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No commits in common. "517fd327fa5b2e47694e244ae1da749f3a26b7ef" and "18ebf3be2c8a9caf0cdec3338bd6ecb1333a144e" have entirely different histories.
517fd327fa
...
18ebf3be2c
@ -104,10 +104,6 @@ details[open]:has(li) .elt-switch::after {
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font-style: italic;
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font-style: italic;
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}
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}
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.cst > input {
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margin: 0px 8px 0px 0px;
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}
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/* display */
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/* display */
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canvas {
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canvas {
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@ -66,8 +66,7 @@ fn load_gen_assemb(assembly: &Assembly) {
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assembly.elements_by_id.with_untracked(|elts_by_id| elts_by_id["gemini_a"]),
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assembly.elements_by_id.with_untracked(|elts_by_id| elts_by_id["gemini_a"]),
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assembly.elements_by_id.with_untracked(|elts_by_id| elts_by_id["gemini_b"])
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assembly.elements_by_id.with_untracked(|elts_by_id| elts_by_id["gemini_b"])
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),
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),
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rep: 0.5,
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rep: 0.5
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active: create_signal(true)
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}
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}
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);
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);
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}
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}
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@ -212,8 +211,7 @@ pub fn AddRemove() -> View {
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);
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);
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state.assembly.insert_constraint(Constraint {
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state.assembly.insert_constraint(Constraint {
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args: args,
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args: args,
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rep: 0.0,
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rep: 0.0
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active: create_signal(true)
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});
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});
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state.selection.update(|sel| sel.clear());
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state.selection.update(|sel| sel.clear());
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@ -16,8 +16,7 @@ pub struct Element {
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#[derive(Clone)]
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#[derive(Clone)]
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pub struct Constraint {
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pub struct Constraint {
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pub args: (usize, usize),
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pub args: (usize, usize),
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pub rep: f64,
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pub rep: f64
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pub active: Signal<bool>
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}
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}
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// a complete, view-independent description of an assembly
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// a complete, view-independent description of an assembly
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@ -63,13 +63,27 @@ vec3 sRGB(vec3 color) {
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// --- shading ---
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// --- shading ---
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struct Fragment {
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struct taggedFrag {
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int id;
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vec4 color;
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float highlight;
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vec3 pt;
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vec3 pt;
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vec3 normal;
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vec3 normal;
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vec4 color;
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};
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};
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Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
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taggedFrag[2] sort(taggedFrag a, taggedFrag b) {
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taggedFrag[2] result;
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if (a.pt.z > b.pt.z) {
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result[0] = a;
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result[1] = b;
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} else {
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result[0] = b;
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result[1] = a;
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}
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return result;
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}
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taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, float highlight, int id) {
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// the expression for normal needs to be checked. it's supposed to give the
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// the expression for normal needs to be checked. it's supposed to give the
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// negative gradient of the lorentz product between the impact point vector
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// negative gradient of the lorentz product between the impact point vector
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// and the sphere vector with respect to the coordinates of the impact
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// and the sphere vector with respect to the coordinates of the impact
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@ -79,26 +93,11 @@ Fragment sphere_shading(vecInv v, vec3 pt, vec3 base_color) {
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float incidence = dot(normal, light_dir);
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float incidence = dot(normal, light_dir);
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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return Fragment(pt, normal, vec4(illum * base_color, opacity));
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return taggedFrag(id, vec4(illum * base_color, opacity), highlight, pt, normal);
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}
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float intersection_dist(Fragment a, Fragment b) {
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float intersection_sin = length(cross(a.normal, b.normal));
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vec3 disp = a.pt - b.pt;
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return max(
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abs(dot(a.normal, disp)),
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abs(dot(b.normal, disp))
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) / intersection_sin;
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}
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}
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// --- ray-casting ---
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// --- ray-casting ---
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struct TaggedDepth {
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float depth;
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float dimming;
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int id;
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};
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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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// 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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// the linear function `b*u + c`
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const float DEG_THRESHOLD = 1e-9;
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const float DEG_THRESHOLD = 1e-9;
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@ -140,29 +139,36 @@ void main() {
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// cast rays through the spheres
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// cast rays through the spheres
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const int LAYER_MAX = 12;
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const int LAYER_MAX = 12;
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TaggedDepth top_hits [LAYER_MAX];
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taggedFrag frags [LAYER_MAX];
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int layer_cnt = 0;
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int layer_cnt = 0;
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for (int id = 0; id < sphere_cnt; ++id) {
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for (int id = 0; id < sphere_cnt; ++id) {
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// find out where the ray hits the sphere
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// find out where the ray hits the sphere
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vec2 hit_depths = sphere_cast(sphere_list[id], dir);
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vec2 hit_depths = sphere_cast(sphere_list[id], dir);
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// insertion-sort the points we hit into the hit list
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// insertion-sort the fragments we hit into the fragment list
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float dimming = 1.;
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float dimming = 1.;
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for (int side = 0; side < 2; ++side) {
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for (int side = 0; side < 2; ++side) {
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float depth = hit_depths[side];
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float hit_z = -hit_depths[side];
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if (depth > 0.) {
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if (0. > hit_z) {
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for (int layer = layer_cnt; layer >= 0; --layer) {
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for (int layer = layer_cnt; layer >= 0; --layer) {
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if (layer < 1 || top_hits[layer-1].depth <= depth) {
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if (layer < 1 || frags[layer-1].pt.z >= hit_z) {
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// we're not as close to the screen as the hit before
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// we're not as close to the screen as the fragment
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// the empty slot, so insert here
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// before the empty slot, so insert here
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if (layer < LAYER_MAX) {
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if (layer < LAYER_MAX) {
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top_hits[layer] = TaggedDepth(depth, dimming, id);
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frags[layer] = sphere_shading(
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sphere_list[id],
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hit_depths[side] * dir,
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dimming * color_list[id],
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highlight_list[id],
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id
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);
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}
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}
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break;
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break;
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} else {
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} else {
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// we're closer to the screen than the hit before the
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// we're closer to the screen than the fragment before
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// empty slot, so move that hit into the empty slot
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// the empty slot, so move that fragment into the empty
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top_hits[layer] = top_hits[layer-1];
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// slot
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frags[layer] = frags[layer-1];
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}
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}
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}
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}
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layer_cnt = min(layer_cnt + 1, LAYER_MAX);
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layer_cnt = min(layer_cnt + 1, LAYER_MAX);
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@ -188,47 +194,37 @@ void main() {
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return;
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return;
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}
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}
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// highlight intersections and cusps
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for (int i = layer_cnt-1; i >= 1; --i) {
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// intersections
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taggedFrag frag0 = frags[i];
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taggedFrag frag1 = frags[i-1];
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float ixn_sin = length(cross(frag0.normal, frag1.normal));
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vec3 disp = frag0.pt - frag1.pt;
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float ixn_dist = max(
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abs(dot(frag1.normal, disp)),
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abs(dot(frag0.normal, disp))
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) / ixn_sin;
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float max_highlight = max(frags[i].highlight, frags[i-1].highlight);
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float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
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frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight);
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frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight);
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// cusps
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float cusp_cos = abs(dot(dir, frag0.normal));
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float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s);
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float highlight = frags[i].highlight;
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float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
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frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
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}
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// composite the sphere fragments
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// composite the sphere fragments
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vec3 color = vec3(0.);
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vec3 color = vec3(0.);
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int layer = layer_cnt - 1;
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for (int i = layer_cnt-1; i >= layer_threshold; --i) {
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TaggedDepth hit = top_hits[layer];
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if (frags[i].pt.z < 0.) {
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Fragment frag_next = sphere_shading(
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vec4 frag_color = frags[i].color;
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sphere_list[hit.id],
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color = mix(color, frag_color.rgb, frag_color.a);
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hit.depth * dir,
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}
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hit.dimming * color_list[hit.id]
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);
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float highlight_next = highlight_list[hit.id];
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--layer;
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for (; layer >= layer_threshold; --layer) {
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// load the current fragment
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Fragment frag = frag_next;
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float highlight = highlight_next;
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// shade the next fragment
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hit = top_hits[layer];
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frag_next = sphere_shading(
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sphere_list[hit.id],
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hit.depth * dir,
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hit.dimming * color_list[hit.id]
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);
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highlight_next = highlight_list[hit.id];
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|
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// highlight intersections
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float ixn_dist = intersection_dist(frag, frag_next);
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float max_highlight = max(highlight, highlight_next);
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float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
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frag.color = mix(frag.color, vec4(1.), ixn_highlight);
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frag_next.color = mix(frag_next.color, vec4(1.), ixn_highlight);
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|
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// highlight cusps
|
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float cusp_cos = abs(dot(dir, frag.normal));
|
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float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[hit.id].lt.s);
|
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float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
|
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frag.color = mix(frag.color, vec4(1.), cusp_highlight);
|
|
||||||
|
|
||||||
// composite the current fragment
|
|
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color = mix(color, frag.color.rgb, frag.color.a);
|
|
||||||
}
|
}
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color = mix(color, frag_next.color.rgb, frag_next.color.a);
|
|
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outColor = vec4(sRGB(color), 1.);
|
outColor = vec4(sRGB(color), 1.);
|
||||||
}
|
}
|
@ -136,7 +136,6 @@ pub fn Outline() -> View {
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|||||||
let other_arg_label = assembly.elements.with(|elts| elts[other_arg].label.clone());
|
let other_arg_label = assembly.elements.with(|elts| elts[other_arg].label.clone());
|
||||||
view! {
|
view! {
|
||||||
li(class="cst") {
|
li(class="cst") {
|
||||||
input(r#type="checkbox", bind:checked=cst.active)
|
|
||||||
div(class="cst-label") { (other_arg_label) }
|
div(class="cst-label") { (other_arg_label) }
|
||||||
div(class="cst-rep") { (cst.rep) }
|
div(class="cst-rep") { (cst.rep) }
|
||||||
}
|
}
|
4
app-proto/inversive-display/.gitignore
vendored
Normal file
4
app-proto/inversive-display/.gitignore
vendored
Normal file
@ -0,0 +1,4 @@
|
|||||||
|
target
|
||||||
|
dist
|
||||||
|
profiling
|
||||||
|
Cargo.lock
|
40
app-proto/inversive-display/Cargo.toml
Normal file
40
app-proto/inversive-display/Cargo.toml
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
[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
|
9
app-proto/inversive-display/index.html
Normal file
9
app-proto/inversive-display/index.html
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<html>
|
||||||
|
<head>
|
||||||
|
<meta charset="utf-8"/>
|
||||||
|
<title>Inversive display</title>
|
||||||
|
<link data-trunk rel="css" href="main.css"/>
|
||||||
|
</head>
|
||||||
|
<body></body>
|
||||||
|
</html>
|
74
app-proto/inversive-display/main.css
Normal file
74
app-proto/inversive-display/main.css
Normal file
@ -0,0 +1,74 @@
|
|||||||
|
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;
|
||||||
|
}
|
27
app-proto/inversive-display/src/engine.rs
Normal file
27
app-proto/inversive-display/src/engine.rs
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
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<f64> {
|
||||||
|
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<f64> {
|
||||||
|
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)
|
||||||
|
])
|
||||||
|
}
|
7
app-proto/inversive-display/src/identity.vert
Normal file
7
app-proto/inversive-display/src/identity.vert
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
#version 300 es
|
||||||
|
|
||||||
|
in vec4 position;
|
||||||
|
|
||||||
|
void main() {
|
||||||
|
gl_Position = position;
|
||||||
|
}
|
226
app-proto/inversive-display/src/inversive.frag
Normal file
226
app-proto/inversive-display/src/inversive.frag
Normal file
@ -0,0 +1,226 @@
|
|||||||
|
#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[2] sort(taggedFrag a, taggedFrag b) {
|
||||||
|
taggedFrag[2] result;
|
||||||
|
if (a.pt.z > b.pt.z) {
|
||||||
|
result[0] = a;
|
||||||
|
result[1] = b;
|
||||||
|
} else {
|
||||||
|
result[0] = b;
|
||||||
|
result[1] = a;
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
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) {
|
||||||
|
if (frags[i].pt.z < 0.) {
|
||||||
|
vec4 frag_color = frags[i].color;
|
||||||
|
color = mix(color, frag_color.rgb, frag_color.a);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
outColor = vec4(sRGB(color), 1.);
|
||||||
|
}
|
744
app-proto/inversive-display/src/main.rs
Normal file
744
app-proto/inversive-display/src/main.rs
Normal file
@ -0,0 +1,744 @@
|
|||||||
|
// 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<const N: usize>(
|
||||||
|
context: &WebGl2RenderingContext,
|
||||||
|
program: &WebGlProgram,
|
||||||
|
var_name: &str,
|
||||||
|
member_name_opt: Option<&str>
|
||||||
|
) -> [Option<WebGlUniformLocation>; 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<DVector<f64>>,
|
||||||
|
color_vec: &mut Vec<[f32; 3]>,
|
||||||
|
construction_to_world: &DMatrix<f64>,
|
||||||
|
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<DVector<f64>>,
|
||||||
|
color_vec: &mut Vec<[f32; 3]>,
|
||||||
|
construction_to_world: &DMatrix<f64>,
|
||||||
|
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::<DomNode>();
|
||||||
|
let low_curv_controls_node = low_curv_controls.get::<DomNode>();
|
||||||
|
|
||||||
|
// 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::<DVector<f64>>::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::<f64>::identity(5, 5);
|
||||||
|
let mut rotation = DMatrix::<f64>::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::<DomNode>()
|
||||||
|
.unchecked_into::<web_sys::HtmlCanvasElement>();
|
||||||
|
let ctx = canvas
|
||||||
|
.get_context("webgl2")
|
||||||
|
.unwrap()
|
||||||
|
.unwrap()
|
||||||
|
.dyn_into::<WebGl2RenderingContext>()
|
||||||
|
.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::<SPHERE_MAX>(
|
||||||
|
&ctx, &program, "sphere_list", Some("sp")
|
||||||
|
);
|
||||||
|
let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
|
||||||
|
&ctx, &program, "sphere_list", Some("lt")
|
||||||
|
);
|
||||||
|
let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
|
||||||
|
&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
|
||||||
|
)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user