Application prototype #14
4
app-proto/inversive-display/.gitignore
vendored
4
app-proto/inversive-display/.gitignore
vendored
@ -1,4 +0,0 @@
|
|||||||
target
|
|
||||||
dist
|
|
||||||
profiling
|
|
||||||
Cargo.lock
|
|
@ -1,40 +0,0 @@
|
|||||||
[package]
|
|
||||||
name = "inversive-display"
|
|
||||||
version = "0.1.0"
|
|
||||||
authors = ["Aaron"]
|
|
||||||
edition = "2021"
|
|
||||||
|
|
||||||
[features]
|
|
||||||
default = ["console_error_panic_hook"]
|
|
||||||
|
|
||||||
[dependencies]
|
|
||||||
js-sys = "0.3.70"
|
|
||||||
nalgebra = "0.33.0"
|
|
||||||
sycamore = "0.9.0-beta.2"
|
|
||||||
|
|
||||||
# The `console_error_panic_hook` crate provides better debugging of panics by
|
|
||||||
# logging them with `console.error`. This is great for development, but requires
|
|
||||||
# all the `std::fmt` and `std::panicking` infrastructure, so isn't great for
|
|
||||||
# code size when deploying.
|
|
||||||
console_error_panic_hook = { version = "0.1.7", optional = true }
|
|
||||||
|
|
||||||
[dependencies.web-sys]
|
|
||||||
version = "0.3.69"
|
|
||||||
features = [
|
|
||||||
'HtmlCanvasElement',
|
|
||||||
'Performance',
|
|
||||||
'WebGl2RenderingContext',
|
|
||||||
'WebGlBuffer',
|
|
||||||
'WebGlProgram',
|
|
||||||
'WebGlShader',
|
|
||||||
'WebGlUniformLocation',
|
|
||||||
'WebGlVertexArrayObject',
|
|
||||||
'Window'
|
|
||||||
]
|
|
||||||
|
|
||||||
[dev-dependencies]
|
|
||||||
wasm-bindgen-test = "0.3.34"
|
|
||||||
|
|
||||||
[profile.release]
|
|
||||||
opt-level = "s" # optimize for small code size
|
|
||||||
debug = true # include debug symbols
|
|
@ -1,9 +0,0 @@
|
|||||||
<!DOCTYPE html>
|
|
||||||
<html>
|
|
||||||
<head>
|
|
||||||
<meta charset="utf-8"/>
|
|
||||||
<title>Inversive display</title>
|
|
||||||
<link data-trunk rel="css" href="main.css"/>
|
|
||||||
</head>
|
|
||||||
<body></body>
|
|
||||||
</html>
|
|
@ -1,74 +0,0 @@
|
|||||||
body {
|
|
||||||
margin-left: 20px;
|
|
||||||
margin-top: 20px;
|
|
||||||
color: #fcfcfc;
|
|
||||||
background-color: #202020;
|
|
||||||
}
|
|
||||||
|
|
||||||
#app {
|
|
||||||
display: flex;
|
|
||||||
flex-direction: column;
|
|
||||||
width: 600px;
|
|
||||||
}
|
|
||||||
|
|
||||||
canvas {
|
|
||||||
float: left;
|
|
||||||
background-color: #020202;
|
|
||||||
border: 1px solid #555;
|
|
||||||
border-radius: 10px;
|
|
||||||
margin-top: 5px;
|
|
||||||
}
|
|
||||||
|
|
||||||
canvas:focus {
|
|
||||||
border-color: #aaa;
|
|
||||||
}
|
|
||||||
|
|
||||||
.hidden {
|
|
||||||
display: none;
|
|
||||||
}
|
|
||||||
|
|
||||||
.control, .tab-pane {
|
|
||||||
display: flex;
|
|
||||||
flex-direction: row;
|
|
||||||
width: 600px;
|
|
||||||
}
|
|
||||||
|
|
||||||
input[type="radio"] {
|
|
||||||
appearance: none;
|
|
||||||
width: 0px;
|
|
||||||
height: 0px;
|
|
||||||
padding: 0px;
|
|
||||||
margin: 0px;
|
|
||||||
outline: none;
|
|
||||||
}
|
|
||||||
|
|
||||||
.tab-pane > label {
|
|
||||||
border: 1px solid #aaa;
|
|
||||||
border-radius: 5px;
|
|
||||||
text-align: center;
|
|
||||||
padding: 5px;
|
|
||||||
margin-right: 10px;
|
|
||||||
margin-bottom: 5px;
|
|
||||||
}
|
|
||||||
|
|
||||||
.tab-pane > label:has(:checked) {
|
|
||||||
border-color: #fcfcfc;
|
|
||||||
background-color: #555;
|
|
||||||
}
|
|
||||||
|
|
||||||
.tab-pane > label:has(:focus-visible) {
|
|
||||||
outline: medium auto currentColor;
|
|
||||||
}
|
|
||||||
|
|
||||||
.tab-pane > label:hover:not(:has(:checked)) {
|
|
||||||
border-color: #bbb;
|
|
||||||
background-color: #333;
|
|
||||||
}
|
|
||||||
|
|
||||||
.control > span {
|
|
||||||
width: 170px;
|
|
||||||
}
|
|
||||||
|
|
||||||
input {
|
|
||||||
flex-grow: 1;
|
|
||||||
}
|
|
@ -1,27 +0,0 @@
|
|||||||
use nalgebra::DVector;
|
|
||||||
|
|
||||||
// the sphere with the given center and radius, with inward-pointing normals
|
|
||||||
pub fn sphere(center_x: f64, center_y: f64, center_z: f64, radius: f64) -> DVector<f64> {
|
|
||||||
let center_norm_sq = center_x * center_x + center_y * center_y + center_z * center_z;
|
|
||||||
DVector::from_column_slice(&[
|
|
||||||
center_x / radius,
|
|
||||||
center_y / radius,
|
|
||||||
center_z / radius,
|
|
||||||
0.5 / radius,
|
|
||||||
0.5 * (center_norm_sq / radius - radius)
|
|
||||||
])
|
|
||||||
}
|
|
||||||
|
|
||||||
// the sphere of curvature `curv` whose closest point to the origin has position
|
|
||||||
// `off * dir` and normal `dir`, where `dir` is a unit vector. setting the
|
|
||||||
// curvature to zero gives a plane
|
|
||||||
pub fn sphere_with_offset(dir_x: f64, dir_y: f64, dir_z: f64, off: f64, curv: f64) -> DVector<f64> {
|
|
||||||
let norm_sp = 1.0 + off * curv;
|
|
||||||
DVector::from_column_slice(&[
|
|
||||||
norm_sp * dir_x,
|
|
||||||
norm_sp * dir_y,
|
|
||||||
norm_sp * dir_z,
|
|
||||||
0.5 * curv,
|
|
||||||
off * (1.0 + 0.5 * off * curv)
|
|
||||||
])
|
|
||||||
}
|
|
@ -1,7 +0,0 @@
|
|||||||
#version 300 es
|
|
||||||
|
|
||||||
in vec4 position;
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
gl_Position = position;
|
|
||||||
}
|
|
@ -1,212 +0,0 @@
|
|||||||
#version 300 es
|
|
||||||
|
|
||||||
precision highp float;
|
|
||||||
|
|
||||||
out vec4 outColor;
|
|
||||||
|
|
||||||
// --- inversive geometry ---
|
|
||||||
|
|
||||||
struct vecInv {
|
|
||||||
vec3 sp;
|
|
||||||
vec2 lt;
|
|
||||||
};
|
|
||||||
|
|
||||||
// --- uniforms ---
|
|
||||||
|
|
||||||
// construction
|
|
||||||
const int SPHERE_MAX = 200;
|
|
||||||
uniform int sphere_cnt;
|
|
||||||
uniform vecInv sphere_list[SPHERE_MAX];
|
|
||||||
uniform vec3 color_list[SPHERE_MAX];
|
|
||||||
|
|
||||||
// view
|
|
||||||
uniform vec2 resolution;
|
|
||||||
uniform float shortdim;
|
|
||||||
|
|
||||||
// controls
|
|
||||||
uniform float opacity;
|
|
||||||
uniform float highlight;
|
|
||||||
uniform int layer_threshold;
|
|
||||||
uniform bool debug_mode;
|
|
||||||
|
|
||||||
// light and camera
|
|
||||||
const float focal_slope = 0.3;
|
|
||||||
const vec3 light_dir = normalize(vec3(2., 2., 1.));
|
|
||||||
const float ixn_threshold = 0.005;
|
|
||||||
const float INTERIOR_DIMMING = 0.7;
|
|
||||||
|
|
||||||
// --- sRGB ---
|
|
||||||
|
|
||||||
// map colors from RGB space to sRGB space, as specified in the sRGB standard
|
|
||||||
// (IEC 61966-2-1:1999)
|
|
||||||
//
|
|
||||||
// https://www.color.org/sRGB.pdf
|
|
||||||
// https://www.color.org/chardata/rgb/srgb.xalter
|
|
||||||
//
|
|
||||||
// in RGB space, color value is proportional to light intensity, so linear
|
|
||||||
// color-vector interpolation corresponds to physical light mixing. in sRGB
|
|
||||||
// space, the color encoding used by many monitors, we use more of the value
|
|
||||||
// interval to represent low intensities, and less of the interval to represent
|
|
||||||
// high intensities. this improves color quantization
|
|
||||||
|
|
||||||
float sRGB(float t) {
|
|
||||||
if (t <= 0.0031308) {
|
|
||||||
return 12.92*t;
|
|
||||||
} else {
|
|
||||||
return 1.055*pow(t, 5./12.) - 0.055;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
vec3 sRGB(vec3 color) {
|
|
||||||
return vec3(sRGB(color.r), sRGB(color.g), sRGB(color.b));
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- shading ---
|
|
||||||
|
|
||||||
struct taggedFrag {
|
|
||||||
int id;
|
|
||||||
vec4 color;
|
|
||||||
vec3 pt;
|
|
||||||
vec3 normal;
|
|
||||||
};
|
|
||||||
|
|
||||||
taggedFrag sphere_shading(vecInv v, vec3 pt, vec3 base_color, int id) {
|
|
||||||
// the expression for normal needs to be checked. it's supposed to give the
|
|
||||||
// negative gradient of the lorentz product between the impact point vector
|
|
||||||
// and the sphere vector with respect to the coordinates of the impact
|
|
||||||
// point. i calculated it in my head and decided that the result looked good
|
|
||||||
// enough for now
|
|
||||||
vec3 normal = normalize(-v.sp + 2.*v.lt.s*pt);
|
|
||||||
|
|
||||||
float incidence = dot(normal, light_dir);
|
|
||||||
float illum = mix(0.4, 1.0, max(incidence, 0.0));
|
|
||||||
return taggedFrag(id, vec4(illum * base_color, opacity), pt, normal);
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- ray-casting ---
|
|
||||||
|
|
||||||
// if `a/b` is less than this threshold, we approximate `a*u^2 + b*u + c` by
|
|
||||||
// the linear function `b*u + c`
|
|
||||||
const float DEG_THRESHOLD = 1e-9;
|
|
||||||
|
|
||||||
// the depths, represented as multiples of `dir`, where the line generated by
|
|
||||||
// `dir` hits the sphere represented by `v`. if both depths are positive, the
|
|
||||||
// smaller one is returned in the first component. if only one depth is
|
|
||||||
// positive, it could be returned in either component
|
|
||||||
vec2 sphere_cast(vecInv v, vec3 dir) {
|
|
||||||
float a = -v.lt.s * dot(dir, dir);
|
|
||||||
float b = dot(v.sp, dir);
|
|
||||||
float c = -v.lt.t;
|
|
||||||
|
|
||||||
float adjust = 4.*a*c/(b*b);
|
|
||||||
if (adjust < 1.) {
|
|
||||||
// as long as `b` is non-zero, the linear approximation of
|
|
||||||
//
|
|
||||||
// a*u^2 + b*u + c
|
|
||||||
//
|
|
||||||
// at `u = 0` will reach zero at a finite depth `u_lin`. the root of the
|
|
||||||
// quadratic adjacent to `u_lin` is stored in `lin_root`. if both roots
|
|
||||||
// have the same sign, `lin_root` will be the one closer to `u = 0`
|
|
||||||
float square_rect_ratio = 1. + sqrt(1. - adjust);
|
|
||||||
float lin_root = -(2.*c)/b / square_rect_ratio;
|
|
||||||
if (abs(a) > DEG_THRESHOLD * abs(b)) {
|
|
||||||
return vec2(lin_root, -b/(2.*a) * square_rect_ratio);
|
|
||||||
} else {
|
|
||||||
return vec2(lin_root, -1.);
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
// the line through `dir` misses the sphere completely
|
|
||||||
return vec2(-1., -1.);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void main() {
|
|
||||||
vec2 scr = (2.*gl_FragCoord.xy - resolution) / shortdim;
|
|
||||||
vec3 dir = vec3(focal_slope * scr, -1.);
|
|
||||||
|
|
||||||
// cast rays through the spheres
|
|
||||||
const int LAYER_MAX = 12;
|
|
||||||
taggedFrag frags [LAYER_MAX];
|
|
||||||
int layer_cnt = 0;
|
|
||||||
for (int id = 0; id < sphere_cnt; ++id) {
|
|
||||||
// find out where the ray hits the sphere
|
|
||||||
vec2 hit_depths = sphere_cast(sphere_list[id], dir);
|
|
||||||
|
|
||||||
// insertion-sort the fragments we hit into the fragment list
|
|
||||||
float dimming = 1.;
|
|
||||||
for (int side = 0; side < 2; ++side) {
|
|
||||||
float hit_z = -hit_depths[side];
|
|
||||||
if (0. > hit_z) {
|
|
||||||
for (int layer = layer_cnt; layer >= 0; --layer) {
|
|
||||||
if (layer < 1 || frags[layer-1].pt.z >= hit_z) {
|
|
||||||
// we're not as close to the screen as the fragment
|
|
||||||
// before the empty slot, so insert here
|
|
||||||
if (layer < LAYER_MAX) {
|
|
||||||
frags[layer] = sphere_shading(
|
|
||||||
sphere_list[id],
|
|
||||||
hit_depths[side] * dir,
|
|
||||||
dimming * color_list[id],
|
|
||||||
id
|
|
||||||
);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
} else {
|
|
||||||
// we're closer to the screen than the fragment before
|
|
||||||
// the empty slot, so move that fragment into the empty
|
|
||||||
// slot
|
|
||||||
frags[layer] = frags[layer-1];
|
|
||||||
}
|
|
||||||
}
|
|
||||||
layer_cnt = min(layer_cnt + 1, LAYER_MAX);
|
|
||||||
dimming = INTERIOR_DIMMING;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* DEBUG */
|
|
||||||
// in debug mode, show the layer count instead of the shaded image
|
|
||||||
if (debug_mode) {
|
|
||||||
// at the bottom of the screen, show the color scale instead of the
|
|
||||||
// layer count
|
|
||||||
if (gl_FragCoord.y < 10.) layer_cnt = int(16. * gl_FragCoord.x / resolution.x);
|
|
||||||
|
|
||||||
// convert number to color
|
|
||||||
ivec3 bits = layer_cnt / ivec3(1, 2, 4);
|
|
||||||
vec3 color = mod(vec3(bits), 2.);
|
|
||||||
if (layer_cnt % 16 >= 8) {
|
|
||||||
color = mix(color, vec3(0.5), 0.5);
|
|
||||||
}
|
|
||||||
outColor = vec4(color, 1.);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// highlight intersections and cusps
|
|
||||||
for (int i = layer_cnt-1; i >= 1; --i) {
|
|
||||||
// intersections
|
|
||||||
taggedFrag frag0 = frags[i];
|
|
||||||
taggedFrag frag1 = frags[i-1];
|
|
||||||
float ixn_sin = length(cross(frag0.normal, frag1.normal));
|
|
||||||
vec3 disp = frag0.pt - frag1.pt;
|
|
||||||
float ixn_dist = max(
|
|
||||||
abs(dot(frag1.normal, disp)),
|
|
||||||
abs(dot(frag0.normal, disp))
|
|
||||||
) / ixn_sin;
|
|
||||||
float ixn_highlight = 0.5 * highlight * (1. - smoothstep(2./3.*ixn_threshold, 1.5*ixn_threshold, ixn_dist));
|
|
||||||
frags[i].color = mix(frags[i].color, vec4(1.), ixn_highlight);
|
|
||||||
frags[i-1].color = mix(frags[i-1].color, vec4(1.), ixn_highlight);
|
|
||||||
|
|
||||||
// cusps
|
|
||||||
float cusp_cos = abs(dot(dir, frag0.normal));
|
|
||||||
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));
|
|
||||||
frags[i].color = mix(frags[i].color, vec4(1.), cusp_highlight);
|
|
||||||
}
|
|
||||||
|
|
||||||
// composite the sphere fragments
|
|
||||||
vec3 color = vec3(0.);
|
|
||||||
for (int i = layer_cnt-1; i >= layer_threshold; --i) {
|
|
||||||
vec4 frag_color = frags[i].color;
|
|
||||||
color = mix(color, frag_color.rgb, frag_color.a);
|
|
||||||
}
|
|
||||||
outColor = vec4(sRGB(color), 1.);
|
|
||||||
}
|
|
@ -1,744 +0,0 @@
|
|||||||
// based on the WebGL example in the `wasm-bindgen` guide
|
|
||||||
//
|
|
||||||
// https://rustwasm.github.io/wasm-bindgen/examples/webgl.html
|
|
||||||
//
|
|
||||||
// and this StackOverflow answer by wangdq
|
|
||||||
//
|
|
||||||
// https://stackoverflow.com/a/39684775
|
|
||||||
//
|
|
||||||
|
|
||||||
use core::array;
|
|
||||||
use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
|
|
||||||
use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
|
|
||||||
use web_sys::{
|
|
||||||
console,
|
|
||||||
window,
|
|
||||||
KeyboardEvent,
|
|
||||||
WebGl2RenderingContext,
|
|
||||||
WebGlProgram,
|
|
||||||
WebGlShader,
|
|
||||||
WebGlUniformLocation
|
|
||||||
};
|
|
||||||
|
|
||||||
mod engine;
|
|
||||||
|
|
||||||
fn compile_shader(
|
|
||||||
context: &WebGl2RenderingContext,
|
|
||||||
shader_type: u32,
|
|
||||||
source: &str,
|
|
||||||
) -> WebGlShader {
|
|
||||||
let shader = context.create_shader(shader_type).unwrap();
|
|
||||||
context.shader_source(&shader, source);
|
|
||||||
context.compile_shader(&shader);
|
|
||||||
shader
|
|
||||||
}
|
|
||||||
|
|
||||||
fn get_uniform_array_locations<const N: usize>(
|
|
||||||
context: &WebGl2RenderingContext,
|
|
||||||
program: &WebGlProgram,
|
|
||||||
var_name: &str,
|
|
||||||
member_name_opt: Option<&str>
|
|
||||||
) -> [Option<WebGlUniformLocation>; N] {
|
|
||||||
array::from_fn(|n| {
|
|
||||||
let name = match member_name_opt {
|
|
||||||
Some(member_name) => format!("{var_name}[{n}].{member_name}"),
|
|
||||||
None => format!("{var_name}[{n}]")
|
|
||||||
};
|
|
||||||
context.get_uniform_location(&program, name.as_str())
|
|
||||||
})
|
|
||||||
}
|
|
||||||
|
|
||||||
// load the given data into the vertex input of the given name
|
|
||||||
fn bind_vertex_attrib(
|
|
||||||
context: &WebGl2RenderingContext,
|
|
||||||
index: u32,
|
|
||||||
size: i32,
|
|
||||||
data: &[f32]
|
|
||||||
) {
|
|
||||||
// create a data buffer and bind it to ARRAY_BUFFER
|
|
||||||
let buffer = context.create_buffer().unwrap();
|
|
||||||
context.bind_buffer(WebGl2RenderingContext::ARRAY_BUFFER, Some(&buffer));
|
|
||||||
|
|
||||||
// load the given data into the buffer. the function `Float32Array::view`
|
|
||||||
// creates a raw view into our module's `WebAssembly.Memory` buffer.
|
|
||||||
// allocating more memory will change the buffer, invalidating the view.
|
|
||||||
// that means we have to make sure we don't allocate any memory until the
|
|
||||||
// view is dropped
|
|
||||||
unsafe {
|
|
||||||
context.buffer_data_with_array_buffer_view(
|
|
||||||
WebGl2RenderingContext::ARRAY_BUFFER,
|
|
||||||
&js_sys::Float32Array::view(&data),
|
|
||||||
WebGl2RenderingContext::STATIC_DRAW,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
// allow the target attribute to be used
|
|
||||||
context.enable_vertex_attrib_array(index);
|
|
||||||
|
|
||||||
// take whatever's bound to ARRAY_BUFFER---here, the data buffer created
|
|
||||||
// above---and bind it to the target attribute
|
|
||||||
//
|
|
||||||
// https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/vertexAttribPointer
|
|
||||||
//
|
|
||||||
context.vertex_attrib_pointer_with_i32(
|
|
||||||
index,
|
|
||||||
size,
|
|
||||||
WebGl2RenderingContext::FLOAT,
|
|
||||||
false, // don't normalize
|
|
||||||
0, // zero stride
|
|
||||||
0, // zero offset
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
fn push_gen_construction(
|
|
||||||
sphere_vec: &mut Vec<DVector<f64>>,
|
|
||||||
color_vec: &mut Vec<[f32; 3]>,
|
|
||||||
construction_to_world: &DMatrix<f64>,
|
|
||||||
ctrl_x: f64,
|
|
||||||
ctrl_y: f64,
|
|
||||||
radius_x: f64,
|
|
||||||
radius_y: f64
|
|
||||||
) {
|
|
||||||
// push spheres
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(0.5, 0.5, ctrl_x, radius_x));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(-0.5, -0.5, ctrl_y, radius_y));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(-0.5, 0.5, 0.0, 0.75));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(0.5, -0.5, 0.0, 0.5));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(0.0, 0.15, 1.0, 0.25));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(0.0, -0.15, -1.0, 0.25));
|
|
||||||
|
|
||||||
// push colors
|
|
||||||
color_vec.push([1.00_f32, 0.25_f32, 0.00_f32]);
|
|
||||||
color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
|
|
||||||
color_vec.push([0.25_f32, 0.00_f32, 1.00_f32]);
|
|
||||||
color_vec.push([0.25_f32, 1.00_f32, 0.00_f32]);
|
|
||||||
color_vec.push([0.75_f32, 0.75_f32, 0.00_f32]);
|
|
||||||
color_vec.push([0.00_f32, 0.75_f32, 0.50_f32]);
|
|
||||||
}
|
|
||||||
|
|
||||||
fn push_low_curv_construction(
|
|
||||||
sphere_vec: &mut Vec<DVector<f64>>,
|
|
||||||
color_vec: &mut Vec<[f32; 3]>,
|
|
||||||
construction_to_world: &DMatrix<f64>,
|
|
||||||
off1: f64,
|
|
||||||
off2: f64,
|
|
||||||
off3: f64,
|
|
||||||
curv1: f64,
|
|
||||||
curv2: f64,
|
|
||||||
curv3: f64,
|
|
||||||
) {
|
|
||||||
// push spheres
|
|
||||||
let a = 0.75_f64.sqrt();
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(0.0, 0.0, 0.0, 1.0));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere_with_offset(0.0, 0.0, 1.0, 0.0, 0.0));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere_with_offset(1.0, 0.0, 0.0, off1, curv1));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere_with_offset(-0.5, a, 0.0, off2, curv2));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere_with_offset(-0.5, -a, 0.0, off3, curv3));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(-4.0/3.0, 0.0, 0.0, 1.0/3.0));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(2.0/3.0, -4.0/3.0 * a, 0.0, 1.0/3.0));
|
|
||||||
sphere_vec.push(construction_to_world * engine::sphere(2.0/3.0, 4.0/3.0 * a, 0.0, 1.0/3.0));
|
|
||||||
|
|
||||||
// push colors
|
|
||||||
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
|
|
||||||
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
|
|
||||||
color_vec.push([1.00_f32, 0.00_f32, 0.25_f32]);
|
|
||||||
color_vec.push([0.25_f32, 1.00_f32, 0.00_f32]);
|
|
||||||
color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
|
|
||||||
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
|
|
||||||
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
|
|
||||||
color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Clone, Copy, PartialEq)]
|
|
||||||
enum Tab {
|
|
||||||
GenTab,
|
|
||||||
LowCurvTab
|
|
||||||
}
|
|
||||||
|
|
||||||
fn main() {
|
|
||||||
// set up a config option that forwards panic messages to `console.error`
|
|
||||||
#[cfg(feature = "console_error_panic_hook")]
|
|
||||||
console_error_panic_hook::set_once();
|
|
||||||
|
|
||||||
sycamore::render(|| {
|
|
||||||
// tab selection
|
|
||||||
let tab_selection = create_signal(Tab::GenTab);
|
|
||||||
|
|
||||||
// navigation
|
|
||||||
let pitch_up = create_signal(0.0);
|
|
||||||
let pitch_down = create_signal(0.0);
|
|
||||||
let yaw_right = create_signal(0.0);
|
|
||||||
let yaw_left = create_signal(0.0);
|
|
||||||
let roll_ccw = create_signal(0.0);
|
|
||||||
let roll_cw = create_signal(0.0);
|
|
||||||
let zoom_in = create_signal(0.0);
|
|
||||||
let zoom_out = create_signal(0.0);
|
|
||||||
|
|
||||||
// controls for general example
|
|
||||||
let gen_controls = create_node_ref();
|
|
||||||
let ctrl_x = create_signal(0.0);
|
|
||||||
let ctrl_y = create_signal(0.0);
|
|
||||||
let radius_x = create_signal(1.0);
|
|
||||||
let radius_y = create_signal(1.0);
|
|
||||||
|
|
||||||
// controls for low-curvature example
|
|
||||||
let low_curv_controls = create_node_ref();
|
|
||||||
let curv1 = create_signal(0.0);
|
|
||||||
let curv2 = create_signal(0.0);
|
|
||||||
let curv3 = create_signal(0.0);
|
|
||||||
let off1 = create_signal(1.0);
|
|
||||||
let off2 = create_signal(1.0);
|
|
||||||
let off3 = create_signal(1.0);
|
|
||||||
|
|
||||||
// shared controls
|
|
||||||
let opacity = create_signal(0.5);
|
|
||||||
let highlight = create_signal(0.2);
|
|
||||||
let turntable = create_signal(false);
|
|
||||||
let layer_threshold = create_signal(0.0); /* DEBUG */
|
|
||||||
let debug_mode = create_signal(false); /* DEBUG */
|
|
||||||
|
|
||||||
/* INSTRUMENTS */
|
|
||||||
const SAMPLE_PERIOD: i32 = 60;
|
|
||||||
let mut last_sample_time = 0.0;
|
|
||||||
let mut frames_since_last_sample = 0;
|
|
||||||
let mean_frame_interval = create_signal(0.0);
|
|
||||||
|
|
||||||
// display
|
|
||||||
let display = create_node_ref();
|
|
||||||
|
|
||||||
// change listener
|
|
||||||
let scene_changed = create_signal(true);
|
|
||||||
create_effect(move || {
|
|
||||||
// track tab selection
|
|
||||||
tab_selection.track();
|
|
||||||
|
|
||||||
// track controls for general example
|
|
||||||
ctrl_x.track();
|
|
||||||
ctrl_y.track();
|
|
||||||
radius_x.track();
|
|
||||||
radius_y.track();
|
|
||||||
|
|
||||||
// track controls for low-curvature example
|
|
||||||
curv1.track();
|
|
||||||
curv2.track();
|
|
||||||
curv3.track();
|
|
||||||
off1.track();
|
|
||||||
off2.track();
|
|
||||||
off3.track();
|
|
||||||
|
|
||||||
// track shared controls
|
|
||||||
opacity.track();
|
|
||||||
highlight.track();
|
|
||||||
turntable.track();
|
|
||||||
layer_threshold.track();
|
|
||||||
debug_mode.track();
|
|
||||||
|
|
||||||
scene_changed.set(true);
|
|
||||||
});
|
|
||||||
|
|
||||||
on_mount(move || {
|
|
||||||
// tab listener
|
|
||||||
create_effect(move || {
|
|
||||||
// get the control panel nodes
|
|
||||||
let gen_controls_node = gen_controls.get::<DomNode>();
|
|
||||||
let low_curv_controls_node = low_curv_controls.get::<DomNode>();
|
|
||||||
|
|
||||||
// hide all the control panels
|
|
||||||
gen_controls_node.add_class("hidden");
|
|
||||||
low_curv_controls_node.add_class("hidden");
|
|
||||||
|
|
||||||
// show the selected control panel
|
|
||||||
match tab_selection.get() {
|
|
||||||
Tab::GenTab => gen_controls_node.remove_class("hidden"),
|
|
||||||
Tab::LowCurvTab => low_curv_controls_node.remove_class("hidden")
|
|
||||||
}
|
|
||||||
});
|
|
||||||
|
|
||||||
// create list of construction elements
|
|
||||||
const SPHERE_MAX: usize = 200;
|
|
||||||
let mut sphere_vec = Vec::<DVector<f64>>::new();
|
|
||||||
let mut color_vec = Vec::<[f32; 3]>::new();
|
|
||||||
|
|
||||||
// timing
|
|
||||||
let mut last_time = 0.0;
|
|
||||||
|
|
||||||
// scene parameters
|
|
||||||
const ROT_SPEED: f64 = 0.4; // in radians per second
|
|
||||||
const TURNTABLE_SPEED: f64 = 0.1; // in radians per second
|
|
||||||
const ZOOM_SPEED: f64 = 0.15;
|
|
||||||
let mut orientation = DMatrix::<f64>::identity(5, 5);
|
|
||||||
let mut rotation = DMatrix::<f64>::identity(5, 5);
|
|
||||||
let mut location_z: f64 = 5.0;
|
|
||||||
|
|
||||||
/* INSTRUMENTS */
|
|
||||||
let performance = window().unwrap().performance().unwrap();
|
|
||||||
|
|
||||||
// get the display canvas
|
|
||||||
let canvas = display
|
|
||||||
.get::<DomNode>()
|
|
||||||
.unchecked_into::<web_sys::HtmlCanvasElement>();
|
|
||||||
let ctx = canvas
|
|
||||||
.get_context("webgl2")
|
|
||||||
.unwrap()
|
|
||||||
.unwrap()
|
|
||||||
.dyn_into::<WebGl2RenderingContext>()
|
|
||||||
.unwrap();
|
|
||||||
|
|
||||||
// compile and attach the vertex and fragment shaders
|
|
||||||
let vertex_shader = compile_shader(
|
|
||||||
&ctx,
|
|
||||||
WebGl2RenderingContext::VERTEX_SHADER,
|
|
||||||
include_str!("identity.vert"),
|
|
||||||
);
|
|
||||||
let fragment_shader = compile_shader(
|
|
||||||
&ctx,
|
|
||||||
WebGl2RenderingContext::FRAGMENT_SHADER,
|
|
||||||
include_str!("inversive.frag"),
|
|
||||||
);
|
|
||||||
let program = ctx.create_program().unwrap();
|
|
||||||
ctx.attach_shader(&program, &vertex_shader);
|
|
||||||
ctx.attach_shader(&program, &fragment_shader);
|
|
||||||
ctx.link_program(&program);
|
|
||||||
let link_status = ctx
|
|
||||||
.get_program_parameter(&program, WebGl2RenderingContext::LINK_STATUS)
|
|
||||||
.as_bool()
|
|
||||||
.unwrap();
|
|
||||||
let link_msg = if link_status {
|
|
||||||
"Linked successfully"
|
|
||||||
} else {
|
|
||||||
"Linking failed"
|
|
||||||
};
|
|
||||||
console::log_1(&JsValue::from(link_msg));
|
|
||||||
ctx.use_program(Some(&program));
|
|
||||||
|
|
||||||
/* DEBUG */
|
|
||||||
// print the maximum number of vectors that can be passed as
|
|
||||||
// uniforms to a fragment shader. the OpenGL ES 3.0 standard
|
|
||||||
// requires this maximum to be at least 224, as discussed in the
|
|
||||||
// documentation of the GL_MAX_FRAGMENT_UNIFORM_VECTORS parameter
|
|
||||||
// here:
|
|
||||||
//
|
|
||||||
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glGet.xhtml
|
|
||||||
//
|
|
||||||
// there are also other size limits. for example, on Aaron's
|
|
||||||
// machine, the the length of a float or genType array seems to be
|
|
||||||
// capped at 1024 elements
|
|
||||||
console::log_2(
|
|
||||||
&ctx.get_parameter(WebGl2RenderingContext::MAX_FRAGMENT_UNIFORM_VECTORS).unwrap(),
|
|
||||||
&JsValue::from("uniform vectors available")
|
|
||||||
);
|
|
||||||
|
|
||||||
// find indices of vertex attributes and uniforms
|
|
||||||
let position_index = ctx.get_attrib_location(&program, "position") as u32;
|
|
||||||
let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
|
|
||||||
let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
|
|
||||||
&ctx, &program, "sphere_list", Some("sp")
|
|
||||||
);
|
|
||||||
let sphere_lt_locs = get_uniform_array_locations::<SPHERE_MAX>(
|
|
||||||
&ctx, &program, "sphere_list", Some("lt")
|
|
||||||
);
|
|
||||||
let color_locs = get_uniform_array_locations::<SPHERE_MAX>(
|
|
||||||
&ctx, &program, "color_list", None
|
|
||||||
);
|
|
||||||
let resolution_loc = ctx.get_uniform_location(&program, "resolution");
|
|
||||||
let shortdim_loc = ctx.get_uniform_location(&program, "shortdim");
|
|
||||||
let opacity_loc = ctx.get_uniform_location(&program, "opacity");
|
|
||||||
let highlight_loc = ctx.get_uniform_location(&program, "highlight");
|
|
||||||
let layer_threshold_loc = ctx.get_uniform_location(&program, "layer_threshold");
|
|
||||||
let debug_mode_loc = ctx.get_uniform_location(&program, "debug_mode");
|
|
||||||
|
|
||||||
// create a vertex array and bind it to the graphics context
|
|
||||||
let vertex_array = ctx.create_vertex_array().unwrap();
|
|
||||||
ctx.bind_vertex_array(Some(&vertex_array));
|
|
||||||
|
|
||||||
// set the vertex positions
|
|
||||||
const VERTEX_CNT: usize = 6;
|
|
||||||
let positions: [f32; 3*VERTEX_CNT] = [
|
|
||||||
// northwest triangle
|
|
||||||
-1.0, -1.0, 0.0,
|
|
||||||
-1.0, 1.0, 0.0,
|
|
||||||
1.0, 1.0, 0.0,
|
|
||||||
// southeast triangle
|
|
||||||
-1.0, -1.0, 0.0,
|
|
||||||
1.0, 1.0, 0.0,
|
|
||||||
1.0, -1.0, 0.0
|
|
||||||
];
|
|
||||||
bind_vertex_attrib(&ctx, position_index, 3, &positions);
|
|
||||||
|
|
||||||
// set up a repainting routine
|
|
||||||
let (_, start_animation_loop, _) = create_raf(move || {
|
|
||||||
// get the time step
|
|
||||||
let time = performance.now();
|
|
||||||
let time_step = 0.001*(time - last_time);
|
|
||||||
last_time = time;
|
|
||||||
|
|
||||||
// get the navigation state
|
|
||||||
let pitch_up_val = pitch_up.get();
|
|
||||||
let pitch_down_val = pitch_down.get();
|
|
||||||
let yaw_right_val = yaw_right.get();
|
|
||||||
let yaw_left_val = yaw_left.get();
|
|
||||||
let roll_ccw_val = roll_ccw.get();
|
|
||||||
let roll_cw_val = roll_cw.get();
|
|
||||||
let zoom_in_val = zoom_in.get();
|
|
||||||
let zoom_out_val = zoom_out.get();
|
|
||||||
let turntable_val = turntable.get();
|
|
||||||
|
|
||||||
// update the construction's orientation
|
|
||||||
let ang_vel = {
|
|
||||||
let pitch = pitch_up_val - pitch_down_val;
|
|
||||||
let yaw = yaw_right_val - yaw_left_val;
|
|
||||||
let roll = roll_ccw_val - roll_cw_val;
|
|
||||||
let ang_vel_from_keyboard =
|
|
||||||
if pitch != 0.0 || yaw != 0.0 || roll != 0.0 {
|
|
||||||
ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize()
|
|
||||||
} else {
|
|
||||||
Vector3::zeros()
|
|
||||||
};
|
|
||||||
let ang_vel_from_turntable =
|
|
||||||
if turntable_val {
|
|
||||||
Vector3::new(0.0, TURNTABLE_SPEED, 0.0)
|
|
||||||
} else {
|
|
||||||
Vector3::zeros()
|
|
||||||
};
|
|
||||||
ang_vel_from_keyboard + ang_vel_from_turntable
|
|
||||||
};
|
|
||||||
let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
|
|
||||||
rotation_sp.copy_from(
|
|
||||||
Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
|
|
||||||
);
|
|
||||||
orientation = &rotation * &orientation;
|
|
||||||
|
|
||||||
// update the construction's location
|
|
||||||
let zoom = zoom_out_val - zoom_in_val;
|
|
||||||
location_z *= (time_step * ZOOM_SPEED * zoom).exp();
|
|
||||||
|
|
||||||
if scene_changed.get() {
|
|
||||||
/* INSTRUMENTS */
|
|
||||||
// measure mean frame interval
|
|
||||||
frames_since_last_sample += 1;
|
|
||||||
if frames_since_last_sample >= SAMPLE_PERIOD {
|
|
||||||
mean_frame_interval.set((time - last_sample_time) / (SAMPLE_PERIOD as f64));
|
|
||||||
last_sample_time = time;
|
|
||||||
frames_since_last_sample = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// find the map from construction space to world space
|
|
||||||
let location = {
|
|
||||||
let u = -location_z;
|
|
||||||
DMatrix::from_column_slice(5, 5, &[
|
|
||||||
1.0, 0.0, 0.0, 0.0, 0.0,
|
|
||||||
0.0, 1.0, 0.0, 0.0, 0.0,
|
|
||||||
0.0, 0.0, 1.0, 0.0, u,
|
|
||||||
0.0, 0.0, 2.0*u, 1.0, u*u,
|
|
||||||
0.0, 0.0, 0.0, 0.0, 1.0
|
|
||||||
])
|
|
||||||
};
|
|
||||||
let construction_to_world = &location * &orientation;
|
|
||||||
|
|
||||||
// update the construction
|
|
||||||
sphere_vec.clear();
|
|
||||||
color_vec.clear();
|
|
||||||
match tab_selection.get() {
|
|
||||||
Tab::GenTab => push_gen_construction(
|
|
||||||
&mut sphere_vec,
|
|
||||||
&mut color_vec,
|
|
||||||
&construction_to_world,
|
|
||||||
ctrl_x.get(), ctrl_y.get(),
|
|
||||||
radius_x.get(), radius_y.get()
|
|
||||||
),
|
|
||||||
Tab::LowCurvTab => push_low_curv_construction(
|
|
||||||
&mut sphere_vec,
|
|
||||||
&mut color_vec,
|
|
||||||
&construction_to_world,
|
|
||||||
off1.get(), off2.get(), off3.get(),
|
|
||||||
curv1.get(), curv2.get(), curv3.get(),
|
|
||||||
)
|
|
||||||
};
|
|
||||||
|
|
||||||
// set the resolution
|
|
||||||
let width = canvas.width() as f32;
|
|
||||||
let height = canvas.height() as f32;
|
|
||||||
ctx.uniform2f(resolution_loc.as_ref(), width, height);
|
|
||||||
ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
|
|
||||||
|
|
||||||
// pass the construction
|
|
||||||
ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
|
|
||||||
for n in 0..sphere_vec.len() {
|
|
||||||
let v = &sphere_vec[n];
|
|
||||||
ctx.uniform3f(
|
|
||||||
sphere_sp_locs[n].as_ref(),
|
|
||||||
v[0] as f32, v[1] as f32, v[2] as f32
|
|
||||||
);
|
|
||||||
ctx.uniform2f(
|
|
||||||
sphere_lt_locs[n].as_ref(),
|
|
||||||
v[3] as f32, v[4] as f32
|
|
||||||
);
|
|
||||||
ctx.uniform3fv_with_f32_array(
|
|
||||||
color_locs[n].as_ref(),
|
|
||||||
&color_vec[n]
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
// pass the control parameters
|
|
||||||
ctx.uniform1f(opacity_loc.as_ref(), opacity.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(debug_mode_loc.as_ref(), debug_mode.get() as i32);
|
|
||||||
|
|
||||||
// draw the scene
|
|
||||||
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
|
|
||||||
|
|
||||||
// clear scene change flag
|
|
||||||
scene_changed.set(
|
|
||||||
pitch_up_val != 0.0
|
|
||||||
|| pitch_down_val != 0.0
|
|
||||||
|| yaw_left_val != 0.0
|
|
||||||
|| yaw_right_val != 0.0
|
|
||||||
|| roll_cw_val != 0.0
|
|
||||||
|| roll_ccw_val != 0.0
|
|
||||||
|| zoom_in_val != 0.0
|
|
||||||
|| zoom_out_val != 0.0
|
|
||||||
|| turntable_val
|
|
||||||
);
|
|
||||||
} else {
|
|
||||||
frames_since_last_sample = 0;
|
|
||||||
mean_frame_interval.set(-1.0);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
start_animation_loop();
|
|
||||||
});
|
|
||||||
|
|
||||||
let set_nav_signal = move |event: KeyboardEvent, value: f64| {
|
|
||||||
let mut navigating = true;
|
|
||||||
let shift = event.shift_key();
|
|
||||||
match event.key().as_str() {
|
|
||||||
"ArrowUp" if shift => zoom_in.set(value),
|
|
||||||
"ArrowDown" if shift => zoom_out.set(value),
|
|
||||||
"ArrowUp" => pitch_up.set(value),
|
|
||||||
"ArrowDown" => pitch_down.set(value),
|
|
||||||
"ArrowRight" if shift => roll_cw.set(value),
|
|
||||||
"ArrowLeft" if shift => roll_ccw.set(value),
|
|
||||||
"ArrowRight" => yaw_right.set(value),
|
|
||||||
"ArrowLeft" => yaw_left.set(value),
|
|
||||||
_ => navigating = false
|
|
||||||
};
|
|
||||||
if navigating {
|
|
||||||
scene_changed.set(true);
|
|
||||||
event.prevent_default();
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
view! {
|
|
||||||
div(id="app") {
|
|
||||||
div(class="tab-pane") {
|
|
||||||
label {
|
|
||||||
"General"
|
|
||||||
input(
|
|
||||||
type="radio",
|
|
||||||
name="tab",
|
|
||||||
prop:checked=tab_selection.get() == Tab::GenTab,
|
|
||||||
on:click=move |_| tab_selection.set(Tab::GenTab)
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label {
|
|
||||||
"Low curvature"
|
|
||||||
input(
|
|
||||||
type="radio",
|
|
||||||
name="tab",
|
|
||||||
prop:checked=tab_selection.get() == Tab::LowCurvTab,
|
|
||||||
on:change=move |_| tab_selection.set(Tab::LowCurvTab)
|
|
||||||
)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
div { "Mean frame interval: " (mean_frame_interval.get()) " ms" }
|
|
||||||
canvas(
|
|
||||||
ref=display,
|
|
||||||
width=600,
|
|
||||||
height=600,
|
|
||||||
tabindex=0,
|
|
||||||
on:keydown=move |event: KeyboardEvent| {
|
|
||||||
if event.key() == "Shift" {
|
|
||||||
roll_cw.set(yaw_right.get());
|
|
||||||
roll_ccw.set(yaw_left.get());
|
|
||||||
zoom_in.set(pitch_up.get());
|
|
||||||
zoom_out.set(pitch_down.get());
|
|
||||||
yaw_right.set(0.0);
|
|
||||||
yaw_left.set(0.0);
|
|
||||||
pitch_up.set(0.0);
|
|
||||||
pitch_down.set(0.0);
|
|
||||||
} else {
|
|
||||||
set_nav_signal(event, 1.0);
|
|
||||||
}
|
|
||||||
},
|
|
||||||
on:keyup=move |event: KeyboardEvent| {
|
|
||||||
if event.key() == "Shift" {
|
|
||||||
yaw_right.set(roll_cw.get());
|
|
||||||
yaw_left.set(roll_ccw.get());
|
|
||||||
pitch_up.set(zoom_in.get());
|
|
||||||
pitch_down.set(zoom_out.get());
|
|
||||||
roll_cw.set(0.0);
|
|
||||||
roll_ccw.set(0.0);
|
|
||||||
zoom_in.set(0.0);
|
|
||||||
zoom_out.set(0.0);
|
|
||||||
} else {
|
|
||||||
set_nav_signal(event, 0.0);
|
|
||||||
}
|
|
||||||
},
|
|
||||||
on:blur=move |_| {
|
|
||||||
pitch_up.set(0.0);
|
|
||||||
pitch_down.set(0.0);
|
|
||||||
yaw_right.set(0.0);
|
|
||||||
yaw_left.set(0.0);
|
|
||||||
roll_ccw.set(0.0);
|
|
||||||
roll_cw.set(0.0);
|
|
||||||
}
|
|
||||||
)
|
|
||||||
div(ref=gen_controls) {
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 0 depth" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=-1.0,
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=ctrl_x
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 1 depth" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=-1.0,
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=ctrl_y
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 0 radius" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=0.5,
|
|
||||||
max=1.5,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=radius_x
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 1 radius" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=0.5,
|
|
||||||
max=1.5,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=radius_y
|
|
||||||
)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
div(ref=low_curv_controls) {
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 1 offset" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=-1.0,
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=off1
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 2 offset" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=-1.0,
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=off2
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 3 offset" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=-1.0,
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=off3
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 1 curvature" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=0.0,
|
|
||||||
max=2.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=curv1
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 2 curvature" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=0.0,
|
|
||||||
max=2.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=curv2
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Sphere 3 curvature" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
min=0.0,
|
|
||||||
max=2.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=curv3
|
|
||||||
)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Opacity" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=opacity
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Highlight" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
max=1.0,
|
|
||||||
step=0.001,
|
|
||||||
bind:valueAsNumber=highlight
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Turntable" }
|
|
||||||
input(
|
|
||||||
type="checkbox",
|
|
||||||
bind:checked=turntable
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Layer threshold" }
|
|
||||||
input(
|
|
||||||
type="range",
|
|
||||||
max=5.0,
|
|
||||||
step=1.0,
|
|
||||||
bind:valueAsNumber=layer_threshold
|
|
||||||
)
|
|
||||||
}
|
|
||||||
label(class="control") {
|
|
||||||
span { "Debug mode" }
|
|
||||||
input(
|
|
||||||
type="checkbox",
|
|
||||||
bind:checked=debug_mode
|
|
||||||
)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
Loading…
Reference in New Issue
Block a user