Write a ray-caster for inversive spheres
This commit is contained in:
parent
f274119da6
commit
c78a041dc7
@ -8,7 +8,6 @@
|
|||||||
//
|
//
|
||||||
|
|
||||||
extern crate js_sys;
|
extern crate js_sys;
|
||||||
use std::f64::consts::PI as PI;
|
|
||||||
use sycamore::{prelude::*, rt::{JsCast, JsValue}};
|
use sycamore::{prelude::*, rt::{JsCast, JsValue}};
|
||||||
use web_sys::{console, WebGl2RenderingContext, WebGlShader};
|
use web_sys::{console, WebGl2RenderingContext, WebGlShader};
|
||||||
|
|
||||||
@ -71,8 +70,8 @@ fn main() {
|
|||||||
console_error_panic_hook::set_once();
|
console_error_panic_hook::set_once();
|
||||||
|
|
||||||
sycamore::render(|| {
|
sycamore::render(|| {
|
||||||
let turn = create_signal(0.0);
|
let ctrl_x = create_signal(0.0);
|
||||||
let tip = create_signal(0.0);
|
let ctrl_y = create_signal(0.0);
|
||||||
let display = create_node_ref();
|
let display = create_node_ref();
|
||||||
|
|
||||||
on_mount(move || {
|
on_mount(move || {
|
||||||
@ -93,18 +92,10 @@ fn main() {
|
|||||||
WebGl2RenderingContext::VERTEX_SHADER,
|
WebGl2RenderingContext::VERTEX_SHADER,
|
||||||
r##"#version 300 es
|
r##"#version 300 es
|
||||||
|
|
||||||
in vec3 position;
|
in vec4 position;
|
||||||
in vec3 color;
|
|
||||||
|
|
||||||
out vec4 vertexColor;
|
|
||||||
|
|
||||||
uniform mat4 world_to_clip;
|
|
||||||
uniform mat3 rotation;
|
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec3 world_pos = rotation * position - vec3(0., 0., 6.);
|
gl_Position = position;
|
||||||
gl_Position = world_to_clip * vec4(world_pos, 1.);
|
|
||||||
vertexColor = vec4(color, 1.);
|
|
||||||
}
|
}
|
||||||
"##,
|
"##,
|
||||||
);
|
);
|
||||||
@ -115,12 +106,68 @@ fn main() {
|
|||||||
|
|
||||||
precision highp float;
|
precision highp float;
|
||||||
|
|
||||||
in vec4 vertexColor;
|
|
||||||
|
|
||||||
out vec4 outColor;
|
out vec4 outColor;
|
||||||
|
|
||||||
|
uniform vec2 resolution;
|
||||||
|
uniform float shortdim;
|
||||||
|
|
||||||
|
uniform vec2 ctrl;
|
||||||
|
|
||||||
|
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)
|
||||||
|
)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
const float focal_slope = 0.3;
|
||||||
|
const vec3 light_dir = normalize(vec3(2., 2., 1.));
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
outColor = vertexColor;
|
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
|
||||||
|
vec3 dir = vec3(focal_slope * scr, -1.);
|
||||||
|
|
||||||
|
vecInv v = sphere(vec3(ctrl, -5.), 1.);
|
||||||
|
|
||||||
|
float a = -v.lt.s * dot(dir, dir);
|
||||||
|
float b = dot(v.sp, dir);
|
||||||
|
float c = -v.lt.t;
|
||||||
|
|
||||||
|
float scale = -b/(2.*a);
|
||||||
|
float adjust = 4.*a*c/(b*b);
|
||||||
|
float offset = sqrt(1. - adjust);
|
||||||
|
float u_front = scale * (1. - offset);
|
||||||
|
float u_back = scale * (1. + offset);
|
||||||
|
|
||||||
|
vec3 color;
|
||||||
|
if (adjust < 1. && u_front > 0.) {
|
||||||
|
// the expression for normal needs to be checked. it's
|
||||||
|
// supposed to give the negative gradient of the lorentz
|
||||||
|
// product between the impact point vector and the sphere
|
||||||
|
// vector with respect to the coordinates of the impact
|
||||||
|
// point. i calculated it in my head and decided that
|
||||||
|
// the result looked good enough for now
|
||||||
|
vec3 pt_front = u_front * dir;
|
||||||
|
vec3 normal_front = normalize(-v.sp + 2.*v.lt.s*pt_front);
|
||||||
|
|
||||||
|
float incidence = dot(normal_front, light_dir);
|
||||||
|
if (incidence < 0.) {
|
||||||
|
color = mix(vec3(0.2, 0.0, 0.4), vec3(0.1, 0.0, 0.2), -incidence);
|
||||||
|
} else {
|
||||||
|
color = mix(vec3(0.4, 0.0, 0.2), vec3(1., 0.8, 1.), incidence);
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
color = vec3(0.);
|
||||||
|
}
|
||||||
|
outColor = vec4(color, 1.);
|
||||||
}
|
}
|
||||||
"##,
|
"##,
|
||||||
);
|
);
|
||||||
@ -142,79 +189,38 @@ fn main() {
|
|||||||
|
|
||||||
// find indices of vertex attributes and uniforms
|
// find indices of vertex attributes and uniforms
|
||||||
let position_index = ctx.get_attrib_location(&program, "position") as u32;
|
let position_index = ctx.get_attrib_location(&program, "position") as u32;
|
||||||
let color_index = ctx.get_attrib_location(&program, "color") as u32;
|
let resolution_loc = ctx.get_uniform_location(&program, "resolution");
|
||||||
let world_to_clip_loc = ctx.get_uniform_location(&program, "world_to_clip");
|
let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
|
||||||
let rotation_loc = ctx.get_uniform_location(&program, "rotation");
|
let ctrl_loc = ctx.get_uniform_location(&program, "ctrl");
|
||||||
|
|
||||||
// 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();
|
||||||
ctx.bind_vertex_array(Some(&vertex_array));
|
ctx.bind_vertex_array(Some(&vertex_array));
|
||||||
|
|
||||||
// enable depth testing
|
|
||||||
ctx.enable(WebGl2RenderingContext::DEPTH_TEST);
|
|
||||||
|
|
||||||
// set the projection map
|
|
||||||
let focal_length = 3.0_f32;
|
|
||||||
let near_clip = 0.1_f32;
|
|
||||||
let far_clip = 20_f32;
|
|
||||||
let depth_inv = 1_f32 / (far_clip - near_clip);
|
|
||||||
let world_to_clip: [f32; 16] = [
|
|
||||||
focal_length, 0.0, 0.0, 0.0,
|
|
||||||
0.0, focal_length, 0.0, 0.0,
|
|
||||||
0.0, 0.0, -(near_clip + far_clip) * depth_inv, -1.,
|
|
||||||
0.0, 0.0, -2. * near_clip * far_clip * depth_inv, 0.0
|
|
||||||
];
|
|
||||||
ctx.uniform_matrix4fv_with_f32_array(world_to_clip_loc.as_ref(), false, &world_to_clip);
|
|
||||||
|
|
||||||
// set up a repainting routine
|
|
||||||
create_effect(move || {
|
|
||||||
const VERTEX_CNT: usize = 9;
|
|
||||||
|
|
||||||
// set the vertex positions
|
// set the vertex positions
|
||||||
let tip_shift = 4.0/3.0 * tip.get() as f32;
|
const VERTEX_CNT: usize = 6;
|
||||||
let positions: [f32; 3*VERTEX_CNT] = [
|
let positions: [f32; 3*VERTEX_CNT] = [
|
||||||
// triangle 1
|
// northwest triangle
|
||||||
1.0 - tip_shift, 1.0 - tip_shift, 1.0 - tip_shift,
|
-1.0, -1.0, 0.0,
|
||||||
1.0, -1.0, -1.0,
|
-1.0, 1.0, 0.0,
|
||||||
-1.0, 1.0, -1.0,
|
1.0, 1.0, 0.0,
|
||||||
// triangle 2
|
// southeast triangle
|
||||||
1.0 - tip_shift, 1.0 - tip_shift, 1.0 - tip_shift,
|
-1.0, -1.0, 0.0,
|
||||||
-1.0, 1.0, -1.0,
|
1.0, 1.0, 0.0,
|
||||||
-1.0, -1.0, 1.0,
|
1.0, -1.0, 0.0
|
||||||
// triangle 3
|
|
||||||
1.0 - tip_shift, 1.0 - tip_shift, 1.0 - tip_shift,
|
|
||||||
-1.0, -1.0, 1.0,
|
|
||||||
1.0, -1.0, -1.0
|
|
||||||
];
|
];
|
||||||
bind_vertex_attrib(&ctx, position_index, 3, &positions);
|
bind_vertex_attrib(&ctx, position_index, 3, &positions);
|
||||||
|
|
||||||
// set the vertex colors
|
// set the resolution
|
||||||
let colors: [f32; 3*VERTEX_CNT] = [
|
let width = canvas.width() as f32;
|
||||||
// triangle 1
|
let height = canvas.height() as f32;
|
||||||
1.0, 0.0, 0.5,
|
ctx.uniform2f(resolution_loc.as_ref(), width, height);
|
||||||
1.0, 0.0, 0.5,
|
ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
|
||||||
1.0, 0.0, 0.5,
|
|
||||||
// triangle 2
|
|
||||||
0.0, 0.5, 1.0,
|
|
||||||
0.0, 0.5, 1.0,
|
|
||||||
0.0, 0.5, 1.0,
|
|
||||||
// triangle 3
|
|
||||||
0.5, 0.0, 1.0,
|
|
||||||
0.5, 0.0, 1.0,
|
|
||||||
0.5, 0.0, 1.0
|
|
||||||
];
|
|
||||||
bind_vertex_attrib(&ctx, color_index, 3, &colors);
|
|
||||||
|
|
||||||
// set the rotation
|
// set up a repainting routine
|
||||||
let angle_val = (2.0*PI*turn.get()) as f32;
|
create_effect(move || {
|
||||||
let angle_cos = angle_val.cos();
|
// pass the control parameters
|
||||||
let angle_sin = angle_val.sin();
|
ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32);
|
||||||
let rotation: [f32; 9] = [
|
|
||||||
angle_cos, 0.0, angle_sin,
|
|
||||||
0.0, 1.0, 0.0,
|
|
||||||
-angle_sin, 0.0, angle_cos,
|
|
||||||
];
|
|
||||||
ctx.uniform_matrix3fv_with_f32_array(rotation_loc.as_ref(), false, &rotation);
|
|
||||||
|
|
||||||
// clear the screen and draw the scene
|
// clear the screen and draw the scene
|
||||||
ctx.clear_color(0.0, 0.0, 0.0, 1.0);
|
ctx.clear_color(0.0, 0.0, 0.0, 1.0);
|
||||||
@ -228,15 +234,17 @@ fn main() {
|
|||||||
canvas(ref=display, width="600", height="600")
|
canvas(ref=display, width="600", height="600")
|
||||||
input(
|
input(
|
||||||
type="range",
|
type="range",
|
||||||
|
min=-1.0,
|
||||||
max=1.0,
|
max=1.0,
|
||||||
step=0.01,
|
step=0.01,
|
||||||
bind:valueAsNumber=turn
|
bind:valueAsNumber=ctrl_x
|
||||||
)
|
)
|
||||||
input(
|
input(
|
||||||
type="range",
|
type="range",
|
||||||
|
min=-1.0,
|
||||||
max=1.0,
|
max=1.0,
|
||||||
step=0.01,
|
step=0.01,
|
||||||
bind:valueAsNumber=tip
|
bind:valueAsNumber=ctrl_y
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user