id].lt.s); - float cusp_highlight = 1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos); + float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos)); frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), cusp_highlight); } @@ -319,6 +321,7 @@ fn main() { let ctrl_loc = ctx.get_uniform_location(&program, "ctrl"); let radius_loc = ctx.get_uniform_location(&program, "radius"); 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"); // create a vertex array and bind it to the graphics context @@ -351,6 +354,7 @@ fn main() { ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32); ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32); 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); // clear the screen and draw the scene @@ -397,6 +401,12 @@ fn main() { step=0.001, bind:valueAsNumber=opacity ) + input( + type="range", + max=1.0, + step=0.001, + bind:valueAsNumber=highlight + ) input( type="range", max=3.0,