Ray-cast a translucent sphere
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c78a041dc7
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@ -72,6 +72,7 @@ fn main() {
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sycamore::render(|| {
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let ctrl_x = create_signal(0.0);
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let ctrl_y = create_signal(0.0);
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let opacity = create_signal(0.6);
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let display = create_node_ref();
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on_mount(move || {
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@ -108,10 +109,17 @@ fn main() {
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out vec4 outColor;
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// view
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uniform vec2 resolution;
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uniform float shortdim;
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// controls
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uniform vec2 ctrl;
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uniform float opacity;
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// light and camera
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const float focal_slope = 0.3;
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const vec3 light_dir = normalize(vec3(2., 2., 1.));
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struct vecInv {
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vec3 sp;
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@ -128,8 +136,24 @@ fn main() {
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);
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}
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const float focal_slope = 0.3;
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const vec3 light_dir = normalize(vec3(2., 2., 1.));
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vec4 shade_sphere(vecInv v, vec3 pt) {
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// the expression for normal needs to be checked. it's
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// supposed to give the negative gradient of the lorentz
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// product between the impact point vector and the sphere
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// vector with respect to the coordinates of the impact
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// point. i calculated it in my head and decided that
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// the result looked good enough for now
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vec3 normal_front = normalize(-v.sp + 2.*v.lt.s*pt);
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vec3 color;
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float incidence = dot(normal_front, light_dir);
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if (incidence < 0.) {
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color = mix(vec3(0.2, 0.0, 0.4), vec3(0.1, 0.0, 0.2), -incidence);
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} else {
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color = mix(vec3(0.4, 0.0, 0.2), vec3(1.0, 0.8, 1.0), incidence);
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}
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return vec4(color, opacity);
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}
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void main() {
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vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
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@ -143,29 +167,20 @@ fn main() {
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float scale = -b/(2.*a);
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float adjust = 4.*a*c/(b*b);
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float offset = sqrt(1. - adjust);
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float u_front = scale * (1. - offset);
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float u_back = scale * (1. + offset);
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vec3 color;
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if (adjust < 1. && u_front > 0.) {
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// the expression for normal needs to be checked. it's
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// supposed to give the negative gradient of the lorentz
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// product between the impact point vector and the sphere
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// vector with respect to the coordinates of the impact
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// point. i calculated it in my head and decided that
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// the result looked good enough for now
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vec3 pt_front = u_front * dir;
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vec3 normal_front = normalize(-v.sp + 2.*v.lt.s*pt_front);
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float incidence = dot(normal_front, light_dir);
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if (incidence < 0.) {
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color = mix(vec3(0.2, 0.0, 0.4), vec3(0.1, 0.0, 0.2), -incidence);
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} else {
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color = mix(vec3(0.4, 0.0, 0.2), vec3(1., 0.8, 1.), incidence);
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vec3 color = vec3(0.);
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if (adjust < 1.) {
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float offset = sqrt(1. - adjust);
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float u_front = scale * (1. - offset);
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float u_back = scale * (1. + offset);
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if (u_back > 0.) {
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vec4 sphere_color = shade_sphere(v, u_back * dir);
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color = mix(color, sphere_color.rgb, sphere_color.a);
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}
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if (u_front > 0.) {
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vec4 sphere_color = shade_sphere(v, u_front * dir);
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color = mix(color, sphere_color.rgb, sphere_color.a);
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}
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} else {
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color = vec3(0.);
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}
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outColor = vec4(color, 1.);
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}
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@ -192,6 +207,7 @@ fn main() {
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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 ctrl_loc = ctx.get_uniform_location(&program, "ctrl");
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let opacity_loc = ctx.get_uniform_location(&program, "opacity");
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// create a vertex array and bind it to the graphics context
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let vertex_array = ctx.create_vertex_array().unwrap();
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@ -211,16 +227,17 @@ fn main() {
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];
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bind_vertex_attrib(&ctx, position_index, 3, &positions);
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// set the resolution
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let width = canvas.width() as f32;
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let height = canvas.height() as f32;
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// set up a repainting routine
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create_effect(move || {
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// set the resolution
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let width = canvas.width() as f32;
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let height = canvas.height() as f32;
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// pass the control parameters
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ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32);
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ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32);
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// clear the screen and draw the scene
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ctx.clear_color(0.0, 0.0, 0.0, 1.0);
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@ -246,6 +263,12 @@ fn main() {
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step=0.01,
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bind:valueAsNumber=ctrl_y
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)
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input(
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type="range",
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max=1.0,
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step=0.01,
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bind:valueAsNumber=opacity
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)
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}
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}
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});
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