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Remove GPU code and uniforms that were used as scaffolding during initial development, but have now been replaced by CPU analogues.
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@ -11,16 +11,6 @@ struct vecInv {
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vec2 lt;
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};
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vecInv sphere(vec3 center, float radius) {
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return vecInv(
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center / radius,
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vec2(
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0.5 / radius,
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0.5 * (dot(center, center) / radius - radius)
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)
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);
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}
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// --- uniforms ---
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// construction. the SPHERE_MAX array size seems to affect frame rate a lot,
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@ -35,8 +25,6 @@ uniform vec2 resolution;
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uniform float shortdim;
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// controls
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uniform vec2 ctrl;
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uniform vec2 radius;
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uniform float opacity;
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uniform float highlight;
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uniform int layer_threshold;
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@ -7,7 +7,6 @@
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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::{DMatrix, DVector, Rotation3, Vector3};
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use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
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@ -343,8 +342,6 @@ fn main() {
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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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@ -483,8 +480,6 @@ fn main() {
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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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