Ray-caster: pass colors in through uniforms
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@ -28,6 +28,7 @@ vecInv sphere(vec3 center, float radius) {
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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 vec3 color_list[SPHERE_MAX];
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// view
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uniform vec2 resolution;
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@ -135,6 +136,7 @@ void main() {
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// initialize two spheres
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vecInv sphere_list_internal [SPHERE_MAX];
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vec3 color_list_internal [SPHERE_MAX];
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if (use_test_construction) {
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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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@ -144,15 +146,15 @@ void main() {
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sphere_list_internal[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x);
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sphere_list_internal[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y);
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sphere_list_internal[2] = sphere(vec3(-0.5, 0.5, -5.), 0.5);
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color_list_internal[0] = vec3(1., 0.25, 0.);
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color_list_internal[1] = vec3(0., 0.25, 1.);
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color_list_internal[2] = vec3(0.25, 0., 1.0);
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} else {
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for (int i = 0; i < sphere_cnt; ++i) {
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sphere_list_internal[i] = sphere_list[i];
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color_list_internal[i] = color_list[i];
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}
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}
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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[1] = vec3(0., 0.25, 1.);
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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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vec2 depth_pairs [SPHERE_MAX];
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@ -161,11 +163,11 @@ void main() {
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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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if (!isnan(hit_depths[0])) {
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frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[0] * dir, color_list[i], i);
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frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[0] * dir, color_list_internal[i], i);
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++frag_cnt;
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}
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if (!isnan(hit_depths[1])) {
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frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[1] * dir, color_list[i], i);
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frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[1] * dir, color_list_internal[i], i);
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++frag_cnt;
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}
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}
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@ -30,10 +30,13 @@ fn get_uniform_array_locations<const N: usize>(
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context: &WebGl2RenderingContext,
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program: &WebGlProgram,
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var_name: &str,
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member_name: &str
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member_name_opt: Option<&str>
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) -> [Option<WebGlUniformLocation>; N] {
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array::from_fn(|n| {
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let name = format!("{var_name}[{n}].{member_name}");
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let name = match member_name_opt {
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Some(member_name) => format!("{var_name}[{n}].{member_name}"),
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None => format!("{var_name}[{n}]")
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};
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context.get_uniform_location(&program, name.as_str())
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})
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}
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@ -103,6 +106,11 @@ fn main() {
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// list construction elements
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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 color_vec = vec![
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[1.00_f32, 0.25_f32, 0.00_f32],
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[0.00_f32, 0.25_f32, 1.00_f32],
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[0.25_f32, 0.00_f32, 1.00_f32]
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];
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// get the display canvas
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let canvas = display
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@ -163,10 +171,13 @@ fn main() {
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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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&ctx, &program, "sphere_list", "sp"
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&ctx, &program, "sphere_list", Some("sp")
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);
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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", Some("lt")
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);
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let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "color_list", None
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);
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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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@ -221,6 +232,10 @@ fn main() {
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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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ctx.uniform3fv_with_f32_array(
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color_locs[n].as_ref(),
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&color_vec[n]
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);
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}
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// pass the control parameters
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