feat:3D multi dot

This commit is contained in:
2026-01-20 23:41:46 +08:00
parent 785b33b089
commit 523d8379b1
367 changed files with 162365 additions and 580 deletions

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@@ -3,7 +3,7 @@ cmake_minimum_required(VERSION 3.5)
project(base-project)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
find_package(X11 REQUIRED)
find_package(OpenGL REQUIRED)
add_executable(
${PROJECT_NAME}
main.cpp
@@ -16,13 +16,31 @@ target_link_libraries(
${PROJECT_NAME}
PRIVATE
libglfw3.a
${X11_LIBRARIES}
${OPENGL_LIBRARIES}
GL
Xrandr
Xi
Xinerama
Xcursor
pthread
dl
)
if (WIN32)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
opengl32
gdi32
user32
shell32
winmm
)
else()
find_package(X11 REQUIRED)
target_link_libraries(
${PROJECT_NAME}
PRIVATE
${X11_LIBRARIES}
GL
Xrandr
Xi
Xinerama
Xcursor
pthread
dl
)
endif()

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@@ -26,3 +26,86 @@ make -j
```
目前用 `update_demo_values` 生成简单波纹示例数据,如需接入传感器数据,替换 main.cpp 里的该函数并在循环前设置好 `set_spec` / `set_panel_size`
## Heatmap Demo (Heightmap + Dented Surface)
This demo renders a thick slab with a dented top surface based on sensor values.
Values are mapped to a depth range (0-500 -> 0..kDentMax), so higher force makes
the surface go deeper. The side walls follow the dent so it reads as one solid.
### UML (Mermaid)
```mermaid
classDiagram
class AppState {
+int minV
+int maxV
+mat4 mvp
+vec3 cameraPos
}
class HeightMap {
+low_values[12x7]
+height_values[1200x700]
+update_demo_heightmap(t)
+upload_height_texture()
}
class HeatmapMesh {
+meshCols
+meshRows
+vao/vbo/ibo
}
class SkirtMesh {
+border_uvs
+update_skirt_vertices()
}
class BaseMesh {
+thickness
+vao/vbo/ibo
}
class Renderer {
+render_background()
+render_base()
+render_skirt()
+render_heatmap()
}
class Shaders {
+heatmap.vert/frag
+base.vert/frag
+bg.vert/frag
}
AppState --> Renderer
HeightMap --> HeatmapMesh
HeightMap --> SkirtMesh
Renderer --> HeatmapMesh
Renderer --> SkirtMesh
Renderer --> BaseMesh
Renderer --> Shaders
```
### How It Works (Step-by-Step)
1) `update_demo_heightmap(t)` generates a slow-changing 12x7 grid using a few
Gaussian blobs. This is the "raw sensor" layer.
2) The 12x7 grid is upsampled to 1200x700 with bilinear filtering, stored in
`height_values`.
3) `height_values` is uploaded into an `GL_R32F` texture (`height_tex`).
4) `heatmap.vert` samples `height_tex` and displaces the surface in Z:
`z = uBaseZ + h`, where `h` is the mapped depth (0..kDentMax).
5) `heatmap.frag` re-samples neighbor texels to approximate a normal, then applies
a simple light + color ramp for readability.
6) `init_skirt_geometry()` builds a ring of border vertices, and
`update_skirt_vertices()` samples the border heights so the side walls "follow"
the dent. This keeps the slab looking solid when the edge is depressed.
7) Render order: background grid -> back face -> skirt -> heatmap surface.
### Key Parameters You Can Tune
- `kThickness`: slab thickness.
- `kDentMax`: maximum dent depth (keep <= thickness).
- `kMeshCols/kMeshRows`: heatmap mesh resolution (visual smoothness).
- `kHeightW/kHeightH`: texture resolution (sampling detail).
- `g_state.minV/maxV`: value range (0..500 by default).
### If You Want Real Data
Replace `update_demo_heightmap()` with your sensor values:
- Fill `low_values` from your 12x7 data.
- Run the same upsample step to `height_values`.
- Call `upload_height_texture_if_needed()` and `update_skirt_vertices()` each frame.

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,25 @@
#version 330 core
in vec3 vNormal;
in vec3 vWorldPos;
out vec4 FragColor;
uniform vec3 uCameraPos;
uniform vec3 uLightDir;
uniform vec3 uColor;
float saturate(float x) { return clamp(x, 0.0, 1.0); }
void main() {
vec3 N = normalize(vNormal);
vec3 L = normalize(uLightDir);
vec3 V = normalize(uCameraPos - vWorldPos);
vec3 H = normalize(L + V);
float diff = saturate(dot(N, L));
float spec = pow(saturate(dot(N, H)), 24.0);
vec3 col = uColor * (0.35 + 0.65 * diff);
col += vec3(1.0) * spec * 0.08;
FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

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@@ -0,0 +1,15 @@
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
out vec3 vNormal;
out vec3 vWorldPos;
uniform mat4 uMVP;
void main() {
vNormal = aNormal;
vWorldPos = aPos;
gl_Position = uMVP * vec4(aPos, 1.0);
}

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@@ -0,0 +1,65 @@
#version 330 core
in vec2 vUV;
in vec3 vWorldPos;
out vec4 FragColor;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform float uHeightScale;
uniform vec2 uTexelSize;
uniform vec2 uPlaneSize;
uniform vec3 uCameraPos;
uniform vec3 uLightDir;
float saturate(float x) { return clamp(x, 0.0, 1.0); }
float value01(float v) {
return saturate((v - uMinV) / max(uMaxV - uMinV, 1e-6));
}
vec3 colorRamp(float t) {
t = saturate(t);
vec3 c0 = vec3(0.10, 0.15, 0.85);
vec3 c1 = vec3(0.05, 0.75, 0.95);
vec3 c2 = vec3(0.10, 0.90, 0.35);
vec3 c3 = vec3(0.95, 0.90, 0.20);
vec3 c4 = vec3(0.95, 0.25, 0.12);
if (t < 0.25) return mix(c0, c1, t / 0.25);
if (t < 0.50) return mix(c1, c2, (t - 0.25) / 0.25);
if (t < 0.75) return mix(c2, c3, (t - 0.50) / 0.25);
return mix(c3, c4, (t - 0.75) / 0.25);
}
void main() {
float vC = texture(uHeightTex, vUV).r;
float t = value01(vC);
vec3 base = colorRamp(t);
float vL = texture(uHeightTex, vUV - vec2(uTexelSize.x, 0.0)).r;
float vR = texture(uHeightTex, vUV + vec2(uTexelSize.x, 0.0)).r;
float vD = texture(uHeightTex, vUV - vec2(0.0, uTexelSize.y)).r;
float vU = texture(uHeightTex, vUV + vec2(0.0, uTexelSize.y)).r;
float hL = value01(vL) * uHeightScale;
float hR = value01(vR) * uHeightScale;
float hD = value01(vD) * uHeightScale;
float hU = value01(vU) * uHeightScale;
float dx = max(1e-6, uPlaneSize.x * uTexelSize.x);
float dy = max(1e-6, uPlaneSize.y * uTexelSize.y);
float dHx = (hR - hL) / (2.0 * dx);
float dHy = (hU - hD) / (2.0 * dy);
vec3 N = normalize(vec3(-dHx, -dHy, 1.0));
vec3 L = normalize(uLightDir);
vec3 V = normalize(uCameraPos - vWorldPos);
float diff = saturate(dot(N, L));
float spec = pow(saturate(dot(reflect(-L, N), V)), 20.0);
vec3 col = base * (0.50 + 0.50 * diff);
col += vec3(1.0) * spec * 0.20;
FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

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@@ -0,0 +1,27 @@
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;
out vec2 vUV;
out vec3 vWorldPos;
uniform mat4 uMVP;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform float uHeightScale;
uniform float uBaseZ;
float value01(float v) {
return clamp((v - uMinV) / max(uMaxV - uMinV, 1e-6), 0.0, 1.0);
}
void main() {
vUV = aUV;
float v = texture(uHeightTex, aUV).r;
float h = value01(v) * uHeightScale;
vec3 world = aPos + vec3(0.0, 0.0, uBaseZ + h);
vWorldPos = world;
gl_Position = uMVP * vec4(world, 1.0);
}