merged hw2 w/ my changes
Added more textures Work on editor
This commit is contained in:
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Before Width: | Height: | Size: 336 KiB After Width: | Height: | Size: 336 KiB |
+28
-197
@@ -1,4 +1,4 @@
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<script src=lib1.js></script>
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<script src=lib2.js></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ace.js"crossorigin="anonymous"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin="anonymous"></script>
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<style>
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@@ -40,181 +40,7 @@
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<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
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<script id='my_fragment_shader' type='x-shader/x-fragment'>
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uniform float uTime; // TIME, IN SECONDS
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uniform int flags;
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varying vec3 vPos; // -1 < vPos.x < +1
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// -1 < vPos.y < +1
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// vPos.z == 0
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uniform sampler2D uSampler;
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// YOU MUST DEFINE A main() FUNCTION.
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void main() {
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////////////////////////////////////////////////
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//
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// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
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// CODE YOU LIKE
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//DEFINE A COLOR FOR THIS FRAGMENT.
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// LIGHT DIRECTION AND COLOR
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vec3 LDir = vec3(1, 1, 1);
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vec3 LCol = vec3(1.,.98,.9);
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vec3 VDir = vec3(0., 0., 1.);
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float R = 0.5 + 0.3*sin(uTime/10.);
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// vPos IS THE 3D LOCATION OF THIS FRAGMENT.
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// SURFACE REFLECTANCE PROPERTIES
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vec3 diffuse = vec3(.7,.7,.6);
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vec3 ambient = vec3(.1,.1,.09);
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vec3 specular = vec3(.35,.35,.3);
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// CREATE A WACKY BACKGROUND PATTERN.
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vec3 color = vec3(.5 + .5 * sin(20. * vPos.x + sin(10. * vPos.y + 5. * uTime)),
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.5,
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.5 + .5 * sin(20. * vPos.y + sin(10. * vPos.x + 5. * uTime)));
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vec3 specularlight; //specular light should disregard object color.
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float x = vPos.x;
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float y = vPos.y;
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// CREATE BOUNCING ANIMATION.
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y += .5 - 2. * abs(.5 * sin(uTime));
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// FIGURE OUT WHETHER THIS PIXEL IS ON THE SPHERE.
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float rr = x * x + y * y;
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// IF SO, THEN SHADE THE SPHERE.
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if (rr < R*R) {
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// COMPUTE THE z AND NORMAL OF THE SPHERE.
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float z = R * sqrt(1. - rr/(R*R));
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vec3 N = vec3(x,y,z) / R;
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// APPLY SHADING AND LIGHTING.
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vec3 realVPos = vec3(vPos.x, vPos.y, z);
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//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
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LDir = normalize(LDir - realVPos);
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VDir = normalize(VDir - realVPos);
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vec3 lcolor = ambient;
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lcolor += diffuse * max(0., dot(N, LDir)) * LCol;
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//*SPECULAR LIGHTS ARE ADDED
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specularlight = specular *
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pow(max(0.,dot(2.*dot(N, LDir) * N - LDir, VDir)),3.) * LCol;
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// ROTATE THE TEXTURE OVER TIME.
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float angle = 0.4 * uTime;
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float px = cos(angle) * N.x + sin(angle) * N.z;
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float pz = -sin(angle) * N.x + cos(angle) * N.z;
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vec3 P = vec3(px, N.y, pz);
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// APPLY PROCEDURAL NOISE TEXTURE.
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float cloud = min(0.85, max(-0.05, 2. * noise(1.1 * P)));
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//const float rspeed = 10.;
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//*CALCULATING THE TEXTURE COORDINATE.
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const float pi = 3.14159265359;
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float tex_x = acos(abs(x)/sqrt(R*R-y*y));
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if(x > 0.)
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tex_x = pi - tex_x;
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tex_x = R * tex_x;
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tex_x *= 1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x = tex_x + float(uTime)*R;
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float _2pir = 2. * pi * R;
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float quo = float(int(tex_x/_2pir));
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tex_x = (tex_x - quo * _2pir) / _2pir;
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//*TEXTURE MAPPING
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vec3 texture_color;
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if(flags /*& 0x1*/ == 0)
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texture_color = texture2D(uSampler, vec2(tex_x, ((R - y)/(2.*R)))).xyz;
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else
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texture_color = vec3(.0841, .5329, .9604);
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color = lcolor *
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(cloud + texture_color) + specularlight;
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}
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//*CALCULATING LIGHTING AND SHADOWS FOR THE BACKGROUND
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else{
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vec3 realVPos = vec3(vPos.x, vPos.y, -1.);
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vec3 N = vec3(0., 0., 1.);
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vec3 C = vec3(0., vPos.y - y, 0.);
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// APPLY SHADING AND LIGHTING.
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vec3 lcolor = 6.*ambient;
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//*CALCULATING DISTANCE BETWEEN SPHERE CENTER TO THE RAY
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//BETWEEN THE POINT TO LIGHT SOURCE
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vec3 LV = realVPos - LDir;
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vec3 LC = C - LDir;
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vec3 VC = C - realVPos;
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float lLV = dot(LV, LV);
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float lLC = dot(LC, LC);
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float lVC = dot(VC, VC);
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float RR = R*R;
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float d_VCVL = -dot(VC, LV);
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float dist = min(lLC, lVC);
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if (d_VCVL > 0.)
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dist = min(dist, lVC - d_VCVL*d_VCVL/lLV);
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//*CALCULATE DISTANCE BETWEEN SPHERE CENTER TO THE RAY BETWEEN POINT TO CAMERA
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vec3 EV = realVPos - VDir;
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vec3 EC = C - VDir;
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float lEV = dot(EV, EV);
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float lEC = dot(EC, EC);
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float d_VCVE = -dot(VC, EV);
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float dist2 = min(lEC, lVC);
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if (d_VCVE > 0.)
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dist2 = min(dist2, lVC - d_VCVE*d_VCVE/lEV);
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//*AMBIENT LIGHT WILL DECAY WHEN BACKGROUND POINT IS CLOSER TO THE SPHERE
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//*FIRST THE DISTANCE IS NORMALIZED, THEN I CURVED IT WITH LOGISTIC FUNCTION
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float aratio0 = 1./(1.+pow(2.71828,15.*(.2-(sqrt(lVC) - R - .4806)/1.381)));
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lcolor *= aratio0;
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diffuse *= pow(aratio0, 0.3);
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//*TEST IF CAMERA CAN SEE THE POINT
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if(dist2 < RR)
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{
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specular *= 0.;
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float d = sqrt(dist2);
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float ratio = pow(2., sqrt(dist2)/R) - 1.;
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diffuse *= ratio;
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}
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//*TEST IF THE LIGHT CAN REACH THE BACKGROUND POINT DIRECTLY
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if(dist < RR)
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{
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specular *= 0.;
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float ratio = pow(2.7, sqrt(dist)/R) - 1.7;
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float aratio = pow(2., sqrt(dist)/R) - 1.;
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if(ratio < 0.)
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ratio = 0.;
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diffuse *= ratio;
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lcolor *= aratio;
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}
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LDir = normalize(LDir - realVPos);
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VDir = normalize(VDir - realVPos);
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lcolor += 1.2*diffuse * max(0., dot(N, LDir)) * LCol;
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specularlight = 0.3*specular *
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pow(max(0., dot(2.*dot(N, LDir) * N - LDir, VDir)),32.) * LCol;
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color = color * lcolor + specularlight;
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}
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// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
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gl_FragColor = vec4(sqrt(color), 1.0);
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}
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</script>
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<script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
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<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
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@@ -245,7 +71,7 @@ that you are seeing now.</p>
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<ul>
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<li>The Ambient lights and diffusion lights are reduced with respect to the distance between the background point and the sphere.</li>
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<li>The specular light of the background wall is eliminated and the diffusion factor is reduced when the ray shooting from the background point
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towards the light source or from the background point towards the camera position intersect with the sphere.</li>
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towards the light source or from the background point towards the camera position intersect with the sphere.</li>
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</ul>
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<li>I added basic interactions such as press ctrl + 't' key to hide/show texture, click on the above canvas to pause/unpause animations.
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Just a proof of concept.</li>
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@@ -266,10 +92,16 @@ that you are seeing now.</p>
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// CREATE THE HTML DOCUMENT
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let flags = 0x0;
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let vs = my_vertex_shader.innerHTML,
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fs = my_fragment_shader.innerHTML;
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fs = fs.substring(1, fs.length);
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let vs = my_vertex_shader.innerHTML;
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var client = new XMLHttpRequest();
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client.open('GET', './shader.frag');
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client.onloadend = function() {
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fs = (client.responseText);
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// START EVERYTHING.
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gl_start(canvas1, vs, fs);
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editor.getSession().setValue(fs);
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}
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client.send();
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document.body.innerHTML = [''
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,'<font size=7 color=#909090>' + my_title.innerHTML
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,'<TABLE cellspacing=0 cellpadding=0><TR>'
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@@ -285,10 +117,6 @@ document.body.innerHTML = [''
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].join('');
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// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
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let text = fs.split('\n'), cols = 0;
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for (let i = 0 ; i < text.length ; i++)
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cols = Math.max(cols, text[i].length);
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ace.require("ace/ext/language_tools");
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var editor = ace.edit("ace", {
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mode:"ace/mode/glsl",
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@@ -305,11 +133,10 @@ editor.setOptions({
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showPrintMargin: false,
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});
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editor.setAutoScrollEditorIntoView(true);
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editor.getSession().setValue(fs);
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// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
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editor.session.on('change', function(delta) {
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canvas1.setShaders(vs, editor.getSession().getValue());
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if(typeof canvas1.setShaders === "function")
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canvas1.setShaders(vs, editor.getSession().getValue());
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});
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let lastTime = Date.now();
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let animating = true;
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@@ -322,17 +149,23 @@ canvas1.addEventListener('click',function(ev){
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animating = !animating;
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});
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document.addEventListener('keydown',(e)=>{
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if(e.code.startsWith('Control'))
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{
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ctrl = true;
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}
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else if(ctrl && e.code == 'KeyT')
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if(e.code.startsWith('Control'))
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{
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ctrl = true;
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}
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else if(ctrl && e.code == 'KeyT')
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{
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mask = 0x1;
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flags = flags&!mask | (!(flags&mask)*mask);
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flags = flags&!mask | (!(flags&mask)?0:mask);
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setUniform('1i', 'flags', flags);
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}
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else if (ctrl && e.code == 'KeyS')
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{
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let a = document.createElement('a');
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a.href = "data:text/plain,"+encodeURIComponent(editor.getSession().getValue());
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a.download = 'shader.frag';
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a.click();
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}
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});
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document.addEventListener('keyup',(e)=>{
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@@ -353,8 +186,6 @@ function animate(gl) {
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}
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// START EVERYTHING.
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gl_start(canvas1, vs, fs);
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</script>
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+47
-17
@@ -24,10 +24,22 @@ let errorMsg = '';
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// Initialize a texture and load an image.
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// When the image finished loading copy it into the texture.
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//
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function loadTexture(gl, url) {
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const texture = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture);
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function getBlob(data) {
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let bytes = new Array(data.length);
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for (let i = 0; i < data.length; i++) {
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bytes[i] = data.charCodeAt(i);
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}
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return new Blob([new Uint8Array(bytes)]);
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}
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let texture = [], gl, program;
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let textures = [0, 1];
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function loadTexture(gl, url, i) {
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if (texture[i] == null)
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{
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texture[i] = gl.createTexture();
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gl.bindTexture(gl.TEXTURE_2D, texture[i]);
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}
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// Because images have to be downloaded over the internet
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// they might take a moment until they are ready.
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// Until then put a single pixel in the texture so we can
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@@ -47,27 +59,31 @@ function loadTexture(gl, url) {
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const image = new Image();
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image.onload = function () {
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gl.bindTexture(gl.TEXTURE_2D, texture);
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errorMessage.innerHTML += image.src + i;
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gl.bindTexture(gl.TEXTURE_2D, texture[i]);
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
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srcFormat, srcType, image);
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// WebGL1 has different requirements for power of 2 images
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// vs non power of 2 images so check if the image is a
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// power of 2 in both dimensions.
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if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
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// Yes, it's a power of 2. Generate mips.
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gl.generateMipmap(gl.TEXTURE_2D);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
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} else {
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// No, it's not a power of 2. Turn off mips and set
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// wrapping to clamp to edge
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
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gl.activeTexture(gl.TEXTURE0+i);
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gl.bindTexture(gl.TEXTURE_2D, texture[i]);
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}
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};
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image.src = url;
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return texture;
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gl.activeTexture(gl.TEXTURE0+i);
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gl.bindTexture(gl.TEXTURE_2D, texture[i]);
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}
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function isPowerOf2(value) {
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@@ -82,7 +98,8 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
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canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders:
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let gl = this.gl, program = gl.createProgram(); // Create the WebGL program.
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gl = this.gl;
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program = gl.createProgram(); // Create the WebGL program.
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function addshader(type, src) { // Create and attach a WebGL shader.
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function spacer(color, width, height) {
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@@ -131,14 +148,29 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
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console.log('Could not link the shader program!');
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gl.useProgram(program);
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gl.program = program;
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const ns = 2;
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errorMessage.innerHTML += gl.TEXTURE0 + ' ';
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errorMessage.innerHTML += gl.TEXTURE1;
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let texture = loadTexture(gl, './earthmap1k.jpg') //Texture loading.
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// Tell WebGL we want to affect texture unit 0
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gl.activeTexture(gl.TEXTURE0);
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// Bind the texture to texture unit 0
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gl.bindTexture(gl.TEXTURE_2D, texture);
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// Tell the shader we bound the texture to texture unit 0
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gl.uniform1i(gl.getUniformLocation(program, 'uSampler'), 0);
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// for(let i = 0; i < 2; ++i){
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// let texture = loadTexture(gl, './'+(i+1)+'.jpg') //Texture loading.
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// // Tell WebGL we want to affect texture unit 0
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// if( i == 0 )
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// gl.activeTexture(gl.TEXTURE0);
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// else
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// gl.activeTexture(gl.TEXTURE1);
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||||
// // Bind the texture to texture unit 0
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// gl.bindTexture(gl.TEXTURE_2D, texture);
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// // Tell the shader we bound the texture to texture unit 0
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// textures[i] = i;
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// }
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loadTexture(gl, './1.jpg', 0); //Texture loading.
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loadTexture(gl, './2.jpg', 1); //Texture loading.
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gl.uniform1iv(gl.getUniformLocation(program, 'uSampler'), textures);
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||||
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||||
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||||
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||||
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gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
|
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@@ -151,7 +183,6 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
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}
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canvas.setShaders(vertexShader, fragmentShader); // Initialize everything,
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||||
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setInterval(function () { // Start the animation loop.
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gl = canvas.gl;
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if (gl.startTime === undefined) // First time through,
|
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@@ -167,7 +198,6 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
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||||
|
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function animate() { }
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|
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let gl;
|
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function setUniform(type, name, a, b, c, d, e, f) {
|
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let loc = gl.getUniformLocation(gl.program, name);
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(gl['uniform' + type])(loc, a, b, c, d, e, f);
|
||||
+130
@@ -0,0 +1,130 @@
|
||||
|
||||
uniform float uTime; // TIME, IN SECONDS
|
||||
uniform int flags;
|
||||
varying vec3 vPos; // -1 < vPos.x < +1
|
||||
// -1 < vPos.y < +1
|
||||
// vPos.z == 0
|
||||
|
||||
|
||||
float fl = 3.0;
|
||||
const float pi = 3.14159265359;
|
||||
|
||||
const int ns = 2;
|
||||
vec4 Sph[ns];
|
||||
uniform sampler2D uSampler[ns];
|
||||
vec3 Ambient [ns];
|
||||
vec3 Diffuse [ns];
|
||||
vec4 Specular[ns];
|
||||
|
||||
// YOU MUST DEFINE A main() FUNCTION.
|
||||
bool getflag(int flag, int bit){
|
||||
float shifted = float(flag) - pow(2., float(bit));
|
||||
return fract(shifted / 2.) > 0.;
|
||||
}
|
||||
float clampv(float val, float l, float h){
|
||||
return val < l? l:val > h? h:val;
|
||||
}
|
||||
void main() {
|
||||
|
||||
////////////////////////////////////////////////
|
||||
//
|
||||
// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
|
||||
// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
|
||||
|
||||
// LIGHT DIRECTION AND COLOR
|
||||
|
||||
vec3 LDir = vec3(.5,.5,.5);
|
||||
vec3 LCol = vec3(1.,1.,1.);
|
||||
|
||||
// SPHERE
|
||||
|
||||
Sph[0] = vec4(.5*sin(uTime),0.,.5*cos(uTime), 0.2);
|
||||
Sph[1] = vec4(0.,0.,0., 0.2);
|
||||
|
||||
// SURFACE REFLECTANCE PROPERTIES
|
||||
|
||||
Ambient [0] = vec3(.1,.05,.05); // r,g,b
|
||||
Diffuse [0] = vec3(1.,.5,.5); // r,g,b
|
||||
Specular[0] = vec4(1.,.5,.5, 10.); // r,g,b,power
|
||||
|
||||
Ambient [1] = vec3(.05,.05,.1); // r,g,b
|
||||
Diffuse [1] = vec3(.5,.5,1.); // r,g,b
|
||||
Specular[1] = vec4(1.,.5,.5, 20.); // r,g,b,power
|
||||
|
||||
// INITIALIZE TO A BACKGROUND COLOR
|
||||
|
||||
vec3 color = vec3(.2, .3, .5);
|
||||
|
||||
// COMPUTE THE RAY ORIGIN AND DIRECTION
|
||||
|
||||
float x = vPos.x;
|
||||
float y = vPos.y;
|
||||
|
||||
vec3 V = vec3(0.,0.,fl);
|
||||
vec3 W = normalize(vec3(x, y, -fl));
|
||||
|
||||
// RAY TRACE TO ALL OBJECTS IN THE SCENE
|
||||
|
||||
float tMin = 10000.0;
|
||||
for (int i = 0 ; i < ns ; 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 RAY HITS SPHERE
|
||||
|
||||
if (t > 0. && t < tMin) {
|
||||
|
||||
float t = -B - sqrt(D);
|
||||
|
||||
// IF RAY HITS SPHERE
|
||||
vec3 S = V + t * W;
|
||||
if (t > 0. && t < tMin) {
|
||||
vec3 tex_sph = S - Sph[i].xyz;
|
||||
// FIND SURFACE POINT AND NORMAL, DO SHADING
|
||||
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 = R * tex_x;
|
||||
tex_x *= 1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
|
||||
tex_x = tex_x + float(uTime)*R;
|
||||
float _2pir = 2. * pi * R;
|
||||
float quo = float(int(tex_x/_2pir));
|
||||
tex_x = clampv((tex_x - quo * _2pir), 0., _2pir) / _2pir;
|
||||
//*TEXTURE MAPPING
|
||||
vec3 texture_color;
|
||||
if(getflag(flags, 0))
|
||||
texture_color = texture2D(uSampler[i], vec2(tex_x, ((R - tex_sph.y)/(2.*R)))).xyz;
|
||||
|
||||
|
||||
vec3 N = normalize(S - Sph[i].xyz);
|
||||
vec3 VDir = normalize(Vp);
|
||||
//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
|
||||
vec3 realLDir = normalize(LDir - S);
|
||||
color = (Ambient[i]
|
||||
+ Diffuse[i] * max(0.,dot(N,LDir)) * LCol) * texture_color
|
||||
// + SPECULAR COMPONENT GOES HERE
|
||||
+ Specular[i].xyz*pow(max(0., dot(2.*dot(N, LDir)*N - LDir, VDir)), Specular[i].w)
|
||||
;
|
||||
|
||||
|
||||
tMin = t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
|
||||
|
||||
gl_FragColor = vec4(sqrt(color), 1.0);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user