Hw3 kinda finished (w/o proper comments)
This commit is contained in:
+53
-69
@@ -1,4 +1,4 @@
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<script src=lib2.js></script>
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<script src=lib3.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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@@ -22,7 +22,7 @@
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<body bgcolor=white text=black link=black alink=blue vlink=blue>
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<center>
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<!!--- SUPER SAMPLING THE W/H PARAMS FOR CANVAS ARE RENDER SIZE, IN THE CSS IS ACTUAL(DISPLAY) SIZE.--->
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<canvas id='canvas1' style="overflow: auto; width: 600px; height:600px;" width=1200 height=1200></canvas>
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<canvas id='canvas1' style=" overflow: hidden !important; width: 600px !important; height:600px !important;" width=600 height=600></canvas>
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</center>
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</body>
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@@ -47,7 +47,7 @@
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<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
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<script id='my_title' type='text/html'>
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Solar RTX
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RTX Extreme
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</script>
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@@ -61,39 +61,31 @@ Solar RTX
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<ul>
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<li>Ctrl+Alt/Option+T: Toggle Texture.</li>
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<li>Ctrl+S: Download fragment shader.</li>
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<li>Ctrl+Alt/Option+R: Toggle Recursive Ray Tracing.</li>
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<li>Ctrl+Alt/Option+N: Reset ViewPoint.</li>
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<li>Ctrl+Alt/Option+P: Toggle Pause/Resume.</li>
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<li style="color:red;">Please unfocus the Editing area (click somewhere else on the page) to use hotkeys.</li>
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<li>Double Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
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<li>MOUSE DRAG, SCROLL/WHEEL ZOOM: Changing Viewing point.</li>
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<li>Use Chromium based browser for better performance.</li>
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<li>DRAG, SCROLL on canvas: Changing Viewing point.</li>
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<li>Please use Chromium based browser.</li>
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<li>Super Sampling(0.25x-4x): increase rendering size for better visual or decrease rendering size for better performance.</li>
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<li>Spheres(1 - 4): number of spheres, performance will suffer if adding too many spheres.</li>
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</ul>
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<i style="font-size:25px;">How it works:</i>
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<ul>
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<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
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Specular light and much more (spherical texture mapping, simple interactions, improved UI/shader editor).
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</li>
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<li> I then merged the code from hw2 and added texture to each sphere.</li>
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<li> I modified the ray tracing algorithm so that when hitting an object, instead of just returning color calculated from
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Phong model:<br>
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<ul>
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<li>It recursively bounces and/or refract(NOT IMPLEMENTED YET) itself spawning new rays.</li>
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<li>The color of this pixel equals to Ambient + Diffuse + ks*color[Reflected] + kt*color[Refracted].
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(<a href="https://www.cs.drexel.edu/~david/Classes/Papers/p343-whitted.pdf">Turner Whitted Model</a>)</li>
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<li>The tracing will stop when a ray was not hitting any object or was reflected/refracted n_ref times. </li>
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<li>The color/intensity of the final lights are computed via specular component from the Phong model.</li>
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<li>You may increase n_ref for more iterations, but please proceed with caution, because it may halt the computer.
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</li>
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</ul>
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<li>I added more interactions, you can now change the viewpoint by
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holding shift and alt key while dragging on canvas to rotate,
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or holding shift and alt while scrolling on canvas to change focal length.
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This is implemented by applying a transformation matrix to the viewpoint and projection surface.
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</li>
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<li>Finally, I used super sampling via doubling the render dimensions of the canvas to reduce aliasing. SEE comments on index.html</li>
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<li>Repo on <a href="https://github.com/sunyinqi0508/graphics_hw1">Github</a>.</li>
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<li>I added recursive ray tracing with fraction support.</li>
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<li>Each hit will now spawn 2 rays, but there're serious performance issues, because
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the number of rays increases exponentially. I resolved this issue by:
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</li>
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<ul>
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<li>Pruning: If the weight of this ray is too small, dispose it.</li>
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<li>Smarter Stack frame utilization: Now the stack frame will only store last rays and next rays.
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By alternating 2 arrays storing last ray and next ray, I don't need to store other rays.
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</li>
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<li>By combining these methods I managed to significantly reduce RT depth and 'stack' size,
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While supporting nested object and objects both reflection and refraction rays on the same surface.
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</li>
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</ul>
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<img src="./img.jpg"></img>
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</ul>
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<p>
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@@ -137,8 +129,10 @@ document.body.innerHTML = [''
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,'<td valign=top>'
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,'<div id="ace" style="width:800px;height:2200px;"></div>'
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,'</td><td valign=top>' + document.body.innerHTML
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,'<input type="number" id="ins" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="4">'
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,'<button id="bns" style="margin-left:5px;font-size:24px;width:150px;height:45px">Set Spheres</button>'
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,'<input type="number" id="ins" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="2" max="4">'
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,'<button id="bns" style="margin-left:5px;font-size:24px;width:180px;height:45px">Set Spheres</button>'
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,'<input type="number" id="insamp" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="1" max="4" min = "0.25">'
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,'<button id="bnsamp" style="margin-left:5px;font-size:24px;width:200px;height:45px">Super Sampling</button>'
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,'<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
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,'</tr></table>'
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,'</TR></TABLE>'
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@@ -149,12 +143,18 @@ bns.onclick=function(e){
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cns = ins.value;
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fragmentShaderDefs = '\n const int cns = ' + cns + ';';
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if(typeof canvas1.setShaders === "function")
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{
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canvas1.setShaders(vs, editor.getSession().getValue());
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setUniform('1i', 'flags', flags);
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}
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canvas1.setShaders(vs, editor.getSession().getValue());
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}
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}
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bnsamp.onclick=function(e){
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let multiplier = insamp.value;
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let w = parseInt(canvas1.style.width)*multiplier;
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let h = parseInt(canvas1.style.height)*multiplier;
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canvas1.height = h;
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canvas1.width = w;
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gl.viewport(0, 0, w, h);
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gl.clearRect(0, 0, w, h);
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}
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// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
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ace.require("ace/ext/language_tools");
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var editor = ace.edit("ace", {
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@@ -174,6 +174,7 @@ editor.setOptions({
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editor.setAutoScrollEditorIntoView(true);
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// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
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delete editor.KeyBinding;
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let lastTime = Date.now();
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let animating = true;
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let ctrl = false, alt = false, shift = false, fpson = true, moving = false, over = false;
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@@ -212,32 +213,15 @@ canvas1.addEventListener('mousemove', function(e){
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sx = Math.sin(mousedx);
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cy = Math.cos(mousedy);
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sy = Math.sin(mousedy);
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setUniform('4f', 'rot', cx, sx, cy, sy);
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const mask = 0x4;
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flags |= mask;
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setUniform('1i', 'flags', flags);
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setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
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}
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// if(over){
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// let x=e.offsetX/300-1;
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// let y=e.offsetY/300-1;
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// let z=-1-3-mousedz;
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// let tx = cx*x+sy*sx*y+sx*cy*z;
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// let ty = cy*y-sy*z;
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// let tz = -sx*x+cx*sy*y+cx*cy*z;
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// let len = Math.sqrt(tx*tx + ty*ty+tz*tz);
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// setUniform('3f', 'fDir', tx/len, ty/len, tz/len);
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// }
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mouselastX = e.offsetX;
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mouselastY = e.offsetY;
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});
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canvas1.addEventListener('mouseup', function(e){
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// if(ctrl && alt && moving){
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// }
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moving = false;
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});
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canvas1.addEventListener('mouseout', function(e){
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// if(ctrl && alt && moving){
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// }
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const mask = 0x8;
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flags &= !mask;
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setUniform('1i', 'flags', flags);
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@@ -252,14 +236,8 @@ canvas1.addEventListener('wheel', function(e){
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canvas1.scroll(function(e) {e.stopPropagation();});
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rtx.style.cursor="pointer";
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let rtswitch = function(){
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const mask = 0x2;
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let rtstatus = !(flags&mask);
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if (rtstatus)
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rtx.src='./RTXoff.svg';
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else
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rtx.src='./RTXon.svg';
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flags = (flags&(!mask)) | (rtstatus?mask:0);
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setUniform('1i', 'flags', flags);
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alert('Ray Tracing is always on. See hw2 where rt can be toggled on/off.')
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rtx.src='./RTXon.svg';
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}
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rtx.addEventListener('click', rtswitch);
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var requestAnimationFrame = window.requestAnimationFrame ||
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@@ -271,7 +249,7 @@ let fpscounter = function(time){
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fps.innerHTML = Math.round(10000/(time-start))/10 + ' fps';
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start = time;
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if(fpson)
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requestAnimationFrame(fpscounter);
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;//requestAnimationFrame(fpscounter);
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else{
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start = undefined;
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fps.innerHTML = '';
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@@ -307,7 +285,7 @@ document.addEventListener('keydown',(e)=>{
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cy = Math.cos(mousedy);
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sy = Math.sin(mousedy);
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rtx.src='./RTXon.svg';
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setUniform('4f', 'rot', cx, sx, cy, sy);
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setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
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setUniform('1f', 'dFL', mousedz);
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setUniform('1i', 'flags', flags);
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}
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@@ -321,9 +299,6 @@ document.addEventListener('keydown',(e)=>{
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}
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else
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fpson = false;
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// else if(e.code =='KeyV')
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// alert(' '+ mousedx+ ' ' + mousedy + ' '+mousedz)
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});
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document.addEventListener('keyup',(e)=>{
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@@ -334,15 +309,24 @@ document.addEventListener('keyup',(e)=>{
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if(e.code.startsWith('Shift'))
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shift = false;
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});
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// SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
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let startTime = Date.now();
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let lastFrameTime = 0;
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function animate(gl) {
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let uTime;
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if(animating)
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setUniform('1f', 'uTime', (Date.now() - startTime) / 1000);
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{
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uTime = (Date.now() - startTime) / 1000;
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setUniform('1f', 'uTime', uTime);
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}
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else
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setUniform('1f', 'uTime', (lastTime - startTime) / 1000);
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{
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uTime = (lastTime - startTime) / 1000;
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setUniform('1f', 'uTime', uTime);
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}
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setUniform('4f', 'Sph[3]', .9*Math.sin(uTime*.4),0.,.9*Math.cos(uTime*.4),.25);
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setUniform('4f', 'Sph[2]', .22*Math.sin(uTime*1.2),0.05,.22*Math.cos(uTime*1.2),.05);
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setUniform('4f', 'Sph[0]', 0,0.05*Math.cos(uTime + 1.),.045*Math.cos(uTime),.15);
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setUniform('4f', 'Sph[1]', 0,0.,0,.25);
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}
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let start;
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requestAnimationFrame(fpscounter);
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