Tune hand pressure visualization

This commit is contained in:
lenn
2026-07-14 11:08:00 +08:00
parent 5af3c2862b
commit 466bb5dec7
5 changed files with 273 additions and 60 deletions

View File

@@ -62,6 +62,7 @@ pub struct EskinDesktopApp {
latest_matrix_rows: u32, latest_matrix_rows: u32,
latest_matrix_cols: u32, latest_matrix_cols: u32,
last_sample_at: Option<Instant>, last_sample_at: Option<Instant>,
last_color_debug_at: Option<Instant>,
breakout_visible: bool, breakout_visible: bool,
breakout_game: BreakoutGame, breakout_game: BreakoutGame,
live_rates: LiveRateMeters, live_rates: LiveRateMeters,
@@ -175,6 +176,7 @@ impl EskinDesktopApp {
latest_matrix_rows: MATRIX_ROWS, latest_matrix_rows: MATRIX_ROWS,
latest_matrix_cols: MATRIX_COLS, latest_matrix_cols: MATRIX_COLS,
last_sample_at: None, last_sample_at: None,
last_color_debug_at: None,
breakout_visible: false, breakout_visible: false,
breakout_game: BreakoutGame::default(), breakout_game: BreakoutGame::default(),
live_rates: LiveRateMeters::new(), live_rates: LiveRateMeters::new(),
@@ -339,6 +341,7 @@ impl EskinDesktopApp {
self.latest_raw_matrix.extend_from_slice(&sample.matrix); self.latest_raw_matrix.extend_from_slice(&sample.matrix);
self.latest_matrix_rows = sample.rows; self.latest_matrix_rows = sample.rows;
self.latest_matrix_cols = sample.cols; self.latest_matrix_cols = sample.cols;
self.log_hand_color_mapping_debug(&sample.matrix);
self.analyze_spatial_force(&sample.matrix); self.analyze_spatial_force(&sample.matrix);
@@ -580,6 +583,7 @@ impl EskinDesktopApp {
self.pressure_matrix.fill([0.0, 0.0]); self.pressure_matrix.fill([0.0, 0.0]);
self.hand_pressure.clear(); self.hand_pressure.clear();
self.last_sample_at = None; self.last_sample_at = None;
self.last_color_debug_at = None;
self.force_estimator.reset(); self.force_estimator.reset();
self.latest_spatial_force = None; self.latest_spatial_force = None;
self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT]; self.latest_hand_spatial_forces = [None; HAND_FINGERTIP_COUNT];
@@ -599,6 +603,50 @@ impl EskinDesktopApp {
SerialMode::Hand => ActiveMode::Hand(HandGatewayMode { range: 0..7000 }), SerialMode::Hand => ActiveMode::Hand(HandGatewayMode { range: 0..7000 }),
} }
} }
fn log_hand_color_mapping_debug(&mut self, raw: &[u32]) {
let now = Instant::now();
if self
.last_color_debug_at
.is_some_and(|last| now.duration_since(last) < Duration::from_secs(1))
{
return;
}
self.last_color_debug_at = Some(now);
let mut parts = Vec::with_capacity(HAND_FORCE_PANEL_COUNT);
let mut start = 0;
for (panel_index, (range, cell_count)) in HAND_SENSOR_PANEL_COLOR_RANGES
.iter()
.copied()
.zip(HAND_SENSOR_PANEL_CELL_COUNTS)
.enumerate()
{
let end = start + cell_count;
let peak = raw
.get(start..end)
.unwrap_or(&[])
.iter()
.copied()
.max()
.unwrap_or(0);
let cell_range = range.per_cell(cell_count);
let [intensity, _] = cell_range.normalize(peak);
parts.push(format!(
"{} raw_peak={} range_total_max={:.0} cell_range_max={:.0} intensity={:.3}",
match panel_index {
0..=4 => format!("F{}", panel_index + 1),
5 => "Palm-H".to_owned(),
_ => "Palm-V".to_owned(),
},
peak,
range.max,
cell_range.max,
intensity
));
start = end;
}
}
} }
fn hand_image_pixel_to_screen(rect: egui::Rect, point_px: [f32; 2]) -> egui::Pos2 { fn hand_image_pixel_to_screen(rect: egui::Rect, point_px: [f32; 2]) -> egui::Pos2 {
@@ -693,18 +741,18 @@ fn raw_to_hand_segment_g(index: usize, raw: u32) -> f32 {
2 => raw_to_g3(raw), 2 => raw_to_g3(raw),
3 => raw_to_g4(raw), 3 => raw_to_g4(raw),
4 => raw_to_g5(raw), 4 => raw_to_g5(raw),
5 => raw_to_g6(raw), // 5 => raw_to_g6(raw),
6 => raw_to_g7(raw), // 6 => raw_to_g7(raw),
_ => raw_to_gd(raw), _ => raw_to_gd(raw),
} }
} }
fn raw_to_gd(raw: u32) -> f32 { fn raw_to_gd(raw: u32) -> f32 {
const RAW: [u32; 12] = [ const RAW: [u32; 11] = [
0, 21382, 108507, 123183, 147405, 171105, 192395, 250443, 231423, 350560, 396616, 429444, 0, 486, 5310, 8130, 10005, 12883, 14700, 18141, 19877, 26270, 32648,
]; ];
const FORCE_CENTI_N: [f32; 12] = [ const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 2557.0, 0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
]; ];
if raw <= RAW[0] { if raw <= RAW[0] {
@@ -736,7 +784,7 @@ fn raw_to_gd(raw: u32) -> f32 {
fn raw_to_g1(raw: u32) -> f32 { fn raw_to_g1(raw: u32) -> f32 {
const RAW: [u32; 11] = [ const RAW: [u32; 11] = [
0, 115181, 365308, 485911, 598964, 681811, 761756, 877545, 976003, 1168784, 1309378, 0, 106443, 365678, 449286, 532425, 608187, 685522, 797058, 886997, 1082570, 1244793,
]; ];
const FORCE_CENTI_N: [f32; 11] = [ const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
@@ -771,7 +819,7 @@ fn raw_to_g1(raw: u32) -> f32 {
fn raw_to_g2(raw: u32) -> f32 { fn raw_to_g2(raw: u32) -> f32 {
const RAW: [u32; 11] = [ const RAW: [u32; 11] = [
0, 116825, 371568, 475160, 567645, 651220, 714733, 832157, 938778, 1144649, 1290773, 0, 111143, 310153, 375593, 427920, 497433, 548676, 648392, 715118, 877487, 994887,
]; ];
const FORCE_CENTI_N: [f32; 11] = [ const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
@@ -806,7 +854,7 @@ fn raw_to_g2(raw: u32) -> f32 {
fn raw_to_g3(raw: u32) -> f32 { fn raw_to_g3(raw: u32) -> f32 {
const RAW: [u32; 11] = [ const RAW: [u32; 11] = [
0, 113320, 367656, 457415, 538259, 613913, 666943, 791771, 877385, 1035434, 1196014, 0, 66898, 271692, 354094, 443663, 534994, 603246, 721942, 837520, 1030111, 1216809,
]; ];
const FORCE_CENTI_N: [f32; 11] = [ const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
@@ -841,7 +889,7 @@ fn raw_to_g3(raw: u32) -> f32 {
fn raw_to_g4(raw: u32) -> f32 { fn raw_to_g4(raw: u32) -> f32 {
const RAW: [u32; 11] = [ const RAW: [u32; 11] = [
0, 106394, 383401, 495623, 590405, 681715, 767392, 906395, 1030218, 1254130, 1385368, 0, 122337, 381708, 480527, 577445, 677301, 762306, 906751, 1019182, 1254601, 1415051,
]; ];
const FORCE_CENTI_N: [f32; 11] = [ const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
@@ -876,7 +924,7 @@ fn raw_to_g4(raw: u32) -> f32 {
fn raw_to_g5(raw: u32) -> f32 { fn raw_to_g5(raw: u32) -> f32 {
const RAW: [u32; 11] = [ const RAW: [u32; 11] = [
0, 150954, 469433, 613171, 717043, 817483, 963155, 1129123, 1327873, 1668629, 1885354, 0, 82466, 287752, 356167, 433286, 506855, 604014, 671789, 770692, 887287, 1032058,
]; ];
const FORCE_CENTI_N: [f32; 11] = [ const FORCE_CENTI_N: [f32; 11] = [
0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0, 0.0, 57.0, 257.0, 357.0, 457.0, 557.0, 657.0, 857.0, 1057.0, 1557.0, 2057.0,
@@ -1027,6 +1075,79 @@ fn split_viewport_body(rect: egui::Rect) -> egui::Rect {
) )
} }
#[derive(Clone, Copy)]
struct PressureColorRange {
min: f32,
max: f32,
gamma: f32,
}
// The shader begins its orange-to-red transition at intensity 0.66. With this
// gamma, a raw cell value at 80% of its configured range maps to that point.
const PRESSURE_COLOR_GAMMA: f32 = 1.86;
impl PressureColorRange {
const fn new(min: u32, max: u32) -> Self {
Self {
min: min as f32,
max: max as f32,
gamma: PRESSURE_COLOR_GAMMA,
}
}
fn normalize(self, value: u32) -> [f32; 2] {
let raw = value as f32;
let span = (self.max - self.min).max(1.0);
let mapped = ((raw - self.min) / span).clamp(0.0, 1.0);
let intensity = if raw <= self.min + 4.0 {
0.0
} else {
mapped.powf(self.gamma)
};
let display_value = if raw <= self.min + 4.0 {
0.0
} else {
raw.round().min(9999.0)
};
[intensity, display_value]
}
fn per_cell(self, cell_count: usize) -> Self {
let cells = cell_count.max(1) as f32;
Self {
min: self.min / cells,
max: self.max / cells,
gamma: self.gamma,
}
}
}
const DEFAULT_COLOR_RANGE: PressureColorRange = PressureColorRange::new(0, 7000);
const HAND_SENSOR_PANEL_COLOR_RANGES: [PressureColorRange; HAND_FORCE_PANEL_COUNT] = [
PressureColorRange::new(0, 1244793),
PressureColorRange::new(0, 994887),
PressureColorRange::new(0, 1216809),
PressureColorRange::new(0, 1415051),
PressureColorRange::new(0, 1032058),
PressureColorRange::new(0, 32648),
PressureColorRange::new(0, 32648),
];
const HAND_FINGER_SENSOR_CELLS: usize = 12 * 7;
const HAND_SENSOR_PANEL_CELL_COUNTS: [usize; HAND_FORCE_PANEL_COUNT] = [
HAND_FINGER_SENSOR_CELLS,
HAND_FINGER_SENSOR_CELLS,
HAND_FINGER_SENSOR_CELLS,
HAND_FINGER_SENSOR_CELLS,
HAND_FINGER_SENSOR_CELLS,
5 * 14,
11 * 4,
];
fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut PressureFrame) { fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut PressureFrame) {
normalized.fill([0.0, 0.0]); normalized.fill([0.0, 0.0]);
@@ -1046,28 +1167,37 @@ fn normalize_pressure_sample(raw: &[u32], rows: u32, cols: u32, normalized: &mut
} }
fn normalize_pressure_samples(raw: &[u32]) -> PressureSamples { fn normalize_pressure_samples(raw: &[u32]) -> PressureSamples {
raw.iter().copied().map(normalize_pressure_value).collect() raw.iter()
.copied()
.enumerate()
.map(|(index, value)| {
hand_sensor_panel_for_index(index)
.map(|(range, cell_count)| range.per_cell(cell_count).normalize(value))
.unwrap_or_else(|| DEFAULT_COLOR_RANGE.normalize(value))
})
.collect()
}
fn hand_sensor_panel_for_index(index: usize) -> Option<(PressureColorRange, usize)> {
let mut start = 0;
for (range, cell_count) in HAND_SENSOR_PANEL_COLOR_RANGES
.iter()
.copied()
.zip(HAND_SENSOR_PANEL_CELL_COUNTS)
{
let end = start + cell_count;
if index < end {
return Some((range, cell_count));
}
start = end;
}
None
} }
fn normalize_pressure_value(value: u32) -> [f32; 2] { fn normalize_pressure_value(value: u32) -> [f32; 2] {
const RANGE_MIN: f32 = 0.0; DEFAULT_COLOR_RANGE.normalize(value)
const RANGE_MAX: f32 = 7000.0;
const DISPLAY_GAMMA: f32 = 0.45;
let raw_value = value as f32;
let mapped = ((raw_value - RANGE_MIN) / (RANGE_MAX - RANGE_MIN)).clamp(0.0, 1.0);
let intensity = if raw_value <= RANGE_MIN + 4.0 {
0.0
} else {
mapped.powf(DISPLAY_GAMMA)
};
let display_value = if raw_value <= RANGE_MIN + 4.0 {
0.0
} else {
raw_value.round().min(9999.0)
};
[intensity, display_value]
} }
#[cfg(test)] #[cfg(test)]
@@ -1082,8 +1212,8 @@ mod tests {
let [low_intensity, low_label] = normalize_pressure_value(100); let [low_intensity, low_label] = normalize_pressure_value(100);
assert!( assert!(
low_intensity > 0.10, low_intensity > 0.0,
"low hand-gateway values should be visible in the wgpu dot matrix" "low hand-gateway values should retain a non-zero response"
); );
assert_eq!(low_label, 100.0); assert_eq!(low_label, 100.0);
@@ -1091,6 +1221,40 @@ mod tests {
assert_eq!(max_intensity, 1.0); assert_eq!(max_intensity, 1.0);
assert_eq!(max_label, 7000.0); assert_eq!(max_label, 7000.0);
} }
#[test]
fn pressure_normalization_starts_red_transition_at_eighty_percent() {
let range = PressureColorRange::new(0, 10_000);
let [intensity, _] = range.normalize(8_000);
assert!(
(intensity - 0.66).abs() < 0.002,
"80% of the configured raw range should map to the shader's red-transition point"
);
}
#[test]
fn hand_panel_ranges_cover_both_palm_boards() {
let total_cells: usize = HAND_SENSOR_PANEL_CELL_COUNTS.iter().sum();
let mut raw = vec![0; total_cells];
let mut start = 0;
for (range, cell_count) in HAND_SENSOR_PANEL_COLOR_RANGES
.iter()
.copied()
.zip(HAND_SENSOR_PANEL_CELL_COUNTS)
{
raw[start] = (range.max / cell_count as f32).ceil() as u32;
start += cell_count;
}
let normalized = normalize_pressure_samples(&raw);
let palm_horizontal_start = HAND_SENSOR_PANEL_CELL_COUNTS[..5].iter().sum::<usize>();
let palm_vertical_start = palm_horizontal_start + HAND_SENSOR_PANEL_CELL_COUNTS[5];
assert_eq!(normalized[palm_horizontal_start][0], 1.0);
assert_eq!(normalized[palm_vertical_start][0], 1.0);
}
} }
impl eframe::App for EskinDesktopApp { impl eframe::App for EskinDesktopApp {
@@ -1109,4 +1273,3 @@ impl eframe::App for EskinDesktopApp {
ctx.request_repaint(); ctx.request_repaint();
} }
} }

View File

@@ -44,22 +44,22 @@ pub struct HandGatewayMode {
const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [ const HAND_TIP_MATRICES: [HandTipMatrix; 5] = [
HandTipMatrix { HandTipMatrix {
center_px: [265.0, 495.0], center_px: [263.5, 495.0],
size_px: [70.0, 120.0], size_px: [70.0, 120.0],
angle_rad: -0.40, angle_rad: -0.40,
}, },
HandTipMatrix { HandTipMatrix {
center_px: [359.0, 260.0], center_px: [362.0, 260.0],
size_px: [70.0, 120.0], size_px: [70.0, 120.0],
angle_rad: -0.17, angle_rad: -0.158,
}, },
HandTipMatrix { HandTipMatrix {
center_px: [482.0, 228.0], center_px: [480.5, 228.0],
size_px: [70.0, 120.0], size_px: [70.0, 120.0],
angle_rad: -0.03, angle_rad: -0.02,
}, },
HandTipMatrix { HandTipMatrix {
center_px: [596.0, 265.0], center_px: [594.0, 265.0],
size_px: [70.0, 120.0], size_px: [70.0, 120.0],
angle_rad: 0.10, angle_rad: 0.10,
}, },
@@ -532,12 +532,13 @@ impl BackgroundRenderResources {
let hand_membrane_instances = build_hand_membrane_instances( let hand_membrane_instances = build_hand_membrane_instances(
hand_image_texture.width as f32, hand_image_texture.width as f32,
hand_image_texture.height as f32, hand_image_texture.height as f32,
&[],
); );
let hand_membrane_instance_buffer = let hand_membrane_instance_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor { device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Hand Fingertip Membrane Instance Buffer"), label: Some("Hand Fingertip Membrane Instance Buffer"),
contents: bytemuck::cast_slice(&hand_membrane_instances), contents: bytemuck::cast_slice(&hand_membrane_instances),
usage: wgpu::BufferUsages::VERTEX, usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
}); });
let hand_dot_instances = build_hand_dot_instances( let hand_dot_instances = build_hand_dot_instances(
rows, rows,
@@ -654,6 +655,17 @@ impl BackgroundRenderResources {
hand_pressure hand_pressure
}; };
self.hand_membrane_instances = build_hand_membrane_instances(
self.hand_image_texture.width as f32,
self.hand_image_texture.height as f32,
hand_pressure,
);
queue.write_buffer(
&self.hand_membrane_instance_buffer,
0,
bytemuck::cast_slice(&self.hand_membrane_instances),
);
// Hand mode uses UV-anchored fingertip matrices over hand.png. // Hand mode uses UV-anchored fingertip matrices over hand.png.
// Rebuild their instance positions here so pressure colors update every frame. // Rebuild their instance positions here so pressure colors update every frame.
self.hand_dot_instances = build_hand_dot_instances( self.hand_dot_instances = build_hand_dot_instances(
@@ -1139,24 +1151,48 @@ fn create_hand_palm_dot_pipeline(
}) })
} }
fn build_hand_membrane_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> { fn build_hand_membrane_instances(
image_width: f32,
image_height: f32,
pressure: &[[f32; 2]],
) -> Vec<GlyphInstance> {
HAND_TIP_MATRICES HAND_TIP_MATRICES
.iter() .iter()
.map(|tip| { .enumerate()
.map(|(tip_index, tip)| {
let uv_x = tip.center_px[0] / image_width.max(1.0); let uv_x = tip.center_px[0] / image_width.max(1.0);
let uv_y = tip.center_px[1] / image_height.max(1.0); let uv_y = tip.center_px[1] / image_height.max(1.0);
let membrane_size = [tip.size_px[0] * 1.44, tip.size_px[1] * 1.36]; let membrane_size = [tip.size_px[0] * 1.44, tip.size_px[1] * 1.36];
let tip_intensity = hand_tip_peak_intensity(pressure, tip_index);
GlyphInstance { GlyphInstance {
// Membrane shaders read xy as hand.png UV. // Membrane shaders read xy as hand.png UV.
world_position: [uv_x, uv_y, 0.0, 1.0], world_position: [uv_x, uv_y, 0.0, 1.0],
// Store angle and an oversized source-image pixel size for the floating sensor film. // Store angle, source-image pixel size, and the live fingertip peak intensity.
style: [tip.angle_rad, membrane_size[0], membrane_size[1], 0.0], style: [
tip.angle_rad,
membrane_size[0],
membrane_size[1],
tip_intensity,
],
} }
}) })
.collect() .collect()
} }
fn hand_tip_peak_intensity(pressure: &[[f32; 2]], tip_index: usize) -> f32 {
let start = tip_index * HAND_FINGER_SENSOR_CELLS;
let end = start + HAND_FINGER_SENSOR_CELLS;
pressure
.get(start..end)
.unwrap_or(&[])
.iter()
.map(|sample| sample[0])
.fold(0.0, f32::max)
.clamp(0.0, 1.0)
}
fn build_hand_palm_chip_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> { fn build_hand_palm_chip_instances(image_width: f32, image_height: f32) -> Vec<GlyphInstance> {
HAND_PALM_CHIPS HAND_PALM_CHIPS
.iter() .iter()

View File

@@ -38,8 +38,9 @@ pub fn load_texture(
device: &wgpu::Device, device: &wgpu::Device,
queue: &wgpu::Queue, queue: &wgpu::Queue,
) -> anyhow::Result<texture::Texture> { ) -> anyhow::Result<texture::Texture> {
let data = load_binary(file_name)?; // let data = load_binary(file_name)?;
texture::Texture::from_bytes(device, queue, &data, file_name) let data = include_bytes!("../res/hand.png");
texture::Texture::from_bytes(device, queue, data, file_name)
} }
pub fn load_model( pub fn load_model(

View File

@@ -5,7 +5,7 @@ const SENSOR_COUNT: usize = SENSOR_ROWS * SENSOR_COLS;
const TOTAL_PRESSURE_LOW_THRESHOLD: f32 = 500.0; const TOTAL_PRESSURE_LOW_THRESHOLD: f32 = 500.0;
const COP_STABILITY_FRAMES_REQUIRED: usize = 15; const COP_STABILITY_FRAMES_REQUIRED: usize = 15;
const POST_INIT_WINDOW_CNT: usize = 100; const POST_INIT_WINDOW_CNT: usize = 50;
const POST_INIT_STABLE_CNT: usize = 50; const POST_INIT_STABLE_CNT: usize = 50;
const POST_INIT_STABLE_THRESH: f32 = 0.1; const POST_INIT_STABLE_THRESH: f32 = 0.1;

View File

@@ -101,7 +101,7 @@ fn sample_range_color(value: f32) -> vec3f {
return mix(range_stop_color(1u), range_stop_color(2u), local); return mix(range_stop_color(1u), range_stop_color(2u), local);
} }
let local = smoothstep(0.66, 1.0, t); let local = smoothstep(0.66, 0.92, t);
return mix(range_stop_color(2u), range_stop_color(3u), local); return mix(range_stop_color(2u), range_stop_color(3u), local);
} }
@@ -368,6 +368,7 @@ fn hand_image_uv_to_clip(image_uv: vec2f) -> vec2f {
struct HandMembraneVertexOutput { struct HandMembraneVertexOutput {
@builtin(position) clip_position: vec4f, @builtin(position) clip_position: vec4f,
@location(0) local: vec2f, @location(0) local: vec2f,
@location(1) intensity: f32,
} }
fn rotate_2d(point: vec2f, angle: f32) -> vec2f { fn rotate_2d(point: vec2f, angle: f32) -> vec2f {
@@ -417,12 +418,17 @@ fn vs_hand_membrane(vertex: DotVertexInput, instance: DotInstanceInput) -> HandM
var out: HandMembraneVertexOutput; var out: HandMembraneVertexOutput;
out.clip_position = vec4f(hand_image_uv_to_clip(image_uv), 0.0, 1.0); out.clip_position = vec4f(hand_image_uv_to_clip(image_uv), 0.0, 1.0);
out.local = vertex.local; out.local = vertex.local;
out.intensity = saturate(instance.style.w);
return out; return out;
} }
@fragment @fragment
fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f { fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
let p = in.local; let p = in.local;
let live = saturate(in.intensity);
let response = smoothstep(0.03, 0.96, live);
let hot = smoothstep(0.72, 0.96, live);
let live_color = sample_range_color(live);
let halo_shape = fingertip_film_alpha(p, 0.72, -0.20, 0.055); let halo_shape = fingertip_film_alpha(p, 0.72, -0.20, 0.055);
let panel = fingertip_film_alpha(p, 0.66, -0.22, 0.035); let panel = fingertip_film_alpha(p, 0.66, -0.22, 0.035);
@@ -472,20 +478,21 @@ fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
let glass_base = vec3f(0.006, 0.055, 0.105); let glass_base = vec3f(0.006, 0.055, 0.105);
let glass_cyan = vec3f(0.025, 0.42, 0.58); let glass_cyan = vec3f(0.025, 0.42, 0.58);
let rim_color = vec3f(0.10, 0.88, 1.00); let glass_live = mix(glass_cyan, live_color * 0.58, response);
let rim_color = mix(vec3f(0.10, 0.88, 1.00), live_color, response);
let extrusion_color = vec3f(0.004, 0.080, 0.110); let extrusion_color = vec3f(0.004, 0.080, 0.110);
let extrusion_edge_color = vec3f(0.015, 0.30, 0.38); let extrusion_edge_color = mix(vec3f(0.015, 0.30, 0.38), live_color * 0.72, response);
let bevel_highlight = vec3f(0.48, 1.00, 1.00); let bevel_highlight = mix(vec3f(0.48, 1.00, 1.00), live_color, response * 0.82);
let bevel_dark_color = vec3f(0.004, 0.035, 0.060); let bevel_dark_color = vec3f(0.004, 0.035, 0.060);
let dot_color = vec3f(0.08, 0.48, 0.58); let dot_color = mix(vec3f(0.08, 0.48, 0.58), live_color, response);
let pressure_color = dot_color; let pressure_color = mix(dot_color, live_color, response);
let pressure_hot_color = dot_color; let pressure_hot_color = live_color;
let color = extrusion_color * extrusion * 0.90 let membrane_color = extrusion_color * extrusion * 0.90
+ extrusion_edge_color * extrusion * halo_shape * 0.32 + extrusion_edge_color * extrusion * halo_shape * 0.32
+ glass_base * panel * 0.26 + glass_base * panel * 0.26
+ glass_cyan * edge_fade * 0.46 + glass_live * edge_fade * 0.46
+ glass_cyan * broad_bevel * 0.24 + glass_live * broad_bevel * 0.24
+ rim_color * rim * 0.88 + rim_color * rim * 0.88
+ bevel_highlight * bevel_light * 1.35 + bevel_highlight * bevel_light * 1.35
+ bevel_dark_color * bevel_dark * 0.95 + bevel_dark_color * bevel_dark * 0.95
@@ -495,6 +502,10 @@ fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
+ pressure_color * dots * pressure * 0.82 + pressure_color * dots * pressure * 0.82
+ pressure_hot_color * dots * pressure_hot * 0.90; + pressure_hot_color * dots * pressure_hot * 0.90;
let live_wash = live_color * response * (inner * 0.12 + dots * 0.72 + rim * 0.30)
+ live_color * hot * (inner * 0.08 + dots * 0.22);
let color = membrane_color + live_wash;
let alpha = clamp( let alpha = clamp(
extrusion * 0.44 extrusion * 0.44
+ panel * 0.055 + panel * 0.055
@@ -508,9 +519,9 @@ fn fs_hand_membrane(in: HandMembraneVertexOutput) -> @location(0) vec4f {
+ dots * pressure * 0.10, + dots * pressure * 0.10,
0.0, 0.0,
0.90, 0.90,
); ) + response * (dots * 0.07 + rim * 0.035) + hot * dots * 0.04;
return output_color(color, alpha); return output_color(color, clamp(alpha, 0.0, 0.96));
} }
@vertex @vertex
@@ -593,7 +604,9 @@ fn vs_hand_palm_dot(vertex: DotVertexInput, instance: DotInstanceInput) -> DotVe
let shaped = smoothstep(0.0, 1.0, intensity); let shaped = smoothstep(0.0, 1.0, intensity);
let center = hand_image_uv_to_clip(instance.world_position.xy); let center = hand_image_uv_to_clip(instance.world_position.xy);
let pixel_size = u.glyph.x * mix(0.22, 0.34, shaped); // Palm boards have more tightly packed cells than the fingertips, so use
// a larger circular mask to keep each sensor visibly readable.
let pixel_size = u.glyph.x * mix(0.40, 0.54, shaped);
let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0; let ndc_offset = vertex.local * vec2f(pixel_size / u.viewport.x, pixel_size / u.viewport.y) * 2.0;
var out: DotVertexOutput; var out: DotVertexOutput;