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f148552964
...
5e9c5db231
@ -22,7 +22,6 @@ console_error_panic_hook = { version = "0.1.7", optional = true }
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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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@ -25,7 +25,7 @@ vecInv sphere(vec3 center, float radius) {
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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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const int SPHERE_MAX = 12;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vec3 color_list[SPHERE_MAX];
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@ -40,7 +40,7 @@ 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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uniform bool debug_mode;
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uniform bool test_mode;
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// light and camera
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const float focal_slope = 0.3;
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@ -135,63 +135,36 @@ void main() {
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vec3 dir = vec3(focal_slope * scr, -1.);
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// cast rays through the spheres
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const int LAYER_MAX = 12;
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taggedFrag frags [LAYER_MAX];
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int layer_cnt = 0;
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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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vec2 hit_depths = sphere_cast(sphere_list[id], dir);
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vec2 depth_pairs [SPHERE_MAX];
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taggedFrag frags [2*SPHERE_MAX];
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int frag_cnt = 0;
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for (int i = 0; i < sphere_cnt; ++i) {
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vec2 hit_depths = sphere_cast(sphere_list[i], dir);
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if (!isnan(hit_depths[0])) {
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frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[0] * dir, color_list[i], i);
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++frag_cnt;
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}
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if (!isnan(hit_depths[1])) {
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frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[1] * dir, color_list[i], i);
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++frag_cnt;
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}
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}
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// insertion-sort the fragments we hit into the fragment list
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for (int side = 0; side < 2; ++side) {
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float hit_z = -hit_depths[side];
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if (0. > hit_z) {
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for (int layer = layer_cnt; layer >= 0; --layer) {
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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 fragment
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// before the empty slot, so insert here
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if (layer < LAYER_MAX) {
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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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color_list[id],
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id
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);
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}
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break;
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} else {
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// we're closer to the screen than the fragment before
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// the empty slot, so move that fragment into the empty
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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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layer_cnt = min(layer_cnt + 1, LAYER_MAX);
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// sort the fragments by depth, using an insertion sort
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for (int take = 1; take < frag_cnt; ++take) {
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taggedFrag pulled = frags[take];
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for (int put = take; put >= 0; --put) {
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if (put < 1 || frags[put-1].pt.z >= pulled.pt.z) {
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frags[put] = pulled;
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break;
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} else {
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frags[put] = frags[put-1];
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}
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}
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}
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/* DEBUG */
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// in debug mode, show the layer count instead of the shaded image
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if (debug_mode) {
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// at the bottom of the screen, show the color scale instead of the
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// layer count
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if (gl_FragCoord.y < 10.) layer_cnt = 2 * int(8. * gl_FragCoord.x / resolution.x);
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// convert number to color
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vec3 color;
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if (layer_cnt % 2 == 0) {
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ivec3 bits = layer_cnt / ivec3(2, 4, 8);
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color = mod(vec3(bits), 2.);
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} else {
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color = vec3(0.5);
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}
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outColor = vec4(color, 1.);
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return;
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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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for (int i = frag_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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@ -214,7 +187,7 @@ void main() {
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// composite the sphere fragments
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vec3 color = vec3(0.);
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for (int i = layer_cnt-1; i >= layer_threshold; --i) {
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for (int i = frag_cnt-1; i >= layer_threshold; --i) {
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if (frags[i].pt.z < 0.) {
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vec4 frag_color = frags[i].color;
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color = mix(color, frag_color.rgb, frag_color.a);
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@ -9,9 +9,9 @@
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extern crate js_sys;
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use core::array;
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use nalgebra::{DMatrix, DVector};
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use nalgebra::DVector;
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use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
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use web_sys::{console, window, WebGl2RenderingContext, WebGlProgram, WebGlShader, WebGlUniformLocation};
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use web_sys::{console, WebGl2RenderingContext, WebGlProgram, WebGlShader, WebGlUniformLocation};
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mod engine;
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@ -96,58 +96,22 @@ fn main() {
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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 turntable = create_signal(false);
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let layer_threshold = create_signal(0.0); /* DEBUG */
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let debug_mode = create_signal(false); /* DEBUG */
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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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let layer_threshold = create_signal(0.0);
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let debug_mode = create_signal(false);
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// display
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let display = create_node_ref();
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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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ctrl_x.track();
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ctrl_y.track();
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radius_x.track();
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radius_y.track();
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opacity.track();
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highlight.track();
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turntable.track();
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layer_threshold.track();
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debug_mode.track();
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scene_changed.set(true);
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});
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on_mount(move || {
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// list construction elements
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const SPHERE_MAX: usize = 200;
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const SPHERE_MAX: usize = 12;
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let mut sphere_vec = Vec::<DVector<f64>>::new();
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let color_vec = vec![
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[1.00_f32, 0.25_f32, 0.00_f32],
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[0.00_f32, 0.25_f32, 1.00_f32],
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[0.25_f32, 0.00_f32, 1.00_f32],
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[0.25_f32, 1.00_f32, 0.00_f32],
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[0.75_f32, 0.75_f32, 0.00_f32],
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[0.00_f32, 0.75_f32, 0.50_f32],
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[0.25_f32, 0.00_f32, 1.00_f32]
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];
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// timing
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let mut last_time = 0.0;
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// scene parameters
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const TURNTABLE_SPEED: f64 = 0.5;
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let mut turntable_angle = 0.0;
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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
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.get::<DomNode>()
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@ -243,110 +207,60 @@ fn main() {
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bind_vertex_attrib(&ctx, position_index, 3, &positions);
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// set up a repainting routine
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let (_, start_animation_loop, _) = create_raf(move || {
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// get the time step
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let time = performance.now();
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let time_step = 0.001*(time - last_time);
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last_time = time;
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let (_, start_updating_display, _) = create_raf(move || {
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// update the construction
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sphere_vec.clear();
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sphere_vec.push(engine::sphere(0.5, 0.5, -5.0 + ctrl_x.get(), radius_x.get()));
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sphere_vec.push(engine::sphere(-0.5, -0.5, -5.0 + ctrl_y.get(), radius_y.get()));
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sphere_vec.push(engine::sphere(-0.5, 0.5, -5.0, 0.75));
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// move the turntable
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let turntable_val = turntable.get();
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if turntable_val {
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turntable_angle += TURNTABLE_SPEED * time_step;
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// set the resolution
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let width = canvas.width() as f32;
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let height = canvas.height() as f32;
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// pass the construction
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ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
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for n in 0..sphere_vec.len() {
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let v = &sphere_vec[n];
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ctx.uniform3f(
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sphere_sp_locs[n].as_ref(),
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v[0] as f32, v[1] as f32, v[2] as f32
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);
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ctx.uniform2f(
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sphere_lt_locs[n].as_ref(),
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v[3] as f32, v[4] as f32
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);
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ctx.uniform3fv_with_f32_array(
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color_locs[n].as_ref(),
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&color_vec[n]
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);
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}
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if scene_changed.get() {
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/* INSTRUMENTS */
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// measure mean frame interval
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frames_since_last_sample += 1;
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if frames_since_last_sample >= SAMPLE_PERIOD {
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mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
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last_sample_time = time;
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frames_since_last_sample = 0;
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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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ctx.uniform1i(debug_mode_loc.as_ref(), debug_mode.get() as i32);
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// set the orientation and translation
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let orientation = {
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let ang_cos = turntable_angle.cos();
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let ang_sin = turntable_angle.sin();
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DMatrix::from_column_slice(5, 5, &[
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ang_cos, 0.0, ang_sin, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0, 0.0,
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-ang_sin, 0.0, ang_cos, 0.0, 0.0,
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0.0, 0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 0.0, 1.0
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])
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};
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let translation = {
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const LEN: f64 = -5.0;
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const LEN_SQ: f64 = LEN*LEN;
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DMatrix::from_column_slice(5, 5, &[
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1.0, 0.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0, LEN,
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0.0, 0.0, 2.0*LEN, 1.0, LEN_SQ,
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0.0, 0.0, 0.0, 0.0, 1.0
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])
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};
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let construction_to_world = &translation * orientation;
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// update the construction
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sphere_vec.clear();
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sphere_vec.push(&construction_to_world * engine::sphere(0.5, 0.5, ctrl_x.get(), radius_x.get()));
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sphere_vec.push(&construction_to_world * engine::sphere(-0.5, -0.5, ctrl_y.get(), radius_y.get()));
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sphere_vec.push(&construction_to_world * engine::sphere(-0.5, 0.5, 0.0, 0.75));
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sphere_vec.push(&construction_to_world * engine::sphere(0.5, -0.5, 0.0, 0.5));
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sphere_vec.push(&construction_to_world * engine::sphere(0.0, 0.15, 1.0, 0.25));
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sphere_vec.push(&construction_to_world * engine::sphere(0.0, -0.15, -1.0, 0.25));
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// set the resolution
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let width = canvas.width() as f32;
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let height = canvas.height() as f32;
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ctx.uniform2f(resolution_loc.as_ref(), width, height);
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// pass the construction
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ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
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for n in 0..sphere_vec.len() {
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let v = &sphere_vec[n];
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ctx.uniform3f(
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sphere_sp_locs[n].as_ref(),
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v[0] as f32, v[1] as f32, v[2] as f32
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);
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ctx.uniform2f(
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sphere_lt_locs[n].as_ref(),
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v[3] as f32, v[4] as f32
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);
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ctx.uniform3fv_with_f32_array(
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color_locs[n].as_ref(),
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&color_vec[n]
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);
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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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ctx.uniform1i(debug_mode_loc.as_ref(), debug_mode.get() as i32);
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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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// clear scene change flag
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scene_changed.set(turntable_val);
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} else {
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frames_since_last_sample = 0;
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mean_frame_interval.set(-1.0);
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}
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// draw the scene
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ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
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});
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start_animation_loop();
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/*
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this wastes CPU time by running an animation loop, which updates the
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display even when nothing has changed. there should be a way to make
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Sycamore do single-frame updates in response to changes, but i
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haven't found it yet
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*/
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start_updating_display();
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});
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view! {
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div(id="app") {
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div { "Mean frame interval: " (mean_frame_interval.get()) " ms" }
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canvas(ref=display, width="600", height="600")
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div(class="control") {
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label(for="ctrl-x") { "Sphere 0 depth" }
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@ -412,14 +326,6 @@ fn main() {
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bind:valueAsNumber=highlight
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)
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}
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div(class="control") {
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label(for="turntable") { "Turntable" }
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input(
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type="checkbox",
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id="turntable",
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bind:checked=turntable
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)
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}
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div(class="control") {
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label(for="layer-threshold") { "Layer threshold" }
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input(
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