forked from StudioInfinity/dyna3
Ray-caster: pass spheres in through uniforms
Keep the hard-coded spheres for comparison.
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parent
206a2df480
commit
5bf23fa789
4 changed files with 103 additions and 29 deletions
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@ -8,9 +8,13 @@
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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, WebGlShader};
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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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@ -70,6 +74,7 @@ fn main() {
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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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@ -77,9 +82,16 @@ fn main() {
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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 = 256;
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let mut sphere_vec = Vec::<DVector<f64>>::new();
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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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@ -119,14 +131,21 @@ fn main() {
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ctx.use_program(Some(&program));
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// find indices of vertex attributes and uniforms
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let sphere_sp_locs = array::from_fn::<_, SPHERE_MAX, _>(
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|n| ctx.get_uniform_location(&program, format!("sphere_list[{}].sp", n).as_str())
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);
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let sphere_lt_locs = array::from_fn::<_, SPHERE_MAX, _>(
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|n| ctx.get_uniform_location(&program, format!("sphere_list[{}].lt", n).as_str())
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);
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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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");
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let radius_loc = ctx.get_uniform_location(&program, "radius");
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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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@ -148,18 +167,38 @@ fn main() {
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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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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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}
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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);
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ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32);
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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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@ -215,6 +254,10 @@ fn main() {
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step=1.0,
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bind:valueAsNumber=layer_threshold
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)
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input(
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type="checkbox",
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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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