adds cone component
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3f199ce4a6
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4 changed files with 197 additions and 6 deletions
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@ -200,6 +200,19 @@ void main() {
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uint component_type = compounds[component_index];
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vec3 component_pos = vec3(uintBitsToFloat(compounds[component_index + 1]), uintBitsToFloat(compounds[component_index + 2]), uintBitsToFloat(compounds[component_index + 3]));
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vec3 component_rot = vec3(uintBitsToFloat(compounds[component_index + 4]), uintBitsToFloat(compounds[component_index + 5]), uintBitsToFloat(compounds[component_index + 6]));
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mat3 component_rot_mat = mat3(
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, cos(component_rot.x), sin(component_rot.x)),
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vec3(0.0, -sin(component_rot.x), cos(component_rot.x))
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) * mat3(
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vec3(cos(component_rot.y), 0.0, sin(component_rot.y)),
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vec3(0.0, 1.0, 0.0),
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vec3(-sin(component_rot.y), 0.0, cos(component_rot.y))
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) * mat3(
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vec3(cos(component_rot.z), sin(component_rot.z), 0.0),
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vec3(-sin(component_rot.z), cos(component_rot.y), 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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uvec4 component_color = unpack_color(compounds[component_index + 7]);
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@ -214,6 +227,27 @@ void main() {
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color = vec3(float(component_color.x) / 255.0, float(component_color.y) / 255.0, float(component_color.z) / 255.0);
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break;
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}
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continue;
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}
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if (component_type == 1) {
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// handle cone
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float radius1 = uintBitsToFloat(compounds[component_index + 9]);
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float radius2 = uintBitsToFloat(compounds[component_index + 10]);
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vec3 direction = component_rot_mat * vec3(uintBitsToFloat(compounds[component_index + 11]), uintBitsToFloat(compounds[component_index + 12]), uintBitsToFloat(compounds[component_index + 13]));
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vec3 diff = check_pos - component_pos;
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float factor = dot(direction, diff) / dot(direction, direction);
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vec3 n = diff - factor * direction;
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float radius = radius1 * (1.0 - factor) + radius2 * factor;
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render = length(n) <= radius && 0 <= factor && factor <= 1.0;
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if (render) {
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color = vec3(float(component_color.x) / 255.0, float(component_color.y) / 255.0, float(component_color.z) / 255.0);
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break;
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}
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continue;
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}
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@ -224,7 +258,19 @@ void main() {
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uint component_type = compounds[component_index];
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vec3 component_pos = vec3(uintBitsToFloat(compounds[component_index + 1]), uintBitsToFloat(compounds[component_index + 2]), uintBitsToFloat(compounds[component_index + 3]));
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vec3 component_rot = vec3(uintBitsToFloat(compounds[component_index + 4]), uintBitsToFloat(compounds[component_index + 5]), uintBitsToFloat(compounds[component_index + 6]));
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mat3 component_rot_mat = mat3(
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, cos(component_rot.x), sin(component_rot.x)),
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vec3(0.0, -sin(component_rot.x), cos(component_rot.x))
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) * mat3(
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vec3(cos(component_rot.y), 0.0, sin(component_rot.y)),
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vec3(0.0, 1.0, 0.0),
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vec3(-sin(component_rot.y), 0.0, cos(component_rot.y))
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) * mat3(
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vec3(cos(component_rot.z), sin(component_rot.z), 0.0),
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vec3(-sin(component_rot.z), cos(component_rot.y), 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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uvec4 color = unpack_color(compounds[component_index + 7]);
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uint transparent = compounds[component_index + 8];
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@ -237,6 +283,26 @@ void main() {
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if (!render) {
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break;
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}
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continue;
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}
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if (component_type == 1) {
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// handle cone
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float radius1 = uintBitsToFloat(compounds[component_index + 9]);
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float radius2 = uintBitsToFloat(compounds[component_index + 10]);
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vec3 direction = component_rot_mat * vec3(uintBitsToFloat(compounds[component_index + 11]), uintBitsToFloat(compounds[component_index + 12]), uintBitsToFloat(compounds[component_index + 13]));
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vec3 diff = check_pos - component_pos;
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float factor = dot(direction, diff) / dot(direction, direction);
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vec3 n = diff - factor * direction;
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float radius = radius1 * (1.0 - factor) + radius2 * factor;
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render = render && !(length(n) <= radius && 0 <= factor && factor <= 1.0);
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if (!render) {
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break;
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}
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continue;
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}
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}
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@ -4,7 +4,7 @@ use crate::primitives::cube::Cube;
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use crate::primitives::rec_cuboid::Cuboid;
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use crate::primitives::drawable::Drawable;
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use crate::app_data::AppData;
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use super::volumetrics::{ShapeComposition, Sphere};
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use super::volumetrics::{Cone, ShapeComposition, Sphere};
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extern crate rand;
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use rand::Rng;
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@ -125,9 +125,8 @@ pub fn generate_test_scene(scene: &mut Scene, data: &mut AppData) -> Result<(Poi
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scene.volumetrics.push(Rc::new(RefCell::new(comp)));
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let mut comp = ShapeComposition::new(64);
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comp.included_shapes.push(Rc::new(RefCell::new(Sphere::new(Vector3 { x: 20.0 + grid_size as f32, y: 5.0 + grid_size as f32, z: 10.0 }, Vector3 { x: 0.0, y: 0.0, z: 0.0 }, 2.0, Vector3 { x: 0, y: 255, z: 0 }, 64, false))));
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comp.included_shapes.push(Rc::new(RefCell::new(Sphere::new(Vector3 { x: 20.0 + grid_size as f32, y: 5.0 + grid_size as f32, z: 10.0 }, Vector3 { x: 0.0, y: 0.0, z: 0.0 }, 2.5, Vector3 { x: 255, y: 0, z: 0 }, 64, false))));
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comp.excluded_shapes.push(Rc::new(RefCell::new(Sphere::new(Vector3 { x: 20.0 + grid_size as f32, y: 5.0 + grid_size as f32, z: 11.5 }, Vector3 { x: 0.0, y: 0.0, z: 0.0 }, 1.5, Vector3 { x: 0, y: 255, z: 0 }, 64, false))));
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comp.included_shapes.push(Rc::new(RefCell::new(Cone::new(Vector3 { x: 20.0 + grid_size as f32, y: 5.0 + grid_size as f32, z: 10.0 }, Vector3 { x: 0.0, y: 0.0, z: 0.0 }, 0.0, 2.5, Vector3 { x: 0.0, y: 10.0, z: 0.0 },Vector3 { x: 0, y: 255, z: 0 }, 64, false))));
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comp.excluded_shapes.push(Rc::new(RefCell::new(Cone::new(Vector3 { x: 20.0 + grid_size as f32, y: 5.0 + grid_size as f32, z: 10.0 }, Vector3 { x: 0.0, y: 0.0, z: 0.0 }, 0.0, 1.5, Vector3 { x: 0.0, y: 10.0, z: 0.0 },Vector3 { x: 0, y: 255, z: 0 }, 64, false))));
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scene.volumetrics.push(Rc::new(RefCell::new(comp)));
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Ok((cgmath::point3(5.0, 5.0, 10.0)))
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@ -1,7 +1,7 @@
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use crate::app_data::AppData;
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use super::{memorizable::Memorizable, Scene, memorizable::CompoundMemorizable};
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use cgmath::Vector3;
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use cgmath::{InnerSpace, Vector3};
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use winit::dpi::Size;
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use std::cell::RefCell;
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@ -22,6 +22,7 @@ pub trait Volumetrics: Memorizable {
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enum ShapeTypes {
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SPHERE,
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CONE,
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}
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@ -221,6 +222,131 @@ impl Volumetrics for Sphere {
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self.transparent
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}
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fn set_transparency(&mut self, transparent: bool) {
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self.transparent = transparent;
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}
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}
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#[derive(Clone, Debug, PartialEq)]
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pub struct Cone {
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pos: Vector3<f32>,
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rot: Vector3<f32>,
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color: Vector3<u8>, // color, either as pure color or texture modifier
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transparent: bool,
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radius1: f32,
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radius2: f32,
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direction: Vector3<f32>,
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roughness: u8,
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memory_start: usize,
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dirty: bool
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}
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impl Cone {
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pub fn new(
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pos: Vector3<f32>,
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rot: Vector3<f32>,
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radius1: f32,
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radius2: f32,
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direction: Vector3<f32>,
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color: Vector3<u8>,
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roughness: u8,
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transparent: bool) -> Self {
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Self { pos: pos, rot: rot, radius1, radius2, color: color, roughness: roughness, memory_start: 0, dirty: true, transparent: transparent, direction }
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}
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}
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impl Memorizable for Cone {
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fn get_buffer_mem_size(&self, data: &AppData) -> u32 {
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// type, pos, rot, (color + roughness), transparent, radius1, radius2, direction
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1 + 3 + 3 + 1 + 1 + 1 + 1 + 3
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}
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fn get_prev_buffer_mem_size(&self) -> u32 {
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// constant memory size
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1 + 3 + 3 + 1 + 1 + 1 + 1 + 3
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}
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fn is_dirty(&self) -> bool {
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self.dirty
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}
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fn insert_into_memory(&mut self, mut v: Vec<u32>, data: &AppData, scene: &Scene) -> Vec<u32> {
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v[self.memory_start] = ShapeTypes::CONE as u32;
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v[self.memory_start + 1] = u32::from_ne_bytes(self.pos.x.to_ne_bytes());
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v[self.memory_start + 2] = u32::from_ne_bytes(self.pos.y.to_ne_bytes());
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v[self.memory_start + 3] = u32::from_ne_bytes(self.pos.z.to_ne_bytes());
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v[self.memory_start + 4] = u32::from_ne_bytes(self.rot.x.to_ne_bytes());
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v[self.memory_start + 5] = u32::from_ne_bytes(self.rot.y.to_ne_bytes());
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v[self.memory_start + 6] = u32::from_ne_bytes(self.rot.z.to_ne_bytes());
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v[self.memory_start + 7] = u32::from_ne_bytes([self.color.x, self.color.y, self.color.z, self.roughness]);
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v[self.memory_start + 8] = self.transparent as u32;
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v[self.memory_start + 9] = u32::from_ne_bytes(self.radius1.to_ne_bytes());
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v[self.memory_start + 10] = u32::from_ne_bytes(self.radius2.to_ne_bytes());
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v[self.memory_start + 11] = u32::from_ne_bytes(self.direction.x.to_ne_bytes());
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v[self.memory_start + 12] = u32::from_ne_bytes(self.direction.y.to_ne_bytes());
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v[self.memory_start + 13] = u32::from_ne_bytes(self.direction.z.to_ne_bytes());
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v
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}
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fn get_memory_start(&self) -> usize {
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self.memory_start
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}
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fn set_memory_start(&mut self, memory_start: usize) {
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self.memory_start = memory_start;
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}
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}
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impl Volumetrics for Cone {
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fn get_pos(&self) -> Vector3<f32> {
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self.pos
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}
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fn set_pos(&mut self, p: Vector3<f32>) {
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self.pos = p;
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}
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fn get_rot(&self) -> Vector3<f32> {
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self.rot
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}
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fn set_rot(&mut self, p: Vector3<f32>) {
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self.rot = p;
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}
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fn get_bbox(&self) -> (Vector3<f32>, Vector3<f32>) {
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let max_rad = self.radius1.max(self.radius2);
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let rot = cgmath::Matrix3::from_angle_x(cgmath::Rad(self.rot.x)) * cgmath::Matrix3::from_angle_y(cgmath::Rad(self.rot.y)) * cgmath::Matrix3::from_angle_z(cgmath::Rad(self.rot.z));
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let dir = rot * self.direction;
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let vec_one;
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let vec_two;
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if dir.x != 0.0 || dir.z != 0.0 {
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vec_one = dir.cross(Vector3 { x: 0.0, y: 1.0, z: 0.0 }).normalize();
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} else {
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vec_one = dir.cross(Vector3 { x: 1.0, y: 0.0, z: 0.0 }).normalize();
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}
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vec_two = dir.cross(vec_one).normalize();
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let pos_1_1 = self.pos + vec_one * max_rad + vec_two * max_rad;
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let pos_1_2 = self.pos - vec_one * max_rad - vec_two * max_rad;
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let pos_2_1 = self.pos + vec_one * max_rad + vec_two * max_rad + dir;
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let pos_2_2 = self.pos - vec_one * max_rad - vec_two * max_rad + dir;
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let min = Vector3 {x: pos_1_1.x.min(pos_1_2.x.min(pos_2_1.x.min(pos_2_2.x))), y: pos_1_1.y.min(pos_1_2.y.min(pos_2_1.y.min(pos_2_2.y))), z: pos_1_1.z.min(pos_1_2.z.min(pos_2_1.z.min(pos_2_2.z)))};
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let max = Vector3 {x: pos_1_1.x.max(pos_1_2.x.max(pos_2_1.x.max(pos_2_2.x))), y: pos_1_1.y.max(pos_1_2.y.max(pos_2_1.y.max(pos_2_2.y))), z: pos_1_1.z.max(pos_1_2.z.max(pos_2_1.z.max(pos_2_2.z)))};
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(min, max)
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}
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fn is_transparent(&self) -> bool {
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self.transparent
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}
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fn set_transparency(&mut self, transparent: bool) {
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self.transparent = transparent;
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}
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