Ray-caster: pass spheres in through uniforms

Keep the hard-coded spheres for comparison.
This commit is contained in:
Aaron Fenyes 2024-08-25 21:40:46 -07:00
parent 206a2df480
commit 5bf23fa789
4 changed files with 103 additions and 29 deletions

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@ -9,6 +9,7 @@ default = ["console_error_panic_hook"]
[dependencies] [dependencies]
js-sys = "0.3.70" js-sys = "0.3.70"
nalgebra = "0.33.0"
sycamore = "0.9.0-beta.2" sycamore = "0.9.0-beta.2"
# The `console_error_panic_hook` crate provides better debugging of panics by # The `console_error_panic_hook` crate provides better debugging of panics by

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@ -0,0 +1,12 @@
use nalgebra::DVector;
pub fn sphere(center_x: f64, center_y: f64, center_z: f64, radius: f64) -> DVector<f64> {
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)
])
}

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@ -4,6 +4,29 @@ precision highp float;
out vec4 outColor; 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 // view
uniform vec2 resolution; uniform vec2 resolution;
uniform float shortdim; uniform float shortdim;
@ -14,6 +37,7 @@ uniform vec2 radius;
uniform float opacity; uniform float opacity;
uniform float highlight; uniform float highlight;
uniform int layer_threshold; uniform int layer_threshold;
uniform bool use_test_construction;
// light and camera // light and camera
const float focal_slope = 0.3; 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)); 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 --- // --- shading ---
struct taggedFrag { struct taggedFrag {
@ -127,10 +134,21 @@ void main() {
vec3 dir = vec3(focal_slope * scr, -1.); vec3 dir = vec3(focal_slope * scr, -1.);
// initialize two spheres // initialize two spheres
vecInv sphere_list [sphere_cnt]; vecInv sphere_list_internal [sphere_cnt];
sphere_list[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x); if (use_test_construction) {
sphere_list[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y); /* DEBUG */
sphere_list[2] = sphere(vec3(-0.5, 0.5, -5.), 0.75); // 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]; vec3 color_list [sphere_cnt];
color_list[0] = vec3(1., 0.25, 0.); color_list[0] = vec3(1., 0.25, 0.);
color_list[1] = vec3(0., 0.25, 1.); color_list[1] = vec3(0., 0.25, 1.);
@ -141,13 +159,13 @@ void main() {
taggedFrag frags [2*sphere_cnt]; taggedFrag frags [2*sphere_cnt];
int frag_cnt = 0; int frag_cnt = 0;
for (int i = 0; i < sphere_cnt; ++i) { 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])) { 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; ++frag_cnt;
} }
if (!isnan(hit_depths[1])) { 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; ++frag_cnt;
} }
} }
@ -182,7 +200,7 @@ void main() {
// cusps // cusps
float cusp_cos = abs(dot(dir, frag0.normal)); 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)); 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); frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
} }

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@ -8,9 +8,13 @@
// //
extern crate js_sys; extern crate js_sys;
use core::array;
use nalgebra::DVector;
use sycamore::{prelude::*, rt::{JsCast, JsValue}}; use sycamore::{prelude::*, rt::{JsCast, JsValue}};
use web_sys::{console, WebGl2RenderingContext, WebGlShader}; use web_sys::{console, WebGl2RenderingContext, WebGlShader};
mod engine;
fn compile_shader( fn compile_shader(
context: &WebGl2RenderingContext, context: &WebGl2RenderingContext,
shader_type: u32, shader_type: u32,
@ -70,6 +74,7 @@ fn main() {
console_error_panic_hook::set_once(); console_error_panic_hook::set_once();
sycamore::render(|| { sycamore::render(|| {
// controls
let ctrl_x = create_signal(0.0); let ctrl_x = create_signal(0.0);
let ctrl_y = create_signal(0.0); let ctrl_y = create_signal(0.0);
let radius_x = create_signal(1.0); let radius_x = create_signal(1.0);
@ -77,9 +82,16 @@ fn main() {
let opacity = create_signal(0.5); let opacity = create_signal(0.5);
let highlight = create_signal(0.2); let highlight = create_signal(0.2);
let layer_threshold = create_signal(0.0); let layer_threshold = create_signal(0.0);
let use_test_construction = create_signal(false);
// display
let display = create_node_ref(); let display = create_node_ref();
on_mount(move || { on_mount(move || {
// list construction elements
const SPHERE_MAX: usize = 256;
let mut sphere_vec = Vec::<DVector<f64>>::new();
// get the display canvas // get the display canvas
let canvas = display let canvas = display
.get::<DomNode>() .get::<DomNode>()
@ -119,14 +131,21 @@ fn main() {
ctx.use_program(Some(&program)); ctx.use_program(Some(&program));
// find indices of vertex attributes and uniforms // 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 position_index = ctx.get_attrib_location(&program, "position") as u32;
let resolution_loc = ctx.get_uniform_location(&program, "resolution"); let resolution_loc = ctx.get_uniform_location(&program, "resolution");
let shortdim_loc = ctx.get_uniform_location(&program, "shortdim"); let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
let ctrl_loc = ctx.get_uniform_location(&program, "ctrl"); let ctrl_loc = ctx.get_uniform_location(&program, "ctrl"); /* DEBUG */
let radius_loc = ctx.get_uniform_location(&program, "radius"); let radius_loc = ctx.get_uniform_location(&program, "radius"); /* DEBUG */
let opacity_loc = ctx.get_uniform_location(&program, "opacity"); let opacity_loc = ctx.get_uniform_location(&program, "opacity");
let highlight_loc = ctx.get_uniform_location(&program, "highlight"); let highlight_loc = ctx.get_uniform_location(&program, "highlight");
let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold"); 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 // create a vertex array and bind it to the graphics context
let vertex_array = ctx.create_vertex_array().unwrap(); let vertex_array = ctx.create_vertex_array().unwrap();
@ -148,18 +167,38 @@ fn main() {
// set up a repainting routine // set up a repainting routine
create_effect(move || { 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 // set the resolution
let width = canvas.width() as f32; let width = canvas.width() as f32;
let height = canvas.height() as f32; let height = canvas.height() as f32;
ctx.uniform2f(resolution_loc.as_ref(), width, height); ctx.uniform2f(resolution_loc.as_ref(), width, height);
ctx.uniform1f(shortdim_loc.as_ref(), width.min(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 // pass the control parameters
ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_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); 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(opacity_loc.as_ref(), opacity.get() as f32);
ctx.uniform1f(highlight_loc.as_ref(), highlight.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(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 // draw the scene
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32); ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
@ -215,6 +254,10 @@ fn main() {
step=1.0, step=1.0,
bind:valueAsNumber=layer_threshold bind:valueAsNumber=layer_threshold
) )
input(
type="checkbox",
bind:checked=use_test_construction
)
} }
} }
}); });