Ray-caster: pass the sphere count as a uniform
In the process, start exploring array size limits of various kinds.
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@ -23,8 +23,10 @@ vecInv sphere(vec3 center, float radius) {
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// --- uniforms ---
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// --- uniforms ---
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// construction
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// construction. the SPHERE_MAX array size seems to affect frame rate a lot,
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const int SPHERE_MAX = 256;
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// even though we should only be using the first few elements of each array
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const int SPHERE_MAX = 12;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vecInv sphere_list[SPHERE_MAX];
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// view
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// view
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@ -128,13 +130,11 @@ vec2 sphere_cast(vecInv v, vec3 dir) {
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}
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}
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void main() {
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void main() {
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const int sphere_cnt = 3;
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vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
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vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
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vec3 dir = vec3(focal_slope * scr, -1.);
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vec3 dir = vec3(focal_slope * scr, -1.);
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// initialize two spheres
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// initialize two spheres
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vecInv sphere_list_internal [sphere_cnt];
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vecInv sphere_list_internal [SPHERE_MAX];
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if (use_test_construction) {
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if (use_test_construction) {
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/* DEBUG */
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/* DEBUG */
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// spheres 0 and 1 are identical in the test construction hard-coded
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// spheres 0 and 1 are identical in the test construction hard-coded
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@ -149,14 +149,14 @@ void main() {
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sphere_list_internal[i] = sphere_list[i];
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sphere_list_internal[i] = sphere_list[i];
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}
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}
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}
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}
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vec3 color_list [sphere_cnt];
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vec3 color_list [SPHERE_MAX];
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color_list[0] = vec3(1., 0.25, 0.);
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color_list[0] = vec3(1., 0.25, 0.);
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color_list[1] = vec3(0., 0.25, 1.);
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color_list[1] = vec3(0., 0.25, 1.);
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color_list[2] = vec3(0.25, 0., 1.0);
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color_list[2] = vec3(0.25, 0., 1.0);
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// cast rays through the spheres
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// cast rays through the spheres
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vec2 depth_pairs [sphere_cnt];
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vec2 depth_pairs [SPHERE_MAX];
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taggedFrag frags [2*sphere_cnt];
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taggedFrag frags [2*SPHERE_MAX];
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int frag_cnt = 0;
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int frag_cnt = 0;
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for (int i = 0; i < sphere_cnt; ++i) {
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for (int i = 0; i < sphere_cnt; ++i) {
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vec2 hit_depths = sphere_cast(sphere_list_internal[i], dir);
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vec2 hit_depths = sphere_cast(sphere_list_internal[i], dir);
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@ -101,7 +101,7 @@ fn main() {
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on_mount(move || {
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on_mount(move || {
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// list construction elements
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// list construction elements
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const SPHERE_MAX: usize = 256;
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const SPHERE_MAX: usize = 12;
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let mut sphere_vec = Vec::<DVector<f64>>::new();
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let mut sphere_vec = Vec::<DVector<f64>>::new();
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// get the display canvas
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// get the display canvas
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@ -142,14 +142,32 @@ fn main() {
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console::log_1(&JsValue::from(link_msg));
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console::log_1(&JsValue::from(link_msg));
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ctx.use_program(Some(&program));
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ctx.use_program(Some(&program));
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/* DEBUG */
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// print the maximum number of vectors that can be passed as
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// uniforms to a fragment shader. the OpenGL ES 3.0 standard
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// requires this maximum to be at least 224, as discussed in the
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// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
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// here:
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//
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// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
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//
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// there are also other size limits. for example, on Aaron's
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// machine, the the length of a float or genType array seems to be
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// capped at 1024 elements
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console::log_2(
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&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
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&JsValue::from("uniform vectors available")
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);
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// find indices of vertex attributes and uniforms
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// find indices of vertex attributes and uniforms
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
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let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
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let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "sphere_list", "sp"
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&ctx, &program, "sphere_list", "sp"
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);
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);
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let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
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let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "sphere_list", "lt"
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&ctx, &program, "sphere_list", "lt"
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);
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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 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 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 ctrl_loc = ctx.get_uniform_location(&program, "ctrl"); /* DEBUG */
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@ -192,6 +210,7 @@ fn main() {
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(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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// pass the construction
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ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
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for n in 0..sphere_vec.len() {
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for n in 0..sphere_vec.len() {
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let v = &sphere_vec[n];
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let v = &sphere_vec[n];
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ctx.uniform3f(
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ctx.uniform3f(
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