Application prototype #14

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glen merged 101 commits from app-proto into main 2024-10-21 23:38:28 +00:00
2 changed files with 11 additions and 33 deletions
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@ -40,7 +40,7 @@ uniform vec2 radius;
uniform float opacity; uniform float opacity;
uniform float highlight; uniform float highlight;
uniform int layer_threshold; uniform int layer_threshold;
uniform bool use_test_construction; uniform bool test_mode;
// light and camera // light and camera
const float focal_slope = 0.3; const float focal_slope = 0.3;
@ -134,40 +134,18 @@ void main() {
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim; vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
vec3 dir = vec3(focal_slope * scr, -1.); vec3 dir = vec3(focal_slope * scr, -1.);
// initialize two spheres
vecInv sphere_list_internal [SPHERE_MAX];
vec3 color_list_internal [SPHERE_MAX];
if (use_test_construction) {
/* DEBUG */
// spheres 0 and 1 are identical in the test construction hard-coded
// here and the construction passed in through uniforms. sphere 2 has
// a different radius in the construction; we can use that to show that
// the switch is working
sphere_list_internal[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x);
sphere_list_internal[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y);
sphere_list_internal[2] = sphere(vec3(-0.5, 0.5, -5.), 0.5);
color_list_internal[0] = vec3(1., 0.25, 0.);
color_list_internal[1] = vec3(0., 0.25, 1.);
color_list_internal[2] = vec3(0.25, 0., 1.0);
} else {
for (int i = 0; i < sphere_cnt; ++i) {
sphere_list_internal[i] = sphere_list[i];
color_list_internal[i] = color_list[i];
}
}
// cast rays through the spheres // cast rays through the spheres
vec2 depth_pairs [SPHERE_MAX]; vec2 depth_pairs [SPHERE_MAX];
taggedFrag frags [2*SPHERE_MAX]; taggedFrag frags [2*SPHERE_MAX];
int frag_cnt = 0; int frag_cnt = 0;
for (int i = 0; i < sphere_cnt; ++i) { for (int i = 0; i < sphere_cnt; ++i) {
vec2 hit_depths = sphere_cast(sphere_list_internal[i], dir); vec2 hit_depths = sphere_cast(sphere_list[i], dir);
if (!isnan(hit_depths[0])) { if (!isnan(hit_depths[0])) {
frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[0] * dir, color_list_internal[i], i); frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[0] * dir, color_list[i], i);
++frag_cnt; ++frag_cnt;
} }
if (!isnan(hit_depths[1])) { if (!isnan(hit_depths[1])) {
frags[frag_cnt] = sphere_shading(sphere_list_internal[i], hit_depths[1] * dir, color_list_internal[i], i); frags[frag_cnt] = sphere_shading(sphere_list[i], hit_depths[1] * dir, color_list[i], i);
++frag_cnt; ++frag_cnt;
} }
} }
@ -202,7 +180,7 @@ void main() {
// cusps // cusps
float cusp_cos = abs(dot(dir, frag0.normal)); float cusp_cos = abs(dot(dir, frag0.normal));
float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list_internal[frag0.id].lt.s); float cusp_threshold = 2.*sqrt(ixn_threshold * sphere_list[frag0.id].lt.s);
float cusp_highlight = highlight * (1. - smoothstep(2./3.*cusp_threshold, 1.5*cusp_threshold, cusp_cos)); 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); frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
} }

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@ -97,7 +97,7 @@ fn main() {
let opacity = create_signal(0.5); let opacity = create_signal(0.5);
let highlight = create_signal(0.2); let highlight = create_signal(0.2);
let layer_threshold = create_signal(0.0); let layer_threshold = create_signal(0.0);
let use_test_construction = create_signal(false); let debug_mode = create_signal(false);
// display // display
let display = create_node_ref(); let display = create_node_ref();
@ -186,7 +186,7 @@ fn main() {
let opacity_loc = ctx.get_uniform_location(&program, "opacity"); let opacity_loc = ctx.get_uniform_location(&program, "opacity");
let highlight_loc = ctx.get_uniform_location(&program, "highlight"); let highlight_loc = ctx.get_uniform_location(&program, "highlight");
let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold"); let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
let use_test_construction_loc = ctx.get_uniform_location(&program, "use_test_construction"); let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
// create a vertex array and bind it to the graphics context // create a vertex array and bind it to the graphics context
let vertex_array = ctx.create_vertex_array().unwrap(); let vertex_array = ctx.create_vertex_array().unwrap();
@ -244,7 +244,7 @@ fn main() {
ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32); ctx.uniform1f(opacity_loc.as_ref(), opacity.get() as f32);
ctx.uniform1f(highlight_loc.as_ref(), highlight.get() as f32); ctx.uniform1f(highlight_loc.as_ref(), highlight.get() as f32);
ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32); ctx.uniform1i(layer_threshold_loc.as_ref(), layer_threshold.get() as i32);
ctx.uniform1i(use_test_construction_loc.as_ref(), use_test_construction.get() as i32); ctx.uniform1i(debug_mode_loc.as_ref(), debug_mode.get() as i32);
// draw the scene // draw the scene
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32); ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
@ -329,11 +329,11 @@ fn main() {
) )
} }
div(class="control") { div(class="control") {
label(for="use-test-construction") { "Use test values" } label(for="debug-mode") { "Debug mode" }
input( input(
type="checkbox", type="checkbox",
id="use-test-construction", id="debug-mode",
bind:checked=use_test_construction bind:checked=debug_mode
) )
} }
} }