Ray-caster: pass spheres in through uniforms
Keep the hard-coded spheres for comparison.
This commit is contained in:
parent
206a2df480
commit
5bf23fa789
@ -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
|
||||
|
12
app-proto/inversive-display/src/engine.rs
Normal file
12
app-proto/inversive-display/src/engine.rs
Normal file
@ -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)
|
||||
])
|
||||
}
|
@ -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);
|
||||
}
|
||||
|
@ -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::<DVector<f64>>::new();
|
||||
|
||||
// get the display canvas
|
||||
let canvas = display
|
||||
.get::<DomNode>()
|
||||
@ -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
|
||||
)
|
||||
}
|
||||
}
|
||||
});
|
||||
|
Loading…
Reference in New Issue
Block a user