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96afad0c97
...
336b940471
app-proto
inversive-display/src
sketch-outline
@ -11,9 +11,20 @@ struct vecInv {
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vec2 lt;
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};
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vecInv sphere(vec3 center, float radius) {
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return vecInv(
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center / radius,
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vec2(
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0.5 / radius,
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0.5 * (dot(center, center) / radius - radius)
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)
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);
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}
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// --- uniforms ---
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// construction
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// construction. the SPHERE_MAX array size seems to affect frame rate a lot,
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// even though we should only be using the first few elements of each array
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const int SPHERE_MAX = 200;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX];
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@ -24,6 +35,8 @@ uniform vec2 resolution;
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uniform float shortdim;
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// controls
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uniform vec2 ctrl;
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uniform vec2 radius;
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uniform float opacity;
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uniform float highlight;
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uniform int layer_threshold;
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|
@ -7,6 +7,7 @@
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// https://stackoverflow.com/a/39684775
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//
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extern crate js_sys;
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use core::array;
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use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
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use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
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@ -342,6 +343,8 @@ fn main() {
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);
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let resolution_loc = ctx.get_uniform_location(&program, "resolution");
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let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
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let ctrl_loc = ctx.get_uniform_location(&program, "ctrl"); /* DEBUG */
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let radius_loc = ctx.get_uniform_location(&program, "radius"); /* DEBUG */
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let opacity_loc = ctx.get_uniform_location(&program, "opacity");
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let highlight_loc = ctx.get_uniform_location(&program, "highlight");
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let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
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@ -480,6 +483,8 @@ fn main() {
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}
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// pass the control parameters
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ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32); /* DEBUG */
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ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32); /* DEBUG */
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ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32);
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ctx.uniform1f(highlight_loc.as_ref(), highlight.get() as f32);
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ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32);
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|
@ -8,7 +8,6 @@ edition = "2021"
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default = ["console_error_panic_hook"]
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[dependencies]
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itertools = "0.13.0"
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js-sys = "0.3.70"
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nalgebra = "0.33.0"
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sycamore = "0.9.0-beta.3"
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@ -21,16 +20,6 @@ console_error_panic_hook = { version = "0.1.7", optional = true }
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[dependencies.web-sys]
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version = "0.3.69"
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features = [
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'HtmlCanvasElement',
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'Performance',
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'WebGl2RenderingContext',
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'WebGlBuffer',
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'WebGlProgram',
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'WebGlShader',
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'WebGlUniformLocation',
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'WebGlVertexArrayObject'
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]
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[dev-dependencies]
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wasm-bindgen-test = "0.3.34"
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|
@ -5,17 +5,11 @@ body {
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background-color: #222;
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}
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/* outline */
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ul {
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float: left;
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width: 450px;
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height: 750px;
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margin: 0px;
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padding: 8px;
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border: 1px solid #555;
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border: 1px solid #888;
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border-radius: 16px;
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box-sizing: border-box;
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}
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li {
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@ -26,16 +20,11 @@ li {
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border-radius: 8px;
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}
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li.selected {
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color: #fff;
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background-color: #666;
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}
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li:not(:last-child) {
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margin-bottom: 8px;
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}
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li > .elt-label {
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li > .elt-name {
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flex-grow: 1;
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padding: 2px 0px 2px 4px;
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}
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@ -52,10 +41,6 @@ li > .elt-rep > div {
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background-color: #333;
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}
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li.selected > .elt-rep > div {
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background-color: #555;
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}
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li > .elt-rep > div:first-child {
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border-radius: 6px 0px 0px 6px;
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}
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@ -63,17 +48,3 @@ li > .elt-rep > div:first-child {
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li > .elt-rep > div:last-child {
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border-radius: 0px 6px 6px 0px;
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}
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/* display */
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canvas {
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float: left;
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margin-left: 16px;
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background-color: #020202;
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border: 1px solid #555;
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border-radius: 16px;
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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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@ -1,21 +0,0 @@
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use nalgebra::DVector;
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use sycamore::reactive::Signal;
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#[derive(Clone, PartialEq)]
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pub struct Element {
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pub id: String,
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pub label: String,
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pub color: [f32; 3],
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pub rep: DVector<f64>,
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/* TO DO */
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// does this belong in the element data?
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pub selected: Signal<bool>
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}
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// a complete, view-independent description of an assembly
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#[derive(Clone)]
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pub struct Assembly {
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// the order of the elements is arbitrary, and it could change at any time
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pub elements: Signal<Vec<Element>>
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}
|
@ -1,427 +0,0 @@
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use core::array;
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use nalgebra::{DMatrix, Rotation3, Vector3};
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use sycamore::{prelude::*, motion::create_raf};
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use web_sys::{
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console,
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window,
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KeyboardEvent,
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WebGl2RenderingContext,
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WebGlProgram,
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WebGlShader,
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WebGlUniformLocation,
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wasm_bindgen::{JsCast, JsValue}
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};
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use crate::AppState;
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fn compile_shader(
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context: &WebGl2RenderingContext,
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shader_type: u32,
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source: &str,
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) -> WebGlShader {
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let shader = context.create_shader(shader_type).unwrap();
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context.shader_source(&shader, source);
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context.compile_shader(&shader);
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shader
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}
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fn get_uniform_array_locations<const N: usize>(
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context: &WebGl2RenderingContext,
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program: &WebGlProgram,
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var_name: &str,
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member_name_opt: Option<&str>
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) -> [Option<WebGlUniformLocation>; N] {
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array::from_fn(|n| {
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let name = match member_name_opt {
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Some(member_name) => format!("{var_name}[{n}].{member_name}"),
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None => format!("{var_name}[{n}]")
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};
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context.get_uniform_location(&program, name.as_str())
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})
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}
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// load the given data into the vertex input of the given name
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fn bind_vertex_attrib(
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context: &WebGl2RenderingContext,
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index: u32,
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size: i32,
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data: &[f32]
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) {
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// create a data buffer and bind it to ARRAY_BUFFER
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let buffer = context.create_buffer().unwrap();
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context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
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// load the given data into the buffer. the function `Float32Array::view`
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// creates a raw view into our module's `WebAssembly.Memory` buffer.
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// allocating more memory will change the buffer, invalidating the view.
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// that means we have to make sure we don't allocate any memory until the
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// view is dropped
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unsafe {
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context.buffer_data_with_array_buffer_view(
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WebGl2RenderingContext::ARRAY_BUFFER,
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&js_sys::Float32Array::view(&data),
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WebGl2RenderingContext::STATIC_DRAW,
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);
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}
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// allow the target attribute to be used
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context.enable_vertex_attrib_array(index);
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// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
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// above---and bind it to the target attribute
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//
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// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
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//
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context.vertex_attrib_pointer_with_i32(
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index,
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size,
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WebGl2RenderingContext::FLOAT,
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false, // don't normalize
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0, // zero stride
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0, // zero offset
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);
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}
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#[component]
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pub fn Display() -> View {
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let state = use_context::<AppState>();
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// canvas
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let display = create_node_ref();
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// navigation
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let pitch_up = create_signal(0.0);
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let pitch_down = create_signal(0.0);
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let yaw_right = create_signal(0.0);
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let yaw_left = create_signal(0.0);
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let roll_ccw = create_signal(0.0);
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let roll_cw = create_signal(0.0);
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let zoom_in = create_signal(0.0);
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let zoom_out = create_signal(0.0);
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// change listener
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let scene_changed = create_signal(true);
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create_effect(move || {
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let elements = state.assembly.elements.get_clone();
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for elt in elements { elt.selected.track(); }
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scene_changed.set(true);
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});
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/* INSTRUMENTS */
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const SAMPLE_PERIOD: i32 = 60;
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let mut last_sample_time = 0.0;
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let mut frames_since_last_sample = 0;
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let mean_frame_interval = create_signal(0.0);
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on_mount(move || {
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// timing
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let mut last_time = 0.0;
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// viewpoint
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const ROT_SPEED: f64 = 0.4; // in radians per second
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const ZOOM_SPEED: f64 = 0.15; // multiplicative rate per second
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let mut orientation = DMatrix::<f64>::identity(5, 5);
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let mut rotation = DMatrix::<f64>::identity(5, 5);
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let mut location_z: f64 = 5.0;
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// display parameters
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const OPACITY: f32 = 0.5; /* SCAFFOLDING */
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const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */
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const LAYER_THRESHOLD: i32 = 0; /* DEBUG */
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const DEBUG_MODE: i32 = 0; /* DEBUG */
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/* INSTRUMENTS */
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let performance = window().unwrap().performance().unwrap();
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// get the display canvas
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let canvas = display.get().unchecked_into::<web_sys::HtmlCanvasElement>();
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let ctx = canvas
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.get_context("webgl2")
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.unwrap()
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.unwrap()
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.dyn_into::<WebGl2RenderingContext>()
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.unwrap();
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// compile and attach the vertex and fragment shaders
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let vertex_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::VERTEX_SHADER,
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include_str!("identity.vert"),
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);
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let fragment_shader = compile_shader(
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&ctx,
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WebGl2RenderingContext::FRAGMENT_SHADER,
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include_str!("inversive.frag"),
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);
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let program = ctx.create_program().unwrap();
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ctx.attach_shader(&program, &vertex_shader);
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ctx.attach_shader(&program, &fragment_shader);
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ctx.link_program(&program);
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let link_status = ctx
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.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
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.as_bool()
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.unwrap();
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let link_msg = if link_status {
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"Linked successfully"
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||||
} else {
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"Linking failed"
|
||||
};
|
||||
console::log_1(&JsValue::from(link_msg));
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ctx.use_program(Some(&program));
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/* DEBUG */
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||||
// print the maximum number of vectors that can be passed as
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// uniforms to a fragment shader. the OpenGL ES 3.0 standard
|
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// requires this maximum to be at least 224, as discussed in the
|
||||
// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
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// here:
|
||||
//
|
||||
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
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//
|
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// there are also other size limits. for example, on Aaron's
|
||||
// machine, the the length of a float or genType array seems to be
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// capped at 1024 elements
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console::log_2(
|
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&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
|
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&JsValue::from("uniform vectors available")
|
||||
);
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||||
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// find indices of vertex attributes and uniforms
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const SPHERE_MAX: usize = 200;
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
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let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "sphere_list", Some("sp")
|
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);
|
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let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "sphere_list", Some("lt")
|
||||
);
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let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
|
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&ctx, &program, "color_list", None
|
||||
);
|
||||
let highlight_locs = get_uniform_array_locations::<SPHERE_MAX>(
|
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&ctx, &program, "highlight_list", None
|
||||
);
|
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let resolution_loc = ctx.get_uniform_location(&program, "resolution");
|
||||
let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
|
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let opacity_loc = ctx.get_uniform_location(&program, "opacity");
|
||||
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
|
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let vertex_array = ctx.create_vertex_array().unwrap();
|
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ctx.bind_vertex_array(Some(&vertex_array));
|
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|
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// set the vertex positions
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const VERTEX_CNT: usize = 6;
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let positions: [f32; 3*VERTEX_CNT] = [
|
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// northwest triangle
|
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-1.0, -1.0, 0.0,
|
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-1.0, 1.0, 0.0,
|
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1.0, 1.0, 0.0,
|
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// 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();
|
||||
|
||||
// update the assembly'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;
|
||||
if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
|
||||
ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
|
||||
} else {
|
||||
Vector3::zeros()
|
||||
}
|
||||
};
|
||||
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 assembly'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 assembly 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 assembly_to_world = &location * &orientation;
|
||||
|
||||
// get the assembly
|
||||
let elements = state.assembly.elements.get_clone();
|
||||
let element_iter = (&elements).into_iter();
|
||||
let reps_world: Vec<_> = element_iter.clone().map(|elt| &assembly_to_world * &elt.rep).collect();
|
||||
let colors: Vec<_> = element_iter.clone().map(|elt|
|
||||
if elt.selected.get() {
|
||||
elt.color.map(|ch| 0.2 + 0.8*ch)
|
||||
} else {
|
||||
elt.color
|
||||
}
|
||||
).collect();
|
||||
let highlights: Vec<_> = element_iter.map(|elt|
|
||||
if elt.selected.get() { 1.0_f32 } else { HIGHLIGHT }
|
||||
).collect();
|
||||
|
||||
// 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 assembly
|
||||
ctx.uniform1i(sphere_cnt_loc.as_ref(), elements.len() as i32);
|
||||
for n in 0..reps_world.len() {
|
||||
let v = &reps_world[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(),
|
||||
&colors[n]
|
||||
);
|
||||
ctx.uniform1f(
|
||||
highlight_locs[n].as_ref(),
|
||||
highlights[n]
|
||||
);
|
||||
}
|
||||
|
||||
// pass the display parameters
|
||||
ctx.uniform1f(opacity_loc.as_ref(), OPACITY);
|
||||
ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
|
||||
ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
|
||||
|
||||
// draw the scene
|
||||
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
|
||||
|
||||
// clear the 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
|
||||
);
|
||||
} 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! {
|
||||
/* TO DO */
|
||||
// switch back to integer-valued parameters when that becomes possible
|
||||
// again
|
||||
canvas(
|
||||
ref=display,
|
||||
width="750",
|
||||
height="750",
|
||||
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);
|
||||
}
|
||||
)
|
||||
}
|
||||
}
|
61
app-proto/sketch-outline/src/editor.rs
Normal file
61
app-proto/sketch-outline/src/editor.rs
Normal file
@ -0,0 +1,61 @@
|
||||
use nalgebra::DVector;
|
||||
use sycamore::{prelude::*, web::tags::div};
|
||||
|
||||
#[derive(Clone, PartialEq)]
|
||||
struct Element {
|
||||
id: i64,
|
||||
name: String,
|
||||
rep: DVector<f64>,
|
||||
color: [f32; 3]
|
||||
}
|
||||
|
||||
struct EditorState {
|
||||
elements: Signal<Vec<Element>>
|
||||
}
|
||||
|
||||
#[component]
|
||||
pub fn Editor() -> View {
|
||||
let state = EditorState {
|
||||
elements: create_signal(vec![
|
||||
Element {
|
||||
id: 1,
|
||||
name: String::from("Central"),
|
||||
rep: DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.25, -1.0]),
|
||||
color: [0.75_f32, 0.75_f32, 0.75_f32]
|
||||
},
|
||||
Element {
|
||||
id: 2,
|
||||
name: String::from("Wing A"),
|
||||
rep: DVector::<f64>::from_column_slice(&[0.5, 0.5, 0.0, 0.5, -0.25]),
|
||||
color: [1.00_f32, 0.25_f32, 0.00_f32]
|
||||
},
|
||||
Element {
|
||||
id: 3,
|
||||
name: String::from("Wing B"),
|
||||
rep: DVector::<f64>::from_column_slice(&[-0.5, -0.5, 0.0, 0.5, -0.25]),
|
||||
color: [1.00_f32, 0.25_f32, 0.00_f32]
|
||||
}
|
||||
])
|
||||
};
|
||||
|
||||
view! {
|
||||
ul {
|
||||
Keyed(
|
||||
list=state.elements,
|
||||
view=|elt| {
|
||||
let name = elt.name.clone();
|
||||
let rep_components = elt.rep.iter().map(
|
||||
|u| View::from(div().children(u.to_string().replace("-", "\u{2212}")))
|
||||
).collect::<Vec<_>>();
|
||||
view! {
|
||||
li {
|
||||
div(class="elt-name") { (name) }
|
||||
div(class="elt-rep") { (rep_components) }
|
||||
}
|
||||
}
|
||||
},
|
||||
key=|elt| elt.id
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
@ -1,7 +0,0 @@
|
||||
#version 300 es
|
||||
|
||||
in vec4 position;
|
||||
|
||||
void main() {
|
||||
gl_Position = position;
|
||||
}
|
@ -1,230 +0,0 @@
|
||||
#version 300 es
|
||||
|
||||
precision highp float;
|
||||
|
||||
out vec4 outColor;
|
||||
|
||||
// --- inversive geometry ---
|
||||
|
||||
struct vecInv {
|
||||
vec3 sp;
|
||||
vec2 lt;
|
||||
};
|
||||
|
||||
// --- uniforms ---
|
||||
|
||||
// assembly
|
||||
const int SPHERE_MAX = 200;
|
||||
uniform int sphere_cnt;
|
||||
uniform vecInv sphere_list[SPHERE_MAX];
|
||||
uniform vec3 color_list[SPHERE_MAX];
|
||||
uniform float highlight_list[SPHERE_MAX];
|
||||
|
||||
// view
|
||||
uniform vec2 resolution;
|
||||
uniform float shortdim;
|
||||
|
||||
// controls
|
||||
uniform float opacity;
|
||||
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;
|
||||
float highlight;
|
||||
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, float highlight, 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), highlight, 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],
|
||||
highlight_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 max_highlight = max(frags[i].highlight, frags[i-1].highlight);
|
||||
float ixn_highlight = 0.5 * max_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 highlight = frags[i].highlight;
|
||||
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.);
|
||||
}
|
@ -1,54 +1,13 @@
|
||||
mod assembly;
|
||||
mod display;
|
||||
mod outline;
|
||||
|
||||
use nalgebra::DVector;
|
||||
use sycamore::prelude::*;
|
||||
|
||||
use assembly::{Assembly, Element};
|
||||
use display::Display;
|
||||
use outline::Outline;
|
||||
mod editor;
|
||||
|
||||
#[derive(Clone)]
|
||||
struct AppState {
|
||||
assembly: Assembly
|
||||
}
|
||||
use editor::Editor;
|
||||
|
||||
fn main() {
|
||||
sycamore::render(|| {
|
||||
provide_context(
|
||||
AppState {
|
||||
assembly: Assembly {
|
||||
elements: create_signal(vec![
|
||||
Element {
|
||||
id: String::from("wing_a"),
|
||||
label: String::from("Wing A"),
|
||||
color: [1.00_f32, 0.25_f32, 0.00_f32],
|
||||
rep: DVector::<f64>::from_column_slice(&[0.5, 0.5, 0.0, 0.5, -0.25]),
|
||||
selected: create_signal(false)
|
||||
},
|
||||
Element {
|
||||
id: String::from("wing_b"),
|
||||
label: String::from("Wing B"),
|
||||
color: [0.00_f32, 0.25_f32, 1.00_f32],
|
||||
rep: DVector::<f64>::from_column_slice(&[-0.5, -0.5, 0.0, 0.5, -0.25]),
|
||||
selected: create_signal(false)
|
||||
},
|
||||
Element {
|
||||
id: String::from("central"),
|
||||
label: String::from("Central"),
|
||||
color: [0.75_f32, 0.75_f32, 0.75_f32],
|
||||
rep: DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.4, -0.625]),
|
||||
selected: create_signal(false)
|
||||
}
|
||||
])
|
||||
}
|
||||
}
|
||||
);
|
||||
|
||||
view! {
|
||||
Outline {}
|
||||
Display {}
|
||||
Editor {}
|
||||
}
|
||||
});
|
||||
}
|
@ -1,58 +0,0 @@
|
||||
use itertools::Itertools;
|
||||
use sycamore::{prelude::*, web::tags::div};
|
||||
use web_sys::KeyboardEvent;
|
||||
|
||||
use crate::AppState;
|
||||
|
||||
#[component]
|
||||
pub fn Outline() -> View {
|
||||
let state = use_context::<AppState>();
|
||||
|
||||
// sort the elements alphabetically by ID
|
||||
let elements_sorted = create_memo(move ||
|
||||
state.assembly.elements
|
||||
.get_clone()
|
||||
.into_iter()
|
||||
.sorted_by_key(|elt| elt.id.clone())
|
||||
.collect()
|
||||
);
|
||||
|
||||
view! {
|
||||
ul {
|
||||
Keyed(
|
||||
list=elements_sorted,
|
||||
view=|elt| {
|
||||
let class = create_memo(move ||
|
||||
if elt.selected.get() { "selected" } else { "" }
|
||||
);
|
||||
let label = elt.label.clone();
|
||||
let rep_components = elt.rep.iter().map(|u| {
|
||||
let u_coord = u.to_string().replace("-", "\u{2212}");
|
||||
View::from(div().children(u_coord))
|
||||
}).collect::<Vec<_>>();
|
||||
view! {
|
||||
/* [TO DO] switch to integer-valued parameters whenever
|
||||
that becomes possible again */
|
||||
li(
|
||||
class=class.get(),
|
||||
tabindex="0",
|
||||
on:click=move |_| {
|
||||
elt.selected.set_fn(|sel| !sel);
|
||||
},
|
||||
on:keydown=move |event: KeyboardEvent| {
|
||||
if event.key() == "Enter" {
|
||||
elt.selected.set_fn(|sel| !sel);
|
||||
event.prevent_default();
|
||||
}
|
||||
}
|
||||
) {
|
||||
div(class="elt-label") { (label) }
|
||||
div(class="elt-rep") { (rep_components) }
|
||||
}
|
||||
}
|
||||
},
|
||||
key=|elt| elt.id.clone()
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user