< script src = lib2.js > < / script >
< script src = "https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ace.js" crossorigin = "anonymous" > < / script >
< script src = "https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin = "anonymous" > < / script >
< style >
.ace_gutter-layer {
/* original width is 48px */
width: 25px !important;
}
.ace_gutter-layer > * {
/* 48 - 32 = 16 */
margin-left: 0;
}
.ace_gutter-cell {
padding-left: 0 !important;
padding-right: 3px !important;
}
.code{
font-family: "monaco, menlo, ubuntu mono, consolas, source-code-pro" ;
}
< / style >
< body bgcolor = white text = black link = black alink = blue vlink = blue >
< center >
<!!--- SUPER SAMPLING THE W/H PARAMS FOR CANVAS ARE RENDER SIZE, IN THE CSS IS ACTUAL(DISPLAY) SIZE.--->
< canvas id = 'canvas1' style = "overflow: auto; width: 600px; height:600px;" width = 1200 height = 1200 > < / canvas >
< / center >
< / body >
<!!-------- VERTEX SHADER: YOU PROBABLY DON'T WANT TO CHANGE THIS RIGHT NOW -------->
< script id = 'my_vertex_shader' type = 'x-shader/x-vertex' >
attribute vec3 aPos;
varying vec3 vPos;
void main() {
gl_Position = vec4(aPos, 1.);
vPos = aPos;
}
< / script >
<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag!! LOADED IN lib2.js -------->
<!-- script src="shader.frag" id='my_fragment_shader' type='x - shader/x - fragment'> </script>
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
< script id = 'my_title' type = 'text/html' >
Solar RTX
< / script >
<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
< script id = 'my_instructions' type = 'text/html' > < f o n t c o l o r = # 9 0 9 0 9 0 >
< p style = "font-size:30px; " > In this homework, I implemented Global illumination w/
Realtime Recursive Ray Tracing!
< p >
< i style = "font-size:25px;" > Usage: < / i >
< ul >
< li > Ctrl+Alt/Option+T: Toggle Texture.< / li >
< li > Ctrl+S: Download fragment shader.< / li >
< li > Ctrl+Alt/Option+R: Toggle Recursive Ray Tracing.< / li >
< li > Ctrl+Alt/Option+N: Reset ViewPoint.< / li >
< li > Ctrl+Alt/Option+P: Toggle Pause/Resume.< / li >
< li style = "color:red;" > Please unfocus the Editing area (click somewhere else on the page) to use hotkeys.< / li >
< li > Double Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.< / li >
< li > MOUSE DRAG, SCROLL/WHEEL ZOOM: Changing Viewing point.< / li >
< li > Use Chromium based browser for better performance.< / li >
< / ul >
< i style = "font-size:25px;" > How it works:< / i >
< ul >
< li > First, I started with what I've already done in < a href = "https://billsun.dev/graphics/hw1" > homework 1< / a > . Which already included complete Phong shading with
Specular light and much more (spherical texture mapping, simple interactions, improved UI/shader editor).
< / li >
< li > I then merged the code from hw2 and added texture to each sphere.< / li >
< li > I modified the ray tracing algorithm so that when hitting an object, instead of just returning color calculated from
Phong model:< br >
< ul >
< li > It recursively bounces and/or refract(NOT IMPLEMENTED YET) itself spawning new rays.< / li >
< li > The color of this pixel equals to Ambient + Diffuse + ks*color[Reflected] + kt*color[Refracted].
(< a href = "https://www.cs.drexel.edu/~david/Classes/Papers/p343-whitted.pdf" > Turner Whitted Model< / a > )< / li >
< li > The tracing will stop when a ray was not hitting any object or was reflected/refracted n_ref times. < / li >
< li > The color/intensity of the final lights are computed via specular component from the Phong model.< / li >
< li > You may increase n_ref for more iterations, but please proceed with caution, because it may halt the computer.
< / li >
< / ul >
< li > I added more interactions, you can now change the viewpoint by
holding shift and alt key while dragging on canvas to rotate,
or holding shift and alt while scrolling on canvas to change focal length.
This is implemented by applying a transformation matrix to the viewpoint and projection surface.
< / li >
< li > Finally, I used super sampling via doubling the render dimensions of the canvas to reduce aliasing. SEE comments on index.html< / li >
< li > Repo on < a href = "https://github.com/sunyinqi0508/graphics_hw1" > Github< / a > .< / li >
< / li >
< / ul >
< p >
< / script >
<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
< script >
// CREATE THE HTML DOCUMENT
let flags = 0x0;
let vs = my_vertex_shader.innerHTML;
//* LOADING FRAGMENT SHADER
var client = new XMLHttpRequest();
client.open('GET', './shader.frag');
client.onloadend = function() {
fs = (client.responseText);
//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
gl_start(canvas1, vs, fs);
editor.getSession().setValue(fs);
editor.session.on('change', function(delta) {
if(typeof canvas1.setShaders === "function")
{
canvas1.setShaders(vs, editor.getSession().getValue());
setUniform('1i', 'flags', flags);
}
});
}
client.send();
document.body.innerHTML = [''
,'< font size = 7 color = #909090 > ' + my_title.innerHTML
,'< img id = "rtx" style = "float:right;" src = "./RTXon.svg" type = "image/svg+xml" '
,' alt="Turn Ray Tracing On/OFF" title="Turn Ray Tracing On/OFF" height=60px /img>'
,'< div id = "fps" style = "font-size:25;float:right;margin-right:18px;" > < / div > '
,'< TABLE cellspacing = 0 cellpadding = 0 > < TR > '
,'< td > < font color = red size = 5 > < div id = errorMessage > < / div > < / font > < / td > '
,'< / TR > < TR > '
,'< table cellspacing = 0 > '
,'< tr > '
,'< td valign = top > '
,'< div id = "ace" style = "width:800px;height:2200px;" > < / div > '
,'< / td > < td valign = top > ' + document.body.innerHTML
,'< input type = "number" id = "ins" style = "margin-left:3px;font-size:24px;width:100px;height:45px" value = "4" > '
,'< button id = "bns" style = "margin-left:5px;font-size:24px;width:150px;height:45px" > Set Spheres< / button > '
,'< div style = \'font-size:25px\' > ' + my_instructions.innerHTML + '< / div > ' + '< / td > '
,'< / tr > < / table > '
,'< / TR > < / TABLE > '
].join('');
bns.onclick=function(e){
if(ins.value>0 & & ins.value< =ns & & cns!=ins.value)
{
cns = ins.value;
fragmentShaderDefs = '\n const int cns = ' + cns + ';';
if(typeof canvas1.setShaders === "function")
{
canvas1.setShaders(vs, editor.getSession().getValue());
setUniform('1i', 'flags', flags);
}
}
}
// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
ace.require("ace/ext/language_tools");
var editor = ace.edit("ace", {
mode:"ace/mode/glsl",
theme:"ace/theme/crimson_editor"
});
editor.setOptions({
enableBasicAutocompletion: true,
enableSnippets: true,
enableLiveAutocompletion: true,
fontSize: 14,
fontFamily: "monaco, menlo, ubuntu mono, consolas, source-code-pro",
fixedWidthGutter: true,
showGutter: true,
showPrintMargin: false,
});
editor.setAutoScrollEditorIntoView(true);
// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
delete editor.KeyBinding;
let lastTime = Date.now();
let animating = true;
let ctrl = false, alt = false, shift = false, fpson = true, moving = false, over = false;
let mousedx = 0, mousedy = 0, mousedz = 0;
let cx = 1, cy = 1, sx = 0, sy = 0;
let mouselastX, mouselastY;
let lastClick = undefined;
let pause_resume = function(){
if(animating)
lastTime = Date.now();
else
startTime += Date.now() - lastTime;
animating = !animating;
};
canvas1.addEventListener('click',function(ev){
if(!(shift & & alt) & & lastClick& & Date.now()-lastClick< 400 )
pause_resume();
lastClick = Date.now();
//moving = false;
});
canvas1.addEventListener('mouseover', function(e){
over = true;
const mask = 0x8;
flags |= mask;
setUniform('1i', 'flags', flags);
});
canvas1.addEventListener('mousedown', function(e){
moving = true
mouselastX = mouselastY = undefined;
});
canvas1.addEventListener('mousemove', function(e){
if(!(mouselastX==undefined || mouselastY == undefined)& & moving){
mousedx -= (mouselastX - e.offsetX)/60;
mousedy -= (mouselastY - e.offsetY)/60;
cx = Math.cos(mousedx);
sx = Math.sin(mousedx);
cy = Math.cos(mousedy);
sy = Math.sin(mousedy);
setUniform('4f', 'rot', cx, sx, cy, sy);
const mask = 0x4;
flags |= mask;
setUniform('1i', 'flags', flags);
}
// if(over){
// let x=e.offsetX/300-1;
// let y=e.offsetY/300-1;
// let z=-1-3-mousedz;
// let tx = cx*x+sy*sx*y+sx*cy*z;
// let ty = cy*y-sy*z;
// let tz = -sx*x+cx*sy*y+cx*cy*z;
// let len = Math.sqrt(tx*tx + ty*ty+tz*tz);
// setUniform('3f', 'fDir', tx/len, ty/len, tz/len);
// }
mouselastX = e.offsetX;
mouselastY = e.offsetY;
});
canvas1.addEventListener('mouseup', function(e){
// if(ctrl & & alt & & moving){
// }
moving = false;
});
canvas1.addEventListener('mouseout', function(e){
// if(ctrl & & alt & & moving){
// }
const mask = 0x8;
flags & = !mask;
setUniform('1i', 'flags', flags);
over = false;
moving = false;
});
canvas1.addEventListener('wheel', function(e){
mousedz += e.wheelDelta/600;
setUniform('1f', 'dFL', mousedz);
e.stopImmediatePropagation();
});
canvas1.scroll(function(e) {e.stopPropagation();});
rtx.style.cursor="pointer";
let rtswitch = function(){
const mask = 0x2;
let rtstatus = !(flags&mask);
if (rtstatus)
rtx.src='./RTXoff.svg';
else
rtx.src='./RTXon.svg';
flags = (flags& (!mask)) | (rtstatus?mask:0);
setUniform('1i', 'flags', flags);
}
rtx.addEventListener('click', rtswitch);
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
let fpscounter = function(time){
if (start === undefined)
start = time;
else
fps.innerHTML = Math.round(10000/(time-start))/10 + ' fps';
start = time;
if(fpson)
requestAnimationFrame(fpscounter);
else{
start = undefined;
fps.innerHTML = '';
}
};
document.addEventListener('keydown',(e)=>{
if(e.code.startsWith('Shift'))
shift = true;
if(e.code.startsWith('Control'))
ctrl = true;
if(e.code.startsWith('Alt'))
alt = true;
else if(ctrl & & alt & & e.code == 'KeyT'){
const mask = 0x1;
flags = flags& !mask | (!(flags&mask)?mask:0);
setUniform('1i', 'flags', flags);
}
else if (ctrl & & e.code == 'KeyS'){
let a = document.createElement('a');
a.href = "data:text/plain,"+encodeURIComponent(editor.getSession().getValue());
a.download = 'shader.frag';
a.click();
}
else if(ctrl & & alt& & e.code == 'KeyR')
rtswitch();
else if(ctrl & & alt& & e.code == 'KeyN')
{
flags = 0;
moving = false;
mousedx = mousedy = mousedz = 0;
cx = Math.cos(mousedx);
sx = Math.sin(mousedx);
cy = Math.cos(mousedy);
sy = Math.sin(mousedy);
rtx.src='./RTXon.svg';
setUniform('4f', 'rot', cx, sx, cy, sy);
setUniform('1f', 'dFL', mousedz);
setUniform('1i', 'flags', flags);
}
else if(ctrl & & alt& & e.code == 'KeyP')
pause_resume();
else if(ctrl & & alt& & e.code == 'KeyF')
if(!fpson)
{
fpson = true;
requestAnimationFrame(fpscounter);
}
else
fpson = false;
// else if(e.code =='KeyV')
// alert(' '+ mousedx+ ' ' + mousedy + ' '+mousedz)
});
document.addEventListener('keyup',(e)=>{
if(e.code.startsWith('Control'))
ctrl = false;
if(e.code.startsWith('Alt'))
alt = false;
if(e.code.startsWith('Shift'))
shift = false;
});
// SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
let startTime = Date.now();
let lastFrameTime = 0;
function animate(gl) {
if(animating)
setUniform('1f', 'uTime', (Date.now() - startTime) / 1000);
else
setUniform('1f', 'uTime', (lastTime - startTime) / 1000);
}
let start;
requestAnimationFrame(fpscounter);
< / script >