feat: add 3d support
This commit is contained in:
@@ -8,6 +8,7 @@ bytemuck = { version = "1.25.2", features = ["derive"] }
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dashu-float = "0.6.0"
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eframe = { version = "0.36.2", default-features = false, features = ["wgpu", "default_fonts", "x11", "wayland", "accesskit"] }
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egui = "0.36.2"
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glam = "0.33.8"
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log = "0.4.34"
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png = "0.18.1"
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+180
-53
@@ -5,6 +5,7 @@ use eframe::egui_wgpu;
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#[cfg(target_arch = "wasm32")]
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use eframe::egui_wgpu::wgpu;
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use crate::camera::Camera;
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#[cfg(not(target_arch = "wasm32"))]
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use crate::cli::Cli;
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use crate::fractal::{
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@@ -261,6 +262,8 @@ pub struct FractalApp {
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de_coloring: bool,
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// Use shadow coloring
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shadow: bool,
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// Use 3D raymarching rendering
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dimension3: bool,
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/// List of enabled lights in the world
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lights: Vec<Light>,
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@@ -343,6 +346,9 @@ pub struct FractalApp {
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/// through the display format and drift the zoom.
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zoom_edit: String,
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zoom_edited: bool,
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/// The camera used to render 3D fractals
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camera: Camera,
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}
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/// Significant decimal digits to show for a center at the given precision (bits).
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@@ -430,6 +436,7 @@ impl FractalApp {
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antialias: false,
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de_coloring: false,
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shadow: false,
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dimension3: false,
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lights: vec![Light::default()],
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buddha_r_cap: 50,
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buddha_g_cap: 500,
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@@ -465,6 +472,7 @@ impl FractalApp {
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center_im_edit,
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zoom_edit,
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zoom_edited: false,
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camera: Camera::new(),
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}
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}
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@@ -929,9 +937,14 @@ impl FractalApp {
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phoenix_p: [self.phoenix_p.0 as f32, self.phoenix_p.1 as f32],
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lambda_l: [self.lambda_l.0 as f32, self.lambda_l.1 as f32],
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complex_power: [self.complex_power.0 as f32, self.complex_power.1 as f32],
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de_coloring: (self.de_coloring | self.shadow) as u32,
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de_coloring: (self.de_coloring | self.shadow | self.dimension3) as u32,
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shadow: self.shadow as u32,
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dimension3: self.dimension3 as u32,
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camera_direction: self.camera.direction().to_array(),
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_pad: [0; _],
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_pad2: [0; _],
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_pad3: [0; _],
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camera_inv_proj: self.camera.orthographic().inverse().to_cols_array(),
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}
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}
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@@ -1639,7 +1652,8 @@ impl FractalApp {
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.logarithmic(true),
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);
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ui.add(egui::Slider::new(&mut self.color_offset, 0.0..=1.0).text("color offset"));
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ui.checkbox(&mut self.shadow, "Shadow");
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ui.checkbox(&mut self.shadow, "Shadow rendering");
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ui.checkbox(&mut self.dimension3, "3D rendering");
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if !self.shadow {
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egui::ComboBox::from_label("palette")
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.selected_text(PALETTE_NAMES[self.palette as usize])
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@@ -1964,8 +1978,30 @@ impl FractalApp {
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// Touch: pinch to zoom (toward the gesture center) and two-finger pan.
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// Takes precedence over single-finger drag while two fingers are down.
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// In 3D mode the same gestures orbit/dolly the raymarch camera
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// instead of panning/zooming the 2D fractal view.
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const ROT_SENS: f32 = 0.002; // radians per dragged pixel
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let multi_touch = ui.input(|i| i.multi_touch());
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if let Some(mt) = multi_touch {
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if self.dimension3 {
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if let Some(mt) = multi_touch {
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let t = mt.translation_delta;
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if t.x != 0.0 || t.y != 0.0 {
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self.camera.rotate(t.x * ROT_SENS, -t.y * ROT_SENS);
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interacted = true;
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}
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if mt.zoom_delta != 1.0 {
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self.camera.zoom(1.0 / mt.zoom_delta);
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interacted = true;
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}
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ui.ctx().request_repaint();
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} else if response.dragged() {
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let d = response.drag_delta();
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if d.x != 0.0 || d.y != 0.0 {
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self.camera.rotate(d.x * ROT_SENS, -d.y * ROT_SENS);
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interacted = true;
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}
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}
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} else if let Some(mt) = multi_touch {
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let t = mt.translation_delta;
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if t.x != 0.0 || t.y != 0.0 {
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self.view.pan_pixels(t.x as f64, t.y as f64, height_px);
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@@ -1989,75 +2025,165 @@ impl FractalApp {
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}
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}
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// Mouse wheel / trackpad: zoom toward the cursor.
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// Mouse wheel / trackpad: zoom toward the cursor (2D), or dolly the
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// camera's ortho volume (3D).
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let (scroll_y, hover) = ui.input(|i| (i.smooth_scroll_delta.y, i.pointer.hover_pos()));
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if scroll_y != 0.0
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&& let Some(pos) = hover
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&& rect.contains(pos)
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{
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let off = pos - rect.center();
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let factor = (-scroll_y as f64 * 0.0015).exp();
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self.view
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.zoom_at_pixel(off.x as f64, off.y as f64, height_px, factor);
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if self.dimension3 {
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self.camera.zoom(factor as f32);
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} else {
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let off = pos - rect.center();
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self.view
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.zoom_at_pixel(off.x as f64, off.y as f64, height_px, factor);
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}
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interacted = true;
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ui.ctx().request_repaint();
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}
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// Keyboard: arrows pan, z/s zoom in/out, +/- adjust iterations, R
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// resets the view, H/I toggle the Help/Info windows. Skipped while a
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// text field (e.g. the center/zoom edit boxes) has focus.
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// resets the view, H/I toggle the Help/Info windows. In 3D mode,
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// ZQSD move the camera (forward/left/back/right), space/ctrl move it
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// up/down, and the arrow keys look around instead of panning.
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// Skipped while a text field (e.g. the center/zoom edit boxes) has
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// focus.
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if !ui.ctx().egui_wants_keyboard_input() {
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let dt = ui.input(|i| i.stable_dt as f64).clamp(0.0, 0.1);
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let (left, right, up, down, zoom_in, zoom_out) = ui.input(|i| {
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(
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i.key_down(egui::Key::ArrowLeft),
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i.key_down(egui::Key::ArrowRight),
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i.key_down(egui::Key::ArrowUp),
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i.key_down(egui::Key::ArrowDown),
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i.key_down(egui::Key::Z),
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i.key_down(egui::Key::S),
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)
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});
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// Pixels/sec pan speed — matches a brisk mouse drag regardless of
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// frame rate. See `pan_pixels`'s screen-space (+x right, +y down)
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// convention: Right/Down pan the *camera* right/down, which is
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// the opposite delta sign from a drag that would show the same
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// content (a drag grabs the canvas; these keys move the camera).
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const PAN_SPEED_PX: f64 = 700.0;
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let mut dx = 0.0;
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let mut dy = 0.0;
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if left {
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dx += PAN_SPEED_PX * dt;
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}
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if right {
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dx -= PAN_SPEED_PX * dt;
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}
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if down {
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dy -= PAN_SPEED_PX * dt;
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}
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if up {
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dy += PAN_SPEED_PX * dt;
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}
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if dx != 0.0 || dy != 0.0 {
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self.view.pan_pixels(dx, dy, height_px);
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interacted = true;
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}
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if self.dimension3 {
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let (fwd, back, strafe_l, strafe_r, up, down, look_l, look_r, look_u, look_d) = ui
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.input(|i| {
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(
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i.key_down(egui::Key::Z),
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i.key_down(egui::Key::S),
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i.key_down(egui::Key::Q),
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i.key_down(egui::Key::D),
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i.key_down(egui::Key::Space),
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i.modifiers.ctrl || i.modifiers.command,
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i.key_down(egui::Key::ArrowLeft),
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i.key_down(egui::Key::ArrowRight),
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i.key_down(egui::Key::ArrowUp),
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i.key_down(egui::Key::ArrowDown),
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)
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});
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// e-folds/sec, same scale as the auto-zoom animation.
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const ZOOM_SPEED: f64 = 1.0;
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if zoom_in != zoom_out {
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let rate = if zoom_in { ZOOM_SPEED } else { -ZOOM_SPEED };
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let factor = (-rate * dt).exp();
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self.view.zoom_at_pixel(0.0, 0.0, height_px, factor);
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interacted = true;
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}
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if left || right || up || down || zoom_in || zoom_out {
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ui.ctx().request_repaint();
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// Units/sec move speed and radians/sec look speed.
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const MOVE_SPEED: f32 = 0.1;
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const LOOK_SPEED: f32 = 0.05;
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let mut mv_fwd = 0.0f32;
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let mut mv_right = 0.0f32;
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let mut mv_up = 0.0f32;
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if fwd {
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mv_fwd += MOVE_SPEED * dt as f32;
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}
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if back {
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mv_fwd -= MOVE_SPEED * dt as f32;
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}
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if strafe_r {
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mv_right += MOVE_SPEED * dt as f32;
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}
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if strafe_l {
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mv_right -= MOVE_SPEED * dt as f32;
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}
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if up {
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mv_up += MOVE_SPEED * dt as f32;
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}
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if down {
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mv_up -= MOVE_SPEED * dt as f32;
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}
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if mv_fwd != 0.0 || mv_right != 0.0 || mv_up != 0.0 {
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self.camera.translate(mv_fwd, mv_right, mv_up);
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interacted = true;
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}
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let mut dyaw = 0.0f32;
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let mut dpitch = 0.0f32;
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if look_r {
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dyaw += LOOK_SPEED * dt as f32;
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}
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if look_l {
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dyaw -= LOOK_SPEED * dt as f32;
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}
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if look_u {
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dpitch += LOOK_SPEED * dt as f32;
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}
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if look_d {
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dpitch -= LOOK_SPEED * dt as f32;
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}
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if dyaw != 0.0 || dpitch != 0.0 {
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self.camera.rotate(dyaw, dpitch);
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interacted = true;
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}
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if fwd
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|| back
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|| strafe_l
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|| strafe_r
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|| up
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|| down
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|| look_l
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|| look_r
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|| look_u
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|| look_d
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{
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ui.ctx().request_repaint();
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}
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} else {
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let (left, right, up, down, zoom_in, zoom_out) = ui.input(|i| {
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(
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i.key_down(egui::Key::ArrowLeft),
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i.key_down(egui::Key::ArrowRight),
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i.key_down(egui::Key::ArrowUp),
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i.key_down(egui::Key::ArrowDown),
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i.key_down(egui::Key::Z),
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i.key_down(egui::Key::S),
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)
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});
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// Pixels/sec pan speed — matches a brisk mouse drag regardless of
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// frame rate. See `pan_pixels`'s screen-space (+x right, +y down)
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// convention: Right/Down pan the *camera* right/down, which is
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// the opposite delta sign from a drag that would show the same
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// content (a drag grabs the canvas; these keys move the camera).
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const PAN_SPEED_PX: f64 = 700.0;
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let mut dx = 0.0;
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let mut dy = 0.0;
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if left {
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dx += PAN_SPEED_PX * dt;
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}
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if right {
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dx -= PAN_SPEED_PX * dt;
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}
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if down {
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dy -= PAN_SPEED_PX * dt;
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}
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if up {
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dy += PAN_SPEED_PX * dt;
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}
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if dx != 0.0 || dy != 0.0 {
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self.view.pan_pixels(dx, dy, height_px);
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interacted = true;
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}
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// e-folds/sec, same scale as the auto-zoom animation.
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const ZOOM_SPEED: f64 = 1.0;
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if zoom_in != zoom_out {
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let rate = if zoom_in { ZOOM_SPEED } else { -ZOOM_SPEED };
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let factor = (-rate * dt).exp();
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self.view.zoom_at_pixel(0.0, 0.0, height_px, factor);
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interacted = true;
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}
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if left || right || up || down || zoom_in || zoom_out {
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ui.ctx().request_repaint();
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}
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}
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if ui.input(|i| i.key_pressed(egui::Key::R)) {
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self.view = Self::default_view_for(self.mode, self.kind);
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self.camera = Camera::new();
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interacted = true;
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}
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if ui.input(|i| i.key_pressed(egui::Key::H)) {
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@@ -2152,6 +2278,7 @@ impl FractalApp {
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(((rect.height() * ppp).round() as u32) / downscale).max(1),
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];
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self.camera.set_aspect_ratio(aspect as f32);
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let mut uniforms = self.make_uniforms(aspect);
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if interacting {
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uniforms.aa_level = 1; // supersampling is wasted on the low-res pass
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@@ -0,0 +1,88 @@
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use std::f32::consts::PI;
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use glam::Vec3;
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#[derive(Default, Clone)]
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pub struct Camera {
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pub position: glam::Vec3,
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pub yaw: f32,
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pub pitch: f32,
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/// Demi-hauteur du volume visible (remplace fov_y_radians)
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ortho_height: f32,
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aspect_ratio: f32,
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z_near: f32,
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z_far: f32,
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}
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impl Camera {
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pub fn new() -> Self {
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Self {
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position: Vec3::new(0., 0., -1.),
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yaw: 0. * PI / 180.,
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pitch: 0. * PI / 180.,
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ortho_height: 1.0,
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aspect_ratio: 1.,
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z_near: 0.1,
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z_far: 100.,
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}
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}
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pub fn set_aspect_ratio(&mut self, aspect_ratio: f32) {
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self.aspect_ratio = aspect_ratio;
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}
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/// Camera-local right vector: perpendicular to yaw, ignoring pitch (so
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/// strafing stays level regardless of where the camera is looking).
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pub fn right(&self) -> glam::Vec3 {
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glam::Mat3::from_rotation_y(-self.yaw) * glam::Vec3::X
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}
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/// Move the camera in its own local space: `forward`/`right` follow the
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/// (pitch-aware) view direction and its horizontal right vector, `up`
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/// moves along the fixed world Y axis.
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pub fn translate(&mut self, forward: f32, right: f32, up: f32) {
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self.position += self.direction() * forward + self.right() * right + Vec3::Y * up;
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}
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/// Adjust yaw/pitch by the given deltas (radians). Pitch is clamped just
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/// short of straight up/down to avoid the view flipping past the pole.
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pub fn rotate(&mut self, dyaw: f32, dpitch: f32) {
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const PITCH_LIMIT: f32 = PI / 2.0 - 0.01;
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self.yaw += dyaw;
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self.pitch = (self.pitch + dpitch).clamp(-PITCH_LIMIT, PITCH_LIMIT);
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}
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/// Scale the visible ortho volume by `factor` (<1 zooms in, >1 zooms
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/// out), clamped to a sane range.
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pub fn zoom(&mut self, factor: f32) {
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self.ortho_height = (self.ortho_height * factor).clamp(0.001, 1000.0);
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}
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pub fn orthographic(&self) -> glam::Mat4 {
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let view = glam::Mat4::from_translation(self.position)
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* glam::Mat4::from_rotation_y(-self.yaw)
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* glam::Mat4::from_rotation_x(-self.pitch);
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let half_height = self.ortho_height;
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let half_width = half_height * self.aspect_ratio;
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glam::camera::lh::proj::directx::orthographic(
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-half_width,
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half_width,
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-half_height,
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half_height,
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self.z_near,
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self.z_far,
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) * view.inverse()
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}
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pub fn direction(&self) -> glam::Vec3 {
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let forward = glam::Mat3::from_rotation_y(-self.yaw)
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* glam::Mat3::from_rotation_x(-self.pitch)
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* glam::Vec3::Z;
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forward.normalize()
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}
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}
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@@ -95,6 +95,15 @@ pub struct Uniforms {
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pub de_coloring: u32,
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// 0 = classic colors, 1 = shadows
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pub shadow: u32,
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// 0 = classic colors, 1 = 3D raymarching rendering
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pub dimension3: u32,
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pub _pad2: [u32; 3],
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// camera direction vector
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pub camera_direction: [f32; 3],
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pub _pad3: [u32; 1],
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/// Inverse of the camera's view-projection matrix (column-major), for
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/// reconstructing a world-space ray origin per pixel in the raymarcher.
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pub camera_inv_proj: [f32; 16],
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}
|
||||
|
||||
/// Offscreen textures for the two-pass render, recreated whenever the widget's
|
||||
|
||||
@@ -9,6 +9,7 @@
|
||||
// and calls the wasm `main`, which boots eframe onto the page's <canvas>.
|
||||
|
||||
mod app;
|
||||
mod camera;
|
||||
mod fractal;
|
||||
mod lights;
|
||||
mod view;
|
||||
|
||||
+75
-24
@@ -19,30 +19,81 @@ fn vs_main(@builtin(vertex_index) idx: u32) -> @builtin(position) vec4<f32> {
|
||||
return vec4<f32>(fullscreen_triangle_pos(idx), 0.0, 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
|
||||
if u.shadow != 0u {
|
||||
let x = i32(pos.x);
|
||||
let y = i32(pos.y);
|
||||
if textureLoad(data_tex, vec2<i32>(x, y), 0).b != 0. {
|
||||
return vec4<f32>(0.1, 0.1, 0.1, 1.0);
|
||||
} else {
|
||||
let h0 = textureLoad(data_tex, vec2<i32>(x, y), 0).g;
|
||||
let h1 = textureLoad(data_tex, vec2<i32>(x + 1, y), 0).g;
|
||||
let h2 = textureLoad(data_tex, vec2<i32>(x, y + 1), 0).g;
|
||||
let normal = normal_from_heights(h0, h1, h2);
|
||||
return vec4<f32>(shadow_color(normal), 1.0);
|
||||
}
|
||||
} else {
|
||||
let d = textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0);
|
||||
let ci = d.r;
|
||||
let de = d.g;
|
||||
let interior_frac = d.b;
|
||||
fn shadow_fragment(pos: vec3<f32>) -> vec4<f32> {
|
||||
|
||||
var col = classic_color(ci, de);
|
||||
// Anti-alias the set boundary: fade toward black by the fraction of the
|
||||
// pixel's sub-samples that landed in the interior.
|
||||
col = col * (1.0 - interior_frac);
|
||||
return vec4<f32>(col, 1.0);
|
||||
let x = i32(pos.x);
|
||||
let y = i32(pos.y);
|
||||
if textureLoad(data_tex, vec2<i32>(x, y), 0).b != 0. {
|
||||
return vec4<f32>(0.1, 0.1, 0.1, 1.0);
|
||||
} else {
|
||||
let h0 = textureLoad(data_tex, vec2<i32>(x, y), 0).g;
|
||||
let h1 = textureLoad(data_tex, vec2<i32>(x + 1, y), 0).g;
|
||||
let h2 = textureLoad(data_tex, vec2<i32>(x, y + 1), 0).g;
|
||||
let normal = normal_from_heights(h0, h1, h2);
|
||||
return vec4<f32>(shadow_color(normal), 1.0);
|
||||
}
|
||||
}
|
||||
@fragment
|
||||
fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
|
||||
if u.dimension3 == 0u {
|
||||
if u.shadow != 0u {
|
||||
return shadow_fragment(pos.xyz);
|
||||
} else {
|
||||
let d = textureLoad(data_tex, vec2<i32>(i32(pos.x), i32(pos.y)), 0);
|
||||
let ci = d.r;
|
||||
let de = d.g;
|
||||
let interior_frac = d.b;
|
||||
|
||||
var col = classic_color(ci, de);
|
||||
// Anti-alias the set boundary: fade toward black by the fraction of the
|
||||
// pixel's sub-samples that landed in the interior.
|
||||
col = col * (1.0 - interior_frac);
|
||||
return vec4<f32>(col, 1.0);
|
||||
}
|
||||
} else {
|
||||
return ray_marching(pos);
|
||||
}
|
||||
}
|
||||
|
||||
fn sdf(pos: vec3<f32>) -> f32 {
|
||||
let texture_pos = vec2<i32>(i32(pos.x), i32(pos.y));
|
||||
let px = textureLoad(data_tex, texture_pos, 0);
|
||||
let de = px.g;
|
||||
let z = pos.z;
|
||||
if px.b != 0. {
|
||||
return 0.;
|
||||
} else {
|
||||
return sqrt(z * z + (de * de));
|
||||
}
|
||||
}
|
||||
|
||||
fn ray_marching(pos: vec4<f32>) -> vec4<f32> {
|
||||
let size = vec2<f32>(textureDimensions(data_tex));
|
||||
let in_texture = vec2<f32>(
|
||||
pos.x / 1980. * size.x,
|
||||
pos.y / 1080. * size.y,
|
||||
);
|
||||
|
||||
var world_pos = u.camera_inv_proj * vec4<f32>(in_texture, pos.z - 10, 1.0);
|
||||
|
||||
let ray_origin = world_pos.xyz;
|
||||
let ray_dir = u.camera_direction;
|
||||
|
||||
var p = ray_origin;
|
||||
var i = 0u;
|
||||
var dist = 0.0;
|
||||
|
||||
while i < 1000u {
|
||||
dist = sdf(p);
|
||||
if dist < 0.0001 {
|
||||
break;
|
||||
}
|
||||
p += dist * ray_dir;
|
||||
i += 1u;
|
||||
}
|
||||
|
||||
if dist < 0.0001 {
|
||||
return shadow_fragment(p);
|
||||
}
|
||||
return vec4<f32>(1., 0., 0., 1.);
|
||||
}
|
||||
|
||||
@@ -33,6 +33,13 @@ struct Uniforms {
|
||||
de_coloring: u32,
|
||||
// 0 = classic colors, 1 = shadows
|
||||
shadow: u32,
|
||||
// Use 3D raymarching rendering
|
||||
dimension3: u32,
|
||||
// camera direction vector
|
||||
camera_direction: vec3<f32>,
|
||||
// inverse of the camera's view-projection matrix, for reconstructing a
|
||||
// world-space ray origin per pixel in the raymarcher
|
||||
camera_inv_proj: mat4x4<f32>,
|
||||
};
|
||||
|
||||
// Smooth cyclic palettes (Inigo Quilez cosine palettes), selected by id.
|
||||
@@ -146,10 +153,10 @@ fn shadow_color(normal: vec3<f32>) -> vec3<f32> {
|
||||
for (var i = 0u; i < 16; i++) {
|
||||
let light_color = unpack4x8unorm(lights[i].color);
|
||||
if any(light_color != vec4<f32>(0)) {
|
||||
light_count += 1;
|
||||
light_count += 1;
|
||||
}
|
||||
|
||||
color += compute_light(normal, vec3<f32>(
|
||||
color += compute_light(normal, vec3<f32>(
|
||||
cos(lights[i].azimuth) * cos(lights[i].altitude),
|
||||
sin(lights[i].azimuth) * cos(lights[i].altitude),
|
||||
sin(lights[i].altitude))) * light_color.xyz * light_color.a;
|
||||
|
||||
Reference in New Issue
Block a user