diff --git a/app-proto/inversive-display/.gitignore b/app-proto/inversive-display/.gitignore
deleted file mode 100644
index 19aa86b..0000000
--- a/app-proto/inversive-display/.gitignore
+++ /dev/null
@@ -1,4 +0,0 @@
-target
-dist
-profiling
-Cargo.lock
\ No newline at end of file
diff --git a/app-proto/inversive-display/Cargo.toml b/app-proto/inversive-display/Cargo.toml
deleted file mode 100644
index c0cbf3d..0000000
--- a/app-proto/inversive-display/Cargo.toml
+++ /dev/null
@@ -1,40 +0,0 @@
-[package]
-name = "inversive-display"
-version = "0.1.0"
-authors = ["Aaron"]
-edition = "2021"
-
-[features]
-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
-# logging them with `console.error`. This is great for development, but requires
-# all the `std::fmt` and `std::panicking` infrastructure, so isn't great for
-# code size when deploying.
-console_error_panic_hook = { version = "0.1.7", optional = true }
-
-[dependencies.web-sys]
-version = "0.3.69"
-features = [
- 'HtmlCanvasElement',
- 'Performance',
- 'WebGl2RenderingContext',
- 'WebGlBuffer',
- 'WebGlProgram',
- 'WebGlShader',
- 'WebGlUniformLocation',
- 'WebGlVertexArrayObject',
- 'Window'
-]
-
-[dev-dependencies]
-wasm-bindgen-test = "0.3.34"
-
-[profile.release]
-opt-level = "s" # optimize for small code size
-debug = true # include debug symbols
diff --git a/app-proto/inversive-display/index.html b/app-proto/inversive-display/index.html
deleted file mode 100644
index 9c45180..0000000
--- a/app-proto/inversive-display/index.html
+++ /dev/null
@@ -1,9 +0,0 @@
-
-
-
-
- Inversive display
-
-
-
-
diff --git a/app-proto/inversive-display/main.css b/app-proto/inversive-display/main.css
deleted file mode 100644
index f8f7a96..0000000
--- a/app-proto/inversive-display/main.css
+++ /dev/null
@@ -1,74 +0,0 @@
-body {
- margin-left: 20px;
- margin-top: 20px;
- color: #fcfcfc;
- background-color: #202020;
-}
-
-#app {
- display: flex;
- flex-direction: column;
- width: 600px;
-}
-
-canvas {
- float: left;
- background-color: #020202;
- border: 1px solid #555;
- border-radius: 10px;
- margin-top: 5px;
-}
-
-canvas:focus {
- border-color: #aaa;
-}
-
-.hidden {
- display: none;
-}
-
-.control, .tab-pane {
- display: flex;
- flex-direction: row;
- width: 600px;
-}
-
-input[type="radio"] {
- appearance: none;
- width: 0px;
- height: 0px;
- padding: 0px;
- margin: 0px;
- outline: none;
-}
-
-.tab-pane > label {
- border: 1px solid #aaa;
- border-radius: 5px;
- text-align: center;
- padding: 5px;
- margin-right: 10px;
- margin-bottom: 5px;
-}
-
-.tab-pane > label:has(:checked) {
- border-color: #fcfcfc;
- background-color: #555;
-}
-
-.tab-pane > label:has(:focus-visible) {
- outline: medium auto currentColor;
-}
-
-.tab-pane > label:hover:not(:has(:checked)) {
- border-color: #bbb;
- background-color: #333;
-}
-
-.control > span {
- width: 170px;
-}
-
-input {
- flex-grow: 1;
-}
\ No newline at end of file
diff --git a/app-proto/inversive-display/src/engine.rs b/app-proto/inversive-display/src/engine.rs
deleted file mode 100644
index 79668bb..0000000
--- a/app-proto/inversive-display/src/engine.rs
+++ /dev/null
@@ -1,27 +0,0 @@
-use nalgebra::DVector;
-
-// the sphere with the given center and radius, with inward-pointing normals
-pub fn sphere(center_x: f64, center_y: f64, center_z: f64, radius: f64) -> DVector {
- 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)
- ])
-}
-
-// the sphere of curvature `curv` whose closest point to the origin has position
-// `off * dir` and normal `dir`, where `dir` is a unit vector. setting the
-// curvature to zero gives a plane
-pub fn sphere_with_offset(dir_x: f64, dir_y: f64, dir_z: f64, off: f64, curv: f64) -> DVector {
- let norm_sp = 1.0 + off * curv;
- DVector::from_column_slice(&[
- norm_sp * dir_x,
- norm_sp * dir_y,
- norm_sp * dir_z,
- 0.5 * curv,
- off * (1.0 + 0.5 * off * curv)
- ])
-}
\ No newline at end of file
diff --git a/app-proto/inversive-display/src/identity.vert b/app-proto/inversive-display/src/identity.vert
deleted file mode 100644
index 183a65f..0000000
--- a/app-proto/inversive-display/src/identity.vert
+++ /dev/null
@@ -1,7 +0,0 @@
-#version 300 es
-
-in vec4 position;
-
-void main() {
- gl_Position = position;
-}
\ No newline at end of file
diff --git a/app-proto/inversive-display/src/inversive.frag b/app-proto/inversive-display/src/inversive.frag
deleted file mode 100644
index f76995d..0000000
--- a/app-proto/inversive-display/src/inversive.frag
+++ /dev/null
@@ -1,212 +0,0 @@
-#version 300 es
-
-precision highp float;
-
-out vec4 outColor;
-
-// --- inversive geometry ---
-
-struct vecInv {
- vec3 sp;
- vec2 lt;
-};
-
-// --- uniforms ---
-
-// construction
-const int SPHERE_MAX = 200;
-uniform int sphere_cnt;
-uniform vecInv sphere_list[SPHERE_MAX];
-uniform vec3 color_list[SPHERE_MAX];
-
-// view
-uniform vec2 resolution;
-uniform float shortdim;
-
-// controls
-uniform float opacity;
-uniform float highlight;
-uniform int layer_threshold;
-uniform bool debug_mode;
-
-// light and camera
-const float focal_slope = 0.3;
-const vec3 light_dir = normalize(vec3(2., 2., 1.));
-const float ixn_threshold = 0.005;
-const float INTERIOR_DIMMING = 0.7;
-
-// --- sRGB ---
-
-// map colors from RGB space to sRGB space, as specified in the sRGB standard
-// (IEC 61966-2-1:1999)
-//
-// https://www.color.org/sRGB.pdf
-// https://www.color.org/chardata/rgb/srgb.xalter
-//
-// in RGB space, color value is proportional to light intensity, so linear
-// color-vector interpolation corresponds to physical light mixing. in sRGB
-// space, the color encoding used by many monitors, we use more of the value
-// interval to represent low intensities, and less of the interval to represent
-// high intensities. this improves color quantization
-
-float sRGB(float t) {
- if (t <= 0.0031308) {
- return 12.92*t;
- } else {
- return 1.055*pow(t, 5./12.) - 0.055;
- }
-}
-
-vec3 sRGB(vec3 color) {
- return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b));
-}
-
-// --- shading ---
-
-struct taggedFrag {
- int id;
- vec4 color;
- vec3 pt;
- vec3 normal;
-};
-
-taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, int id) {
- // 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 normal = normalize(-v.sp + 2.*v.lt.s*pt);
-
- float incidence = dot(normal, light_dir);
- float illum = mix(0.4, 1.0, max(incidence, 0.0));
- return taggedFrag(id, vec4(illum * base_color, opacity), pt, normal);
-}
-
-// --- ray-casting ---
-
-// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
-// the linear function `b*u + c`
-const float DEG_THRESHOLD = 1e-9;
-
-// the depths, represented as multiples of `dir`, where the line generated by
-// `dir` hits the sphere represented by `v`. if both depths are positive, the
-// smaller one is returned in the first component. if only one depth is
-// positive, it could be returned in either component
-vec2 sphere_cast(vecInv v, vec3 dir) {
- float a = -v.lt.s * dot(dir, dir);
- float b = dot(v.sp, dir);
- float c = -v.lt.t;
-
- float adjust = 4.*a*c/(b*b);
- if (adjust < 1.) {
- // as long as `b` is non-zero, the linear approximation of
- //
- // a*u^2 + b*u + c
- //
- // at `u = 0` will reach zero at a finite depth `u_lin`. the root of the
- // quadratic adjacent to `u_lin` is stored in `lin_root`. if both roots
- // have the same sign, `lin_root` will be the one closer to `u = 0`
- float square_rect_ratio = 1. + sqrt(1. - adjust);
- float lin_root = -(2.*c)/b / square_rect_ratio;
- if (abs(a) > DEG_THRESHOLD * abs(b)) {
- return vec2(lin_root, -b/(2.*a) * square_rect_ratio);
- } else {
- return vec2(lin_root, -1.);
- }
- } else {
- // the line through `dir` misses the sphere completely
- return vec2(-1., -1.);
- }
-}
-
-void main() {
- vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
- vec3 dir = vec3(focal_slope * scr, -1.);
-
- // cast rays through the spheres
- const int LAYER_MAX = 12;
- taggedFrag frags [LAYER_MAX];
- int layer_cnt = 0;
- for (int id = 0; id < sphere_cnt; ++id) {
- // find out where the ray hits the sphere
- vec2 hit_depths = sphere_cast(sphere_list[id], dir);
-
- // insertion-sort the fragments we hit into the fragment list
- float dimming = 1.;
- for (int side = 0; side < 2; ++side) {
- float hit_z = -hit_depths[side];
- if (0. > hit_z) {
- for (int layer = layer_cnt; layer >= 0; --layer) {
- if (layer < 1 || frags[layer-1].pt.z >= hit_z) {
- // we're not as close to the screen as the fragment
- // before the empty slot, so insert here
- if (layer < LAYER_MAX) {
- frags[layer] = sphere_shading(
- sphere_list[id],
- hit_depths[side] * dir,
- dimming * color_list[id],
- id
- );
- }
- break;
- } else {
- // we're closer to the screen than the fragment before
- // the empty slot, so move that fragment into the empty
- // slot
- frags[layer] = frags[layer-1];
- }
- }
- layer_cnt = min(layer_cnt + 1, LAYER_MAX);
- dimming = INTERIOR_DIMMING;
- }
- }
- }
-
- /* DEBUG */
- // in debug mode, show the layer count instead of the shaded image
- if (debug_mode) {
- // at the bottom of the screen, show the color scale instead of the
- // layer count
- if (gl_FragCoord.y < 10.) layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
-
- // convert number to color
- ivec3 bits = layer_cnt / ivec3(1, 2, 4);
- vec3 color = mod(vec3(bits), 2.);
- if (layer_cnt % 16 >= 8) {
- color = mix(color, vec3(0.5), 0.5);
- }
- outColor = vec4(color, 1.);
- return;
- }
-
- // highlight intersections and cusps
- for (int i = layer_cnt-1; i >= 1; --i) {
- // intersections
- taggedFrag frag0 = frags[i];
- taggedFrag frag1 = frags[i-1];
- float ixn_sin = length(cross(frag0.normal, frag1.normal));
- vec3 disp = frag0.pt - frag1.pt;
- float ixn_dist = max(
- abs(dot(frag1.normal, disp)),
- abs(dot(frag0.normal, disp))
- ) / ixn_sin;
- float ixn_highlight = 0.5 * highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
- frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight);
- frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight);
-
- // cusps
- float cusp_cos = abs(dot(dir, frag0.normal));
- float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[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);
- }
-
- // composite the sphere fragments
- vec3 color = vec3(0.);
- for (int i = layer_cnt-1; i >= layer_threshold; --i) {
- vec4 frag_color = frags[i].color;
- color = mix(color, frag_color.rgb, frag_color.a);
- }
- outColor = vec4(sRGB(color), 1.);
-}
\ No newline at end of file
diff --git a/app-proto/inversive-display/src/main.rs b/app-proto/inversive-display/src/main.rs
deleted file mode 100644
index 8d16732..0000000
--- a/app-proto/inversive-display/src/main.rs
+++ /dev/null
@@ -1,744 +0,0 @@
-// based on the WebGL example in the `wasm-bindgen` guide
-//
-// https://rustwasm.github.io/wasm-bindgen/examples/webgl.html
-//
-// and this StackOverflow answer by wangdq
-//
-// https://stackoverflow.com/a/39684775
-//
-
-use core::array;
-use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
-use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
-use web_sys::{
- console,
- window,
- KeyboardEvent,
- WebGl2RenderingContext,
- WebGlProgram,
- WebGlShader,
- WebGlUniformLocation
-};
-
-mod engine;
-
-fn compile_shader(
- context: &WebGl2RenderingContext,
- shader_type: u32,
- source: &str,
-) -> WebGlShader {
- let shader = context.create_shader(shader_type).unwrap();
- context.shader_source(&shader, source);
- context.compile_shader(&shader);
- shader
-}
-
-fn get_uniform_array_locations(
- context: &WebGl2RenderingContext,
- program: &WebGlProgram,
- var_name: &str,
- member_name_opt: Option<&str>
-) -> [Option; N] {
- array::from_fn(|n| {
- let name = match member_name_opt {
- Some(member_name) => format!("{var_name}[{n}].{member_name}"),
- None => format!("{var_name}[{n}]")
- };
- context.get_uniform_location(&program, name.as_str())
- })
-}
-
-// load the given data into the vertex input of the given name
-fn bind_vertex_attrib(
- context: &WebGl2RenderingContext,
- index: u32,
- size: i32,
- data: &[f32]
-) {
- // create a data buffer and bind it to ARRAY_BUFFER
- let buffer = context.create_buffer().unwrap();
- context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
-
- // load the given data into the buffer. the function `Float32Array::view`
- // creates a raw view into our module's `WebAssembly.Memory` buffer.
- // allocating more memory will change the buffer, invalidating the view.
- // that means we have to make sure we don't allocate any memory until the
- // view is dropped
- unsafe {
- context.buffer_data_with_array_buffer_view(
- WebGl2RenderingContext::ARRAY_BUFFER,
- &js_sys::Float32Array::view(&data),
- WebGl2RenderingContext::STATIC_DRAW,
- );
- }
-
- // allow the target attribute to be used
- context.enable_vertex_attrib_array(index);
-
- // take whatever's bound to ARRAY_BUFFER---here, the data buffer created
- // above---and bind it to the target attribute
- //
- // https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
- //
- context.vertex_attrib_pointer_with_i32(
- index,
- size,
- WebGl2RenderingContext::FLOAT,
- false, // don't normalize
- 0, // zero stride
- 0, // zero offset
- );
-}
-
-fn push_gen_construction(
- sphere_vec: &mut Vec>,
- color_vec: &mut Vec<[f32; 3]>,
- construction_to_world: &DMatrix,
- ctrl_x: f64,
- ctrl_y: f64,
- radius_x: f64,
- radius_y: f64
-) {
- // push spheres
- sphere_vec.push(construction_to_world * engine::sphere(0.5, 0.5, ctrl_x, radius_x));
- sphere_vec.push(construction_to_world * engine::sphere(-0.5, -0.5, ctrl_y, radius_y));
- sphere_vec.push(construction_to_world * engine::sphere(-0.5, 0.5, 0.0, 0.75));
- sphere_vec.push(construction_to_world * engine::sphere(0.5, -0.5, 0.0, 0.5));
- sphere_vec.push(construction_to_world * engine::sphere(0.0, 0.15, 1.0, 0.25));
- sphere_vec.push(construction_to_world * engine::sphere(0.0, -0.15, -1.0, 0.25));
-
- // push colors
- color_vec.push([1.00_f32, 0.25_f32, 0.00_f32]);
- color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
- color_vec.push([0.25_f32, 0.00_f32, 1.00_f32]);
- color_vec.push([0.25_f32, 1.00_f32, 0.00_f32]);
- color_vec.push([0.75_f32, 0.75_f32, 0.00_f32]);
- color_vec.push([0.00_f32, 0.75_f32, 0.50_f32]);
-}
-
-fn push_low_curv_construction(
- sphere_vec: &mut Vec>,
- color_vec: &mut Vec<[f32; 3]>,
- construction_to_world: &DMatrix,
- off1: f64,
- off2: f64,
- off3: f64,
- curv1: f64,
- curv2: f64,
- curv3: f64,
-) {
- // push spheres
- let a = 0.75_f64.sqrt();
- sphere_vec.push(construction_to_world * engine::sphere(0.0, 0.0, 0.0, 1.0));
- sphere_vec.push(construction_to_world * engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0));
- sphere_vec.push(construction_to_world * engine::sphere_with_offset(1.0, 0.0, 0.0, off1, curv1));
- sphere_vec.push(construction_to_world * engine::sphere_with_offset(-0.5, a, 0.0, off2, curv2));
- sphere_vec.push(construction_to_world * engine::sphere_with_offset(-0.5, -a, 0.0, off3, curv3));
- sphere_vec.push(construction_to_world * engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0));
- sphere_vec.push(construction_to_world * engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0));
- sphere_vec.push(construction_to_world * engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0));
-
- // push colors
- color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
- color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
- color_vec.push([1.00_f32, 0.00_f32, 0.25_f32]);
- color_vec.push([0.25_f32, 1.00_f32, 0.00_f32]);
- color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
- color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
- color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
- color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
-}
-
-#[derive(Clone, Copy, PartialEq)]
-enum Tab {
- GenTab,
- LowCurvTab
-}
-
-fn main() {
- // set up a config option that forwards panic messages to `console.error`
- #[cfg(feature = "console_error_panic_hook")]
- console_error_panic_hook::set_once();
-
- sycamore::render(|| {
- // tab selection
- let tab_selection = create_signal(Tab::GenTab);
-
- // navigation
- let pitch_up = create_signal(0.0);
- let pitch_down = create_signal(0.0);
- let yaw_right = create_signal(0.0);
- let yaw_left = create_signal(0.0);
- let roll_ccw = create_signal(0.0);
- let roll_cw = create_signal(0.0);
- let zoom_in = create_signal(0.0);
- let zoom_out = create_signal(0.0);
-
- // controls for general example
- let gen_controls = create_node_ref();
- let ctrl_x = create_signal(0.0);
- let ctrl_y = create_signal(0.0);
- let radius_x = create_signal(1.0);
- let radius_y = create_signal(1.0);
-
- // controls for low-curvature example
- let low_curv_controls = create_node_ref();
- let curv1 = create_signal(0.0);
- let curv2 = create_signal(0.0);
- let curv3 = create_signal(0.0);
- let off1 = create_signal(1.0);
- let off2 = create_signal(1.0);
- let off3 = create_signal(1.0);
-
- // shared controls
- let opacity = create_signal(0.5);
- let highlight = create_signal(0.2);
- let turntable = create_signal(false);
- let layer_threshold = create_signal(0.0); /* DEBUG */
- let debug_mode = create_signal(false); /* DEBUG */
-
- /* INSTRUMENTS */
- const SAMPLE_PERIOD: i32 = 60;
- let mut last_sample_time = 0.0;
- let mut frames_since_last_sample = 0;
- let mean_frame_interval = create_signal(0.0);
-
- // display
- let display = create_node_ref();
-
- // change listener
- let scene_changed = create_signal(true);
- create_effect(move || {
- // track tab selection
- tab_selection.track();
-
- // track controls for general example
- ctrl_x.track();
- ctrl_y.track();
- radius_x.track();
- radius_y.track();
-
- // track controls for low-curvature example
- curv1.track();
- curv2.track();
- curv3.track();
- off1.track();
- off2.track();
- off3.track();
-
- // track shared controls
- opacity.track();
- highlight.track();
- turntable.track();
- layer_threshold.track();
- debug_mode.track();
-
- scene_changed.set(true);
- });
-
- on_mount(move || {
- // tab listener
- create_effect(move || {
- // get the control panel nodes
- let gen_controls_node = gen_controls.get::();
- let low_curv_controls_node = low_curv_controls.get::();
-
- // hide all the control panels
- gen_controls_node.add_class("hidden");
- low_curv_controls_node.add_class("hidden");
-
- // show the selected control panel
- match tab_selection.get() {
- Tab::GenTab => gen_controls_node.remove_class("hidden"),
- Tab::LowCurvTab => low_curv_controls_node.remove_class("hidden")
- }
- });
-
- // create list of construction elements
- const SPHERE_MAX: usize = 200;
- let mut sphere_vec = Vec::>::new();
- let mut color_vec = Vec::<[f32; 3]>::new();
-
- // timing
- let mut last_time = 0.0;
-
- // scene parameters
- const ROT_SPEED: f64 = 0.4; // in radians per second
- const TURNTABLE_SPEED: f64 = 0.1; // in radians per second
- const ZOOM_SPEED: f64 = 0.15;
- let mut orientation = DMatrix::::identity(5, 5);
- let mut rotation = DMatrix::::identity(5, 5);
- let mut location_z: f64 = 5.0;
-
- /* INSTRUMENTS */
- let performance = window().unwrap().performance().unwrap();
-
- // get the display canvas
- let canvas = display
- .get::()
- .unchecked_into::();
- let ctx = canvas
- .get_context("webgl2")
- .unwrap()
- .unwrap()
- .dyn_into::()
- .unwrap();
-
- // compile and attach the vertex and fragment shaders
- let vertex_shader = compile_shader(
- &ctx,
- WebGl2RenderingContext::VERTEX_SHADER,
- include_str!("identity.vert"),
- );
- let fragment_shader = compile_shader(
- &ctx,
- WebGl2RenderingContext::FRAGMENT_SHADER,
- include_str!("inversive.frag"),
- );
- let program = ctx.create_program().unwrap();
- ctx.attach_shader(&program, &vertex_shader);
- ctx.attach_shader(&program, &fragment_shader);
- ctx.link_program(&program);
- let link_status = ctx
- .get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
- .as_bool()
- .unwrap();
- let link_msg = if link_status {
- "Linked successfully"
- } else {
- "Linking failed"
- };
- console::log_1(&JsValue::from(link_msg));
- ctx.use_program(Some(&program));
-
- /* DEBUG */
- // print the maximum number of vectors that can be passed as
- // uniforms to a fragment shader. the OpenGL ES 3.0 standard
- // requires this maximum to be at least 224, as discussed in the
- // documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
- // here:
- //
- // https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
- //
- // there are also other size limits. for example, on Aaron's
- // machine, the the length of a float or genType array seems to be
- // capped at 1024 elements
- console::log_2(
- &ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
- &JsValue::from("uniform vectors available")
- );
-
- // find indices of vertex attributes and uniforms
- let position_index = ctx.get_attrib_location(&program, "position") as u32;
- let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
- let sphere_sp_locs = get_uniform_array_locations::(
- &ctx, &program, "sphere_list", Some("sp")
- );
- let sphere_lt_locs = get_uniform_array_locations::(
- &ctx, &program, "sphere_list", Some("lt")
- );
- let color_locs = get_uniform_array_locations::(
- &ctx, &program, "color_list", None
- );
- let resolution_loc = ctx.get_uniform_location(&program, "resolution");
- let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
- 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 debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
-
- // create a vertex array and bind it to the graphics context
- let vertex_array = ctx.create_vertex_array().unwrap();
- ctx.bind_vertex_array(Some(&vertex_array));
-
- // set the vertex positions
- const VERTEX_CNT: usize = 6;
- let positions: [f32; 3*VERTEX_CNT] = [
- // northwest triangle
- -1.0, -1.0, 0.0,
- -1.0, 1.0, 0.0,
- 1.0, 1.0, 0.0,
- // southeast triangle
- -1.0, -1.0, 0.0,
- 1.0, 1.0, 0.0,
- 1.0, -1.0, 0.0
- ];
- bind_vertex_attrib(&ctx, position_index, 3, &positions);
-
- // set up a repainting routine
- let (_, start_animation_loop, _) = create_raf(move || {
- // get the time step
- let time = performance.now();
- let time_step = 0.001*(time - last_time);
- last_time = time;
-
- // get the navigation state
- let pitch_up_val = pitch_up.get();
- let pitch_down_val = pitch_down.get();
- let yaw_right_val = yaw_right.get();
- let yaw_left_val = yaw_left.get();
- let roll_ccw_val = roll_ccw.get();
- let roll_cw_val = roll_cw.get();
- let zoom_in_val = zoom_in.get();
- let zoom_out_val = zoom_out.get();
- let turntable_val = turntable.get();
-
- // update the construction's orientation
- let ang_vel = {
- let pitch = pitch_up_val - pitch_down_val;
- let yaw = yaw_right_val - yaw_left_val;
- let roll = roll_ccw_val - roll_cw_val;
- let ang_vel_from_keyboard =
- if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
- ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
- } else {
- Vector3::zeros()
- };
- let ang_vel_from_turntable =
- if turntable_val {
- Vector3::new(0.0, TURNTABLE_SPEED, 0.0)
- } else {
- Vector3::zeros()
- };
- ang_vel_from_keyboard + ang_vel_from_turntable
- };
- let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
- rotation_sp.copy_from(
- Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
- );
- orientation = &rotation * &orientation;
-
- // update the construction's location
- let zoom = zoom_out_val - zoom_in_val;
- location_z *= (time_step * ZOOM_SPEED * zoom).exp();
-
- if scene_changed.get() {
- /* INSTRUMENTS */
- // measure mean frame interval
- frames_since_last_sample += 1;
- if frames_since_last_sample >= SAMPLE_PERIOD {
- mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
- last_sample_time = time;
- frames_since_last_sample = 0;
- }
-
- // find the map from construction space to world space
- let location = {
- let u = -location_z;
- DMatrix::from_column_slice(5, 5, &[
- 1.0, 0.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0, 0.0,
- 0.0, 0.0, 1.0, 0.0, u,
- 0.0, 0.0, 2.0*u, 1.0, u*u,
- 0.0, 0.0, 0.0, 0.0, 1.0
- ])
- };
- let construction_to_world = &location * &orientation;
-
- // update the construction
- sphere_vec.clear();
- color_vec.clear();
- match tab_selection.get() {
- Tab::GenTab => push_gen_construction(
- &mut sphere_vec,
- &mut color_vec,
- &construction_to_world,
- ctrl_x.get(), ctrl_y.get(),
- radius_x.get(), radius_y.get()
- ),
- Tab::LowCurvTab => push_low_curv_construction(
- &mut sphere_vec,
- &mut color_vec,
- &construction_to_world,
- off1.get(), off2.get(), off3.get(),
- curv1.get(), curv2.get(), curv3.get(),
- )
- };
-
- // 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
- ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
- 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
- );
- ctx.uniform3fv_with_f32_array(
- color_locs[n].as_ref(),
- &color_vec[n]
- );
- }
-
- // pass the control parameters
- 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(debug_mode_loc.as_ref(), debug_mode.get() as i32);
-
- // draw the scene
- ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
-
- // clear scene change flag
- scene_changed.set(
- pitch_up_val != 0.0
- || pitch_down_val != 0.0
- || yaw_left_val != 0.0
- || yaw_right_val != 0.0
- || roll_cw_val != 0.0
- || roll_ccw_val != 0.0
- || zoom_in_val != 0.0
- || zoom_out_val != 0.0
- || turntable_val
- );
- } else {
- frames_since_last_sample = 0;
- mean_frame_interval.set(-1.0);
- }
- });
- start_animation_loop();
- });
-
- let set_nav_signal = move |event: KeyboardEvent, value: f64| {
- let mut navigating = true;
- let shift = event.shift_key();
- match event.key().as_str() {
- "ArrowUp" if shift => zoom_in.set(value),
- "ArrowDown" if shift => zoom_out.set(value),
- "ArrowUp" => pitch_up.set(value),
- "ArrowDown" => pitch_down.set(value),
- "ArrowRight" if shift => roll_cw.set(value),
- "ArrowLeft" if shift => roll_ccw.set(value),
- "ArrowRight" => yaw_right.set(value),
- "ArrowLeft" => yaw_left.set(value),
- _ => navigating = false
- };
- if navigating {
- scene_changed.set(true);
- event.prevent_default();
- }
- };
-
- view! {
- div(id="app") {
- div(class="tab-pane") {
- label {
- "General"
- input(
- type="radio",
- name="tab",
- prop:checked=tab_selection.get() == Tab::GenTab,
- on:click=move |_| tab_selection.set(Tab::GenTab)
- )
- }
- label {
- "Low curvature"
- input(
- type="radio",
- name="tab",
- prop:checked=tab_selection.get() == Tab::LowCurvTab,
- on:change=move |_| tab_selection.set(Tab::LowCurvTab)
- )
- }
- }
- div { "Mean frame interval: " (mean_frame_interval.get()) " ms" }
- canvas(
- ref=display,
- width=600,
- height=600,
- tabindex=0,
- on:keydown=move |event: KeyboardEvent| {
- if event.key() == "Shift" {
- roll_cw.set(yaw_right.get());
- roll_ccw.set(yaw_left.get());
- zoom_in.set(pitch_up.get());
- zoom_out.set(pitch_down.get());
- yaw_right.set(0.0);
- yaw_left.set(0.0);
- pitch_up.set(0.0);
- pitch_down.set(0.0);
- } else {
- set_nav_signal(event, 1.0);
- }
- },
- on:keyup=move |event: KeyboardEvent| {
- if event.key() == "Shift" {
- yaw_right.set(roll_cw.get());
- yaw_left.set(roll_ccw.get());
- pitch_up.set(zoom_in.get());
- pitch_down.set(zoom_out.get());
- roll_cw.set(0.0);
- roll_ccw.set(0.0);
- zoom_in.set(0.0);
- zoom_out.set(0.0);
- } else {
- set_nav_signal(event, 0.0);
- }
- },
- on:blur=move |_| {
- pitch_up.set(0.0);
- pitch_down.set(0.0);
- yaw_right.set(0.0);
- yaw_left.set(0.0);
- roll_ccw.set(0.0);
- roll_cw.set(0.0);
- }
- )
- div(ref=gen_controls) {
- label(class="control") {
- span { "Sphere 0 depth" }
- input(
- type="range",
- min=-1.0,
- max=1.0,
- step=0.001,
- bind:valueAsNumber=ctrl_x
- )
- }
- label(class="control") {
- span { "Sphere 1 depth" }
- input(
- type="range",
- min=-1.0,
- max=1.0,
- step=0.001,
- bind:valueAsNumber=ctrl_y
- )
- }
- label(class="control") {
- span { "Sphere 0 radius" }
- input(
- type="range",
- min=0.5,
- max=1.5,
- step=0.001,
- bind:valueAsNumber=radius_x
- )
- }
- label(class="control") {
- span { "Sphere 1 radius" }
- input(
- type="range",
- min=0.5,
- max=1.5,
- step=0.001,
- bind:valueAsNumber=radius_y
- )
- }
- }
- div(ref=low_curv_controls) {
- label(class="control") {
- span { "Sphere 1 offset" }
- input(
- type="range",
- min=-1.0,
- max=1.0,
- step=0.001,
- bind:valueAsNumber=off1
- )
- }
- label(class="control") {
- span { "Sphere 2 offset" }
- input(
- type="range",
- min=-1.0,
- max=1.0,
- step=0.001,
- bind:valueAsNumber=off2
- )
- }
- label(class="control") {
- span { "Sphere 3 offset" }
- input(
- type="range",
- min=-1.0,
- max=1.0,
- step=0.001,
- bind:valueAsNumber=off3
- )
- }
- label(class="control") {
- span { "Sphere 1 curvature" }
- input(
- type="range",
- min=0.0,
- max=2.0,
- step=0.001,
- bind:valueAsNumber=curv1
- )
- }
- label(class="control") {
- span { "Sphere 2 curvature" }
- input(
- type="range",
- min=0.0,
- max=2.0,
- step=0.001,
- bind:valueAsNumber=curv2
- )
- }
- label(class="control") {
- span { "Sphere 3 curvature" }
- input(
- type="range",
- min=0.0,
- max=2.0,
- step=0.001,
- bind:valueAsNumber=curv3
- )
- }
- }
- label(class="control") {
- span { "Opacity" }
- input(
- type="range",
- max=1.0,
- step=0.001,
- bind:valueAsNumber=opacity
- )
- }
- label(class="control") {
- span { "Highlight" }
- input(
- type="range",
- max=1.0,
- step=0.001,
- bind:valueAsNumber=highlight
- )
- }
- label(class="control") {
- span { "Turntable" }
- input(
- type="checkbox",
- bind:checked=turntable
- )
- }
- label(class="control") {
- span { "Layer threshold" }
- input(
- type="range",
- max=5.0,
- step=1.0,
- bind:valueAsNumber=layer_threshold
- )
- }
- label(class="control") {
- span { "Debug mode" }
- input(
- type="checkbox",
- bind:checked=debug_mode
- )
- }
- }
- }
- });
-}
\ No newline at end of file