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b9587872d3
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1fbeb23194
@ -1,7 +0,0 @@
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#version 300 es
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in vec4 position;
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void main() {
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gl_Position = position;
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}
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@ -1,187 +0,0 @@
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#version 300 es
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precision highp float;
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out vec4 outColor;
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// view
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uniform vec2 resolution;
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uniform float shortdim;
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// controls
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uniform vec2 ctrl;
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uniform 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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// light and camera
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const float focal_slope = 0.3;
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const vec3 light_dir = normalize(vec3(2., 2., 1.));
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const float ixn_threshold = 0.005;
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// --- sRGB ---
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// map colors from RGB space to sRGB space, as specified in the sRGB standard
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// (IEC 61966-2-1:1999)
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//
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// https://www.color.org/sRGB.pdf
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// https://www.color.org/chardata/rgb/srgb.xalter
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//
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// in RGB space, color value is proportional to light intensity, so linear
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// color-vector interpolation corresponds to physical light mixing. in sRGB
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// space, the color encoding used by many monitors, we use more of the value
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// interval to represent low intensities, and less of the interval to represent
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// high intensities. this improves color quantization
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float sRGB(float t) {
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if (t <= 0.0031308) {
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return 12.92*t;
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} else {
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return 1.055*pow(t, 5./12.) - 0.055;
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}
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}
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vec3 sRGB(vec3 color) {
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return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b));
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}
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// --- inversive geometry ---
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struct vecInv {
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vec3 sp;
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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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// --- shading ---
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struct taggedFrag {
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int id;
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vec4 color;
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vec3 pt;
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vec3 normal;
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};
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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, int id) {
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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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// and the sphere vector with respect to the coordinates of the impact
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// point. i calculated it in my head and decided that the result looked good
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// enough for now
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vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt);
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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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return taggedFrag(id, vec4(illum * base_color, opacity), pt, normal);
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}
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// --- ray-casting ---
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vec2 sphere_cast(vecInv v, vec3 dir) {
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float a = -v.lt.s * dot(dir, dir);
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float b = dot(v.sp, dir);
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float c = -v.lt.t;
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float scale = -b/(2.*a);
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float adjust = 4.*a*c/(b*b);
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if (adjust < 1.) {
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float offset = sqrt(1. - adjust);
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return vec2(
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scale * (1. - offset),
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scale * (1. + offset)
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);
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} else {
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// these parameters describe points behind the camera, so the
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// corresponding fragments won't be drawn
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return vec2(-1., -1.);
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}
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}
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void main() {
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vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
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vec3 dir = vec3(focal_slope * scr, -1.);
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// initialize two spheres
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vecInv v [2];
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v[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x);
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v[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y);
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vec3 color0 = vec3(1., 0.214, 0.);
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vec3 color1 = vec3(0., 0.214, 1.);
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// cast rays through the spheres
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vec2 u0 = sphere_cast(v[0], dir);
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vec2 u1 = sphere_cast(v[1], dir);
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// shade and depth-sort the impact points
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taggedFrag front_hits[2] = sort(
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sphere_shading(v[0], u0[0] * dir, color0, 0),
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sphere_shading(v[1], u1[0] * dir, color1, 1)
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);
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taggedFrag back_hits[2] = sort(
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sphere_shading(v[0], u0[1] * dir, color0, 0),
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sphere_shading(v[1], u1[1] * dir, color1, 1)
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);
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taggedFrag middle_frags[2] = sort(front_hits[1], back_hits[0]);
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// finish depth sorting
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taggedFrag frags_by_depth[4];
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frags_by_depth[0] = front_hits[0];
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frags_by_depth[1] = middle_frags[0];
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frags_by_depth[2] = middle_frags[1];
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frags_by_depth[3] = back_hits[1];
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// highlight intersections and cusps
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for (int i = 3; i >= 1; --i) {
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// intersections
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taggedFrag frag0 = frags_by_depth[i];
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taggedFrag frag1 = frags_by_depth[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 ixn_highlight = 0.5 * highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
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frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), ixn_highlight);
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frags_by_depth[i-1].color = mix(frags_by_depth[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 * v[frag0.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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frags_by_depth[i].color = mix(frags_by_depth[i].color, vec4(1.), cusp_highlight);
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}
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// composite the sphere fragments
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vec3 color = vec3(0.);
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for (int i = 3; i >= layer_threshold; --i) {
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if (frags_by_depth[i].pt.z < 0.) {
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vec4 frag_color = frags_by_depth[i].color;
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color = mix(color, frag_color.rgb, frag_color.a);
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}
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}
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outColor = vec4(sRGB(color), 1.);
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}
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@ -8,6 +8,7 @@
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//
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//
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extern crate js_sys;
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extern crate js_sys;
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use std::f64::consts::PI as PI;
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use sycamore::{prelude::*, rt::{JsCast, JsValue}};
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use sycamore::{prelude::*, rt::{JsCast, JsValue}};
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use web_sys::{console, WebGl2RenderingContext, WebGlShader};
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use web_sys::{console, WebGl2RenderingContext, WebGlShader};
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@ -70,13 +71,8 @@ fn main() {
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console_error_panic_hook::set_once();
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console_error_panic_hook::set_once();
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sycamore::render(|| {
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sycamore::render(|| {
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let ctrl_x = create_signal(0.0);
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let turn = create_signal(0.0);
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let ctrl_y = create_signal(0.0);
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let tip = create_signal(0.0);
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let radius_x = create_signal(1.0);
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let radius_y = create_signal(1.0);
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let opacity = create_signal(0.5);
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let highlight = create_signal(0.2);
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let layer_threshold = create_signal(0.0);
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let display = create_node_ref();
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let display = create_node_ref();
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on_mount(move || {
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on_mount(move || {
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@ -95,12 +91,38 @@ fn main() {
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let vertex_shader = compile_shader(
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let vertex_shader = compile_shader(
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&ctx,
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&ctx,
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WebGl2RenderingContext::VERTEX_SHADER,
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WebGl2RenderingContext::VERTEX_SHADER,
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include_str!("identity.vert"),
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r##"#version 300 es
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in vec3 position;
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in vec3 color;
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out vec4 vertexColor;
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uniform mat4 world_to_clip;
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uniform mat3 rotation;
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void main() {
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vec3 world_pos = rotation * position - vec3(0., 0., 6.);
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gl_Position = world_to_clip * vec4(world_pos, 1.);
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vertexColor = vec4(color, 1.);
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}
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"##,
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);
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);
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let fragment_shader = compile_shader(
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let fragment_shader = compile_shader(
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&ctx,
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&ctx,
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WebGl2RenderingContext::FRAGMENT_SHADER,
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WebGl2RenderingContext::FRAGMENT_SHADER,
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include_str!("inversive.frag"),
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r##"#version 300 es
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precision highp float;
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in vec4 vertexColor;
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out vec4 outColor;
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void main() {
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outColor = vertexColor;
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}
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"##,
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);
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);
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let program = ctx.create_program().unwrap();
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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, &vertex_shader);
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@ -120,48 +142,80 @@ fn main() {
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// find indices of vertex attributes and uniforms
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// find indices of vertex attributes and uniforms
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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let resolution_loc = ctx.get_uniform_location(&program, "resolution");
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let color_index = ctx.get_attrib_location(&program, "color") as u32;
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let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
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let world_to_clip_loc = ctx.get_uniform_location(&program, "world_to_clip");
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let ctrl_loc = ctx.get_uniform_location(&program, "ctrl");
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let rotation_loc = ctx.get_uniform_location(&program, "rotation");
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let radius_loc = ctx.get_uniform_location(&program, "radius");
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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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// create a vertex array and bind it to the graphics context
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// create a vertex array and bind it to the graphics context
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let vertex_array = ctx.create_vertex_array().unwrap();
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let vertex_array = ctx.create_vertex_array().unwrap();
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ctx.bind_vertex_array(Some(&vertex_array));
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ctx.bind_vertex_array(Some(&vertex_array));
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// set the vertex positions
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// set the projection map
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const VERTEX_CNT: usize = 6;
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let focal_length = 3.0_f32;
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let positions: [f32; 3*VERTEX_CNT] = [
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let near_clip = 0.1_f32;
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// northwest triangle
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let far_clip = 20_f32;
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-1.0, -1.0, 0.0,
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let depth_inv = 1_f32 / (far_clip - near_clip);
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-1.0, 1.0, 0.0,
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let world_to_clip: [f32; 16] = [
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1.0, 1.0, 0.0,
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focal_length, 0.0, 0.0, 0.0,
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// southeast triangle
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0.0, focal_length, 0.0, 0.0,
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-1.0, -1.0, 0.0,
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0.0, 0.0, (near_clip + far_clip) * depth_inv, -1.,
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1.0, 1.0, 0.0,
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0.0, 0.0, 2. * near_clip * far_clip * depth_inv, 0.0
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1.0, -1.0, 0.0
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];
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];
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bind_vertex_attrib(&ctx, position_index, 3, &positions);
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ctx.uniform_matrix4fv_with_f32_array(world_to_clip_loc.as_ref(), false, &world_to_clip);
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// set up a repainting routine
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// set up a repainting routine
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create_effect(move || {
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create_effect(move || {
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// set the resolution
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const VERTEX_CNT: usize = 9;
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let width = canvas.width() as f32;
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let height = canvas.height() as f32;
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// pass the control parameters
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// set the vertex positions
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ctx.uniform2f(ctrl_loc.as_ref(), ctrl_x.get() as f32, ctrl_y.get() as f32);
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let tip_shift = 4.0/3.0 * tip.get() as f32;
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ctx.uniform2f(radius_loc.as_ref(), radius_x.get() as f32, radius_y.get() as f32);
|
let positions: [f32; 3*VERTEX_CNT] = [
|
||||||
ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32);
|
// triangle 1
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||||||
ctx.uniform1f(highlight_loc.as_ref(), highlight.get() as f32);
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1.0 - tip_shift, 1.0 - tip_shift, 1.0 - tip_shift,
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ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32);
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1.0, -1.0, -1.0,
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-1.0, 1.0, -1.0,
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||||||
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// triangle 2
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||||||
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1.0 - tip_shift, 1.0 - tip_shift, 1.0 - tip_shift,
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||||||
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-1.0, 1.0, -1.0,
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||||||
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-1.0, -1.0, 1.0,
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||||||
|
// triangle 3
|
||||||
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1.0 - tip_shift, 1.0 - tip_shift, 1.0 - tip_shift,
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||||||
|
-1.0, -1.0, 1.0,
|
||||||
|
1.0, -1.0, -1.0
|
||||||
|
];
|
||||||
|
bind_vertex_attrib(&ctx, position_index, 3, &positions);
|
||||||
|
|
||||||
// draw the scene
|
// set the vertex colors
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||||||
|
let colors: [f32; 3*VERTEX_CNT] = [
|
||||||
|
// triangle 1
|
||||||
|
1.0, 0.0, 0.5,
|
||||||
|
1.0, 0.0, 0.5,
|
||||||
|
1.0, 0.0, 0.5,
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||||||
|
// triangle 2
|
||||||
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0.0, 0.5, 1.0,
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||||||
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0.0, 0.5, 1.0,
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||||||
|
0.0, 0.5, 1.0,
|
||||||
|
// triangle 3
|
||||||
|
0.5, 0.0, 1.0,
|
||||||
|
0.5, 0.0, 1.0,
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||||||
|
0.5, 0.0, 1.0
|
||||||
|
];
|
||||||
|
bind_vertex_attrib(&ctx, color_index, 3, &colors);
|
||||||
|
|
||||||
|
// set the rotation
|
||||||
|
let angle_val = (2.0*PI*turn.get()) as f32;
|
||||||
|
let angle_cos = angle_val.cos();
|
||||||
|
let angle_sin = angle_val.sin();
|
||||||
|
let rotation: [f32; 9] = [
|
||||||
|
angle_cos, 0.0, angle_sin,
|
||||||
|
0.0, 1.0, 0.0,
|
||||||
|
-angle_sin, 0.0, angle_cos,
|
||||||
|
];
|
||||||
|
ctx.uniform_matrix3fv_with_f32_array(rotation_loc.as_ref(), false, &rotation);
|
||||||
|
|
||||||
|
// clear the screen and draw the scene
|
||||||
|
ctx.clear_color(0.0, 0.0, 0.0, 1.0);
|
||||||
|
ctx.clear(WebGl2RenderingContext::COLOR_BUFFER_BIT);
|
||||||
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
|
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
|
||||||
});
|
});
|
||||||
});
|
});
|
||||||
@ -171,49 +225,15 @@ fn main() {
|
|||||||
canvas(ref=display, width="600", height="600")
|
canvas(ref=display, width="600", height="600")
|
||||||
input(
|
input(
|
||||||
type="range",
|
type="range",
|
||||||
min=-1.0,
|
|
||||||
max=1.0,
|
max=1.0,
|
||||||
step=0.001,
|
step=0.01,
|
||||||
bind:valueAsNumber=ctrl_x
|
bind:valueAsNumber=turn
|
||||||
)
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=-1.0,
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=ctrl_y
|
|
||||||
)
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=0.5,
|
|
||||||
max=1.5,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=radius_x
|
|
||||||
)
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=0.5,
|
|
||||||
max=1.5,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=radius_y
|
|
||||||
)
|
)
|
||||||
input(
|
input(
|
||||||
type="range",
|
type="range",
|
||||||
max=1.0,
|
max=1.0,
|
||||||
step=0.001,
|
step=0.01,
|
||||||
bind:valueAsNumber=opacity
|
bind:valueAsNumber=tip
|
||||||
)
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=highlight
|
|
||||||
)
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
max=3.0,
|
|
||||||
step=1.0,
|
|
||||||
bind:valueAsNumber=layer_threshold
|
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user