use core::array; use nalgebra::{DMatrix, Rotation3, Vector3}; use sycamore::{prelude::*, motion::create_raf}; use web_sys::{ console, window, WebGl2RenderingContext, WebGlProgram, WebGlShader, WebGlUniformLocation, wasm_bindgen::{JsCast, JsValue} }; use crate::AppState; 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( context: &WebGl2RenderingContext, program: &WebGlProgram, var_name: &str, member_name_opt: Option<&str> ) -> [Option; 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 ); } #[component] pub fn Display() -> View { let state = use_context::(); // canvas let display = create_node_ref(); // 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); // change listener let scene_changed = create_signal(true); /* 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); on_mount(move || { // timing let mut last_time = 0.0; // viewpoint const ROT_SPEED: f64 = 0.4; // in radians per second const ZOOM_SPEED: f64 = 0.15; // multiplicative rate per second let mut orientation = DMatrix::::identity(5, 5); let mut rotation = DMatrix::::identity(5, 5); let mut location_z: f64 = 5.0; // display parameters const OPACITY: f32 = 0.5; /* SCAFFOLDING */ const HIGHLIGHT: f32 = 0.2; /* SCAFFOLDING */ const LAYER_THRESHOLD: i32 = 0; /* DEBUG */ const DEBUG_MODE: i32 = 0; /* DEBUG */ /* INSTRUMENTS */ let performance = window().unwrap().performance().unwrap(); // get the display canvas let canvas = display.get().unchecked_into::(); let ctx = canvas .get_context("webgl2") .unwrap() .unwrap() .dyn_into::() .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 const SPHERE_MAX: usize = 200; 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::( &ctx, &program, "sphere_list", Some("sp") ); let sphere_lt_locs = get_uniform_array_locations::( &ctx, &program, "sphere_list", Some("lt") ); let color_locs = get_uniform_array_locations::( &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(); // update the assembly'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; if pitch != 0.0 || yaw != 0.0 || roll != 0.0 { ROT_SPEED * Vector3::new(-pitch, yaw, roll).normalize() } else { Vector3::zeros() } }; 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 assembly'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; // get the construction let elements = state.assembly.elements.get_clone(); let element_iter = (&elements).into_iter(); let reps_world: Vec<_> = element_iter.clone().map(|elt| &construction_to_world * &elt.rep).collect(); let colors: Vec<_> = element_iter.map(|elt| elt.color).collect(); // 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(), elements.len() as i32); for n in 0..reps_world.len() { let v = &reps_world[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(), &colors[n] ); } // pass the display parameters ctx.uniform1f(opacity_loc.as_ref(), OPACITY); ctx.uniform1f(highlight_loc.as_ref(), HIGHLIGHT); ctx.uniform1i(layer_threshold_loc.as_ref(), LAYER_THRESHOLD); ctx.uniform1i(debug_mode_loc.as_ref(), DEBUG_MODE); // draw the scene ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32); // clear the scene change flag scene_changed.set(false); } else { frames_since_last_sample = 0; mean_frame_interval.set(-1.0); } }); start_animation_loop(); }); view! { /* TO DO */ // switch back to integer-valued parameters when that becomes possible // again canvas(ref=display, width="750", height="750", tabindex="0") } }