use super::geometry::SegmentData;
use crate::shader;
macro_rules! SHADER { () => {"
struct CameraUniform {{
view: mat4x4<f32>,
proj: mat4x4<f32>,
}}
struct TransformUniform {{
model: mat4x4<f32>,
normal: mat3x3<f32>,
scale: f32,
}}
struct Jitter {{
jitter: vec4<f32>,
}}
struct SettingsUniform {{
radius: f32,
char_len: f32,
color: vec3<f32>,
}}
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
@group(0) @binding(1)
var<uniform> jitter: Jitter;
@group(1) @binding(0)
var<uniform> transform: TransformUniform;
@group(2) @binding(0)
var<uniform> settings: SettingsUniform;
struct VertexInput {{
@location(0) position: vec3<f32>,
}};
struct PosInput {{
@location(1) position: vec3<f32>,
}};
// Data Input
{}
// Uniforms
{}
struct VertexOutput {{
@builtin(position) clip_position: vec4<f32>,
@location(0) view_pos: vec3<f32>,
@location(1) center: vec3<f32>,
{}
}};
@vertex
fn vs_main(
model: VertexInput,
pos: PosInput,
{}
) -> VertexOutput {{
let model_matrix = camera.view * transform.model;
//// We define the output we want to send over to frag shader
var out: VertexOutput;
let camera_right = vec3<f32>(1., 0., 0.);
let camera_up = vec3<f32>(0., 1., 0.);
let center = (model_matrix * vec4<f32>(pos.position, 1.)).xyz;
let view_position = center + (model.position.x * camera_right + model.position.y * camera_up) * settings.radius * settings.char_len * transform.scale;
let clip_pos = camera.proj * vec4<f32>(view_position, 1.0);
out.clip_position = clip_pos + jitter.jitter * clip_pos.w;
out.view_pos = view_position;
out.center = center;
// Set output
{}
return out;
}}
fn sphIntersect( ro: vec3<f32>, rd: vec3<f32>, ce: vec3<f32>, ra: f32 ) -> vec2<f32>
{{
let oc = ro - ce;
let b = dot( oc, rd );
let c = dot( oc, oc ) - ra*ra;
var h = b*b - c;
if( h<0.0 ) {{ return vec2<f32>(-1.0); }} // no intersection
h = sqrt( h );
return vec2<f32>( -b-h, -b+h );
}}
struct FragOutput {{
@builtin(frag_depth) depth: f32,
@location(0) albedo: vec4<f32>,
@location(1) normal: vec4<f32>,
}}
@fragment
fn fs_main(in: VertexOutput) -> FragOutput {{
let ro = vec3<f32>(0.);
let rd = normalize(in.view_pos);
let ce = in.center;
let r = settings.radius * settings.char_len * transform.scale;
//let pa = in.orig_position;
//let pb1 = in.orig_position + 0.5 * in.arrow * 0.1;
//let pb2 = in.orig_position + in.arrow * 0.1;
var out: FragOutput;
let t = sphIntersect( ro, rd, ce, r);
if(t.x < 0.0) {{
discard;
}}
let pos = ro + t.x * rd;
let normal = normalize(pos - ce);
{}
let clip_space_pos = camera.proj * vec4<f32>(pos, 1.);
out.albedo = vec4<f32>(lambertian, 0.3);
out.normal = vec4<f32>((normal + vec3<f32>(1.)) / 2. , 0.);
out.depth = clip_space_pos.z / clip_space_pos.w;
return out;
}}
"};}
pub fn get_shader(data_format: Option<&SegmentData>) -> String {
let data_struct = match data_format {
Some(SegmentData::Scalar(..)) => {
"
struct DataInput {
@location(2) val: f32,
}"
}
Some(SegmentData::Color(_)) => {
"
struct DataInput {
@location(2) val: vec3<f32>,
}"
}
None => "",
};
let uniform = match data_format {
Some(SegmentData::Scalar(..)) => shader::COLORMAP_UNIFORM,
_ => "",
};
let output_val = match data_format {
Some(SegmentData::Scalar(..)) => "@location(3) val: f32,",
Some(SegmentData::Color(_)) => "@location(3) val: vec3<f32>",
None => "",
};
let input_val = match data_format {
Some(_) => "data: DataInput,",
None => "",
};
let set_output = match data_format {
Some(_) => "out.val = data.val;",
None => "",
};
let color_output = match data_format {
Some(SegmentData::Scalar(..)) => "let lambertian = colormap(in.val);",
Some(SegmentData::Color(_)) => "let lambertian = in.val;",
None => "let lambertian = settings.color;",
};
format!(
SHADER!(),
data_struct, uniform, output_val, input_val, set_output, color_output,
)
}