Application prototype #14
@ -1,5 +1,5 @@
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use core::array;
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use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
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use nalgebra::{DMatrix, Rotation3, Vector3};
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use sycamore::{prelude::*, motion::create_raf};
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use web_sys::{
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console,
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@ -11,6 +11,8 @@ use web_sys::{
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wasm_bindgen::{JsCast, JsValue}
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};
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use crate::AppState;
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fn compile_shader(
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context: &WebGl2RenderingContext,
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shader_type: u32,
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@ -81,6 +83,8 @@ fn bind_vertex_attrib(
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#[component]
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pub fn Display() -> View {
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let state = use_context::<AppState>();
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// canvas
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let display = create_node_ref();
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@ -104,12 +108,6 @@ pub fn Display() -> View {
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let mean_frame_interval = create_signal(0.0);
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on_mount(move || {
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/* SCAFFOLDING */
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/* create list of construction elements */
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const SPHERE_MAX: usize = 200;
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let mut sphere_vec = Vec::<DVector<f64>>::new();
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let mut color_vec = Vec::<[f32; 3]>::new();
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// timing
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let mut last_time = 0.0;
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@ -183,6 +181,7 @@ pub fn Display() -> View {
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);
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// find indices of vertex attributes and uniforms
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const SPHERE_MAX: usize = 200;
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let position_index = ctx.get_attrib_location(&program, "position") as u32;
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let sphere_cnt_loc = ctx.get_uniform_location(&program, "sphere_cnt");
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let sphere_sp_locs = get_uniform_array_locations::<SPHERE_MAX>(
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@ -280,15 +279,11 @@ pub fn Display() -> View {
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};
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let construction_to_world = &location * &orientation;
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// update the construction
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sphere_vec.clear();
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sphere_vec.push(&construction_to_world * DVector::<f64>::from_column_slice(&[0.5, 0.5, 0.0, 0.5, -0.25]));
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sphere_vec.push(&construction_to_world * DVector::<f64>::from_column_slice(&[-0.5, -0.5, 0.0, 0.5, -0.25]));
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sphere_vec.push(&construction_to_world * DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.4, -0.625]));
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color_vec.clear();
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color_vec.push([1.00_f32, 0.25_f32, 0.00_f32]);
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color_vec.push([0.00_f32, 0.25_f32, 1.00_f32]);
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color_vec.push([0.75_f32, 0.75_f32, 0.75_f32]);
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// get the construction
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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 reps_world: Vec<_> = element_iter.clone().map(|elt| &construction_to_world * &elt.rep).collect();
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let colors: Vec<_> = element_iter.map(|elt| elt.color).collect();
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// set the resolution
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let width = canvas.width() as f32;
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@ -297,9 +292,9 @@ pub fn Display() -> View {
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ctx.uniform1f(shortdim_loc.as_ref(), width.min(height));
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// pass the construction
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ctx.uniform1i(sphere_cnt_loc.as_ref(), sphere_vec.len() as i32);
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for n in 0..sphere_vec.len() {
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let v = &sphere_vec[n];
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ctx.uniform1i(sphere_cnt_loc.as_ref(), elements.len() as i32);
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for n in 0..reps_world.len() {
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let v = &reps_world[n];
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ctx.uniform3f(
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sphere_sp_locs[n].as_ref(),
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v[0] as f32, v[1] as f32, v[2] as f32
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@ -310,7 +305,7 @@ pub fn Display() -> View {
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);
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ctx.uniform3fv_with_f32_array(
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color_locs[n].as_ref(),
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&color_vec[n]
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&colors[n]
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);
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}
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@ -36,7 +36,7 @@ fn main() {
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id: String::from("central"),
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label: String::from("Central"),
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color: [0.75_f32, 0.75_f32, 0.75_f32],
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rep: DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.25, 1.0])
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rep: DVector::<f64>::from_column_slice(&[0.0, 0.0, 0.0, 0.4, -0.625])
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}
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])
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}
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