diff --git a/app-proto/inversive-display/Cargo.toml b/app-proto/inversive-display/Cargo.toml index 3d7eb3f..bcf6b76 100644 --- a/app-proto/inversive-display/Cargo.toml +++ b/app-proto/inversive-display/Cargo.toml @@ -9,6 +9,7 @@ default = ["console_error_panic_hook"] [dependencies] js-sys = "0.3.70" +nalgebra = "0.33.0" sycamore = "0.9.0-beta.2" # The `console_error_panic_hook` crate provides better debugging of panics by diff --git a/app-proto/inversive-display/src/engine.rs b/app-proto/inversive-display/src/engine.rs new file mode 100644 index 0000000..7fbcd03 --- /dev/null +++ b/app-proto/inversive-display/src/engine.rs @@ -0,0 +1,12 @@ +use nalgebra::DVector; + +pub fn sphere(center_x: f64, center_y: f64, center_z: f64, radius: f64) -> DVector { + let center_norm_sq = center_x * center_x + center_y * center_y + center_z * center_z; + DVector::from_column_slice(&[ + center_x / radius, + center_y / radius, + center_z / radius, + 0.5 / radius, + 0.5 * (center_norm_sq / radius - radius) + ]) +} \ No newline at end of file diff --git a/app-proto/inversive-display/src/inversive.frag b/app-proto/inversive-display/src/inversive.frag index dcc8610..ff6ad6b 100644 --- a/app-proto/inversive-display/src/inversive.frag +++ b/app-proto/inversive-display/src/inversive.frag @@ -4,6 +4,29 @@ precision highp float; out vec4 outColor; +// --- inversive geometry --- + +struct vecInv { + vec3 sp; + vec2 lt; +}; + +vecInv sphere(vec3 center, float radius) { + return vecInv( + center / radius, + vec2( + 0.5 / radius, + 0.5 * (dot(center, center) / radius - radius) + ) + ); +} + +// --- uniforms --- + +// construction +const int SPHERE_MAX = 256; +uniform vecInv sphere_list[SPHERE_MAX]; + // view uniform vec2 resolution; uniform float shortdim; @@ -14,6 +37,7 @@ uniform vec2 radius; uniform float opacity; uniform float highlight; uniform int layer_threshold; +uniform bool use_test_construction; // light and camera const float focal_slope = 0.3; @@ -46,23 +70,6 @@ vec3 sRGB(vec3 color) { return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b)); } -// --- inversive geometry --- - -struct vecInv { - vec3 sp; - vec2 lt; -}; - -vecInv sphere(vec3 center, float radius) { - return vecInv( - center / radius, - vec2( - 0.5 / radius, - 0.5 * (dot(center, center) / radius - radius) - ) - ); -} - // --- shading --- struct taggedFrag { @@ -127,10 +134,21 @@ void main() { vec3 dir = vec3(focal_slope * scr, -1.); // initialize two spheres - vecInv sphere_list [sphere_cnt]; - sphere_list[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x); - sphere_list[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y); - sphere_list[2] = sphere(vec3(-0.5, 0.5, -5.), 0.75); + vecInv sphere_list_internal [sphere_cnt]; + if (use_test_construction) { + /* DEBUG */ + // spheres 0 and 1 are identical in the test construction hard-coded + // here and the construction passed in through uniforms. sphere 2 has + // a different radius in the construction; we can use that to show that + // the switch is working + sphere_list_internal[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x); + sphere_list_internal[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y); + sphere_list_internal[2] = sphere(vec3(-0.5, 0.5, -5.), 0.5); + } else { + for (int i = 0; i < sphere_cnt; ++i) { + sphere_list_internal[i] = sphere_list[i]; + } + } vec3 color_list [sphere_cnt]; color_list[0] = vec3(1., 0.25, 0.); color_list[1] = vec3(0., 0.25, 1.); @@ -141,13 +159,13 @@ void main() { taggedFrag frags [2*sphere_cnt]; int frag_cnt = 0; for (int i = 0; i < sphere_cnt; ++i) { - vec2 hit_depths = sphere_cast(sphere_list[i], dir); + vec2 hit_depths = sphere_cast(sphere_list_internal[i], dir); if (!isnan(hit_depths[0])) { - frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[0] * dir, color_list[i], i); + frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[0] * dir, color_list[i], i); ++frag_cnt; } if (!isnan(hit_depths[1])) { - frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[1] * dir, color_list[i], i); + frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[1] * dir, color_list[i], i); ++frag_cnt; } } @@ -182,7 +200,7 @@ void main() { // cusps float cusp_cos = abs(dot(dir, frag0.normal)); - float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s); + float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list_internal[frag0.id].lt.s); float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos)); frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight); } diff --git a/app-proto/inversive-display/src/main.rs b/app-proto/inversive-display/src/main.rs index 7bd2639..83e05c0 100644 --- a/app-proto/inversive-display/src/main.rs +++ b/app-proto/inversive-display/src/main.rs @@ -8,9 +8,13 @@ // extern crate js_sys; +use core::array; +use nalgebra::DVector; use sycamore::{prelude::*, rt::{JsCast, JsValue}}; use web_sys::{console, WebGl2RenderingContext, WebGlShader}; +mod engine; + fn compile_shader( context: &WebGl2RenderingContext, shader_type: u32, @@ -70,6 +74,7 @@ fn main() { 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); @@ -77,9 +82,16 @@ fn main() { let opacity = create_signal(0.5); let highlight = create_signal(0.2); let layer_threshold = create_signal(0.0); + let use_test_construction = create_signal(false); + + // display let display = create_node_ref(); on_mount(move || { + // list construction elements + const SPHERE_MAX: usize = 256; + let mut sphere_vec = Vec::>::new(); + // get the display canvas let canvas = display .get::() @@ -119,14 +131,21 @@ fn main() { ctx.use_program(Some(&program)); // find indices of vertex attributes and uniforms + let sphere_sp_locs = array::from_fn::<_, SPHERE_MAX, _>( + |n| ctx.get_uniform_location(&program, format!("sphere_list[{}].sp", n).as_str()) + ); + let sphere_lt_locs = array::from_fn::<_, SPHERE_MAX, _>( + |n| ctx.get_uniform_location(&program, format!("sphere_list[{}].lt", n).as_str()) + ); let position_index = ctx.get_attrib_location(&program, "position") as u32; 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"); - let radius_loc = ctx.get_uniform_location(&program, "radius"); + 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 use_test_construction_loc = ctx.get_uniform_location(&program, "use_test_construction"); // create a vertex array and bind it to the graphics context let vertex_array = ctx.create_vertex_array().unwrap(); @@ -148,18 +167,38 @@ fn main() { // set up a repainting routine create_effect(move || { + // update the construction + sphere_vec.clear(); + sphere_vec.push(engine::sphere(0.5, 0.5, -5.0 + ctrl_x.get(), radius_x.get())); + sphere_vec.push(engine::sphere(-0.5, -0.5, -5.0 + ctrl_y.get(), radius_y.get())); + sphere_vec.push(engine::sphere(-0.5, 0.5, -5.0, 0.75)); + // 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 + 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 + ); + } + // pass the control parameters - 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.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(use_test_construction_loc.as_ref(), use_test_construction.get() as i32); // draw the scene ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32); @@ -215,6 +254,10 @@ fn main() { step=1.0, bind:valueAsNumber=layer_threshold ) + input( + type="checkbox", + bind:checked=use_test_construction + ) } } });