Arbitrary number of prims working

This commit is contained in:
Jack Christensen 2023-11-12 23:05:22 -05:00
parent bc03bee122
commit 667d4d7935
16 changed files with 489 additions and 165 deletions

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@ -18,6 +18,11 @@ uniform vec3 ks;
uniform float smoothing;
uniform vec3 sphere_center;
const uint P_SPHERE = 0x00;
const uint P_TORUS = 0x01;
const uint P_CONE = 0x02;
const uint P_CUBE = 0x03;
struct GLSLPrimitive
{
vec4 position;
@ -25,109 +30,190 @@ struct GLSLPrimitive
vec4 specular_color;
vec4 ambient_color;
unsigned int specular_exponent;
uint specular_exponent;
unsigned int type;
uint type;
float radius;
float height;
float inner_radius;
float outer_radius;
float size;
uint dummy;
};
layout(std430, binding = 0) buffer PrimitiveBuffer {
layout(std430, binding = 0) buffer PrimitiveBuffer
{
GLSLPrimitive primitives[];
};
out vec4 FragColor;
struct Torus
struct NormalEstimationData
{
vec4 center;
float R;
float r;
vec3 normal;
float minDistance;
float secondMinDistance;
float smoothMinDistance;
GLSLPrimitive closestPrimitive;
GLSLPrimitive secondClosestPrimitive;
};
Torus torus;
struct Sphere
float sphereSDF(vec3 p, vec3 center, float r)
{
vec3 center;
float r;
};
Sphere sphere;
void initTorus()
{
torus.center = primitives[1].position;
torus.R = primitives[1].inner_radius;
torus.r = primitives[1].height;
}
void initSphere()
{
sphere.center = primitives[0].position.xyz;
sphere.r = primitives[0].radius;
}
float sphereSDF(vec3 p, vec3 center, float r) {
return length(p - center) - r;
}
float torusSDF(vec3 p, vec4 center, float R, float r) {
float torusSDF(vec3 p, vec3 center, float R, float r)
{
vec2 q = vec2(length(p.xz - center.xz) - R, p.y - center.y);
return length(q) - r;
}
vec3 estimateNormalsSphere(vec3 p)
float coneSDF(vec3 p, vec3 center, float h, float r)
{
float epsilon = 0.001;
float x = sphereSDF(vec3(p.x + epsilon, p.y, p.z), sphere.center, sphere.r) - sphereSDF(vec3(p.x - epsilon, p.y, p.z), sphere.center, sphere.r);
float y = sphereSDF(vec3(p.x, p.y + epsilon, p.z), sphere.center, sphere.r) - sphereSDF(vec3(p.x, p.y - epsilon, p.z), sphere.center, sphere.r);
float z = sphereSDF(vec3(p.x, p.y, p.z + epsilon), sphere.center, sphere.r) - sphereSDF(vec3(p.x, p.y, p.z - epsilon), sphere.center, sphere.r);
return normalize(vec3(x, y, z));
vec2 d = abs(vec2(length(p.xz), p.y)) - vec2(r, h);
return length(d) < 0.0 ? max(d.x, -d.y) : length(max(d, vec2(0)));
}
vec3 estimateNormalsTorus(vec3 p)
float cubeSDF(vec3 p, vec3 c, float s)
{
float epsilon = 0.001;
float x = torusSDF(vec3(p.x + epsilon, p.y, p.z), torus.center, torus.R, torus.r) - torusSDF(vec3(p.x - epsilon, p.y, p.z), torus.center, torus.R, torus.r);
float y = torusSDF(vec3(p.x, p.y + epsilon, p.z), torus.center, torus.R, torus.r) - torusSDF(vec3(p.x, p.y - epsilon, p.z), torus.center, torus.R, torus.r);
float z = torusSDF(vec3(p.x, p.y, p.z + epsilon), torus.center, torus.R, torus.r) - torusSDF(vec3(p.x, p.y, p.z - epsilon), torus.center, torus.R, torus.r);
return normalize(vec3(x, y, z));
float x = max(p.x - c.x - (s / 2.0), c.x - p.x - (s / 2.0));
float y = max(p.y - c.y - (s / 2.0),c.y - p.y - (s / 2.0));
float z = max(p.z - c.z - (s / 2.0),c.z - p.z - (s / 2.0));
float d = x;
d = max(d, y);
d = max(d, z);
return d;
}
float smoothMinSDF(float d1, float d2, float k) {
float sdf(vec3 pos, GLSLPrimitive prim)
{
float d;
switch (prim.type)
{
case P_SPHERE:
{
d = sphereSDF(pos, prim.position.xyz, prim.radius);
break;
}
case P_TORUS:
{
d = torusSDF(pos, prim.position.xyz, prim.outer_radius, prim.inner_radius);
break;
}
case P_CONE:
{
d = coneSDF(pos, prim.position.xyz, prim.height, prim.radius);
break;
}
case P_CUBE:
{
d = cubeSDF(pos, prim.position.xyz, prim.size);
break;
}
default:
{
d = 0.0;
break;
}
}
return d;
}
float smoothMinSDF(float d1, float d2, float k)
{
if (k == 0.0) k = 0.000001;
float h = max(k - abs(d1 - d2), 0) / k;
return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
}
float smoothMaxSDF(float d1, float d2, float k) {
float smoothMaxSDF(float d1, float d2, float k)
{
if (k == 0.0) k = 0.000001;
float h = min(k - abs(d1 - d2), 0) / k;
return min(d1, d2) - h * h * h * k * 1.0 / 6.0;
}
vec3 estimateSmoothNormals(vec3 p, float smoothness) {
float epsilon = 0.001;
float d = smoothMinSDF(torusSDF(p, torus.center, torus.R, torus.r), sphereSDF(p, sphere.center, sphere.r), smoothness);
float nx = smoothMinSDF(torusSDF(vec3(p.x + epsilon, p.y, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x + epsilon, p.y, p.z), sphere.center, sphere.r), smoothness) - d;
float ny = smoothMinSDF(torusSDF(vec3(p.x, p.y + epsilon, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y + epsilon, p.z), sphere.center, sphere.r), smoothness) - d;
float nz = smoothMinSDF(torusSDF(vec3(p.x, p.y, p.z + epsilon), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y, p.z + epsilon), sphere.center, sphere.r), smoothness) - d;
return normalize(vec3(nx, ny, nz));
void estimateSmoothNormals(vec3 p, float smoothness, float epsilon, inout vec3 normals, inout vec4 color)
{
float d = sdf(p, primitives[0]);
float nx = sdf(vec3(p.x + epsilon, p.y, p.z), primitives[0]);
float ny = sdf(vec3(p.x, p.y + epsilon, p.z), primitives[0]);
float nz = sdf(vec3(p.x, p.y, p.z + epsilon), primitives[0]);
float blendFactor = clamp(0.5 + 0.5 * (sdf(p, primitives[0]) - sdf(p, primitives[1])) / smoothness, 0.0, 1.0);
vec4 blendedColor = mix(primitives[0].diffuse_color, primitives[1].diffuse_color, blendFactor);
blendFactor = clamp(0.5 + 0.5 * (sdf(p, primitives[1]) - sdf(p, primitives[2])) / smoothness, 0.0, 1.0);
vec4 blendedColor1 = mix(primitives[1].diffuse_color, primitives[2].diffuse_color, blendFactor);
blendFactor = clamp(0.5 + 0.5 * (sdf(p, primitives[2]) - sdf(p, primitives[0])) / smoothness, 0.0, 1.0);
vec4 blendedColor2 = mix(primitives[2].diffuse_color, primitives[0].diffuse_color, blendFactor);
vec4 blendedColor3 = mix(blendedColor, blendedColor1, blendFactor);
vec4 blendedColor4 = mix(blendedColor3, blendedColor2, blendFactor);
for (int i = 1; i < primitives.length(); i++)
{
d = smoothMinSDF(d, sdf(p, primitives[i]), smoothness);
nx = smoothMinSDF(nx, sdf(vec3(p.x + epsilon, p.y, p.z), primitives[i]), smoothness);
ny = smoothMinSDF(ny, sdf(vec3(p.x, p.y + epsilon, p.z), primitives[i]), smoothness);
nz = smoothMinSDF(nz, sdf(vec3(p.x, p.y, p.z + epsilon), primitives[i]), smoothness);
/*blendFactor = clamp(0.5 + 0.5 * (sdf(p, primitives[i-1]) - sdf(p, primitives[i])) / smoothness, 0.0, 1.0);
blendedColor = mix(primitives[i-1].diffuse_color, primitives[i].diffuse_color, blendFactor);*/
}
vec3 estimateNormalsMax(vec3 p, float smoothness) {
float epsilon = 0.001;
float d = max(torusSDF(p, torus.center, torus.R, torus.r), sphereSDF(p, sphere.center, sphere.r));
float nx = max(torusSDF(vec3(p.x + epsilon, p.y, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x + epsilon, p.y, p.z), sphere.center, sphere.r)) - d;
float ny = max(torusSDF(vec3(p.x, p.y + epsilon, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y + epsilon, p.z), sphere.center, sphere.r)) - d;
float nz = max(torusSDF(vec3(p.x, p.y, p.z + epsilon), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y, p.z + epsilon), sphere.center, sphere.r)) - d;
return normalize(vec3(nx, ny, nz));
nx -= d;
ny -= d;
nz -= d;
normals = normalize(vec3(nx, ny, nz));
//color = blendedColor4;
}
vec3 estimateNormals(vec3 p, GLSLPrimitive prim, float epsilon)
{
float x = sdf(vec3(p.x + epsilon, p.y, p.z), prim) - sdf(vec3(p.x - epsilon, p.y, p.z), prim);
float y = sdf(vec3(p.x, p.y + epsilon, p.z), prim) - sdf(vec3(p.x, p.y - epsilon, p.z), prim);
float z = sdf(vec3(p.x, p.y, p.z + epsilon), prim) - sdf(vec3(p.x, p.y, p.z - epsilon), prim);
return normalize(vec3(x, y, z));
}
//vec3 estimateNormalsMax(vec3 p, float smoothness) {
// float epsilon = 0.001;
// float d = max(torusSDF(p, torus.center, torus.R, torus.r), sphereSDF(p, sphere.center, sphere.r));
// float nx = max(torusSDF(vec3(p.x + epsilon, p.y, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x + epsilon, p.y, p.z), sphere.center, sphere.r)) - d;
// float ny = max(torusSDF(vec3(p.x, p.y + epsilon, p.z), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y + epsilon, p.z), sphere.center, sphere.r)) - d;
// float nz = max(torusSDF(vec3(p.x, p.y, p.z + epsilon), torus.center, torus.R, torus.r), sphereSDF(vec3(p.x, p.y, p.z + epsilon), sphere.center, sphere.r)) - d;
// return normalize(vec3(nx, ny, nz));
//}
vec4 blendColors(vec4 color1, vec4 color2, float blendFactor)
{
return mix(color1, color2, blendFactor);
}
float weightFunction(float distance, float k, float epsilon) {
//// Ensure 'k' is positive to avoid division by zero.
//k = max(k, 0.0001);
//// Sigmoid-like smooth transition function.
//return (k*k*k)/distance;
if (k <= 0.0) {
// When k is zero, return 1 if the distance is zero (object is closest), else return 0.
return distance <= 0.001 ? 1.0 : 0.0;
}
else {
// As k increases, the transition becomes smoother.
return (k * k * k) / distance;
}
}
void main(void)
{
@ -143,10 +229,6 @@ void main(void)
int spec_exponent = 40;
float k = smoothing;
initSphere();
initTorus();
vec2 ndc_pos = 2.0 * vec2(gl_FragCoord.x / window_width, gl_FragCoord.y / window_height) - 1.0;
vec4 cam_dir = inverse(P) * vec4(ndc_pos, 1.0, 1.0);
cam_dir /= cam_dir.w;
@ -154,23 +236,56 @@ void main(void)
vec4 ray_dir = normalize(inverse(V) * cam_dir);
vec4 accumulatedColor = vec4(0.0);
float totalWeight = 0.0;
int closestIndex = -1;
int secClosestIndex = -1;
while (ray_dist < max_dist && steps < max_steps)
{
steps++;
float distTorus = torusSDF(ray_pos.xyz, torus.center, torus.R, torus.r);
float distSphere = sphereSDF(ray_pos.xyz, sphere.center, sphere.r);
float minDist = smoothMinSDF(distTorus, distSphere, k);
float minDist = 999999.0;
for (int i = 0; i < primitives.length(); i++)
{
float dist = sdf(ray_pos.xyz, primitives[i]);
float weight = weightFunction(dist, smoothing, epsilon);
if (dist < sdf(ray_pos.xyz, primitives[closestIndex]))
{
secClosestIndex = closestIndex;
closestIndex = i;
}
/*else if (dist < sdf(ray_pos.xyz, primitives[secClosestIndex]))
{
secClosestIndex = i;
}*/
minDist = smoothMinSDF(minDist, dist, k);
accumulatedColor += primitives[i].diffuse_color * weight;
totalWeight += weight;
}
if (minDist <= epsilon)
{
if (totalWeight > 0.0) {
accumulatedColor /= totalWeight;
}
vec4 ambient_color, diffuse_color;
ambient_color = primitives[0].ambient_color;
diffuse_color = primitives[0].diffuse_color;
float blendFactor = clamp(0.5 + 0.5 * (sdf(ray_pos.xyz, primitives[closestIndex]) - sdf(ray_pos.xyz, primitives[secClosestIndex])) / k, 0.0, 1.0);
vec4 blendedColor = mix(primitives[closestIndex].diffuse_color, primitives[secClosestIndex].diffuse_color, blendFactor);
ambient_color = primitives[closestIndex].ambient_color;
diffuse_color = vec4(accumulatedColor.rgb, 1.0);
vec4 ambient = vec4(la, 1.0) * ambient_color;
normals = estimateSmoothNormals(ray_pos.xyz, k);
//normals = estimateNormals(ray_pos.xyz, primitives[closestIndex], epsilon);
estimateSmoothNormals(ray_pos.xyz, k, epsilon, normals, diffuse_color);
vec3 nw = normalize(normals);
vec3 lw = normalize(light_pos - ray_pos.xyz);
@ -183,7 +298,7 @@ void main(void)
vec3 halfwayDir = normalize(lw + vw);
spec = pow(max(dot(halfwayDir, nw), 0), spec_exponent);
vec4 specular = spec * vec4(primitives[0].specular_color.rgb * ls, 1.0);
vec4 specular = spec * vec4(primitives[closestIndex].specular_color.rgb * ls, 1.0);
color = (ambient + (1.0 / (dist * dist) * (diffuse + specular))).xyz;
break;

View File

@ -27,20 +27,23 @@
struct Primitive
{
glm::vec4 position = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
glm::vec4 diffuse_color = glm::vec4(0.8f, 0.8f, 0.8f, 1.0f);
glm::vec4 specular_color = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f);
glm::vec4 ambient_color = glm::vec4(0.2f, 0.2f, 0.2f, 1.0f);
glm::vec4 position = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); // 16 bytes
glm::vec4 diffuse_color = glm::vec4(0.8f, 0.8f, 0.8f, 1.0f); // 16 bytes
glm::vec4 specular_color = glm::vec4(1.0f, 1.0f, 1.0f, 1.0f); // 16 bytes
glm::vec4 ambient_color = glm::vec4(0.2f, 0.2f, 0.2f, 1.0f); // 16 bytes
unsigned int specular_exponent = 40;
unsigned int specular_exponent = 40; // 4 bytes
unsigned int type = -1;
unsigned int type = -1; // 4 bytes
float radius = -1.f;
float height = -1.f;
float inner_radius = -1.f;
float outer_radius = -1.f;
float size = -1.f;
float radius = -1.f; // 4 bytes
float height = -1.f; // 4 bytes
float inner_radius = -1.f; // 4 bytes
float outer_radius = -1.f; // 4 bytes
float size = -1.f; // 4 bytes
// Has to be a multiple of 32 bytes (96 in this case), currently only 92
unsigned int dummy = 0; // 4 bytes
};
struct Light
@ -93,6 +96,7 @@ namespace scene
glm::vec3 sphere_center = { 0.0, 0.0, 0.0 };
unsigned int p_vbo = -1;
int object = 0;
}
namespace mouse
@ -126,6 +130,10 @@ static char* ReadShaderSource(const char* shaderFile)
void AddPrimitive(Primitive newPrim)
{
for (int i = 0; i < scene::primitiveData.size(); i++)
{
if (newPrim.type == scene::primitiveData[i].type) newPrim.dummy++;
}
scene::primitiveData.push_back(newPrim);
}
@ -208,16 +216,161 @@ void InitCanvas()
}
std::string GetName(Primitive prim)
{
std::string name;
switch (prim.type)
{
case 0x00:
{
name = "Sphere";
break;
}
case 0x01:
{
name = "Torus";
break;
}
case 0x02:
{
name = "Cone";
break;
}
case 0x03:
{
name = "Cube";
break;
}
default:
{
name = "Primitive";
break;
}
}
if (prim.dummy > 0) name += "_" + std::to_string(prim.dummy);
return name;
}
void PrimGUI(unsigned int obj)
{
ImGui::SliderFloat3("Position", glm::value_ptr(scene::primitiveData[obj].position), -2.0f, 2.0f);
switch (scene::primitiveData[obj].type)
{
case 0x00:
{
ImGui::SliderFloat("Radius", &scene::primitiveData[obj].radius, 0.f, 5.0f);
break;
}
case 0x01:
{
ImGui::SliderFloat("Outer Radius", &scene::primitiveData[obj].outer_radius, 0.f, 5.0f);
ImGui::SliderFloat("Inner Radius", &scene::primitiveData[obj].inner_radius, 0.f, 5.0f);
break;
}
case 0x02:
{
break;
}
case 0x03:
{
ImGui::SliderFloat("Size", &scene::primitiveData[obj].size, 0.f, 5.0f);
break;
}
default:
{
break;
}
}
ImGui::Separator();
ImGui::ColorEdit3("Diffuse", glm::value_ptr(scene::primitiveData[obj].diffuse_color));
ImGui::ColorEdit3("Specular", glm::value_ptr(scene::primitiveData[obj].specular_color));
ImGui::ColorEdit3("Ambient", glm::value_ptr(scene::primitiveData[obj].ambient_color));
}
void AddSphere()
{
Primitive s;
s.type = P_SPHERE;
s.radius = 0.5f;
AddPrimitive(s);
}
void AddTorus()
{
Primitive t;
t.type = P_TORUS;
t.outer_radius = 0.5f;
t.inner_radius = 0.15f;
AddPrimitive(t);
}
void AddCube()
{
Primitive c;
c.type = P_CUBE;
c.size = 0.5f;
AddPrimitive(c);
}
//Draw the ImGui user interface
void draw_gui(GLFWwindow* window)
{
//Begin ImGui Frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::NewFrame();
static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
// because it would be confusing to have two docking targets within each others.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->WorkPos);
ImGui::SetNextWindowSize(viewport->WorkSize);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
window_flags |= ImGuiWindowFlags_NoBackground;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::Begin("DockSpace Demo", nullptr, window_flags);
ImGui::PopStyleVar(3);
// Submit the DockSpace
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
{
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
}
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Options"))
{
ImGui::Text("Nothing Here Yet, Check Back Later!");
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::End();
//Draw Gui
ImGui::Begin("Debug Window");
ImGui::Begin("Object Controls");
if (ImGui::Button("Quit"))
{
glfwSetWindowShouldClose(window, GLFW_TRUE);
@ -226,17 +379,31 @@ void draw_gui(GLFWwindow* window)
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::SliderFloat("Smoothing", &scene::smoothing, 0.0f, 1.0f);
ImGui::SliderFloat4("Position Sphere", glm::value_ptr(scene::primitiveData[0].position), -2.0f, 2.0f);
ImGui::SliderFloat4("Position Torus", glm::value_ptr(scene::primitiveData[1].position), -2.0f, 2.0f);
ImGui::SliderFloat4("Position Cone", glm::value_ptr(scene::primitiveData[2].position), -2.0f, 2.0f);
for (int i = 0; i < scene::primitiveData.size(); i++)
{
ImGui::RadioButton(GetName(scene::primitiveData[i]).c_str(), &scene::object, i);
}
PrimGUI(scene::object);
ImGui::End();
static bool show_test = false;
if (show_test)
ImGui::Begin("Primitives");
if (ImGui::Button("Sphere", ImVec2(ImGui::GetWindowSize().y * 0.5f, ImGui::GetWindowSize().y * 0.5f)))
{
ImGui::ShowDemoWindow(&show_test);
AddSphere();
InitPrimitive();
}ImGui::SameLine();
if (ImGui::Button("Torus", ImVec2(ImGui::GetWindowSize().y * 0.5f, ImGui::GetWindowSize().y * 0.5f)))
{
AddTorus();
InitPrimitive();
}ImGui::SameLine();
if (ImGui::Button("Cube", ImVec2(ImGui::GetWindowSize().y * 0.5f, ImGui::GetWindowSize().y * 0.5f)))
{
AddCube();
InitPrimitive();
}
ImGui::End();
//End ImGui Frame
ImGui::Render();
@ -421,7 +588,6 @@ void init()
glUseProgram(scene::shader);
Primitive sphere;
//sphere.position = glm::vec4(0.0f, -1.0f, 0.0f, 1.0f);
sphere.diffuse_color = glm::vec4(0.f, 66.f / 255.f, 37.f / 255.f, 1.0f);
sphere.type = P_SPHERE;
sphere.radius = 0.25f;
@ -438,10 +604,20 @@ void init()
cone.height = 0.5f;
cone.radius = 0.25f;
Primitive cube;
cube.diffuse_color = glm::vec4(255.f / 255.f, 176.f / 255.f, 0.f, 1.0f);
cube.type = P_CUBE;
cube.size = 0.5f;
Primitive sphere2;
sphere2.diffuse_color = glm::vec4(1.f, 0.f, 1.f, 1.0f);
sphere2.type = P_SPHERE;
sphere2.radius = 0.25f;
AddPrimitive(sphere);
AddPrimitive(torus);
AddPrimitive(cone);
//AddPrimitive(sphere);
AddPrimitive(cube);
AddPrimitive(sphere2);
InitCanvas();
InitPrimitive();