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6 Commits
3493a798d1
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2efc08d6c0
Author | SHA1 | Date | |
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2efc08d6c0 | ||
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69ab888d5b | ||
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0173b63e19 | ||
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b289d2d4c3 | ||
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163361184b | ||
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ab830b194e |
@ -14,10 +14,15 @@ body {
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canvas {
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float: left;
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background-color: #020202;
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border: 1px solid #555;
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border-radius: 10px;
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margin-top: 5px;
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}
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canvas:focus {
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border-color: #aaa;
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}
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.hidden {
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display: none;
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}
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@ -29,7 +34,12 @@ canvas {
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}
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input[type="radio"] {
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display: none;
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appearance: none;
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width: 0px;
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height: 0px;
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padding: 0px;
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margin: 0px;
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outline: none;
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}
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.tab-pane > label {
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@ -46,12 +56,16 @@ input[type="radio"] {
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background-color: #555;
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}
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.tab-pane > label:has(:focus-visible) {
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outline: medium auto currentColor;
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}
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.tab-pane > label:hover:not(:has(:checked)) {
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border-color: #bbb;
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background-color: #333;
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}
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label {
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.control > span {
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width: 170px;
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}
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@ -1,5 +1,6 @@
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use nalgebra::DVector;
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// the sphere with the given center and radius, with inward-pointing normals
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pub fn sphere(center_x: f64, center_y: f64, center_z: f64, radius: f64) -> DVector<f64> {
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let center_norm_sq = center_x * center_x + center_y * center_y + center_z * center_z;
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DVector::from_column_slice(&[
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@ -10,3 +11,17 @@ pub fn sphere(center_x: f64, center_y: f64, center_z: f64, radius: f64) -> DVect
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0.5 * (center_norm_sq / radius - radius)
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])
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}
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// the sphere of curvature `curv` whose closest point to the origin has position
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// `off * dir` and normal `dir`, where `dir` is a unit vector. setting the
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// curvature to zero gives a plane
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pub fn sphere_with_offset(dir_x: f64, dir_y: f64, dir_z: f64, off: f64, curv: f64) -> DVector<f64> {
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let norm_sp = 1.0 + off * curv;
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DVector::from_column_slice(&[
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norm_sp * dir_x,
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norm_sp * dir_y,
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norm_sp * dir_z,
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0.5 * curv,
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off * (1.0 + 0.5 * off * curv)
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])
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}
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@ -110,23 +110,37 @@ taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, int id) {
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// --- ray-casting ---
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// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
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// the linear function `b*u + c`
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const float DEG_THRESHOLD = 1e-9;
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// the depths, represented as multiples of `dir`, where the line generated by
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// `dir` hits the sphere represented by `v`. if both depths are positive, the
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// smaller one is returned in the first component. if only one depth is
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// positive, it could be returned in either component
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vec2 sphere_cast(vecInv v, vec3 dir) {
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float a = -v.lt.s * dot(dir, dir);
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float b = dot(v.sp, dir);
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float c = -v.lt.t;
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float scale = -b/(2.*a);
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float adjust = 4.*a*c/(b*b);
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if (adjust < 1.) {
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float offset = sqrt(1. - adjust);
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return vec2(
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scale * (1. - offset),
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scale * (1. + offset)
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);
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// as long as `b` is non-zero, the linear approximation of
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//
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// a*u^2 + b*u + c
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//
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// at `u = 0` will reach zero at a finite depth `u_lin`. the root of the
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// quadratic adjacent to `u_lin` is stored in `lin_root`. if both roots
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// have the same sign, `lin_root` will be the one closer to `u = 0`
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float square_rect_ratio = 1. + sqrt(1. - adjust);
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float lin_root = -(2.*c)/b / square_rect_ratio;
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if (abs(a) > DEG_THRESHOLD * abs(b)) {
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return vec2(lin_root, -b/(2.*a) * square_rect_ratio);
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} else {
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// these parameters describe points behind the camera, so the
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// corresponding fragments won't be drawn
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return vec2(lin_root, -1.);
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}
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} else {
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// the line through `dir` misses the sphere completely
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return vec2(-1., -1.);
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}
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}
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@ -179,15 +193,13 @@ void main() {
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if (debug_mode) {
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// at the bottom of the screen, show the color scale instead of the
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// layer count
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if (gl_FragCoord.y < 10.) layer_cnt = 2 * int(8. * gl_FragCoord.x / resolution.x);
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if (gl_FragCoord.y < 10.) layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
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// convert number to color
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vec3 color;
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if (layer_cnt % 2 == 0) {
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ivec3 bits = layer_cnt / ivec3(2, 4, 8);
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color = mod(vec3(bits), 2.);
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} else {
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color = vec3(0.5);
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ivec3 bits = layer_cnt / ivec3(1, 2, 4);
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vec3 color = mod(vec3(bits), 2.);
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if (layer_cnt % 16 >= 8) {
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color = mix(color, vec3(0.5), 0.5);
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}
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outColor = vec4(color, 1.);
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return;
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@ -10,7 +10,6 @@
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extern crate js_sys;
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use core::array;
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use nalgebra::{DMatrix, DVector};
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use std::f64::consts::FRAC_1_SQRT_2;
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use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
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use web_sys::{console, window, WebGl2RenderingContext, WebGlProgram, WebGlShader, WebGlUniformLocation};
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@ -86,30 +85,61 @@ fn bind_vertex_attrib(
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fn push_gen_construction(
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sphere_vec: &mut Vec<DVector<f64>>,
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color_vec: &mut Vec<[f32; 3]>,
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construction_to_world: &DMatrix<f64>,
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ctrl_x: f64,
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ctrl_y: f64,
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radius_x: f64,
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radius_y: f64
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) {
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// push spheres
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sphere_vec.push(construction_to_world * engine::sphere(0.5, 0.5, ctrl_x, radius_x));
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sphere_vec.push(construction_to_world * engine::sphere(-0.5, -0.5, ctrl_y, radius_y));
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sphere_vec.push(construction_to_world * engine::sphere(-0.5, 0.5, 0.0, 0.75));
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sphere_vec.push(construction_to_world * engine::sphere(0.5, -0.5, 0.0, 0.5));
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sphere_vec.push(construction_to_world * engine::sphere(0.0, 0.15, 1.0, 0.25));
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sphere_vec.push(construction_to_world * engine::sphere(0.0, -0.15, -1.0, 0.25));
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// push colors
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color_vec.push([1.00_f32, 0.25_f32, 0.00_f32]);
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color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
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color_vec.push([0.25_f32, 0.00_f32, 1.00_f32]);
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color_vec.push([0.25_f32, 1.00_f32, 0.00_f32]);
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color_vec.push([0.75_f32, 0.75_f32, 0.00_f32]);
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color_vec.push([0.00_f32, 0.75_f32, 0.50_f32]);
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}
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fn push_low_curv_construction(
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sphere_vec: &mut Vec<DVector<f64>>,
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color_vec: &mut Vec<[f32; 3]>,
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construction_to_world: &DMatrix<f64>,
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curv_x: f64,
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curv_y: f64
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off1: f64,
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off2: f64,
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off3: f64,
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curv1: f64,
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curv2: f64,
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curv3: f64,
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) {
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sphere_vec.push(construction_to_world * DVector::from_column_slice(&[0.0, -1.0, 0.0, 0.5*curv_x, 0.0]));
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sphere_vec.push(construction_to_world * DVector::from_column_slice(&[-FRAC_1_SQRT_2, 0.0, -FRAC_1_SQRT_2, 0.5*curv_y, 0.0]));
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sphere_vec.push(construction_to_world * engine::sphere(0.5, 0.0, 0.5, FRAC_1_SQRT_2));
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sphere_vec.push(construction_to_world * engine::sphere(-0.5, 0.0, -0.5, FRAC_1_SQRT_2));
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// push spheres
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let a = 0.75_f64.sqrt();
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sphere_vec.push(construction_to_world * engine::sphere(0.0, 0.0, 0.0, 1.0));
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sphere_vec.push(construction_to_world * engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0));
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sphere_vec.push(construction_to_world * engine::sphere_with_offset(1.0, 0.0, 0.0, off1, curv1));
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sphere_vec.push(construction_to_world * engine::sphere_with_offset(-0.5, a, 0.0, off2, curv2));
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sphere_vec.push(construction_to_world * engine::sphere_with_offset(-0.5, -a, 0.0, off3, curv3));
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sphere_vec.push(construction_to_world * engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0));
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sphere_vec.push(construction_to_world * engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0));
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sphere_vec.push(construction_to_world * engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0));
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// push colors
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color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
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color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
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color_vec.push([1.00_f32, 0.00_f32, 0.25_f32]);
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color_vec.push([0.25_f32, 1.00_f32, 0.00_f32]);
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color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
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color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
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color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
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color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
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}
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#[derive(Clone, Copy, PartialEq)]
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@ -136,8 +166,12 @@ fn main() {
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// controls for low-curvature example
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let low_curv_controls = create_node_ref();
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let curv_x = create_signal(0.0);
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let curv_y = create_signal(0.0);
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let curv1 = create_signal(0.0);
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let curv2 = create_signal(0.0);
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let curv3 = create_signal(0.0);
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let off1 = create_signal(1.0);
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let off2 = create_signal(1.0);
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let off3 = create_signal(1.0);
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// shared controls
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let opacity = create_signal(0.5);
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@ -168,8 +202,12 @@ fn main() {
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radius_y.track();
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// track controls for low-curvature example
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curv_x.track();
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curv_y.track();
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curv1.track();
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curv2.track();
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curv3.track();
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off1.track();
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off2.track();
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off3.track();
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// track shared controls
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opacity.track();
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@ -199,17 +237,10 @@ fn main() {
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}
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});
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// list construction elements
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// create list of construction elements
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const SPHERE_MAX: usize = 200;
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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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[0.25_f32, 1.00_f32, 0.00_f32],
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[0.75_f32, 0.75_f32, 0.00_f32],
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[0.00_f32, 0.75_f32, 0.50_f32],
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];
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let mut color_vec = Vec::<[f32; 3]>::new();
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// timing
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let mut last_time = 0.0;
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@ -365,17 +396,21 @@ fn main() {
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// update the construction
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sphere_vec.clear();
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color_vec.clear();
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match tab_selection.get() {
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Tab::GenTab => push_gen_construction(
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&mut sphere_vec,
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&mut color_vec,
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&construction_to_world,
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ctrl_x.get(), ctrl_y.get(),
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radius_x.get(), radius_y.get()
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),
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Tab::LowCurvTab => push_low_curv_construction(
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&mut sphere_vec,
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&mut color_vec,
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&construction_to_world,
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curv_x.get(), curv_y.get()
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off1.get(), off2.get(), off3.get(),
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curv1.get(), curv2.get(), curv3.get(),
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)
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};
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@ -447,46 +482,42 @@ fn main() {
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}
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}
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div { "Mean frame interval: " (mean_frame_interval.get()) " ms" }
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canvas(ref=display, width="600", height="600")
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canvas(ref=display, width=600, height=600, tabindex=0)
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div(ref=gen_controls) {
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div(class="control") {
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label(for="ctrl-x") { "Sphere 0 depth" }
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label(class="control") {
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span { "Sphere 0 depth" }
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input(
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type="range",
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id="ctrl-x",
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min=-1.0,
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max=1.0,
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step=0.001,
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bind:valueAsNumber=ctrl_x
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)
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}
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div(class="control") {
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label(for="ctrl-y") { "Sphere 1 depth" }
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label(class="control") {
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span { "Sphere 1 depth" }
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input(
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type="range",
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id="ctrl-y",
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min=-1.0,
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max=1.0,
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step=0.001,
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bind:valueAsNumber=ctrl_y
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)
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}
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div(class="control") {
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label(for="radius-x") { "Sphere 0 radius" }
|
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label(class="control") {
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span { "Sphere 0 radius" }
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input(
|
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type="range",
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id="radius-x",
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min=0.5,
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max=1.5,
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step=0.001,
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bind:valueAsNumber=radius_x
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)
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}
|
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div(class="control") {
|
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label(for="radius-y") { "Sphere 1 radius" }
|
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label(class="control") {
|
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span { "Sphere 1 radius" }
|
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input(
|
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type="range",
|
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id="radius-y",
|
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min=0.5,
|
||||
max=1.5,
|
||||
step=0.001,
|
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@ -495,72 +526,105 @@ fn main() {
|
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}
|
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}
|
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div(ref=low_curv_controls) {
|
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div(class="control") {
|
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label(for="curv-x") { "Sphere 0 curvature" }
|
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label(class="control") {
|
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span { "Sphere 1 offset" }
|
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input(
|
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type="range",
|
||||
min=-1.0,
|
||||
max=1.0,
|
||||
step=0.001,
|
||||
bind:valueAsNumber=off1
|
||||
)
|
||||
}
|
||||
label(class="control") {
|
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span { "Sphere 2 offset" }
|
||||
input(
|
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type="range",
|
||||
min=-1.0,
|
||||
max=1.0,
|
||||
step=0.001,
|
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bind:valueAsNumber=off2
|
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)
|
||||
}
|
||||
label(class="control") {
|
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span { "Sphere 3 offset" }
|
||||
input(
|
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type="range",
|
||||
min=-1.0,
|
||||
max=1.0,
|
||||
step=0.001,
|
||||
bind:valueAsNumber=off3
|
||||
)
|
||||
}
|
||||
label(class="control") {
|
||||
span { "Sphere 1 curvature" }
|
||||
input(
|
||||
type="range",
|
||||
id="curv-x",
|
||||
min=0.0,
|
||||
max=2.0,
|
||||
step=0.001,
|
||||
bind:valueAsNumber=curv_x
|
||||
bind:valueAsNumber=curv1
|
||||
)
|
||||
}
|
||||
div(class="control") {
|
||||
label(for="curv-y") { "Sphere 1 curvature" }
|
||||
label(class="control") {
|
||||
span { "Sphere 2 curvature" }
|
||||
input(
|
||||
type="range",
|
||||
id="curv-y",
|
||||
min=0.0,
|
||||
max=2.0,
|
||||
step=0.001,
|
||||
bind:valueAsNumber=curv_y
|
||||
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
|
||||
)
|
||||
}
|
||||
}
|
||||
div(class="control") {
|
||||
label(for="opacity") { "Opacity" }
|
||||
label(class="control") {
|
||||
span { "Opacity" }
|
||||
input(
|
||||
type="range",
|
||||
id="opacity",
|
||||
max=1.0,
|
||||
step=0.001,
|
||||
bind:valueAsNumber=opacity
|
||||
)
|
||||
}
|
||||
div(class="control") {
|
||||
label(for="highlight") { "Highlight" }
|
||||
label(class="control") {
|
||||
span { "Highlight" }
|
||||
input(
|
||||
type="range",
|
||||
id="highlight",
|
||||
max=1.0,
|
||||
step=0.001,
|
||||
bind:valueAsNumber=highlight
|
||||
)
|
||||
}
|
||||
div(class="control") {
|
||||
label(for="turntable") { "Turntable" }
|
||||
label(class="control") {
|
||||
span { "Turntable" }
|
||||
input(
|
||||
type="checkbox",
|
||||
id="turntable",
|
||||
bind:checked=turntable
|
||||
)
|
||||
}
|
||||
div(class="control") {
|
||||
label(for="layer-threshold") { "Layer threshold" }
|
||||
label(class="control") {
|
||||
span { "Layer threshold" }
|
||||
input(
|
||||
type="range",
|
||||
id="layer-threshold",
|
||||
max=5.0,
|
||||
step=1.0,
|
||||
bind:valueAsNumber=layer_threshold
|
||||
)
|
||||
}
|
||||
div(class="control") {
|
||||
label(for="debug-mode") { "Debug mode" }
|
||||
label(class="control") {
|
||||
span { "Debug mode" }
|
||||
input(
|
||||
type="checkbox",
|
||||
id="debug-mode",
|
||||
bind:checked=debug_mode
|
||||
)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user