snappy 3.2__cp311-cp311-macosx_10_12_x86_64.whl
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- snappy/ptolemy/testing_files_rur/m052__sl3_c0.rur.bz2 +0 -0
- snappy/ptolemy/utilities.py +236 -0
- snappy/raytracing/__init__.py +64 -0
- snappy/raytracing/additional_horospheres.py +64 -0
- snappy/raytracing/additional_len_spec_choices.py +63 -0
- snappy/raytracing/cohomology_fractal.py +197 -0
- snappy/raytracing/eyeball.py +123 -0
- snappy/raytracing/finite_raytracing_data.py +237 -0
- snappy/raytracing/finite_viewer.py +590 -0
- snappy/raytracing/geodesic_tube_info.py +174 -0
- snappy/raytracing/geodesics.py +246 -0
- snappy/raytracing/geodesics_window.py +258 -0
- snappy/raytracing/gui_utilities.py +293 -0
- snappy/raytracing/hyperboloid_navigation.py +556 -0
- snappy/raytracing/hyperboloid_utilities.py +234 -0
- snappy/raytracing/ideal_raytracing_data.py +592 -0
- snappy/raytracing/inside_viewer.py +974 -0
- snappy/raytracing/pack.py +22 -0
- snappy/raytracing/raytracing_data.py +126 -0
- snappy/raytracing/raytracing_view.py +454 -0
- snappy/raytracing/shaders/Eye.png +0 -0
- snappy/raytracing/shaders/NonGeometric.png +0 -0
- snappy/raytracing/shaders/__init__.py +101 -0
- snappy/raytracing/shaders/fragment.glsl +1744 -0
- snappy/raytracing/test.py +29 -0
- snappy/raytracing/tooltip.py +146 -0
- snappy/raytracing/upper_halfspace_utilities.py +98 -0
- snappy/raytracing/view_scale_controller.py +98 -0
- snappy/raytracing/zoom_slider/__init__.py +263 -0
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- snappy/raytracing/zoom_slider/outward18.png +0 -0
- snappy/raytracing/zoom_slider/test.py +20 -0
- snappy/sage_helper.py +117 -0
- snappy/settings.py +409 -0
- snappy/shell.py +53 -0
- snappy/snap/__init__.py +114 -0
- snappy/snap/character_varieties.py +375 -0
- snappy/snap/find_field.py +372 -0
- snappy/snap/fundamental_polyhedron.py +569 -0
- snappy/snap/generators.py +39 -0
- snappy/snap/interval_reps.py +81 -0
- snappy/snap/kernel_structures.py +128 -0
- snappy/snap/mcomplex_base.py +18 -0
- snappy/snap/nsagetools.py +702 -0
- snappy/snap/peripheral/__init__.py +1 -0
- snappy/snap/peripheral/dual_cellulation.py +219 -0
- snappy/snap/peripheral/link.py +127 -0
- snappy/snap/peripheral/peripheral.py +159 -0
- snappy/snap/peripheral/surface.py +522 -0
- snappy/snap/peripheral/test.py +35 -0
- snappy/snap/polished_reps.py +335 -0
- snappy/snap/shapes.py +152 -0
- snappy/snap/slice_obs_HKL.py +668 -0
- snappy/snap/t3mlite/__init__.py +2 -0
- snappy/snap/t3mlite/arrow.py +243 -0
- snappy/snap/t3mlite/corner.py +22 -0
- snappy/snap/t3mlite/edge.py +172 -0
- snappy/snap/t3mlite/face.py +37 -0
- snappy/snap/t3mlite/files.py +211 -0
- snappy/snap/t3mlite/homology.py +53 -0
- snappy/snap/t3mlite/linalg.py +419 -0
- snappy/snap/t3mlite/mcomplex.py +1499 -0
- snappy/snap/t3mlite/perm4.py +320 -0
- snappy/snap/t3mlite/setup.py +12 -0
- snappy/snap/t3mlite/simplex.py +199 -0
- snappy/snap/t3mlite/spun.py +297 -0
- snappy/snap/t3mlite/surface.py +519 -0
- snappy/snap/t3mlite/test.py +20 -0
- snappy/snap/t3mlite/test_vs_regina.py +86 -0
- snappy/snap/t3mlite/tetrahedron.py +109 -0
- snappy/snap/t3mlite/vertex.py +42 -0
- snappy/snap/test.py +134 -0
- snappy/snap/utilities.py +288 -0
- snappy/test.py +209 -0
- snappy/test_cases.py +263 -0
- snappy/testing.py +131 -0
- snappy/tiling/__init__.py +2 -0
- snappy/tiling/canonical_key_dict.py +59 -0
- snappy/tiling/dict_based_set.py +79 -0
- snappy/tiling/floor.py +49 -0
- snappy/tiling/hyperboloid_dict.py +54 -0
- snappy/tiling/iter_utils.py +78 -0
- snappy/tiling/lifted_tetrahedron.py +22 -0
- snappy/tiling/lifted_tetrahedron_set.py +54 -0
- snappy/tiling/real_hash_dict.py +164 -0
- snappy/tiling/test.py +23 -0
- snappy/tiling/tile.py +215 -0
- snappy/tiling/triangle.py +33 -0
- snappy/tkterminal.py +920 -0
- snappy/twister/__init__.py +20 -0
- snappy/twister/main.py +646 -0
- snappy/twister/surfaces/S_0_1 +3 -0
- snappy/twister/surfaces/S_0_2 +3 -0
- snappy/twister/surfaces/S_0_4 +7 -0
- snappy/twister/surfaces/S_0_4_Lantern +8 -0
- snappy/twister/surfaces/S_1 +3 -0
- snappy/twister/surfaces/S_1_1 +4 -0
- snappy/twister/surfaces/S_1_2 +5 -0
- snappy/twister/surfaces/S_1_2_5 +6 -0
- snappy/twister/surfaces/S_2 +6 -0
- snappy/twister/surfaces/S_2_1 +8 -0
- snappy/twister/surfaces/S_2_heeg +10 -0
- snappy/twister/surfaces/S_3 +8 -0
- snappy/twister/surfaces/S_3_1 +10 -0
- snappy/twister/surfaces/S_4_1 +12 -0
- snappy/twister/surfaces/S_5_1 +14 -0
- snappy/twister/surfaces/heeg_fig8 +9 -0
- snappy/twister/twister_core.cpython-311-darwin.so +0 -0
- snappy/upper_halfspace/__init__.py +146 -0
- snappy/upper_halfspace/ideal_point.py +26 -0
- snappy/verify/__init__.py +13 -0
- snappy/verify/canonical.py +542 -0
- snappy/verify/complex_volume/__init__.py +18 -0
- snappy/verify/complex_volume/adjust_torsion.py +86 -0
- snappy/verify/complex_volume/closed.py +168 -0
- snappy/verify/complex_volume/compute_ptolemys.py +90 -0
- snappy/verify/complex_volume/cusped.py +56 -0
- snappy/verify/complex_volume/extended_bloch.py +201 -0
- snappy/verify/cusp_translations.py +85 -0
- snappy/verify/edge_equations.py +80 -0
- snappy/verify/exceptions.py +254 -0
- snappy/verify/hyperbolicity.py +224 -0
- snappy/verify/interval_newton_shapes_engine.py +523 -0
- snappy/verify/interval_tree.py +400 -0
- snappy/verify/krawczyk_shapes_engine.py +518 -0
- snappy/verify/maximal_cusp_area_matrix/__init__.py +46 -0
- snappy/verify/maximal_cusp_area_matrix/cusp_tiling_engine.py +419 -0
- snappy/verify/maximal_cusp_area_matrix/cusp_translate_engine.py +153 -0
- snappy/verify/real_algebra.py +286 -0
- snappy/verify/shapes.py +25 -0
- snappy/verify/short_slopes.py +200 -0
- snappy/verify/square_extensions.py +1005 -0
- snappy/verify/test.py +78 -0
- snappy/verify/upper_halfspace/__init__.py +9 -0
- snappy/verify/upper_halfspace/extended_matrix.py +100 -0
- snappy/verify/upper_halfspace/finite_point.py +283 -0
- snappy/verify/upper_halfspace/ideal_point.py +426 -0
- snappy/verify/volume.py +128 -0
- snappy/version.py +2 -0
- snappy-3.2.dist-info/METADATA +58 -0
- snappy-3.2.dist-info/RECORD +503 -0
- snappy-3.2.dist-info/WHEEL +5 -0
- snappy-3.2.dist-info/entry_points.txt +2 -0
- snappy-3.2.dist-info/top_level.txt +28 -0
@@ -0,0 +1,1744 @@
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#version 150
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// GLSL version 1.50 corresponds to OpenGL 3.2 which is the version we target.
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// History:
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//
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// This code was mostly written by Matthias Goerner during the
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// "Illustrating Mathematics" workshop at ICERM in Fall 2019.
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//
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// Parts of it are taken from Cohomology fractals at
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// https://github.com/henryseg/cohomology_fractals/tree/master/shaders
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// The authors of Cohomology fractals and its history are listed at
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// https://github.com/henryseg/cohomology_fractals/blob/master/README.md
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//
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#define COLOR_SCHEME 1
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//--------------------------------------------
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//Global Variables
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//--------------------------------------------
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out vec4 out_FragColor;
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//-------------------------------------------
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//Translation & Utility Variables
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//--------------------------------------------
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uniform vec2 screenResolution;
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uniform float viewScale;
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uniform bool crosshairs;
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uniform int currentTetIndex;
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uniform mat4 currentBoost;
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uniform float currentWeight;
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uniform int maxSteps;
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uniform float maxDist;
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uniform int subpixelCount;
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uniform float edgeThicknessParam;
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uniform float contrast;
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const int perspectiveTypeMaterial = 0;
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const int perspectiveTypeIdeal = 1;
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const int perspectiveTypeHyperideal = 2;
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uniform int perspectiveType;
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uniform int viewMode;
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uniform int multiScreenShot;
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uniform vec2 tile;
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uniform vec2 numTiles;
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uniform bool noGradient;
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uniform bool showElevation = false;
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// Convention: ##NAME## names a compile time constant.
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// The string ##NAME## is replaced by the code in __init__.py
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// by looking up its value in the dictionary constants_dict.
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layout (std140) uniform TetrahedraCombinatorics
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{
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int otherTetNums[4 * ##num_tets##];
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int otherFaceNums[4 * ##num_tets##];
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};
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uniform float weights[4 * ##num_tets##];
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layout (std140) uniform TetrahedraBasics
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{
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vec4 R13Vertices[4 * ##num_tets##];
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vec4 planes[4 * ##num_tets##];
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mat4 SO13tsfms[4 * ##num_tets##];
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};
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layout (std140) uniform Colors
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{
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int face_color_indices[4 * ##num_tets##];
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int edge_color_indices[6 * ##num_tets##];
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int vertex_color_indices[4 * ##num_tets##];
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};
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uniform bool desaturate_edges = false;
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uniform float gradientThresholds[5];
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uniform vec3 gradientColours[5];
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uniform float edgeTubeRadiusParam;
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uniform float lightBias;
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uniform float lightFalloff;
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uniform float brightness;
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const vec4 lightSourcePosition = vec4(1.0, 0.0, 0.7, 0.0);
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uniform bool isNonGeometric;
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uniform sampler2D nonGeometricTexture;
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uniform sampler2D eyeTexture;
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const int num_tets = ##num_tets##;
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const int num_edges = ##num_edges##;
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const int num_cusps = ##num_cusps##;
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#if ##finiteTrig##
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layout (std140) uniform TetrahedraEdges
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{
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// Ends of edge 01 are 0 + 12 * tetNum and 1 + 12 * tetNum
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// Ends of edge 02 are 2 + 12 * tetNum and 3 + 12 * tetNum
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// Ends of edge 12 are 4 + 12 * tetNum and 5 + 12 * tetNum
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// Ends of edge 03 ...
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// Ends of edge 13 ...
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// Ends of edge 23 are 10 + 12 * tetNum and 11 + 12 * tetNum
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//
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// Also see edgeToVertices
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vec4 R13EdgeEnds[12 * ##num_tets##];
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};
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uniform float vertexSphereRadiusParam;
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// For an incomplete cusp, the Margulis tube is a cylinder about
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// the geodesic the triangulation spins about. In other words,
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// it is the cylinder fixed by the peripheral group of that cusp.
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// We encode it by its two end points and cosh(radius)^2/2.
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layout (std140) uniform MargulisTubes
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{
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vec4 margulisTubeTails[4 * ##num_tets##];
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vec4 margulisTubeHeads[4 * ##num_tets##];
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};
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uniform float margulisTubeRadiusParams[4 * ##num_tets##];
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#if defined(num_geodesic_segments) && num_geodesic_segments > 0
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layout (std140) uniform geodesics
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{
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vec4 geodesicTails[num_geodesic_segments];
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vec4 geodesicHeads[num_geodesic_segments];
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int geodesicIndex[num_geodesic_segments];
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float geodesicTubeRadiusParam[num_geodesic_segments];
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int geodesicOffsets[##num_tets## + 1];
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};
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#endif
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#if !defined(num_eyeballs)
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#define num_eyeballs 0
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#endif
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#if num_eyeballs > 0
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layout (std140) uniform eyeballs
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{
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vec4 eyeballPositions[num_eyeballs];
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mat4 eyeballInvEmbeddings[num_eyeballs];
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mat4 eyeballEmbeddings[num_eyeballs];
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int eyeballOffsets[##num_tets## + 1];
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};
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uniform float eyeballRadius;
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#if eyeball_type == 2
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float eyeballRadiusParam = cosh(eyeballRadius) * cosh(eyeballRadius);
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#else
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float space_ship_width = 0.4;
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float space_ship_fold_width = 0.13;
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float space_ship_fold_height = 0.3;
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vec4 space_ship_top_plane = vec4(0.0, 0.0, -1.0, 0.0);
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vec4 space_ship_edges[2] = vec4[2](
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vec4(0.0, 1.0 / space_ship_width, 0.0, 1.0),
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vec4(0.0, -1.0 / space_ship_width, 0.0, 1.0));
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vec4 space_ship_folds[2] = vec4[2](
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vec4(0.0, 1.0 / space_ship_fold_width, 1.0 / space_ship_fold_height, 1.0),
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vec4(0.0, -1.0 / space_ship_fold_width, 1.0 / space_ship_fold_height, 1.0));
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float b = length(vec2(space_ship_fold_height, 1.0));
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vec4 space_ship_back_plane = vec4(sinh(eyeballRadius), 0.0, 0.0, -b * cosh(eyeballRadius));
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#endif
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#endif
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uniform float horosphereScales[4 * ##num_tets##];
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#if defined(num_additional_horospheres) && num_additional_horospheres > 0
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layout (std140) uniform additionalHorospheres
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{
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vec4 horosphereVec[num_additional_horospheres];
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int horosphereCuspIndex[num_additional_horospheres];
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int horosphereOffsets[##num_tets## + 1];
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};
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#endif
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#if defined(has_edge_midpoints)
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layout (std140) uniform edgeMidpoints
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{
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vec4 edgeMidpointVec[6 * ##num_tets##];
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};
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uniform float edgeMidpointRadiusParam;
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#endif
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// cosh(r)^2 where r is the radius of the sphere
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// about the center of the tetrahedron.
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uniform float insphereRadiusParams[##num_tets##];
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// Matrix to convert between coordinates where the cusp is at
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// infinity and the space of the tetrahedron
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layout (std140) uniform TetCuspMatrices
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{
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mat4 tetToCuspMatrices[4 * ##num_tets##];
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mat4 cuspToTetMatrices[4 * ##num_tets##];
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};
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uniform vec2 logAdjustments[4 * ##num_tets##];
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uniform mat2 toStandardTorusMatrices[4 * ##num_tets##];
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const float peripheralCurveThickness = 0.015;
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#if COLOR_SCHEME == 1
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const vec3 longitudeColor = vec3( 1.0 , 1.0 , 1.0 );
|
213
|
+
const vec3 meridianColor = vec3( 0.5 , 0.5 , 0.5 );
|
214
|
+
#else
|
215
|
+
const vec3 longitudeColor = vec3( 1.0 , 0.2 , 0.2 );
|
216
|
+
const vec3 meridianColor = vec3( 0.2 , 1.0 , 0.2 );
|
217
|
+
#endif
|
218
|
+
|
219
|
+
#endif
|
220
|
+
|
221
|
+
// Colouring function. All components are in the range [0...1], including hue.
|
222
|
+
// from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
|
223
|
+
vec3 hsv2rgb(vec3 c)
|
224
|
+
{
|
225
|
+
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
226
|
+
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
227
|
+
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
228
|
+
}
|
229
|
+
|
230
|
+
// Lorentz dot product with signature -+++
|
231
|
+
float
|
232
|
+
R13Dot(vec4 u, vec4 v)
|
233
|
+
{
|
234
|
+
return - u.x*v.x + u.y*v.y + u.z*v.z + u.w*v.w;
|
235
|
+
}
|
236
|
+
|
237
|
+
vec4
|
238
|
+
R13Normalise(vec4 v)
|
239
|
+
{
|
240
|
+
return v * inversesqrt(abs(R13Dot(v,v)));
|
241
|
+
}
|
242
|
+
|
243
|
+
// Given a direction vector and a point on the hyperbolic model, produces
|
244
|
+
// a unit tangent vector (in Minkowski space) at that point.
|
245
|
+
//
|
246
|
+
// It does by subtracting a suitable multiple of point from direction to
|
247
|
+
// make it orthogonal to point and then normalising.
|
248
|
+
vec4
|
249
|
+
makeUnitTangentVector(vec4 dir, vec4 point)
|
250
|
+
{
|
251
|
+
// Make dir orthogonal to point.
|
252
|
+
// Note that R13Dot(point, point) == -1, so we add instead of
|
253
|
+
// subtract.
|
254
|
+
vec4 t = dir + R13Dot(dir, point) * point;
|
255
|
+
|
256
|
+
return R13Normalise(t);
|
257
|
+
}
|
258
|
+
|
259
|
+
float
|
260
|
+
geodesicParameterPlanes(vec4 samplePoint, vec4 dualPoint1, vec4 dualPoint2){
|
261
|
+
// "distance" from a geodesic defined by two (assumed perpendicular) geodesic planes, this is not quite distance, need to asinh(sqrt( result ))
|
262
|
+
|
263
|
+
float dot1 = -R13Dot(samplePoint, dualPoint1);
|
264
|
+
vec4 dualPointPerp = R13Normalise(dualPoint2 - R13Dot(dualPoint1, dualPoint2) * dualPoint1); // should be precalculated if this is a main feature
|
265
|
+
float dot2 = -R13Dot(samplePoint, dualPointPerp);
|
266
|
+
|
267
|
+
return dot1*dot1 + dot2*dot2;
|
268
|
+
}
|
269
|
+
|
270
|
+
float
|
271
|
+
triangleBdryParam(vec4 samplePoint, int tetNum, int exit_face){
|
272
|
+
vec4 exit_dual_point = planes[4*tetNum + exit_face];
|
273
|
+
float smallest_p = 100000000.0;
|
274
|
+
for(int face=0; face<4; face++){
|
275
|
+
if(face != exit_face){ // find p when we hit that face
|
276
|
+
int index = 4*tetNum + face;
|
277
|
+
float new_p = geodesicParameterPlanes(samplePoint, exit_dual_point, planes[index]);
|
278
|
+
if(new_p < smallest_p){
|
279
|
+
smallest_p = new_p;
|
280
|
+
}
|
281
|
+
}
|
282
|
+
}
|
283
|
+
return smallest_p;
|
284
|
+
}
|
285
|
+
|
286
|
+
/// --- Ray-trace code --- ///
|
287
|
+
|
288
|
+
// Kind of object a ray hit.
|
289
|
+
|
290
|
+
const int object_type_nothing = 0;
|
291
|
+
const int object_type_face = 1;
|
292
|
+
const int object_type_edge_cylinder_enter = 2;
|
293
|
+
const int object_type_edge_cylinder_exit = 3;
|
294
|
+
const int object_type_horosphere_enter = 4;
|
295
|
+
const int object_type_horosphere_exit = 5;
|
296
|
+
const int object_type_edge_fan = 6;
|
297
|
+
const int object_type_insphere = 7;
|
298
|
+
const int object_type_vertex_sphere = 8;
|
299
|
+
const int object_type_margulis_tube_enter = 9;
|
300
|
+
const int object_type_margulis_tube_exit = 10;
|
301
|
+
const int object_type_elevation_enter = 11;
|
302
|
+
const int object_type_elevation_exit = 12;
|
303
|
+
const int object_type_geodesic_tube = 13;
|
304
|
+
const int object_type_additional_horosphere = 14;
|
305
|
+
const int object_type_eyeball = 15;
|
306
|
+
const int object_type_edge_midpoint = 16;
|
307
|
+
|
308
|
+
// A ray consists of a point in the hyperbolid model and a
|
309
|
+
// unit tangent vector dir orthogonal to the point with respect
|
310
|
+
// to the Lorentz product.
|
311
|
+
struct Ray
|
312
|
+
{
|
313
|
+
vec4 point;
|
314
|
+
vec4 dir;
|
315
|
+
};
|
316
|
+
|
317
|
+
// Ray with extra information what object was hit.
|
318
|
+
struct RayHit
|
319
|
+
{
|
320
|
+
Ray ray;
|
321
|
+
// What tetrahedron we are in.
|
322
|
+
int tet_num;
|
323
|
+
vec4 light_source;
|
324
|
+
// Distance the ray traveled from eye so far
|
325
|
+
float dist;
|
326
|
+
float weight;
|
327
|
+
float distWhenLeavingCusp;
|
328
|
+
// Type of object hit
|
329
|
+
int object_type;
|
330
|
+
// Index of object (within the tetrahedron), e.g.,
|
331
|
+
// 0-3 for horospheres, 0-5 for edges.
|
332
|
+
int object_index;
|
333
|
+
|
334
|
+
int object_subindex;
|
335
|
+
};
|
336
|
+
|
337
|
+
bool traceInsideVertexNeighborhood()
|
338
|
+
{
|
339
|
+
#if num_eyeballs > 0
|
340
|
+
return eyeballOffsets[##num_tets##] > 0;
|
341
|
+
#else
|
342
|
+
return false;
|
343
|
+
#endif
|
344
|
+
}
|
345
|
+
|
346
|
+
// We distinguish between:
|
347
|
+
// - colored ray hits: the geometry is lit, e.g., the cylinder
|
348
|
+
// about an edge reacts to light)
|
349
|
+
// - valued ray hits: we use a value such as the distance or cohomology
|
350
|
+
// fractal weight to compute a color using a color gradient
|
351
|
+
//
|
352
|
+
// Note that for subsampling, we need to average the value before
|
353
|
+
// applying the color gradient.
|
354
|
+
//
|
355
|
+
bool isColored(RayHit ray_hit)
|
356
|
+
{
|
357
|
+
return !(
|
358
|
+
ray_hit.object_type == object_type_nothing ||
|
359
|
+
ray_hit.object_type == object_type_face);
|
360
|
+
}
|
361
|
+
|
362
|
+
vec4
|
363
|
+
pointAdvancedByParam(Ray ray, float p)
|
364
|
+
{
|
365
|
+
return R13Normalise(ray.point + p * ray.dir );
|
366
|
+
}
|
367
|
+
|
368
|
+
// Advances ray by distance atanh(p).
|
369
|
+
//
|
370
|
+
// It is often more convenient to work with tanh(distance) rather than
|
371
|
+
// distance and we refer to tanh(distance) as "distParam".
|
372
|
+
void
|
373
|
+
advanceRayByDistParam(inout Ray ray, float p)
|
374
|
+
{
|
375
|
+
ray.point = pointAdvancedByParam(ray, p);
|
376
|
+
ray.dir = makeUnitTangentVector(ray.dir, ray.point);
|
377
|
+
}
|
378
|
+
|
379
|
+
// Returned as distParam by some methods to indicate that ray does not
|
380
|
+
// intersect object.
|
381
|
+
const float unreachableDistParam = 1000.0;
|
382
|
+
|
383
|
+
// Returns the real roots of the equation a * x^2 + b * x + c = 0, but
|
384
|
+
// each root is returned only if it is less than min_val.
|
385
|
+
// The existence of no such root is indicated by returning
|
386
|
+
// unreachableDistParam.
|
387
|
+
vec2
|
388
|
+
realRootsOfQuadratic(float a, float b, float c,
|
389
|
+
float min_val)
|
390
|
+
{
|
391
|
+
float d = b * b - 4 * a * c;
|
392
|
+
if (d < 0) {
|
393
|
+
return vec2(unreachableDistParam, unreachableDistParam);;
|
394
|
+
}
|
395
|
+
float offset = sign(a) * sqrt(d);
|
396
|
+
vec2 result = vec2(-b - offset, -b + offset) / (2 * a);
|
397
|
+
if (result.y < min_val) {
|
398
|
+
return vec2(unreachableDistParam, unreachableDistParam);;
|
399
|
+
}
|
400
|
+
if (result.x < min_val) {
|
401
|
+
return vec2(unreachableDistParam, result.y);
|
402
|
+
}
|
403
|
+
return result;
|
404
|
+
}
|
405
|
+
|
406
|
+
//--------------------------------------------
|
407
|
+
// Ray intersections
|
408
|
+
//
|
409
|
+
// Functions to compute the distParam (tanh(distance)) for the intersection
|
410
|
+
// of a ray with some object. Only the intersection of the ray entering an
|
411
|
+
// object is returned. No intersection is indicated by unreachableDistParam.
|
412
|
+
|
413
|
+
// Intersection with plane.
|
414
|
+
// The plane is given by all points such that the inner product
|
415
|
+
// of the point and the planeEqn is zero.
|
416
|
+
float
|
417
|
+
distParamForPlaneIntersection(Ray ray,
|
418
|
+
vec4 planeEqn)
|
419
|
+
{
|
420
|
+
// solve:
|
421
|
+
// R13Dot(planeEqn, ray.point + p * ray.dir) = 0
|
422
|
+
// R13Dot(planeEqn, ray.point) + p * R13Dot(planeEqn, ray.dir) = 0
|
423
|
+
|
424
|
+
float denom = R13Dot(planeEqn, ray.dir);
|
425
|
+
if(denom == 0.0) {
|
426
|
+
return unreachableDistParam;
|
427
|
+
}
|
428
|
+
return -R13Dot(planeEqn, ray.point) / denom;
|
429
|
+
}
|
430
|
+
|
431
|
+
// Intersection with sphere about given center (in hyperboloid model).
|
432
|
+
// The last parameter is the cosh(radius)^2.
|
433
|
+
vec2
|
434
|
+
distParamsForSphereIntersection(Ray ray,
|
435
|
+
vec4 center, float sphereRadiusParam)
|
436
|
+
{
|
437
|
+
float startDot = R13Dot(center, ray.point);
|
438
|
+
float dirDot = R13Dot(center, ray.dir);
|
439
|
+
|
440
|
+
return realRootsOfQuadratic(
|
441
|
+
dirDot * dirDot + sphereRadiusParam,
|
442
|
+
2.0 * dirDot * startDot,
|
443
|
+
startDot * startDot - sphereRadiusParam,
|
444
|
+
0.0);
|
445
|
+
}
|
446
|
+
|
447
|
+
// Intersection with horosphere defined by given light-like vector.
|
448
|
+
// The horosphere consists of all points such that the inner product
|
449
|
+
// with the light-like vector is -1.
|
450
|
+
vec2
|
451
|
+
distParamsForHorosphereIntersection(Ray ray,
|
452
|
+
vec4 horosphere)
|
453
|
+
{
|
454
|
+
return distParamsForSphereIntersection(ray, horosphere, 1);
|
455
|
+
}
|
456
|
+
|
457
|
+
// Intersection with cylinder about the geodesic with the two given
|
458
|
+
// (light-like) endpoints.
|
459
|
+
// tubeRadiusParam is cosh(radius)^2/2.
|
460
|
+
// This function can detect intersections of the ray that happen
|
461
|
+
// some distance before the start point of the ray. To use this feature,
|
462
|
+
// set minDistParam to a negative value, namely to tanh(-distance),
|
463
|
+
// where distance is how far back we want to track the ray.
|
464
|
+
vec2
|
465
|
+
distParamsForTubeIntersection(Ray ray,
|
466
|
+
vec4[2] endpoints,
|
467
|
+
float tubeRadiusParam,
|
468
|
+
float minDistParam)
|
469
|
+
{
|
470
|
+
// The points p (with R13Dot(p,p) = -1) on a tube about a
|
471
|
+
// geodesic are given by
|
472
|
+
//
|
473
|
+
// -tubeRadiusParam * R13Dot(endpoints[0], endpoints[1])
|
474
|
+
// = R13Dot(endpoints[0],p) * R13Dot(endpoints[1],p)
|
475
|
+
//
|
476
|
+
// To see this, note that the isometries of the tube about
|
477
|
+
// the geodesic act on the light-like endpoints by multiplying
|
478
|
+
// them by s and 1/s, respectively, where s > 0. It is easy
|
479
|
+
// to check that the equation is invariant under this action.
|
480
|
+
//
|
481
|
+
// To compute the tubeRadiusParam in terms of the tube radius,
|
482
|
+
// place the endpoints at (1,-1,0,0) and (1,1,0,0) and p at
|
483
|
+
// (cosh(radius),0,sinh(radius),0). We obtain
|
484
|
+
//
|
485
|
+
// tubeRadiusParam = cosh(radius)^2/2
|
486
|
+
//
|
487
|
+
// The ray is parameterized by
|
488
|
+
//
|
489
|
+
// p = p0 / sqrt(-R13Dot(p0, p0))
|
490
|
+
//
|
491
|
+
// where
|
492
|
+
// p0 = ray.point + t * ray.dir.
|
493
|
+
//
|
494
|
+
// Putting p into the above equation and multiplying by
|
495
|
+
// -R13Dot(p0, p0), we obtain a quadratic equation we can solve for.
|
496
|
+
|
497
|
+
float start0Dot = R13Dot(endpoints[0], ray.point);
|
498
|
+
float dir0Dot = R13Dot(endpoints[0], ray.dir);
|
499
|
+
float start1Dot = R13Dot(endpoints[1], ray.point);
|
500
|
+
float dir1Dot = R13Dot(endpoints[1], ray.dir);
|
501
|
+
float endDot = R13Dot(endpoints[0], endpoints[1]);
|
502
|
+
|
503
|
+
return realRootsOfQuadratic(
|
504
|
+
dir0Dot * dir1Dot - endDot * tubeRadiusParam,
|
505
|
+
start0Dot * dir1Dot + start1Dot * dir0Dot,
|
506
|
+
start0Dot * start1Dot + endDot * tubeRadiusParam,
|
507
|
+
minDistParam);
|
508
|
+
}
|
509
|
+
|
510
|
+
//--------------------------------------------
|
511
|
+
// Object normals
|
512
|
+
//
|
513
|
+
// Function to compute the normal of an object at the given point
|
514
|
+
|
515
|
+
|
516
|
+
// Normal for a sphere about the center.
|
517
|
+
vec4
|
518
|
+
normalForSphere(vec4 point, vec4 center)
|
519
|
+
{
|
520
|
+
vec4 t = center - point;
|
521
|
+
|
522
|
+
return makeUnitTangentVector(t, point);
|
523
|
+
}
|
524
|
+
|
525
|
+
// Normal for a cylinder between the two given (light-like) endpoints.
|
526
|
+
vec4
|
527
|
+
normalForTube(vec4 point, vec4[2] endpoints)
|
528
|
+
{
|
529
|
+
vec4 t = endpoints[0] * R13Dot(point, endpoints[1])
|
530
|
+
+ endpoints[1] * R13Dot(point, endpoints[0]);
|
531
|
+
|
532
|
+
return - makeUnitTangentVector(t, point);
|
533
|
+
}
|
534
|
+
|
535
|
+
//--------------------------------------------
|
536
|
+
// Object helpers
|
537
|
+
//
|
538
|
+
// Various helpers to obtain object representations from
|
539
|
+
// the uniforms.
|
540
|
+
|
541
|
+
// Indices of vertices that are the end points of an edge.
|
542
|
+
//
|
543
|
+
// Needs to be consistent with SnapPy/t3m conventions
|
544
|
+
// (i.e., t3m's OneSubsimplices).
|
545
|
+
const ivec2[6] edgeToVertices = ivec2[](ivec2(0, 1),
|
546
|
+
ivec2(0, 2),
|
547
|
+
ivec2(1, 2),
|
548
|
+
ivec2(0, 3),
|
549
|
+
ivec2(1, 3),
|
550
|
+
ivec2(2, 3));
|
551
|
+
|
552
|
+
// The two endpoints of an edge of a tetrahedron
|
553
|
+
vec4[2]
|
554
|
+
endpointsForEdge(int tet, int edge)
|
555
|
+
{
|
556
|
+
#if ##finiteTrig##
|
557
|
+
return vec4[](R13EdgeEnds[12 * tet + 2 * edge ],
|
558
|
+
R13EdgeEnds[12 * tet + 2 * edge + 1]);
|
559
|
+
#else
|
560
|
+
return vec4[](R13Vertices[4 * tet + edgeToVertices[edge].x],
|
561
|
+
R13Vertices[4 * tet + edgeToVertices[edge].y]);
|
562
|
+
#endif
|
563
|
+
}
|
564
|
+
|
565
|
+
#if !##finiteTrig##
|
566
|
+
// The two endpoints of a Margulis tube.
|
567
|
+
vec4[2]
|
568
|
+
endpointsForMargulisTube(int index)
|
569
|
+
{
|
570
|
+
return vec4[](margulisTubeTails[index],
|
571
|
+
margulisTubeHeads[index]);
|
572
|
+
}
|
573
|
+
|
574
|
+
// The equation for the horosphere about a vertex in a tetrahedron.
|
575
|
+
// index is 4 * tetIndex + vertex.
|
576
|
+
vec4
|
577
|
+
horosphereEqn(int index)
|
578
|
+
{
|
579
|
+
return horosphereScales[index] * R13Vertices[index];
|
580
|
+
}
|
581
|
+
|
582
|
+
#if defined(num_geodesic_segments) && num_geodesic_segments > 0
|
583
|
+
// The two endpoints of a geodesic
|
584
|
+
vec4[2]
|
585
|
+
endpointsForGeodesic(int index)
|
586
|
+
{
|
587
|
+
return vec4[](geodesicTails[index],
|
588
|
+
geodesicHeads[index]);
|
589
|
+
}
|
590
|
+
#endif
|
591
|
+
|
592
|
+
#endif
|
593
|
+
|
594
|
+
vec4
|
595
|
+
normalForRayHit(RayHit ray_hit)
|
596
|
+
{
|
597
|
+
#if ##finiteTrig##
|
598
|
+
if(ray_hit.object_type == object_type_vertex_sphere) {
|
599
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
600
|
+
return normalForSphere(ray_hit.ray.point, R13Vertices[index]);
|
601
|
+
}
|
602
|
+
#else
|
603
|
+
if(ray_hit.object_type == object_type_insphere) {
|
604
|
+
return normalForSphere(ray_hit.ray.point, vec4(1,0,0,0));
|
605
|
+
}
|
606
|
+
|
607
|
+
if(ray_hit.object_type == object_type_horosphere_enter) {
|
608
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
609
|
+
return horosphereEqn(index) - ray_hit.ray.point;
|
610
|
+
}
|
611
|
+
|
612
|
+
if(ray_hit.object_type == object_type_horosphere_exit) {
|
613
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
614
|
+
return ray_hit.ray.point - horosphereEqn(index);
|
615
|
+
}
|
616
|
+
|
617
|
+
if(ray_hit.object_type == object_type_margulis_tube_enter) {
|
618
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
619
|
+
return normalForTube(
|
620
|
+
ray_hit.ray.point,
|
621
|
+
endpointsForMargulisTube(index));
|
622
|
+
}
|
623
|
+
|
624
|
+
if(ray_hit.object_type == object_type_margulis_tube_exit) {
|
625
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
626
|
+
return - normalForTube(
|
627
|
+
ray_hit.ray.point,
|
628
|
+
endpointsForMargulisTube(index));
|
629
|
+
}
|
630
|
+
|
631
|
+
#if defined(num_geodesic_segments) && num_geodesic_segments > 0
|
632
|
+
if (ray_hit.object_type == object_type_geodesic_tube) {
|
633
|
+
return normalForTube(
|
634
|
+
ray_hit.ray.point,
|
635
|
+
endpointsForGeodesic(ray_hit.object_index));
|
636
|
+
}
|
637
|
+
#endif
|
638
|
+
|
639
|
+
#if defined(num_additional_horospheres) && num_additional_horospheres > 0
|
640
|
+
if (ray_hit.object_type == object_type_additional_horosphere) {
|
641
|
+
return horosphereVec[ray_hit.object_index] - ray_hit.ray.point;
|
642
|
+
}
|
643
|
+
#endif
|
644
|
+
|
645
|
+
#if num_eyeballs > 0
|
646
|
+
if (ray_hit.object_type == object_type_eyeball) {
|
647
|
+
#if eyeball_type == 2
|
648
|
+
return normalForSphere(
|
649
|
+
ray_hit.ray.point, eyeballPositions[ray_hit.object_index]);
|
650
|
+
#else
|
651
|
+
vec4 local_normal;
|
652
|
+
if (ray_hit.object_subindex == 0) {
|
653
|
+
local_normal = space_ship_top_plane;
|
654
|
+
} else {
|
655
|
+
local_normal = R13Normalise(space_ship_folds[ray_hit.object_subindex - 1]);
|
656
|
+
}
|
657
|
+
vec4 normal = local_normal * eyeballEmbeddings[ray_hit.object_index];
|
658
|
+
|
659
|
+
if (R13Dot(ray_hit.ray.dir, normal) > 0) {
|
660
|
+
return normal;
|
661
|
+
} else {
|
662
|
+
return -normal;
|
663
|
+
}
|
664
|
+
#endif
|
665
|
+
}
|
666
|
+
#endif
|
667
|
+
|
668
|
+
#if defined(has_edge_midpoints)
|
669
|
+
if (ray_hit.object_type == object_type_edge_midpoint) {
|
670
|
+
int index = 6 * ray_hit.tet_num + ray_hit.object_index;
|
671
|
+
return normalForSphere(ray_hit.ray.point, edgeMidpointVec[index]);
|
672
|
+
}
|
673
|
+
#endif
|
674
|
+
|
675
|
+
#endif
|
676
|
+
|
677
|
+
if(ray_hit.object_type == object_type_edge_fan ||
|
678
|
+
ray_hit.object_type == object_type_elevation_enter ||
|
679
|
+
ray_hit.object_type == object_type_elevation_exit) {
|
680
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
681
|
+
return planes[index];
|
682
|
+
}
|
683
|
+
|
684
|
+
if(ray_hit.object_type == object_type_edge_cylinder_enter) {
|
685
|
+
return normalForTube(
|
686
|
+
ray_hit.ray.point,
|
687
|
+
endpointsForEdge(ray_hit.tet_num, ray_hit.object_index));
|
688
|
+
}
|
689
|
+
|
690
|
+
if(ray_hit.object_type == object_type_edge_cylinder_exit) {
|
691
|
+
return - normalForTube(
|
692
|
+
ray_hit.ray.point,
|
693
|
+
endpointsForEdge(ray_hit.tet_num, ray_hit.object_index));
|
694
|
+
}
|
695
|
+
|
696
|
+
return vec4(0,1,0,0);
|
697
|
+
}
|
698
|
+
|
699
|
+
// Convert point in hyperboloid model to upper halfspace
|
700
|
+
// model.
|
701
|
+
// The vec3 result corresponds to result.x + result.y * i + result.z * j,
|
702
|
+
// i.e., the last component of the vec3 is the height.
|
703
|
+
vec3
|
704
|
+
hyperboloidToUpperHalfspace(vec4 h)
|
705
|
+
{
|
706
|
+
vec3 klein = h.yzw / h.x;
|
707
|
+
vec3 poincare = klein / (1.0 + sqrt(1.0 - dot(klein, klein)));
|
708
|
+
vec3 denom_helper = vec3(poincare.x - 1.0, poincare.yz);
|
709
|
+
float denom = dot(denom_helper, denom_helper);
|
710
|
+
|
711
|
+
return vec3(2.0 * poincare.yz, 1.0 - dot(poincare, poincare)) / denom;
|
712
|
+
}
|
713
|
+
|
714
|
+
#if !##finiteTrig##
|
715
|
+
// Compute the coordinates of a ray hit on a horosphere in the upper
|
716
|
+
// half space model such that the cusp is at infinity.
|
717
|
+
vec3
|
718
|
+
preferredUpperHalfspaceCoordinates(RayHit ray_hit)
|
719
|
+
{
|
720
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
721
|
+
|
722
|
+
return hyperboloidToUpperHalfspace(
|
723
|
+
ray_hit.ray.point * tetToCuspMatrices[index]);
|
724
|
+
}
|
725
|
+
|
726
|
+
vec2
|
727
|
+
complexLog(vec2 z)
|
728
|
+
{
|
729
|
+
return vec2(log(length(z)), atan(z.y, z.x));
|
730
|
+
}
|
731
|
+
|
732
|
+
vec2
|
733
|
+
MLCoordinatesForRayHit(RayHit rayHit)
|
734
|
+
{
|
735
|
+
int index = 4 * rayHit.tet_num + rayHit.object_index;
|
736
|
+
|
737
|
+
vec3 pointUpperHalfspace = preferredUpperHalfspaceCoordinates(rayHit);
|
738
|
+
vec2 z = pointUpperHalfspace.xy;
|
739
|
+
|
740
|
+
if (rayHit.object_type == object_type_margulis_tube_enter ||
|
741
|
+
rayHit.object_type == object_type_margulis_tube_exit) {
|
742
|
+
z = complexLog(z) + logAdjustments[index];
|
743
|
+
}
|
744
|
+
|
745
|
+
return z * toStandardTorusMatrices[index];
|
746
|
+
}
|
747
|
+
|
748
|
+
int
|
749
|
+
peripheralCurveForMLCoordinates(vec2 ml_coordinates)
|
750
|
+
{
|
751
|
+
// Map R^2->torus
|
752
|
+
vec2 f = fract(ml_coordinates);
|
753
|
+
|
754
|
+
if ( f.y < peripheralCurveThickness ||
|
755
|
+
f.y > 1.0 - peripheralCurveThickness) {
|
756
|
+
return 2;
|
757
|
+
}
|
758
|
+
|
759
|
+
if ( f.x < peripheralCurveThickness ||
|
760
|
+
f.x > 1.0 - peripheralCurveThickness) {
|
761
|
+
return 1;
|
762
|
+
}
|
763
|
+
|
764
|
+
return 0;
|
765
|
+
}
|
766
|
+
#endif
|
767
|
+
|
768
|
+
// Compute the SO13 transform corresponding to the PSL(2,C)-matrix
|
769
|
+
// [[1, z], [0, 1]].
|
770
|
+
// Special case of the kernel's Moebius_to_O31 for upper unit triangular
|
771
|
+
// matrices.
|
772
|
+
mat4
|
773
|
+
parabolicSO13(vec2 z)
|
774
|
+
{
|
775
|
+
float t = dot(z, z) / 2.0;
|
776
|
+
|
777
|
+
return mat4( 1.0 + t, - t, z.x, z.y,
|
778
|
+
t, 1.0 - t, z.x, z.y,
|
779
|
+
z.x, -z.x, 1.0, 0.0,
|
780
|
+
z.y, -z.y, 0.0, 1.0 );
|
781
|
+
}
|
782
|
+
|
783
|
+
// Compute the SO13 transform corresponding to the PGL(2,C)-matrix
|
784
|
+
// [[ exp(z), 0], [0, 1]].
|
785
|
+
// Special case of the kernel's Moebius_to_O31 for diagonal matrices.
|
786
|
+
mat4
|
787
|
+
loxodromicSO13(vec2 z)
|
788
|
+
{
|
789
|
+
return mat4( cosh(z.x), sinh(z.x), 0.0, 0.0,
|
790
|
+
sinh(z.x), cosh(z.x), 0.0, 0.0,
|
791
|
+
0.0, 0.0, cos(z.y), -sin(z.y),
|
792
|
+
0.0, 0.0, sin(z.y), cos(z.y) );
|
793
|
+
}
|
794
|
+
|
795
|
+
void
|
796
|
+
ray_trace_through_hyperboloid_tet(inout RayHit ray_hit)
|
797
|
+
{
|
798
|
+
int entry_object_type = ray_hit.object_type;
|
799
|
+
int entry_object_index = ray_hit.object_index;
|
800
|
+
|
801
|
+
///Given shape of a tet and a ray, find where the ray exits and through which face
|
802
|
+
float smallest_p = 100000000.0;
|
803
|
+
|
804
|
+
float horosphere_exit_param = -unreachableDistParam;
|
805
|
+
|
806
|
+
#if !##finiteTrig##
|
807
|
+
for (int vertex = 0; vertex < 4; vertex++) {
|
808
|
+
int index = 4 * ray_hit.tet_num + vertex;
|
809
|
+
if ( horosphereScales[index] != 0.0 ||
|
810
|
+
margulisTubeRadiusParams[index] > 0.50001) {
|
811
|
+
|
812
|
+
vec2 params;
|
813
|
+
if (horosphereScales[index] != 0.0) {
|
814
|
+
params = distParamsForHorosphereIntersection(
|
815
|
+
ray_hit.ray,
|
816
|
+
horosphereEqn(index));
|
817
|
+
} else {
|
818
|
+
params = distParamsForTubeIntersection(
|
819
|
+
ray_hit.ray,
|
820
|
+
endpointsForMargulisTube(index),
|
821
|
+
margulisTubeRadiusParams[index],
|
822
|
+
0.0);
|
823
|
+
}
|
824
|
+
|
825
|
+
if (params.x < smallest_p) {
|
826
|
+
smallest_p = params.x;
|
827
|
+
if (horosphereScales[index] != 0.0) {
|
828
|
+
ray_hit.object_type = object_type_horosphere_enter;
|
829
|
+
} else {
|
830
|
+
ray_hit.object_type = object_type_margulis_tube_enter;
|
831
|
+
}
|
832
|
+
ray_hit.object_index = vertex;
|
833
|
+
}
|
834
|
+
|
835
|
+
if (traceInsideVertexNeighborhood()) {
|
836
|
+
if (params.y < smallest_p) {
|
837
|
+
horosphere_exit_param = params.y;
|
838
|
+
ray_hit.distWhenLeavingCusp = ray_hit.dist + atanh(params.y);
|
839
|
+
|
840
|
+
RayHit new_hit = ray_hit;
|
841
|
+
new_hit.object_index = vertex;
|
842
|
+
advanceRayByDistParam(new_hit.ray, params.y);
|
843
|
+
|
844
|
+
if (peripheralCurveForMLCoordinates(
|
845
|
+
MLCoordinatesForRayHit(new_hit)) > 0) {
|
846
|
+
smallest_p = params.y;
|
847
|
+
|
848
|
+
if (horosphereScales[index] != 0.0) {
|
849
|
+
ray_hit.object_type = object_type_horosphere_exit;
|
850
|
+
} else {
|
851
|
+
ray_hit.object_type = object_type_margulis_tube_exit;
|
852
|
+
}
|
853
|
+
ray_hit.object_index = vertex;
|
854
|
+
}
|
855
|
+
}
|
856
|
+
}
|
857
|
+
}
|
858
|
+
}
|
859
|
+
#endif
|
860
|
+
|
861
|
+
for(int face = 0; face < 4; face++) {
|
862
|
+
if (entry_object_type != object_type_face || entry_object_index != face) {
|
863
|
+
// find p when we hit that face
|
864
|
+
int index = 4 * ray_hit.tet_num + face;
|
865
|
+
if(R13Dot(ray_hit.ray.dir, planes[index]) > 0.0){
|
866
|
+
float p = distParamForPlaneIntersection(ray_hit.ray, planes[index]);
|
867
|
+
// if ((-10000.0 <= p) && (p < smallest_p)) {
|
868
|
+
if (p < smallest_p) {
|
869
|
+
/// negative values are ok if we have to go backwards a little to get through the face we are a little the wrong side of
|
870
|
+
/// Although this can apparently get caught in infinite loops in an edge
|
871
|
+
|
872
|
+
/// if we are on an edge then we don't in fact move as we go through this tet: t = 0.0
|
873
|
+
/// also allow tiny negative values, which will come up from floating point errors.
|
874
|
+
/// surface normals check should ensure that even in this case we make progress through
|
875
|
+
/// the triangles around an edge
|
876
|
+
smallest_p = p;
|
877
|
+
ray_hit.object_type = object_type_face;
|
878
|
+
ray_hit.object_index = face;
|
879
|
+
}
|
880
|
+
}
|
881
|
+
}
|
882
|
+
}
|
883
|
+
|
884
|
+
#if ##finiteTrig##
|
885
|
+
if (vertexSphereRadiusParam > 1.0001) {
|
886
|
+
for (int vertex = 0; vertex < 4; vertex++) {
|
887
|
+
int index = 4 * ray_hit.tet_num + vertex;
|
888
|
+
float p = distParamsForSphereIntersection(
|
889
|
+
ray_hit.ray,
|
890
|
+
R13Vertices[index],
|
891
|
+
vertexSphereRadiusParam).x;
|
892
|
+
if (p < smallest_p) {
|
893
|
+
smallest_p = p;
|
894
|
+
ray_hit.object_type = object_type_vertex_sphere;
|
895
|
+
ray_hit.object_index = vertex;
|
896
|
+
}
|
897
|
+
}
|
898
|
+
}
|
899
|
+
#else
|
900
|
+
{
|
901
|
+
float r = insphereRadiusParams[ray_hit.tet_num];
|
902
|
+
|
903
|
+
if (r > 1.0001) {
|
904
|
+
float p = distParamsForSphereIntersection(
|
905
|
+
ray_hit.ray,
|
906
|
+
vec4(1,0,0,0),
|
907
|
+
r).x;
|
908
|
+
if (p < smallest_p && (!traceInsideVertexNeighborhood() ||
|
909
|
+
p > horosphere_exit_param)) {
|
910
|
+
smallest_p = p;
|
911
|
+
ray_hit.object_type = object_type_insphere;
|
912
|
+
ray_hit.object_index = 0;
|
913
|
+
}
|
914
|
+
}
|
915
|
+
}
|
916
|
+
|
917
|
+
#if defined(has_edge_midpoints)
|
918
|
+
{
|
919
|
+
for (int edge = 0; edge < 6; edge++) {
|
920
|
+
int index = 6 * ray_hit.tet_num + edge;
|
921
|
+
float p = distParamsForSphereIntersection(
|
922
|
+
ray_hit.ray,
|
923
|
+
edgeMidpointVec[index],
|
924
|
+
edgeMidpointRadiusParam).x;
|
925
|
+
if (p < smallest_p) {
|
926
|
+
smallest_p = p;
|
927
|
+
ray_hit.object_type = object_type_edge_midpoint;
|
928
|
+
ray_hit.object_index = edge;
|
929
|
+
}
|
930
|
+
}
|
931
|
+
}
|
932
|
+
#endif
|
933
|
+
|
934
|
+
#if defined(num_geodesic_segments) && num_geodesic_segments > 0
|
935
|
+
for (int index = geodesicOffsets[ray_hit.tet_num];
|
936
|
+
index < geodesicOffsets[ray_hit.tet_num + 1];
|
937
|
+
index++) {
|
938
|
+
|
939
|
+
vec2 params = distParamsForTubeIntersection(
|
940
|
+
ray_hit.ray,
|
941
|
+
endpointsForGeodesic(index),
|
942
|
+
geodesicTubeRadiusParam[index],
|
943
|
+
0.0);
|
944
|
+
|
945
|
+
if (params.x < smallest_p && (!traceInsideVertexNeighborhood() ||
|
946
|
+
params.x > horosphere_exit_param)) {
|
947
|
+
smallest_p = params.x;
|
948
|
+
ray_hit.object_type = object_type_geodesic_tube;
|
949
|
+
ray_hit.object_index = index;
|
950
|
+
}
|
951
|
+
}
|
952
|
+
#endif
|
953
|
+
|
954
|
+
#if defined(num_additional_horospheres) && num_additional_horospheres > 0
|
955
|
+
for (int index = horosphereOffsets[ray_hit.tet_num];
|
956
|
+
index < horosphereOffsets[ray_hit.tet_num + 1];
|
957
|
+
index++) {
|
958
|
+
|
959
|
+
vec2 params = distParamsForHorosphereIntersection(
|
960
|
+
ray_hit.ray,
|
961
|
+
horosphereVec[index]);
|
962
|
+
|
963
|
+
if (params.x < smallest_p) {
|
964
|
+
smallest_p = params.x;
|
965
|
+
ray_hit.object_type = object_type_additional_horosphere;
|
966
|
+
ray_hit.object_index = index;
|
967
|
+
}
|
968
|
+
}
|
969
|
+
#endif
|
970
|
+
|
971
|
+
#if num_eyeballs > 0
|
972
|
+
for (int index = eyeballOffsets[ray_hit.tet_num];
|
973
|
+
index < eyeballOffsets[ray_hit.tet_num + 1];
|
974
|
+
index++) {
|
975
|
+
|
976
|
+
#if eyeball_type == 2
|
977
|
+
vec2 params = distParamsForSphereIntersection(
|
978
|
+
ray_hit.ray,
|
979
|
+
eyeballPositions[index],
|
980
|
+
eyeballRadiusParam);
|
981
|
+
|
982
|
+
if (params.x < smallest_p) {
|
983
|
+
smallest_p = params.x;
|
984
|
+
ray_hit.object_type = object_type_eyeball;
|
985
|
+
ray_hit.object_index = index;
|
986
|
+
}
|
987
|
+
#else
|
988
|
+
Ray local_ray;
|
989
|
+
local_ray.point = ray_hit.ray.point * eyeballInvEmbeddings[index];
|
990
|
+
local_ray.dir = ray_hit.ray.dir * eyeballInvEmbeddings[index];
|
991
|
+
|
992
|
+
{
|
993
|
+
float param = distParamForPlaneIntersection(local_ray, vec4(0.0, 0.0, 1.0, 0.0));
|
994
|
+
|
995
|
+
if (param > 0 && param < smallest_p) {
|
996
|
+
if (ray_hit.dist + atanh(param) > 0.001) {
|
997
|
+
vec4 hit_point = pointAdvancedByParam(local_ray, param);
|
998
|
+
if ((dot(hit_point, space_ship_folds[0]) < 0.0 ||
|
999
|
+
dot(hit_point, space_ship_folds[1]) < 0.0) &&
|
1000
|
+
dot(hit_point, space_ship_back_plane) > 0.0 &&
|
1001
|
+
dot(hit_point, space_ship_edges[0]) > 0.0 &&
|
1002
|
+
dot(hit_point, space_ship_edges[1]) > 0.0) {
|
1003
|
+
smallest_p = param;
|
1004
|
+
ray_hit.object_type = object_type_eyeball;
|
1005
|
+
ray_hit.object_index = index;
|
1006
|
+
ray_hit.object_subindex = 0;
|
1007
|
+
}
|
1008
|
+
}
|
1009
|
+
}
|
1010
|
+
}
|
1011
|
+
|
1012
|
+
for (int s = 0; s < 2; s++) {
|
1013
|
+
float param = distParamForPlaneIntersection(local_ray, space_ship_folds[s]);
|
1014
|
+
|
1015
|
+
if (param > 0 && param < smallest_p) {
|
1016
|
+
if (ray_hit.dist + atanh(param) > 0.001) {
|
1017
|
+
vec4 hit_point = pointAdvancedByParam(local_ray, param);
|
1018
|
+
|
1019
|
+
if (dot(hit_point, space_ship_back_plane) > 0.0 &&
|
1020
|
+
dot(hit_point, space_ship_top_plane) > 0.0 &&
|
1021
|
+
dot(hit_point, space_ship_folds[1-s]) > 0.0) {
|
1022
|
+
|
1023
|
+
smallest_p = param;
|
1024
|
+
ray_hit.object_type = object_type_eyeball;
|
1025
|
+
ray_hit.object_index = index;
|
1026
|
+
ray_hit.object_subindex = 1 + s;
|
1027
|
+
}
|
1028
|
+
}
|
1029
|
+
}
|
1030
|
+
}
|
1031
|
+
#endif
|
1032
|
+
}
|
1033
|
+
#endif
|
1034
|
+
|
1035
|
+
#endif
|
1036
|
+
|
1037
|
+
if (edgeTubeRadiusParam > 0.500001) {
|
1038
|
+
|
1039
|
+
#if ##finiteTrig##
|
1040
|
+
float backDistParam = 0.0;
|
1041
|
+
#else
|
1042
|
+
float backDistParam = tanh(ray_hit.distWhenLeavingCusp-ray_hit.dist);
|
1043
|
+
#endif
|
1044
|
+
|
1045
|
+
for (int edge = 0; edge < 6; edge++) {
|
1046
|
+
|
1047
|
+
vec2 params = distParamsForTubeIntersection(
|
1048
|
+
ray_hit.ray,
|
1049
|
+
endpointsForEdge(ray_hit.tet_num, edge),
|
1050
|
+
edgeTubeRadiusParam,
|
1051
|
+
backDistParam);
|
1052
|
+
|
1053
|
+
if (params.x < smallest_p && (!traceInsideVertexNeighborhood() ||
|
1054
|
+
params.x > horosphere_exit_param)) {
|
1055
|
+
smallest_p = params.x;
|
1056
|
+
ray_hit.object_type = object_type_edge_cylinder_enter;
|
1057
|
+
ray_hit.object_index = edge;
|
1058
|
+
}
|
1059
|
+
if (params.y < smallest_p && (!traceInsideVertexNeighborhood() ||
|
1060
|
+
params.y > horosphere_exit_param)) {
|
1061
|
+
smallest_p = params.y;
|
1062
|
+
ray_hit.object_type = object_type_edge_cylinder_exit;
|
1063
|
+
ray_hit.object_index = edge;
|
1064
|
+
}
|
1065
|
+
}
|
1066
|
+
}
|
1067
|
+
|
1068
|
+
ray_hit.dist += atanh(smallest_p);
|
1069
|
+
advanceRayByDistParam(ray_hit.ray, smallest_p);
|
1070
|
+
|
1071
|
+
if(edgeThicknessParam > 0.00001) {
|
1072
|
+
if (ray_hit.object_type == object_type_face) {
|
1073
|
+
if (!traceInsideVertexNeighborhood() ||
|
1074
|
+
smallest_p > horosphere_exit_param) {
|
1075
|
+
if(triangleBdryParam(ray_hit.ray.point, ray_hit.tet_num, ray_hit.object_index) < edgeThicknessParam) {
|
1076
|
+
ray_hit.object_type = object_type_edge_fan;
|
1077
|
+
}
|
1078
|
+
}
|
1079
|
+
}
|
1080
|
+
}
|
1081
|
+
}
|
1082
|
+
|
1083
|
+
int
|
1084
|
+
is_elevation_hit(float old_weight, float new_weight)
|
1085
|
+
{
|
1086
|
+
const float eps = 1e-4;
|
1087
|
+
float o = old_weight - eps;
|
1088
|
+
float n = new_weight - eps;
|
1089
|
+
|
1090
|
+
if (o * n < 0.0) {
|
1091
|
+
if (n < 0.0) {
|
1092
|
+
return object_type_elevation_enter;
|
1093
|
+
} else {
|
1094
|
+
return object_type_elevation_exit;
|
1095
|
+
}
|
1096
|
+
}
|
1097
|
+
|
1098
|
+
return object_type_nothing;
|
1099
|
+
}
|
1100
|
+
|
1101
|
+
void
|
1102
|
+
ray_trace(inout RayHit ray_hit) {
|
1103
|
+
|
1104
|
+
for(int i = 0; i < maxSteps; i++){
|
1105
|
+
ray_trace_through_hyperboloid_tet(ray_hit);
|
1106
|
+
|
1107
|
+
if (ray_hit.object_type != object_type_face) {
|
1108
|
+
break;
|
1109
|
+
}
|
1110
|
+
|
1111
|
+
if (ray_hit.dist > maxDist) {
|
1112
|
+
break;
|
1113
|
+
}
|
1114
|
+
|
1115
|
+
// in fact pow(sinh(radius in hyperbolic units),2.0). However, sinh^2 is monotonic for
|
1116
|
+
// positive values so we get correct behaviour by comparing without the sinh^2.
|
1117
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
1118
|
+
|
1119
|
+
float new_weight = ray_hit.weight + weights[ index ];
|
1120
|
+
|
1121
|
+
if (showElevation) {
|
1122
|
+
int elevation_object_type =
|
1123
|
+
is_elevation_hit(ray_hit.weight, new_weight);
|
1124
|
+
|
1125
|
+
if (elevation_object_type != object_type_nothing) {
|
1126
|
+
ray_hit.object_type = elevation_object_type;
|
1127
|
+
break;
|
1128
|
+
}
|
1129
|
+
}
|
1130
|
+
|
1131
|
+
ray_hit.weight = new_weight;
|
1132
|
+
|
1133
|
+
ray_hit.object_index = otherFaceNums[ index ];
|
1134
|
+
mat4 tsfm = SO13tsfms[ index ];
|
1135
|
+
|
1136
|
+
ray_hit.light_source = ray_hit.light_source * tsfm;
|
1137
|
+
ray_hit.ray.point = ray_hit.ray.point * tsfm;
|
1138
|
+
ray_hit.ray.dir = R13Normalise( ray_hit.ray.dir * tsfm );
|
1139
|
+
ray_hit.tet_num = otherTetNums[ index ];
|
1140
|
+
}
|
1141
|
+
}
|
1142
|
+
|
1143
|
+
|
1144
|
+
|
1145
|
+
/// --- Colour gradient code --- ///
|
1146
|
+
|
1147
|
+
int find_band(float t, float thresholds[5]){
|
1148
|
+
for(int j = 1; j < 4; j++) {
|
1149
|
+
if(t < thresholds[j]) {
|
1150
|
+
return j;
|
1151
|
+
}
|
1152
|
+
}
|
1153
|
+
return 4;
|
1154
|
+
}
|
1155
|
+
|
1156
|
+
vec3 general_gradient(float t, float thresholds[5], vec3 colours[5]){
|
1157
|
+
int i = find_band(t, thresholds);
|
1158
|
+
return mix(colours[i-1],
|
1159
|
+
colours[i],
|
1160
|
+
(t - thresholds[i-1])/(thresholds[i] - thresholds[i-1]));
|
1161
|
+
}
|
1162
|
+
|
1163
|
+
// Given the (average) value for a ray hit, apply gradient to get
|
1164
|
+
// color.
|
1165
|
+
vec3 colorForValue(float value)
|
1166
|
+
{
|
1167
|
+
if (noGradient) {
|
1168
|
+
return vec3(value);
|
1169
|
+
}
|
1170
|
+
|
1171
|
+
value = contrast * value;
|
1172
|
+
value = 0.5 + 0.5 * value/ (abs(value) + 1.0); //faster than atan, similar
|
1173
|
+
|
1174
|
+
return general_gradient(value, gradientThresholds, gradientColours);
|
1175
|
+
}
|
1176
|
+
|
1177
|
+
struct MaterialParams
|
1178
|
+
{
|
1179
|
+
vec3 ambient;
|
1180
|
+
vec3 diffuse;
|
1181
|
+
vec3 specular;
|
1182
|
+
|
1183
|
+
float shininess;
|
1184
|
+
};
|
1185
|
+
|
1186
|
+
MaterialParams
|
1187
|
+
material_params(RayHit ray_hit)
|
1188
|
+
{
|
1189
|
+
MaterialParams result;
|
1190
|
+
|
1191
|
+
result.diffuse = vec3(0.2, 0.6, 0.3);
|
1192
|
+
result.ambient = 0.5 * result.diffuse;
|
1193
|
+
result.specular = vec3(0.5, 0.5, 0.5);
|
1194
|
+
result.shininess = 20;
|
1195
|
+
|
1196
|
+
#if ##finiteTrig##
|
1197
|
+
if (ray_hit.object_type == object_type_vertex_sphere) {
|
1198
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
1199
|
+
int color_index = vertex_color_indices[index];
|
1200
|
+
|
1201
|
+
result.diffuse = hsv2rgb(vec3(float(color_index)/float(num_cusps), 0.25, 1.0));
|
1202
|
+
result.ambient = 0.5 * result.diffuse;
|
1203
|
+
}
|
1204
|
+
#else
|
1205
|
+
if (ray_hit.object_type == object_type_horosphere_enter ||
|
1206
|
+
ray_hit.object_type == object_type_horosphere_exit ||
|
1207
|
+
ray_hit.object_type == object_type_margulis_tube_enter ||
|
1208
|
+
ray_hit.object_type == object_type_margulis_tube_exit) {
|
1209
|
+
|
1210
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
1211
|
+
int color_index = vertex_color_indices[index];
|
1212
|
+
|
1213
|
+
#if COLOR_SCHEME == 1
|
1214
|
+
result.diffuse = hsv2rgb(vec3(float(color_index)/float(num_cusps), 0.25, 1.0));
|
1215
|
+
#else
|
1216
|
+
result.diffuse =
|
1217
|
+
vec3(0.5, 0.5, 0.5)
|
1218
|
+
+ sin(color_index) * vec3( 0.3, -0.3, 0.0)
|
1219
|
+
+ cos(color_index) * vec3(0.15, 0.15, -0.3);
|
1220
|
+
#endif
|
1221
|
+
result.ambient = 0.5 * result.diffuse;
|
1222
|
+
|
1223
|
+
int peripheralCurve =
|
1224
|
+
peripheralCurveForMLCoordinates(
|
1225
|
+
MLCoordinatesForRayHit(ray_hit));
|
1226
|
+
|
1227
|
+
if (peripheralCurve == 1) {
|
1228
|
+
result.diffuse = longitudeColor;
|
1229
|
+
result.ambient = result.diffuse;
|
1230
|
+
}
|
1231
|
+
if (peripheralCurve == 2) {
|
1232
|
+
result.diffuse = meridianColor;
|
1233
|
+
result.ambient = result.diffuse;
|
1234
|
+
}
|
1235
|
+
}
|
1236
|
+
|
1237
|
+
if (ray_hit.object_type == object_type_insphere) {
|
1238
|
+
result.diffuse = hsv2rgb(vec3(float(ray_hit.tet_num)/float(num_tets), 0.5, 1.0));
|
1239
|
+
|
1240
|
+
result.diffuse *= 0.5;
|
1241
|
+
|
1242
|
+
result.ambient = 0.5 * result.diffuse;
|
1243
|
+
}
|
1244
|
+
|
1245
|
+
#endif
|
1246
|
+
|
1247
|
+
if (ray_hit.object_type == object_type_edge_fan) {
|
1248
|
+
int index = 4 * ray_hit.tet_num + ray_hit.object_index;
|
1249
|
+
int color_index = face_color_indices[index];
|
1250
|
+
result.diffuse = hsv2rgb(vec3(float(color_index)/float(2*num_tets), 0.75, 0.5));
|
1251
|
+
result.ambient = 0.5 * result.diffuse;
|
1252
|
+
}
|
1253
|
+
|
1254
|
+
if (ray_hit.object_type == object_type_edge_cylinder_enter) {
|
1255
|
+
int index = 6 * ray_hit.tet_num + ray_hit.object_index;
|
1256
|
+
int color_index = edge_color_indices[index];
|
1257
|
+
|
1258
|
+
//using num_tets = num_edges
|
1259
|
+
|
1260
|
+
#if COLOR_SCHEME == 1
|
1261
|
+
result.diffuse = hsv2rgb(
|
1262
|
+
vec3(float(color_index)/float(num_edges),
|
1263
|
+
desaturate_edges ? 0.24 : 1.0,
|
1264
|
+
1.0));
|
1265
|
+
#else
|
1266
|
+
result.diffuse =
|
1267
|
+
vec3(0.5, 0.5, 0.5)
|
1268
|
+
+ sin(color_index) * vec3( 0.3, -0.3, 0.0)
|
1269
|
+
+ cos(color_index) * vec3(0.15, 0.15, -0.3);
|
1270
|
+
#endif
|
1271
|
+
|
1272
|
+
result.ambient = 0.5 * result.diffuse;
|
1273
|
+
}
|
1274
|
+
|
1275
|
+
if (ray_hit.object_type == object_type_edge_cylinder_exit) {
|
1276
|
+
int index = 6 * ray_hit.tet_num + ray_hit.object_index;
|
1277
|
+
int color_index = edge_color_indices[index];
|
1278
|
+
|
1279
|
+
//using num_tets = num_edges
|
1280
|
+
result.diffuse = 0.3 * hsv2rgb(vec3(float(color_index)/float(num_tets), 1.0, 1.0));
|
1281
|
+
result.ambient = 0.5 * result.diffuse;
|
1282
|
+
}
|
1283
|
+
|
1284
|
+
if (ray_hit.object_type == object_type_elevation_enter) {
|
1285
|
+
result.diffuse = vec3(0.3,0.7,0.3);
|
1286
|
+
result.ambient = 0.5 * result.diffuse;
|
1287
|
+
}
|
1288
|
+
|
1289
|
+
if (ray_hit.object_type == object_type_elevation_exit) {
|
1290
|
+
result.diffuse = vec3(0.7,0.3,0.3);
|
1291
|
+
result.ambient = 0.5 * result.diffuse;
|
1292
|
+
}
|
1293
|
+
|
1294
|
+
#if defined(num_geodesic_segments) && num_geodesic_segments > 0
|
1295
|
+
if (ray_hit.object_type == object_type_geodesic_tube) {
|
1296
|
+
int index = geodesicIndex[ray_hit.object_index];
|
1297
|
+
|
1298
|
+
// The user wants to switch geodesics off and on while
|
1299
|
+
// their colors stay stable.
|
1300
|
+
//
|
1301
|
+
// Thus, we cannot divide the color circle equally.
|
1302
|
+
//
|
1303
|
+
// Instead, we multiply the index by the golden angle
|
1304
|
+
// pi * (3 - sqrt(5)) radians
|
1305
|
+
// so that no geodesics hit the same color.
|
1306
|
+
//
|
1307
|
+
// For hsv2rgb, we need to divide by 2 * pi:
|
1308
|
+
//
|
1309
|
+
float goldenAngleBy2Pi = 0.3819660112501051;
|
1310
|
+
|
1311
|
+
result.diffuse = hsv2rgb(vec3(float(index) * goldenAngleBy2Pi + 0.1, 1.0, 1.0));
|
1312
|
+
|
1313
|
+
result.ambient = 0.5 * result.diffuse;
|
1314
|
+
}
|
1315
|
+
#endif
|
1316
|
+
|
1317
|
+
#if defined(num_additional_horospheres) && num_additional_horospheres > 0
|
1318
|
+
if (ray_hit.object_type == object_type_additional_horosphere) {
|
1319
|
+
int index = horosphereCuspIndex[ray_hit.object_index];
|
1320
|
+
|
1321
|
+
// Similar to geodesic colors.
|
1322
|
+
float goldenAngleBy2Pi = 0.3819660112501051;
|
1323
|
+
|
1324
|
+
result.diffuse = hsv2rgb(vec3(float(index) * goldenAngleBy2Pi + 0.3, 1.0, 1.0));
|
1325
|
+
|
1326
|
+
result.ambient = 0.5 * result.diffuse;
|
1327
|
+
}
|
1328
|
+
#endif
|
1329
|
+
|
1330
|
+
#if num_eyeballs > 0
|
1331
|
+
if (ray_hit.object_type == object_type_eyeball) {
|
1332
|
+
|
1333
|
+
#if eyeball_type == 2
|
1334
|
+
vec4 pt = ray_hit.ray.point * eyeballInvEmbeddings[ray_hit.object_index];
|
1335
|
+
vec3 d = normalize(pt.yzw);
|
1336
|
+
|
1337
|
+
vec2 tex_coords = vec2(0.5) + vec2(atan(d.x, -d.z) / 2, asin(d.y)) / radians(180);
|
1338
|
+
|
1339
|
+
result.diffuse = texture(eyeTexture, tex_coords).xyz;
|
1340
|
+
result.ambient = 0.5 * result.diffuse;
|
1341
|
+
#else
|
1342
|
+
result.diffuse = vec3(0.7, 0.7, 0.7);
|
1343
|
+
result.ambient = 0.8 * result.diffuse;
|
1344
|
+
#endif
|
1345
|
+
}
|
1346
|
+
#endif
|
1347
|
+
|
1348
|
+
#if defined(has_edge_midpoints)
|
1349
|
+
if (ray_hit.object_type == object_type_edge_midpoint) {
|
1350
|
+
result.diffuse = vec3(0.8,0.8,0.3);
|
1351
|
+
result.ambient = 0.5 * result.diffuse;
|
1352
|
+
}
|
1353
|
+
#endif
|
1354
|
+
|
1355
|
+
return result;
|
1356
|
+
}
|
1357
|
+
|
1358
|
+
// Compute the value for a valued ray hit (see isColored for explanation)
|
1359
|
+
float valueForRayHit(RayHit ray_hit)
|
1360
|
+
{
|
1361
|
+
if (viewMode == 0) {
|
1362
|
+
return ray_hit.weight;
|
1363
|
+
} else if (viewMode == 1) {
|
1364
|
+
return 0.5 * ray_hit.dist;
|
1365
|
+
} else {
|
1366
|
+
return float(ray_hit.tet_num);
|
1367
|
+
}
|
1368
|
+
}
|
1369
|
+
|
1370
|
+
// Apply lighting for a colored ray hit (see isColored for explanation)
|
1371
|
+
vec3 colorForRayHit(RayHit ray_hit)
|
1372
|
+
{
|
1373
|
+
MaterialParams material = material_params(ray_hit);
|
1374
|
+
|
1375
|
+
vec4 normal = normalForRayHit(ray_hit);
|
1376
|
+
|
1377
|
+
vec4 light_position = R13Normalise(ray_hit.light_source);
|
1378
|
+
|
1379
|
+
// Distance of light source to origin where the eye ray started
|
1380
|
+
float light_dist_origin = acosh(-R13Dot(R13Normalise(vec4(1,0,0.7,0)), vec4(1, 0, 0, 0)));
|
1381
|
+
|
1382
|
+
// Distance of light source to ray hit
|
1383
|
+
float unsafe_dist = acosh(-R13Dot(ray_hit.ray.point, light_position));
|
1384
|
+
|
1385
|
+
// Use triangle inequality to limit distance
|
1386
|
+
float dist = clamp(unsafe_dist,
|
1387
|
+
ray_hit.dist - light_dist_origin,
|
1388
|
+
ray_hit.dist + light_dist_origin);
|
1389
|
+
|
1390
|
+
|
1391
|
+
vec4 light_dir_at_hit = makeUnitTangentVector(
|
1392
|
+
- light_position, ray_hit.ray.point);
|
1393
|
+
|
1394
|
+
float normal_light = clamp(R13Dot(normal, light_dir_at_hit), 0, 1);
|
1395
|
+
|
1396
|
+
vec4 half_angle = R13Normalise(light_dir_at_hit + ray_hit.ray.dir);
|
1397
|
+
|
1398
|
+
float blinn_term =
|
1399
|
+
normal_light > 0.0
|
1400
|
+
? pow(clamp(R13Dot(half_angle, normal), 0, 1), material.shininess)
|
1401
|
+
: 0.0;
|
1402
|
+
|
1403
|
+
return brightness * (material.ambient
|
1404
|
+
+ material.diffuse * normal_light
|
1405
|
+
+ material.specular * blinn_term ) / pow((dist + lightBias) / lightBias, lightFalloff);
|
1406
|
+
}
|
1407
|
+
|
1408
|
+
/// --- Graph-trace code --- ///
|
1409
|
+
|
1410
|
+
int faceFurthest(vec4 v, int tet_num, int entry_face)
|
1411
|
+
{
|
1412
|
+
int result = -1;
|
1413
|
+
float biggest_amount = 0.0000001;
|
1414
|
+
for (int face = 0; face < 4; face++) {
|
1415
|
+
if (entry_face != face) {
|
1416
|
+
float amount = R13Dot( v, planes[4 * tet_num + face] );
|
1417
|
+
if (amount > biggest_amount) {
|
1418
|
+
biggest_amount = amount;
|
1419
|
+
result = face;
|
1420
|
+
}
|
1421
|
+
}
|
1422
|
+
}
|
1423
|
+
return result;
|
1424
|
+
}
|
1425
|
+
|
1426
|
+
void graph_trace(inout RayHit ray)
|
1427
|
+
{
|
1428
|
+
int entry_face = -1;
|
1429
|
+
mat4 tsfm = mat4(1.0);
|
1430
|
+
|
1431
|
+
for(int i = 0; i < maxSteps; i++) {
|
1432
|
+
int face = faceFurthest(ray.ray.point, ray.tet_num, entry_face);
|
1433
|
+
if (face == -1) {
|
1434
|
+
break;
|
1435
|
+
}
|
1436
|
+
|
1437
|
+
int index = 4 * ray.tet_num + face;
|
1438
|
+
entry_face = otherFaceNums[ index ];
|
1439
|
+
ray.tet_num = otherTetNums[ index ];
|
1440
|
+
ray.weight += weights[ index ];
|
1441
|
+
ray.ray.point = ray.ray.point * SO13tsfms[ index ];
|
1442
|
+
ray.ray.dir = ray.ray.dir * SO13tsfms[ index ];
|
1443
|
+
ray.light_source = ray.light_source * SO13tsfms[ index ];
|
1444
|
+
}
|
1445
|
+
}
|
1446
|
+
|
1447
|
+
/// --- Ray init pt and directions code --- ///
|
1448
|
+
|
1449
|
+
Ray get_ray_eye_space(vec2 xy)
|
1450
|
+
{
|
1451
|
+
Ray result;
|
1452
|
+
|
1453
|
+
if (perspectiveType == perspectiveTypeMaterial) {
|
1454
|
+
result.point = vec4(1.0,0.0,0.0,0.0);
|
1455
|
+
result.dir = R13Normalise(vec4(0.0, 2.0 * xy, -1.0));
|
1456
|
+
} else if (perspectiveType == perspectiveTypeIdeal) {
|
1457
|
+
// parabolic transformation magic by Saul
|
1458
|
+
float r2 = 0.5 * dot(xy, xy);
|
1459
|
+
result.point = vec4(r2 + 1.0, xy, r2);
|
1460
|
+
result.dir = vec4(r2, xy, r2 - 1.0);
|
1461
|
+
} else { // perspectiveTypeHyperIdeal
|
1462
|
+
result.point = R13Normalise(vec4(1.0, 2.0 * xy, 0.0));
|
1463
|
+
result.dir = vec4(0.0, 0.0, 0.0, -1.0);
|
1464
|
+
}
|
1465
|
+
|
1466
|
+
return result;
|
1467
|
+
}
|
1468
|
+
|
1469
|
+
#if ##finiteTrig##
|
1470
|
+
bool
|
1471
|
+
leaveVertexNeighborhood(inout RayHit rayHit)
|
1472
|
+
{
|
1473
|
+
if (vertexSphereRadiusParam <= 1.0001) {
|
1474
|
+
return false;
|
1475
|
+
}
|
1476
|
+
|
1477
|
+
float smallest_p = unreachableDistParam;
|
1478
|
+
|
1479
|
+
// For all vertices
|
1480
|
+
for (int vertex = 0; vertex < 4; vertex++) {
|
1481
|
+
int index = 4 * rayHit.tet_num + vertex;
|
1482
|
+
vec2 params = distParamsForSphereIntersection(
|
1483
|
+
rayHit.ray,
|
1484
|
+
R13Vertices[index],
|
1485
|
+
vertexSphereRadiusParam);
|
1486
|
+
if (params.x == unreachableDistParam) {
|
1487
|
+
if (params.y < smallest_p) {
|
1488
|
+
smallest_p = params.y;
|
1489
|
+
rayHit.object_type = object_type_vertex_sphere;
|
1490
|
+
rayHit.object_index = vertex;
|
1491
|
+
}
|
1492
|
+
}
|
1493
|
+
}
|
1494
|
+
|
1495
|
+
if (smallest_p < unreachableDistParam) {
|
1496
|
+
rayHit.dist += atanh(smallest_p);
|
1497
|
+
rayHit.distWhenLeavingCusp = rayHit.dist;
|
1498
|
+
advanceRayByDistParam(rayHit.ray, smallest_p);
|
1499
|
+
graph_trace(rayHit);
|
1500
|
+
}
|
1501
|
+
|
1502
|
+
return false;
|
1503
|
+
}
|
1504
|
+
|
1505
|
+
#else
|
1506
|
+
|
1507
|
+
// Determine whether the ray starts in a horosphere or
|
1508
|
+
// Margulis tube.
|
1509
|
+
// If yes, move the ray to the point where we exit the
|
1510
|
+
// horosphere and set rayHit.object_type to horosphere.
|
1511
|
+
//
|
1512
|
+
// The result is true if we are inside a horosphere AND
|
1513
|
+
// the ray is hitting a peripheral curve on the horosphere.
|
1514
|
+
//
|
1515
|
+
// For optimization, leaveVertexNeighborhood will also apply a
|
1516
|
+
// parabolic transformation to the ray trying to bring the
|
1517
|
+
// where we exit the horosphere closer to the entry point.
|
1518
|
+
bool
|
1519
|
+
leaveVertexNeighborhood(inout RayHit rayHit)
|
1520
|
+
{
|
1521
|
+
float smallest_p = unreachableDistParam;
|
1522
|
+
|
1523
|
+
// For all vertices
|
1524
|
+
for (int vertex = 0; vertex < 4; vertex++) {
|
1525
|
+
int index = 4 * rayHit.tet_num + vertex;
|
1526
|
+
// corresponding to complete cusps
|
1527
|
+
if (horosphereScales[index] != 0.0) {
|
1528
|
+
vec2 params = distParamsForHorosphereIntersection(
|
1529
|
+
rayHit.ray, horosphereEqn(index));
|
1530
|
+
if (params.x == unreachableDistParam) {
|
1531
|
+
// We are in the horosphere
|
1532
|
+
if (params.y < smallest_p) {
|
1533
|
+
// Remember this
|
1534
|
+
smallest_p = params.y;
|
1535
|
+
rayHit.object_type = object_type_horosphere_exit;
|
1536
|
+
rayHit.object_index = vertex;
|
1537
|
+
}
|
1538
|
+
}
|
1539
|
+
} else if (margulisTubeRadiusParams[index] > 0.50001) {
|
1540
|
+
vec2 params = distParamsForTubeIntersection(
|
1541
|
+
rayHit.ray,
|
1542
|
+
endpointsForMargulisTube(index),
|
1543
|
+
margulisTubeRadiusParams[index],
|
1544
|
+
0.0);
|
1545
|
+
if (params.x == unreachableDistParam) {
|
1546
|
+
if (params.y < smallest_p) {
|
1547
|
+
smallest_p = params.y;
|
1548
|
+
rayHit.object_type = object_type_margulis_tube_exit;
|
1549
|
+
rayHit.object_index = vertex;
|
1550
|
+
}
|
1551
|
+
}
|
1552
|
+
}
|
1553
|
+
}
|
1554
|
+
|
1555
|
+
// We are in a horosphere.
|
1556
|
+
if (smallest_p < unreachableDistParam) {
|
1557
|
+
|
1558
|
+
// Book-keeping and advancing the ray to the exit
|
1559
|
+
// point
|
1560
|
+
rayHit.dist += smallest_p < 1.0 ? atanh(smallest_p) : 20.0;
|
1561
|
+
rayHit.distWhenLeavingCusp = rayHit.dist;
|
1562
|
+
advanceRayByDistParam(rayHit.ray, smallest_p);
|
1563
|
+
|
1564
|
+
int index = 4 * rayHit.tet_num + rayHit.object_index;
|
1565
|
+
|
1566
|
+
vec2 ml = MLCoordinatesForRayHit(rayHit);
|
1567
|
+
|
1568
|
+
// Compute the coordinates of exit point in upper half space
|
1569
|
+
// such that the cusp is at infinity
|
1570
|
+
// Use complex part ignoring height in upper halfspace
|
1571
|
+
|
1572
|
+
// Check whether we hit peripheral curve
|
1573
|
+
if (peripheralCurveForMLCoordinates(ml) > 0) {
|
1574
|
+
// Hit peripheral curve
|
1575
|
+
return true;
|
1576
|
+
}
|
1577
|
+
|
1578
|
+
// Compute suitable multiple of merdian and longitude translation
|
1579
|
+
// bringing the exit point into the fundamental parallelogram
|
1580
|
+
// near zero.
|
1581
|
+
vec2 c = -round(ml) * inverse(toStandardTorusMatrices[index]);
|
1582
|
+
|
1583
|
+
mat4 tsfmCuspSpace =
|
1584
|
+
(rayHit.object_type == object_type_horosphere_exit)
|
1585
|
+
? parabolicSO13(c)
|
1586
|
+
: loxodromicSO13(c);
|
1587
|
+
|
1588
|
+
// Convert O13 matrix from space where cusp was at infinity
|
1589
|
+
// to space of tetrahedron
|
1590
|
+
mat4 tsfm =
|
1591
|
+
tetToCuspMatrices[index] *
|
1592
|
+
tsfmCuspSpace *
|
1593
|
+
cuspToTetMatrices[index];
|
1594
|
+
|
1595
|
+
// And apply transformation to ray.
|
1596
|
+
rayHit.light_source = rayHit.light_source * tsfm;
|
1597
|
+
rayHit.ray.point = rayHit.ray.point * tsfm;
|
1598
|
+
rayHit.ray.dir = R13Normalise( rayHit.ray.dir * tsfm );
|
1599
|
+
|
1600
|
+
// If we are inside a horosphere, leaveVertexNeighborhood has computed
|
1601
|
+
// the point where we leave the horosphere. But that point
|
1602
|
+
// might not be inside the current tetrahedron, so fix it.
|
1603
|
+
graph_trace(rayHit);
|
1604
|
+
}
|
1605
|
+
|
1606
|
+
return false;
|
1607
|
+
}
|
1608
|
+
|
1609
|
+
#endif
|
1610
|
+
|
1611
|
+
RayHit computeRayHit(vec2 xy){
|
1612
|
+
Ray ray_eye_space = get_ray_eye_space(xy);
|
1613
|
+
|
1614
|
+
RayHit ray_tet_space;
|
1615
|
+
ray_tet_space.ray.point = ray_eye_space.point * currentBoost;
|
1616
|
+
ray_tet_space.ray.dir = ray_eye_space.dir * currentBoost;
|
1617
|
+
ray_tet_space.dist = 0.0;
|
1618
|
+
ray_tet_space.distWhenLeavingCusp = 0.0;
|
1619
|
+
ray_tet_space.weight = currentWeight;
|
1620
|
+
ray_tet_space.tet_num = currentTetIndex;
|
1621
|
+
ray_tet_space.light_source = R13Normalise(lightSourcePosition * currentBoost);
|
1622
|
+
ray_tet_space.object_type = object_type_nothing;
|
1623
|
+
ray_tet_space.object_index = -1;
|
1624
|
+
|
1625
|
+
// If using a camera where the ray's do not
|
1626
|
+
// all start from a common point, transform ray first
|
1627
|
+
// to be inside a tetrahedron.
|
1628
|
+
if (perspectiveType != perspectiveTypeMaterial) {
|
1629
|
+
graph_trace(ray_tet_space);
|
1630
|
+
}
|
1631
|
+
|
1632
|
+
if (!traceInsideVertexNeighborhood()) {
|
1633
|
+
// Check whether we are in a horosphere or Margulis tube and if yes,
|
1634
|
+
// whether the ray hit a peripheral curve.
|
1635
|
+
if (leaveVertexNeighborhood(ray_tet_space)) {
|
1636
|
+
// If we hit a peripheral curve, leaveVertexNeighborhood has
|
1637
|
+
// given us the intersection point and we can immediately shade.
|
1638
|
+
return ray_tet_space;
|
1639
|
+
}
|
1640
|
+
}
|
1641
|
+
|
1642
|
+
// In all other cases, we need to raytrace before we shade.
|
1643
|
+
ray_trace(ray_tet_space);
|
1644
|
+
|
1645
|
+
return ray_tet_space;
|
1646
|
+
}
|
1647
|
+
|
1648
|
+
vec3 sampleNonGeometricTexture(vec2 fragCoord)
|
1649
|
+
{
|
1650
|
+
vec2 coord = gl_FragCoord.xy - 0.5 * screenResolution.xy;
|
1651
|
+
coord.x /= 320.0;
|
1652
|
+
coord.y /= -100.0;
|
1653
|
+
coord += vec2(0.5, 0.5);
|
1654
|
+
|
1655
|
+
if (coord.x < 0.002 || coord.x > 0.99 || coord.y < 0.01 || coord.y > 0.99) {
|
1656
|
+
return vec3(0.0);
|
1657
|
+
}
|
1658
|
+
|
1659
|
+
return texture(nonGeometricTexture, coord).xyz;
|
1660
|
+
}
|
1661
|
+
|
1662
|
+
|
1663
|
+
void main(){
|
1664
|
+
|
1665
|
+
// Show text "Non-geometric"
|
1666
|
+
if (isNonGeometric) {
|
1667
|
+
out_FragColor = vec4(sampleNonGeometricTexture(gl_FragCoord.xy), 1.0);
|
1668
|
+
return;
|
1669
|
+
}
|
1670
|
+
|
1671
|
+
vec2 xy = (gl_FragCoord.xy - 0.5*screenResolution.xy) /
|
1672
|
+
min(screenResolution.x,screenResolution.y);
|
1673
|
+
if(multiScreenShot == 1) {
|
1674
|
+
// Return multiple 4096x4096 screenshots that can be combined in, e.g. Photoshop.
|
1675
|
+
// Here screenResolution is really tileResolution;
|
1676
|
+
xy = (xy + tile - 0.5*(numTiles - vec2(1.0,1.0))) / numTiles.x;
|
1677
|
+
}
|
1678
|
+
|
1679
|
+
float min_depth = 1;
|
1680
|
+
vec3 total_color = vec3(0);
|
1681
|
+
int num_valued_subpixels = 0;
|
1682
|
+
float total_value = 0;
|
1683
|
+
|
1684
|
+
for(int i=0; i<subpixelCount; i++){
|
1685
|
+
for(int j=0; j<subpixelCount; j++){
|
1686
|
+
vec2 offset =
|
1687
|
+
( vec2(float(1+2*i), float(1+2*j))/float(2*subpixelCount) - vec2(0.5,0.5) )
|
1688
|
+
/ screenResolution.x / numTiles.x;
|
1689
|
+
vec2 scaled_xy = xy + offset;
|
1690
|
+
if (perspectiveType != perspectiveTypeHyperideal) {
|
1691
|
+
scaled_xy *= viewScale;
|
1692
|
+
}
|
1693
|
+
|
1694
|
+
bool outsideView =
|
1695
|
+
perspectiveType == perspectiveTypeHyperideal &&
|
1696
|
+
length(scaled_xy) >= 0.5;
|
1697
|
+
|
1698
|
+
if (outsideView) {
|
1699
|
+
total_color += vec3(1.0, 1.0, 1.0);
|
1700
|
+
} else {
|
1701
|
+
RayHit ray_hit = computeRayHit(scaled_xy);
|
1702
|
+
if (ray_hit.object_type != object_type_nothing) {
|
1703
|
+
min_depth = min(min_depth, tanh(ray_hit.dist));
|
1704
|
+
if (isColored(ray_hit)) {
|
1705
|
+
// Accumulate color for colored subpixels.
|
1706
|
+
total_color += colorForRayHit(ray_hit);
|
1707
|
+
} else {
|
1708
|
+
// Accumulate value for valued subpixels.
|
1709
|
+
// Count number of valued subpixels so that we can
|
1710
|
+
// compute average value.
|
1711
|
+
num_valued_subpixels += 1;
|
1712
|
+
total_value += valueForRayHit(ray_hit);
|
1713
|
+
}
|
1714
|
+
}
|
1715
|
+
}
|
1716
|
+
}
|
1717
|
+
}
|
1718
|
+
|
1719
|
+
if (num_valued_subpixels > 0) {
|
1720
|
+
// Average value of valued ray hits.
|
1721
|
+
float value = total_value / num_valued_subpixels;
|
1722
|
+
|
1723
|
+
// Compute gradient and add to total color.
|
1724
|
+
//
|
1725
|
+
// The contribution of the gradient color is proportional
|
1726
|
+
// to the number of valued subsamples for this pixel.
|
1727
|
+
total_color += num_valued_subpixels * colorForValue(value);
|
1728
|
+
}
|
1729
|
+
|
1730
|
+
// Divide by total number of subsamples.
|
1731
|
+
out_FragColor = vec4(total_color / float(subpixelCount * subpixelCount), 1);
|
1732
|
+
|
1733
|
+
if (crosshairs) {
|
1734
|
+
vec2 coord = gl_FragCoord.xy - floor(0.5 * screenResolution.xy) + vec2(0.5, 0.5);
|
1735
|
+
if (abs(coord.x) < 0.1 && abs(coord.y) < 0.1 * screenResolution.x) {
|
1736
|
+
out_FragColor.rgb = vec3(1.0) - out_FragColor.rgb;
|
1737
|
+
}
|
1738
|
+
if (abs(coord.y) < 0.1 && abs(coord.x) < 0.1 * screenResolution.x) {
|
1739
|
+
out_FragColor.rgb = vec3(1.0) - out_FragColor.rgb;
|
1740
|
+
}
|
1741
|
+
}
|
1742
|
+
|
1743
|
+
gl_FragDepth = min_depth;
|
1744
|
+
}
|