Application prototype #14
@ -199,10 +199,12 @@ pub fn Display() -> View {
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let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
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let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "color_list", None
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&ctx, &program, "color_list", None
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);
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);
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let highlight_locs = get_uniform_array_locations::<SPHERE_MAX>(
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&ctx, &program, "highlight_list", None
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);
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let resolution_loc = ctx.get_uniform_location(&program, "resolution");
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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 shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
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let opacity_loc = ctx.get_uniform_location(&program, "opacity");
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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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let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
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let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
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let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
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@ -289,13 +291,16 @@ pub fn Display() -> View {
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let elements = state.assembly.elements.get_clone();
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let elements = state.assembly.elements.get_clone();
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let element_iter = (&elements).into_iter();
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let element_iter = (&elements).into_iter();
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let reps_world: Vec<_> = element_iter.clone().map(|elt| &assembly_to_world * &elt.rep).collect();
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let reps_world: Vec<_> = element_iter.clone().map(|elt| &assembly_to_world * &elt.rep).collect();
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let colors: Vec<_> = element_iter.map(|elt|
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let colors: Vec<_> = element_iter.clone().map(|elt|
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if elt.selected.get() {
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if elt.selected.get() {
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elt.color.map(|ch| 0.5 + 0.5*ch)
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elt.color.map(|ch| 0.2 + 0.8*ch)
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} else {
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} else {
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elt.color
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elt.color
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}
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}
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).collect();
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).collect();
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let highlights: Vec<_> = element_iter.map(|elt|
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if elt.selected.get() { 1.0_f32 } else { HIGHLIGHT }
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).collect();
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// set the resolution
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// set the resolution
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let width = canvas.width() as f32;
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let width = canvas.width() as f32;
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@ -319,11 +324,14 @@ pub fn Display() -> View {
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color_locs[n].as_ref(),
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color_locs[n].as_ref(),
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&colors[n]
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&colors[n]
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);
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);
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ctx.uniform1f(
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highlight_locs[n].as_ref(),
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highlights[n]
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);
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}
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}
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// pass the display parameters
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// pass the display parameters
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ctx.uniform1f(opacity_loc.as_ref(), OPACITY);
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ctx.uniform1f(opacity_loc.as_ref(), OPACITY);
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ctx.uniform1f(highlight_loc.as_ref(), HIGHLIGHT);
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ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
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ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD);
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ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
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ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE);
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@ -18,6 +18,7 @@ const int SPHERE_MAX = 200;
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uniform int sphere_cnt;
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uniform int sphere_cnt;
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vecInv sphere_list[SPHERE_MAX];
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uniform vec3 color_list[SPHERE_MAX];
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uniform vec3 color_list[SPHERE_MAX];
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uniform float highlight_list[SPHERE_MAX];
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// view
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// view
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uniform vec2 resolution;
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uniform vec2 resolution;
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@ -25,7 +26,6 @@ uniform float shortdim;
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// controls
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// controls
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uniform float opacity;
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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 int layer_threshold;
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uniform bool debug_mode;
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uniform bool debug_mode;
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@ -66,6 +66,7 @@ vec3 sRGB(vec3 color) {
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struct taggedFrag {
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struct taggedFrag {
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int id;
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int id;
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vec4 color;
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vec4 color;
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float highlight;
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vec3 pt;
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vec3 pt;
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vec3 normal;
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vec3 normal;
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};
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};
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@ -82,7 +83,7 @@ taggedFrag[2] sort(taggedFrag a, taggedFrag b) {
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return result;
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return result;
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}
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}
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taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, int id) {
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taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, float highlight, int id) {
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// the expression for normal needs to be checked. it's supposed to give the
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// the expression for normal needs to be checked. it's supposed to give the
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// negative gradient of the lorentz product between the impact point vector
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// negative gradient of the lorentz product between the impact point vector
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// and the sphere vector with respect to the coordinates of the impact
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// and the sphere vector with respect to the coordinates of the impact
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@ -92,7 +93,7 @@ taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, int id) {
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float incidence = dot(normal, light_dir);
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float incidence = dot(normal, light_dir);
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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float illum = mix(0.4, 1.0, max(incidence, 0.0));
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return taggedFrag(id, vec4(illum * base_color, opacity), pt, normal);
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return taggedFrag(id, vec4(illum * base_color, opacity), highlight, pt, normal);
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}
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}
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// --- ray-casting ---
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// --- ray-casting ---
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@ -158,6 +159,7 @@ void main() {
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sphere_list[id],
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sphere_list[id],
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hit_depths[side] * dir,
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hit_depths[side] * dir,
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dimming * color_list[id],
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dimming * color_list[id],
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highlight_list[id],
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id
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id
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);
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);
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}
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}
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@ -203,13 +205,15 @@ void main() {
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abs(dot(frag1.normal, disp)),
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abs(dot(frag1.normal, disp)),
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abs(dot(frag0.normal, disp))
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abs(dot(frag0.normal, disp))
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) / ixn_sin;
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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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float max_highlight = max(frags[i].highlight, frags[i-1].highlight);
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float ixn_highlight = 0.5 * max_highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
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frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight);
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frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight);
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frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight);
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frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight);
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// cusps
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// cusps
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float cusp_cos = abs(dot(dir, frag0.normal));
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float cusp_cos = abs(dot(dir, frag0.normal));
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float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s);
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float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s);
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float highlight = frags[i].highlight;
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float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
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float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos));
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frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
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frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
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}
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}
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