Merge pull request #3 from sunyinqi0508/hw3

Hw3 kinda finished (w/o proper comments)
master
sunyinqi0508 4 years ago committed by GitHub
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3
.gitignore vendored

@ -1,3 +1,6 @@
.DS_Store
old/
new/
pjsk.mp4
_5.jpg
*.bak*

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@ -1,2 +1,2 @@
# graphics_hw2
[link](https://billsun.dev/graphics/hw2)
# graphics_hw3
[link](https://billsun.dev/graphics/hw3)

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@ -1,4 +1,4 @@
<script src=lib2.js></script>
<script src=lib3.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>
@ -22,7 +22,7 @@
<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>
<canvas id='canvas1' style=" overflow: hidden !important; width: 600px !important; height:600px !important;" width=600 height=600></canvas>
</center>
</body>
@ -47,7 +47,7 @@
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
<script id='my_title' type='text/html'>
Solar RTX
RTX Extreme
</script>
@ -61,39 +61,31 @@ Solar RTX
<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>
<li>DRAG, SCROLL on canvas: Changing Viewing point.</li>
<li>Please use Chromium based browser.</li>
<li>Super Sampling(0.25x-4x): increase rendering size for better visual or decrease rendering size for better performance.</li>
<li>Spheres(1 - 4): number of spheres, performance will suffer if adding too many spheres.</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>I added recursive ray tracing with fraction support.</li>
<li>Each hit will now spawn 2 rays, but there're serious performance issues, because
the number of rays increases exponentially. I resolved this issue by:
</li>
<ul>
<li>Pruning: If the weight of this ray is too small, dispose it.</li>
<li>Smarter Stack frame utilization: Now the stack frame will only store last rays and next rays.
By alternating 2 arrays storing last ray and next ray, I don't need to store other rays.
</li>
<li>By combining these methods I managed to significantly reduce RT depth and 'stack' size,
While supporting nested object and objects both reflection and refraction rays on the same surface.
</li>
</ul>
<img src="./img.jpg"></img>
</ul>
<p>
@ -137,8 +129,10 @@ document.body.innerHTML = [''
,'<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>'
,'<input type="number" id="ins" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="2" max="4">'
,'<button id="bns" style="margin-left:5px;font-size:24px;width:180px;height:45px">Set Spheres</button>'
,'<input type="number" id="insamp" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="1" max="4" min = "0.25">'
,'<button id="bnsamp" style="margin-left:5px;font-size:24px;width:200px;height:45px">Super Sampling</button>'
,'<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
,'</tr></table>'
,'</TR></TABLE>'
@ -149,12 +143,18 @@ bns.onclick=function(e){
cns = ins.value;
fragmentShaderDefs = '\n const int cns = ' + cns + ';';
if(typeof canvas1.setShaders === "function")
{
canvas1.setShaders(vs, editor.getSession().getValue());
setUniform('1i', 'flags', flags);
}
canvas1.setShaders(vs, editor.getSession().getValue());
}
}
bnsamp.onclick=function(e){
let multiplier = insamp.value;
let w = parseInt(canvas1.style.width)*multiplier;
let h = parseInt(canvas1.style.height)*multiplier;
canvas1.height = h;
canvas1.width = w;
gl.viewport(0, 0, w, h);
gl.clearRect(0, 0, w, h);
}
// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
ace.require("ace/ext/language_tools");
var editor = ace.edit("ace", {
@ -174,6 +174,7 @@ editor.setOptions({
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;
@ -212,32 +213,15 @@ canvas1.addEventListener('mousemove', function(e){
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);
setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
}
// 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);
@ -252,14 +236,8 @@ canvas1.addEventListener('wheel', function(e){
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);
alert('Ray Tracing is always on. See hw2 where rt can be toggled on/off.')
rtx.src='./RTXon.svg';
}
rtx.addEventListener('click', rtswitch);
var requestAnimationFrame = window.requestAnimationFrame ||
@ -271,7 +249,7 @@ let fpscounter = function(time){
fps.innerHTML = Math.round(10000/(time-start))/10 + ' fps';
start = time;
if(fpson)
requestAnimationFrame(fpscounter);
;//requestAnimationFrame(fpscounter);
else{
start = undefined;
fps.innerHTML = '';
@ -307,7 +285,7 @@ document.addEventListener('keydown',(e)=>{
cy = Math.cos(mousedy);
sy = Math.sin(mousedy);
rtx.src='./RTXon.svg';
setUniform('4f', 'rot', cx, sx, cy, sy);
setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
setUniform('1f', 'dFL', mousedz);
setUniform('1i', 'flags', flags);
}
@ -321,9 +299,6 @@ document.addEventListener('keydown',(e)=>{
}
else
fpson = false;
// else if(e.code =='KeyV')
// alert(' '+ mousedx+ ' ' + mousedy + ' '+mousedz)
});
document.addEventListener('keyup',(e)=>{
@ -334,15 +309,24 @@ document.addEventListener('keyup',(e)=>{
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) {
let uTime;
if(animating)
setUniform('1f', 'uTime', (Date.now() - startTime) / 1000);
{
uTime = (Date.now() - startTime) / 1000;
setUniform('1f', 'uTime', uTime);
}
else
setUniform('1f', 'uTime', (lastTime - startTime) / 1000);
{
uTime = (lastTime - startTime) / 1000;
setUniform('1f', 'uTime', uTime);
}
setUniform('4f', 'Sph[3]', .9*Math.sin(uTime*.4),0.,.9*Math.cos(uTime*.4),.25);
setUniform('4f', 'Sph[2]', .22*Math.sin(uTime*1.2),0.05,.22*Math.cos(uTime*1.2),.05);
setUniform('4f', 'Sph[0]', 0,0.05*Math.cos(uTime + 1.),.045*Math.cos(uTime),.15);
setUniform('4f', 'Sph[1]', 0,0.,0,.25);
}
let start;
requestAnimationFrame(fpscounter);

@ -15,7 +15,7 @@ let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO
, ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);'
, '} return .5 * sin(r); }'
].join('\n');
let ns = 4, cns = 4;
let ns = 5, cns = 3;
fragmentShaderHeader+= 'const int ns = ' + ns + ';\n';
let fragmentShaderDefs = 'const int cns = ' + cns + ';\n';
let nfsh = fragmentShaderHeader.split('\n').length + 1; // NUMBER OF LINES OF CODE IN fragmentShaderHeader
@ -152,7 +152,25 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
textures[i] = i;
}
gl.uniform1iv(gl.getUniformLocation(program, 'uSampler'), textures);
setUniform('4f', 'rot', Math.cos(mousedx), Math.sin(mousedx), Math.cos(mousedy), Math.sin(mousedz));
let cx = Math.cos(mousedx), cy = Math.cos(mousedy), sx = Math.sin(mousedx), sy = Math.sin(mousedy);
setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
let attribs = [
.05,.05,.1, .5,.5,1., 1.,.5,.5,20., 0., .0, 1.3,
.1,.05,.05, 1.,.5,.5, 1.,.5,.5,10., .2,0.8,1.3,
.1,.05,.05, .71,.71,.71, .71,.71,.71,10., 0.3,.0,1.5,
.1,.1,.1, .71,.71,.71, .71,.71,.71,10., 0.05,0., 1.
]
var offset = 0;
for(let i = 0; i < ns-1; i++){
setUniform('3fv', 'Ambient['+i+']', attribs.slice(offset, offset += 3));
setUniform('3fv', 'Diffuse['+i+']', attribs.slice(offset, offset += 3));
setUniform('4fv', 'Specular['+i+']', attribs.slice(offset, offset += 4));
setUniform('1fv', 'ks['+i+']', attribs.slice(offset, offset += 1));
setUniform('1fv', 'kr['+i+']', attribs.slice(offset, offset += 1));
setUniform('1fv', 'kf['+i+']', attribs.slice(offset, offset += 1));
}
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles.
[-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]), gl.STATIC_DRAW);
@ -179,7 +197,10 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
function animate() { }
function setUniform(type, name, a, b, c, d, e, f) {
let loc = gl.getUniformLocation(gl.program, name);
(gl['uniform' + type])(loc, a, b, c, d, e, f);
if(gl)
{
let loc = gl.getUniformLocation(gl.program, name);
(gl['uniform' + type])(loc, a, b, c, d, e, f);
}
}

@ -1,252 +1,252 @@
vec3 foregroundColor = vec3(.0841, .5329, .9604);
#define _DEBUG_BREAK {gl_FragColor=vec4(1,0,0,1); return;}
#define REFRACTION normalize(eta*W + (eta*c1 - sqrt(1.-eta*eta*(1.-c1*c1)))*N)
vec3 foregroundColor = vec3(.0841, .5329, .9604);
vec3 groundColor = vec3(.2, .3, .5);
vec4 groundSpecular = vec4(.71, .71, .71, 10.);
uniform float uTime;// TIME, IN SECONDS
uniform int flags;
//FLAGS 0-TEX, 1-RT, 2-MOVED, 3-FLASH, 4-TEX_ROT, 5-CLOUD
uniform vec4 rot; //ROTATION VALUES USED TO CALCULATE TRANSFORMATION MATRIX
//rot=[cosx, sinx, cosy, siny], x, y BING ROTATED ANGLE
uniform int f_tex, f_rt, f_moved;
uniform float dFL; //DELTA on FOCAL LENGTH
uniform vec3 fDir;//Flash light direction
varying vec3 vPos;// -1 < vPos.x < +1
// -1 < vPos.y < +1
// vPos.z == 0
uniform mat3 transformation, invTr;
uniform vec3 Ambient[ns], Diffuse[ns];
uniform vec4 Specular[ns];
uniform float ks[ns], kr[ns], kf[ns];
uniform vec4 Sph[ns];
uniform sampler2D uSampler[ns];
const float kf_air = 1.000293;
varying vec3 vPos;
float fl=3.;//ORIGINAL FOCAL LENGTH
const float pi=3.14159265359;
const float _2pi=2.*pi;
const int n_ref=5; //<<=======***********************MAX NUMBER OF RAY TRACING RECURRSIONS. INCREASE IT IF YOUR GRAPHICS CARD CAN HANDLE.****************************
//const int ns=4; ns is added from .js
vec4 Sph[ns];
uniform sampler2D uSampler[ns];
vec3 Ambient[ns];
vec3 Diffuse[ns];
vec4 Specular[ns];
float ks[ns];
struct Sphere{ //UPDATED SPHERE STRUCTURE THAT SUPPORTS TRANSPARENCY.(UNUSED)
vec4 Pos;
vec3 Ambient;
vec3 Diffuse;
vec4 Specular;
int textureid;
float ks, kt;
};
struct RT{ //STACK FOR RECURSIVE RAY TRACING.
vec3 color;
float ks;
// vec3 colorr;
// float kt;
// vec3 ptr;
// vec3 normal;
} stack[n_ref];
bool getflag(int flag,int bit){
float shifted = float(int(float(flag)/ pow(2.,float(bit))));
return fract(shifted/2.)>0.;
/***********PLEASE DO INCREASE n_ref(RT DEPTH) FOR BETTER RESULTS************/
/*---->*/const int n_ref=31; //2^n-1 because each hit now spawn at most 2 rays.
/**BUT BE CAUTIOUS IF YOU DON'T HAVE A DECENT GRAPHICS CARD (below GTX 950M)**/
const int max_stack = (n_ref+1)/4;
vec3 scolor = vec3(0,0,0); //Actually 2^n_ref
struct Ray{
vec3 V;
vec3 W;
float kf, cumulativeK;
} stack1[max_stack], stack2[max_stack];
bool modulo2(int n){
return n-2*(n/2) == 1;
}
float clampv(float val,float l,float h){
return val<l?l:val>h?h:val;
vec2 getTextCoord(vec3 tex_sph, float R){
float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
if(tex_sph.x>0.)
tex_x=pi-tex_x;
tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
tex_x=tex_x+float(uTime);
float quo=float(int(tex_x/_2pi));
tex_x=tex_x/_2pi - quo;
return vec2(tex_x,((R-tex_sph.y)/(2.*R)));
}
void main(){
////////////////////////////////////////////////
//
// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
// LIGHT DIRECTION AND COLOR
//* I USED LDir AS LIGHT POSITION
//* I NORMALIZED IT AFTER GETTING THE
//* DIRECTION BY SUBTRACTING IT FROM THE POINT
vec3 LDir=vec3(.5,.5,.5);
vec3 LCol=vec3(1.,1.,1.);
// SPHERE
Sph[3]=vec4(.9*sin(uTime*.4),0.,.9*cos(uTime*.4),.25);
Sph[2]=vec4(.22*sin(uTime*1.2),0.05,.22*cos(uTime*1.2),.02);
Sph[0]=vec4(.45*sin(uTime),0.05*cos(uTime + 1.),.45*cos(uTime),.1);
Sph[1]=vec4(0.,0.,0.,.15);
// SURFACE REFLECTANCE PROPERTIES, can be transferred from .js
Ambient[3]=vec3(.1,.1,.1);// r,g,b
Diffuse[3]=vec3(.71,.71,.71);// r,g,b
Specular[3]=vec4(.71,.71,.71,10.);// r,g,b,power
Ambient[2]=vec3(.1,.05,.05);// r,g,b
Diffuse[2]=vec3(.71,.71,.71);// r,g,b
Specular[2]=vec4(.71,.71,.71,10.);// r,g,b,power
Ambient[1]=vec3(.1,.05,.05);// r,g,b
Diffuse[1]=vec3(1.,.5,.5);// r,g,b
Specular[1]=vec4(1.,.5,.5,10.);// r,g,b,power
Ambient[0]=vec3(.05,.05,.1);// r,g,b
Diffuse[0]=vec3(.5,.5,1.);// r,g,b
Specular[0]=vec4(1.,.5,.5,20.);// r,g,b,power
ks[0] = 0.25;
ks[1] = 0.1;
ks[2] = 0.3;
ks[3] = 0.05;
// INITIALIZE TO A BACKGROUND COLOR
float currKf = kf_air;
vec3 color=vec3(.2, .3, .5);
float ca=rot.x, sa = rot.y, cb=rot.z, sb=rot.w;
mat3 transformation, invTr;//Transformation matrix for viewpoint.
transformation[0] = vec3(ca, sb*sa, sa*cb);//because the matrices are all the same,
transformation[1] = vec3(0, cb, -sb);//We don't need to calculate it for every pixel
transformation[2] = vec3(-sa,ca*sb,ca*cb);//So, we get it from the CPU
invTr[0] = vec3(ca, 0, -sa);//it's inverse, to calculate texture mapping.
invTr[1] = vec3(sa*sb, cb, ca*sb);
invTr[2] = vec3(cb*sa, -sb, ca*cb);
vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
// COMPUTE THE RAY ORIGIN AND DIRECTION
vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
vec3 W=normalize(trPos-V);
// RAY TRACE TO ALL OBJECTS IN THE SCENE
bool rtxoff = getflag(flags, 1),
showtexture = !getflag(flags,0),
moved = getflag(flags,2)//,
// flash = true;//getflag(flags, 3)
;//get flags.
// bool hit = false;
int cnt_ref = n_ref;
vec3 W=(trPos-V);
bool rtxoff = false, showtexture = true, moved = false;
float currentK = 1.;
int curr_ptr = 0, curr_top = 0, next_top = 0;
bool final = false, stackswap = false;
for(int j=0;j<n_ref;j++)
{
float tMin=10000.;
int iMin = -1;
for(int i=0;i<cns;i++){
// SHIFT COORDINATES, SO THAT SPHERE IS AT (0,0,0)
vec3 Vp=V-Sph[i].xyz;
// SOLVE FOR QUADRATIC EQUATION IN t
float B=dot(W,Vp);
float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
float D=B*B-C;
if(D>0.){
float t=-B-sqrt(D);
if(t > 0. && t < tMin){
tMin = t; //This is an optimization, we don't have to do lighting/tex
iMin = i; // for objects that are occuluded, which is expensive!
for(int curr = 0; curr < max_stack; ++curr){
if(curr == curr_ptr){
bool skip = false;
if(j > 0){
Ray currR;
if(stackswap)
currR = stack1[curr];
else
currR = stack2[curr];
currKf = currR.kf;
currentK = currR.cumulativeK;
if(currKf <= 0.001 || currentK <= 0.001)
skip = true;
V = currR.V;
W = currR.W;
}
}
}
// IF RAY HITS SPHERE
if(iMin >= 0){
float t = tMin;
vec3 S=V+t*W;
for(int i = 0; i < cns; ++ i)
if(i == iMin) //* Because GLSL doesn't support non-const index,
{ //* we have to get Sph[iMin], uSampler[iMin], etc. this way
//*Good old TEXTURE MAPPING from hw1
vec3 tex_sph = (S-Sph[i].xyz);
if(moved)
tex_sph=invTr*tex_sph;//* transform the sphere to original place if view point moved;
//* This is super expensive! plus it's in the inner loop!!
//* We added a flag to disable it when the viewport is not moved!
float R=Sph[i].w;
float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
if(tex_sph.x>0.)
tex_x=pi-tex_x;
tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
tex_x=tex_x+float(uTime);
float quo=float(int(tex_x/_2pi));
tex_x=tex_x/_2pi -quo;
vec3 texture_color;
if(showtexture)
texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
else texture_color = foregroundColor;
vec3 N=normalize(S-Sph[i].xyz);
//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
vec3 realLDir=normalize(LDir-S);
color=(
Ambient[i]
+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
)*texture_color
;
// + SPECULAR COMPONENT GOES HERE
if(rtxoff || j == n_ref - 1) //if it's the last ray
color += sqrt(float(j+1)) * Specular[i].xyz*pow(max(0.,
dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
//*Pushing current color and ks into stack.
//*suppose ks is 0.15 for all spheres, we can
//*of course support different ks, kt for different object
//*but I didn't have time to do that, just a proof of concept,
//*I defined the new sphere structure that could be used in the future.
stack[j] = RT(color, ks[i]);
V = S; //*NEXT RAY SHOOTING FROM THE INTERSECTION POINT
// if(flash && j == 0){
// V0 = V - V0;
// hit = true;
// }
W = -normalize(2. * dot(N, W) * N - W);//*W is the next direction of the next ray.
else
W = normalize(W);
if(!skip){
float tMin=10000.;
int iMin = -1;
for(int i=0;i<cns;i++){
vec3 Vp=V-Sph[i].xyz;
float B=dot(W,Vp);
float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
float D=B*B-C;
if(D>0.){
float t=-B-sqrt(D);
if(t >= 0.01 && t < tMin){
tMin = t; // This is an optimization, we don't have to do lighting/tex
iMin = i; // for objects that are occuluded, which is expensive!
}
else if (t >= -0.01 && t <0.01){
t = -(t + 2.*B);
if(t > 0.01 && t < tMin){
tMin = t;
iMin = i;
}
}
}
}
break;// this is only the innerloop, RT is still going!
}
}
else {
// TO SIMIPIFY THINGS UP, I'LL ASSUME THAT EVERYTHING
// IS INSIDE THE BOUNDING BOX [(-1,-1,-1), (1,1,1)]
// AND THERE'S A FLOOR at [y = -1] THE NORMAL IS (0,1,0)
// Because We assumed that the light always hit sphere first,
// It will have wirld behavior when you rotate the scene upsidedown.
float t = -(.2+V.y)/W.y;
float sx = V.x + t* W.x, sz = V.z + t * W.z;
if(iMin >= 0){
float t = tMin;
vec3 S=V+t*W;
for(int i = 0; i < cns; ++ i)
if(i == iMin)
{
vec3 texture_color;
if(showtexture)
{
vec3 tex_sph = (S-Sph[i].xyz);
if(moved)
;//tex_sph=invTr*tex_sph; too expensive
texture_color=texture2D(uSampler[i],getTextCoord(tex_sph, Sph[i].w)).xyz;
}
else texture_color = foregroundColor;
if(t >= 0.&&abs(sx)<1.5 && abs(sz+.6)<3.)
{
vec3 S = vec3(sx, -.2, sz);
vec3 realLDir=normalize(LDir - S);
color=(
0.5 //ambient for ground
+0.5*max(0.,realLDir.y)*LCol //diffusion for ground
)*groundColor
;
// + SPECULAR COMPONENT GOES HERE
if(rtxoff || j == n_ref - 1)
color += sqrt(float(j+1))*groundSpecular.xyz* //specular for ground.
pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
stack[j] = RT(color, 0.15); //ks of ground is 0.1
V = S; //Same as above, trace again from S, dir = reflect(W, N).
// if(flash && j == 0){
// V0 = W;
// hit = true;
// }
W = vec3(W.x, -W.y, W.z);
}
else{
if(j > 0)
{
// If the light bounces away! The color of it is calculated by
stack[j] = RT(sqrt(float(j+1))*vec3(4.,4.,4)*pow(max(0.,dot(W, normalize(LDir - V))), 10.), 0.);
cnt_ref = j + 1;
vec3 N=normalize(S-Sph[i].xyz);
vec3 realLDir=normalize(LDir-S);
float c1 =dot(N, W);
if(c1<0.){
color=(Ambient[i]+Diffuse[i]*max(0.,dot(N,realLDir))*LCol)*texture_color;
if(rtxoff || final) //if it's the last hit
{
color += Specular[i].xyz*pow(max(0.,
dot(-2.*c1*N-realLDir,realLDir)),Specular[i].w);
scolor += color * currentK;
}
else{
c1 = -c1;
float eta =currKf/kf[i];
float nextks = currentK * ks[i], nextkr = currentK * kr[i];
bool refl = nextks > 0.001, refr = nextkr > 0.001;
if(refl || refr)
for(int k = 0; k < max_stack; ++k)
if(k == next_top){
if(stackswap){
if(refl)
{
stack2[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
currentK -= nextks;
next_top ++;
}
if(refr)
{
if(refl)
stack2[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
else
stack2[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
currentK -= nextkr;
next_top ++;
}
}else{
if(refl)
{ //remember, c1 = -NW now
stack1[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
currentK -= nextks;
next_top ++;
}
if(refr)
{
if(refl)
stack1[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
else
stack1[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
currentK -= nextkr;
next_top ++;
}
}
break;
}
scolor += currentK * color;
}
}
else{
float eta = currKf/kf_air;
N = -N; //inside the sphere, normal is inward!
float c2 = (1.-eta*eta*(1.-c1*c1));
for(int k = 0; k < max_stack; ++k)
if(k == next_top){
if(stackswap)
{
stack2[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
if(c2 >= 0.)
stack2[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
else //on the edge, the light won't bend anymore and will keep perpendicular to normal
stack2[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
}else{
stack1[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
if(c2 >= 0.)
stack1[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
else
stack1[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
}
next_top += 2;
break;
}
}
break;
}
}
else {
float t = -(.2+V.y)/W.y;
float sx = V.x + t* W.x, sz = V.z + t * W.z;
if(t >= 0. && abs(sx) < 1.5 && abs(sz) < 3.)
{
vec3 S = vec3(sx, -.2, sz);
vec3 realLDir=normalize(LDir - S);
color=(0.5+0.5*max(0.,realLDir.y)*LCol)*texture2D(uSampler[4],vec2((sx+1.4)/3., (sz+1.5)/4.)).xyz;
if(rtxoff || final&&abs(sx)<1.5 && abs(sz+.6)<3.)
{
color += groundSpecular.xyz* //specular for ground.
pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
scolor += currentK * color;
}
else
{
for(int k = 0; k < max_stack; ++k)
if(k == next_top){
if(stackswap)
stack2[k] = Ray(S, vec3(W.x, -W.y, W.z), kf_air, currentK * 0.15); //reflection
else
stack1[k] = Ray(S, vec3(W.x, -W.y, W.z), kf_air, currentK * 0.15); //reflection
next_top ++;
break;
}
scolor += (currentK*.85)*color;
}
}
else{
if(j > 0)
scolor += currentK * (pow(max(0.,dot(W, normalize(LDir - V))), 10.) * vec3(1.,1.,1.) + foregroundColor*0.1);
else scolor = foregroundColor*0.6;
}
}
}
if(++curr_ptr >= curr_top){
curr_top = next_top;
curr_ptr = 0;
if(next_top * 2 > max_stack)
final = true;
stackswap = !stackswap;
}
else //If the light hits the void in the first place, it's just black!
cnt_ref = j;//j is always 0 in this case.
break; //The light is shooting into the void, let's stop RT.
}
}
// RTX off
if(rtxoff)
break;
}
if(rtxoff)
color = stack[0].color;
else
{
color = vec3(0,0,0);
float currks = 1.;
for(int i = 0; i < n_ref; ++i)
{
if(i >= cnt_ref)//same trick to use bounded non-const on indexes
{
color += currks * stack[i - 1].color; //if there're less than n_ref rays, e.g. ray go to the void.
break;
}
color += currks *(1.-stack[i].ks) * stack[i].color;
currks *= stack[i].ks;
}
if(n_ref == cnt_ref)
color += currks * stack[n_ref - 1].color;
}
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
gl_FragColor=vec4(sqrt(color),1.);
gl_FragColor=vec4(sqrt(scolor),1.);
}
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