Application prototype #14
@ -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 use_test_construction;
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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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@ -134,40 +134,18 @@ 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 sphere_list_internal [SPHERE_MAX];
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vec3 color_list_internal [SPHERE_MAX];
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if (use_test_construction) {
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/* DEBUG */
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// spheres 0 and 1 are identical in the test construction hard-coded
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// here and the construction passed in through uniforms. sphere 2 has
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// a different radius in the construction; we can use that to show that
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// the switch is working
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sphere_list_internal[0] = sphere(vec3(0.5, 0.5, -5. + ctrl.x), radius.x);
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sphere_list_internal[1] = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), radius.y);
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sphere_list_internal[2] = sphere(vec3(-0.5, 0.5, -5.), 0.5);
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color_list_internal[0] = vec3(1., 0.25, 0.);
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color_list_internal[1] = vec3(0., 0.25, 1.);
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color_list_internal[2] = vec3(0.25, 0., 1.0);
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} else {
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for (int i = 0; i < sphere_cnt; ++i) {
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sphere_list_internal[i] = sphere_list[i];
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color_list_internal[i] = color_list[i];
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}
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}
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// cast rays through the spheres
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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_internal[i], dir);
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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_internal[i], hit_depths[0] * dir, color_list_internal[i], i);
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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_internal[i], hit_depths[1] * dir, color_list_internal[i], i);
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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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@ -202,7 +180,7 @@ void main() {
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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 * sphere_list_internal[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 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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}
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@ -97,7 +97,7 @@ fn main() {
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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 use_test_construction = create_signal(false);
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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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@ -186,7 +186,7 @@ fn main() {
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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 use_test_construction_loc = ctx.get_uniform_location(&program, "use_test_construction");
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let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
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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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@ -244,7 +244,7 @@ fn main() {
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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(use_test_construction_loc.as_ref(), use_test_construction.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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@ -329,11 +329,11 @@ fn main() {
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)
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}
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div(class="control") {
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label(for="use-test-construction") { "Use test values" }
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label(for="debug-mode") { "Debug mode" }
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input(
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type="checkbox",
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id="use-test-construction",
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bind:checked=use_test_construction
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id="debug-mode",
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bind:checked=debug_mode
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)
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}
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}
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