Application prototype #14

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glen merged 101 commits from app-proto into main 2024-10-21 23:38:28 +00:00
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@ -72,7 +72,7 @@ fn main() {
sycamore::render(|| {
let ctrl_x = create_signal(0.0);
let ctrl_y = create_signal(0.0);
let opacity = create_signal(0.6);
let opacity = create_signal(0.5);
let layer_threshold = create_signal(0.0);
let display = create_node_ref();
@ -123,6 +123,33 @@ fn main() {
const float focal_slope = 0.3;
const vec3 light_dir = normalize(vec3(2., 2., 1.));
// --- 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));
}
// --- inversive geometry ---
struct vecInv {
@ -203,8 +230,8 @@ fn main() {
// initialize two spheres
vecInv v0 = sphere(vec3(0.5, 0.5, -5. + ctrl.x), 1.);
vecInv v1 = sphere(vec3(-0.5, -0.5, -5. + ctrl.y), 1.);
vec3 color0 = vec3(1.0, 0.5, 0.0);
vec3 color1 = vec3(0.0, 0.5, 1.0);
vec3 color0 = vec3(1., 0.214, 0.);
vec3 color1 = vec3(0., 0.214, 1.);
// cast rays through the spheres
vec2 u0 = sphere_cast(v0, dir);
@ -236,7 +263,7 @@ fn main() {
color = mix(color, frag_color.rgb, frag_color.a);
}
}
outColor = vec4(color, 1.);
outColor = vec4(sRGB(color), 1.);
}
"##,
);