Hw3 kinda finished (w/o proper comments)

This commit is contained in:
bill
2021-03-04 08:00:03 +08:00
parent 6bb72b6dfb
commit 11825b3666
9 changed files with 306 additions and 298 deletions
+3
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@@ -1,3 +1,6 @@
.DS_Store .DS_Store
old/ old/
new/ new/
pjsk.mp4
_5.jpg
*.bak*
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@@ -1,2 +1,2 @@
# graphics_hw2 # graphics_hw3
[link](https://billsun.dev/graphics/hw2) [link](https://billsun.dev/graphics/hw3)
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+47 -63
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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/ace.js"crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin="anonymous"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin="anonymous"></script>
<style> <style>
@@ -22,7 +22,7 @@
<body bgcolor=white text=black link=black alink=blue vlink=blue> <body bgcolor=white text=black link=black alink=blue vlink=blue>
<center> <center>
<!!--- SUPER SAMPLING THE W/H PARAMS FOR CANVAS ARE RENDER SIZE, IN THE CSS IS ACTUAL(DISPLAY) SIZE.---> <!!--- 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> </center>
</body> </body>
@@ -47,7 +47,7 @@
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW --------> <!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
<script id='my_title' type='text/html'> <script id='my_title' type='text/html'>
Solar RTX RTX Extreme
</script> </script>
@@ -61,39 +61,31 @@ Solar RTX
<ul> <ul>
<li>Ctrl+Alt/Option+T: Toggle Texture.</li> <li>Ctrl+Alt/Option+T: Toggle Texture.</li>
<li>Ctrl+S: Download fragment shader.</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+N: Reset ViewPoint.</li>
<li>Ctrl+Alt/Option+P: Toggle Pause/Resume.</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 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>Double Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
<li>MOUSE DRAG, SCROLL/WHEEL ZOOM: Changing Viewing point.</li> <li>DRAG, SCROLL on canvas: Changing Viewing point.</li>
<li>Use Chromium based browser for better performance.</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> </ul>
<i style="font-size:25px;">How it works:</i> <i style="font-size:25px;">How it works:</i>
<ul> <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 <li>I added recursive ray tracing with fraction support.</li>
Specular light and much more (spherical texture mapping, simple interactions, improved UI/shader editor). <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> </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> <ul>
<li>It recursively bounces and/or refract(NOT IMPLEMENTED YET) itself spawning new rays.</li> <li>Pruning: If the weight of this ray is too small, dispose it.</li>
<li>The color of this pixel equals to Ambient + Diffuse + ks*color[Reflected] + kt*color[Refracted]. <li>Smarter Stack frame utilization: Now the stack frame will only store last rays and next rays.
(<a href="https://www.cs.drexel.edu/~david/Classes/Papers/p343-whitted.pdf">Turner Whitted Model</a>)</li> By alternating 2 arrays storing last ray and next ray, I don't need to store other rays.
<li>The tracing will stop when a ray was not hitting any object or was reflected/refracted n_ref times. </li> </li>
<li>The color/intensity of the final lights are computed via specular component from the Phong model.</li> <li>By combining these methods I managed to significantly reduce RT depth and 'stack' size,
<li>You may increase n_ref for more iterations, but please proceed with caution, because it may halt the computer. While supporting nested object and objects both reflection and refraction rays on the same surface.
</li> </li>
</ul> </ul>
<li>I added more interactions, you can now change the viewpoint by <img src="./img.jpg"></img>
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> </ul>
<p> <p>
@@ -137,8 +129,10 @@ document.body.innerHTML = [''
,'<td valign=top>' ,'<td valign=top>'
,'<div id="ace" style="width:800px;height:2200px;"></div>' ,'<div id="ace" style="width:800px;height:2200px;"></div>'
,'</td><td valign=top>' + document.body.innerHTML ,'</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">' ,'<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:150px;height:45px">Set Spheres</button>' ,'<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>' ,'<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
,'</tr></table>' ,'</tr></table>'
,'</TR></TABLE>' ,'</TR></TABLE>'
@@ -149,11 +143,17 @@ bns.onclick=function(e){
cns = ins.value; cns = ins.value;
fragmentShaderDefs = '\n const int cns = ' + cns + ';'; fragmentShaderDefs = '\n const int cns = ' + cns + ';';
if(typeof canvas1.setShaders === "function") if(typeof canvas1.setShaders === "function")
{
canvas1.setShaders(vs, editor.getSession().getValue()); canvas1.setShaders(vs, editor.getSession().getValue());
setUniform('1i', 'flags', flags);
} }
} }
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. // SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
ace.require("ace/ext/language_tools"); ace.require("ace/ext/language_tools");
@@ -174,6 +174,7 @@ editor.setOptions({
editor.setAutoScrollEditorIntoView(true); editor.setAutoScrollEditorIntoView(true);
// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE. // REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
delete editor.KeyBinding; delete editor.KeyBinding;
let lastTime = Date.now(); let lastTime = Date.now();
let animating = true; let animating = true;
let ctrl = false, alt = false, shift = false, fpson = true, moving = false, over = false; 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); sx = Math.sin(mousedx);
cy = Math.cos(mousedy); cy = Math.cos(mousedy);
sy = Math.sin(mousedy); sy = Math.sin(mousedy);
setUniform('4f', 'rot', cx, sx, cy, sy); setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
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; mouselastX = e.offsetX;
mouselastY = e.offsetY; mouselastY = e.offsetY;
}); });
canvas1.addEventListener('mouseup', function(e){ canvas1.addEventListener('mouseup', function(e){
// if(ctrl && alt && moving){
// }
moving = false; moving = false;
}); });
canvas1.addEventListener('mouseout', function(e){ canvas1.addEventListener('mouseout', function(e){
// if(ctrl && alt && moving){
// }
const mask = 0x8; const mask = 0x8;
flags &= !mask; flags &= !mask;
setUniform('1i', 'flags', flags); setUniform('1i', 'flags', flags);
@@ -252,14 +236,8 @@ canvas1.addEventListener('wheel', function(e){
canvas1.scroll(function(e) {e.stopPropagation();}); canvas1.scroll(function(e) {e.stopPropagation();});
rtx.style.cursor="pointer"; rtx.style.cursor="pointer";
let rtswitch = function(){ let rtswitch = function(){
const mask = 0x2; alert('Ray Tracing is always on. See hw2 where rt can be toggled on/off.')
let rtstatus = !(flags&mask);
if (rtstatus)
rtx.src='./RTXoff.svg';
else
rtx.src='./RTXon.svg'; rtx.src='./RTXon.svg';
flags = (flags&(!mask)) | (rtstatus?mask:0);
setUniform('1i', 'flags', flags);
} }
rtx.addEventListener('click', rtswitch); rtx.addEventListener('click', rtswitch);
var requestAnimationFrame = window.requestAnimationFrame || var requestAnimationFrame = window.requestAnimationFrame ||
@@ -271,7 +249,7 @@ let fpscounter = function(time){
fps.innerHTML = Math.round(10000/(time-start))/10 + ' fps'; fps.innerHTML = Math.round(10000/(time-start))/10 + ' fps';
start = time; start = time;
if(fpson) if(fpson)
requestAnimationFrame(fpscounter); ;//requestAnimationFrame(fpscounter);
else{ else{
start = undefined; start = undefined;
fps.innerHTML = ''; fps.innerHTML = '';
@@ -307,7 +285,7 @@ document.addEventListener('keydown',(e)=>{
cy = Math.cos(mousedy); cy = Math.cos(mousedy);
sy = Math.sin(mousedy); sy = Math.sin(mousedy);
rtx.src='./RTXon.svg'; 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('1f', 'dFL', mousedz);
setUniform('1i', 'flags', flags); setUniform('1i', 'flags', flags);
} }
@@ -321,9 +299,6 @@ document.addEventListener('keydown',(e)=>{
} }
else else
fpson = false; fpson = false;
// else if(e.code =='KeyV')
// alert(' '+ mousedx+ ' ' + mousedy + ' '+mousedz)
}); });
document.addEventListener('keyup',(e)=>{ document.addEventListener('keyup',(e)=>{
@@ -334,15 +309,24 @@ document.addEventListener('keyup',(e)=>{
if(e.code.startsWith('Shift')) if(e.code.startsWith('Shift'))
shift = false; shift = false;
}); });
// SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
let startTime = Date.now(); let startTime = Date.now();
let lastFrameTime = 0; let lastFrameTime = 0;
function animate(gl) { function animate(gl) {
let uTime;
if(animating) if(animating)
setUniform('1f', 'uTime', (Date.now() - startTime) / 1000); {
uTime = (Date.now() - startTime) / 1000;
setUniform('1f', 'uTime', uTime);
}
else 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; let start;
requestAnimationFrame(fpscounter); requestAnimationFrame(fpscounter);
+23 -2
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@@ -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.);' , ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);'
, '} return .5 * sin(r); }' , '} return .5 * sin(r); }'
].join('\n'); ].join('\n');
let ns = 4, cns = 4; let ns = 5, cns = 3;
fragmentShaderHeader+= 'const int ns = ' + ns + ';\n'; fragmentShaderHeader+= 'const int ns = ' + ns + ';\n';
let fragmentShaderDefs = 'const int cns = ' + cns + ';\n'; let fragmentShaderDefs = 'const int cns = ' + cns + ';\n';
let nfsh = fragmentShaderHeader.split('\n').length + 1; // NUMBER OF LINES OF CODE IN fragmentShaderHeader 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; textures[i] = i;
} }
gl.uniform1iv(gl.getUniformLocation(program, 'uSampler'), textures); 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.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles. 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); [-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 animate() { }
function setUniform(type, name, a, b, c, d, e, f) { function setUniform(type, name, a, b, c, d, e, f) {
if(gl)
{
let loc = gl.getUniformLocation(gl.program, name); let loc = gl.getUniformLocation(gl.program, name);
(gl['uniform' + type])(loc, a, b, c, d, e, f); (gl['uniform' + type])(loc, a, b, c, d, e, f);
} }
}
+207 -207
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@@ -1,146 +1,41 @@
#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 foregroundColor = vec3(.0841, .5329, .9604);
vec3 groundColor = vec3(.2, .3, .5); vec3 groundColor = vec3(.2, .3, .5);
vec4 groundSpecular = vec4(.71, .71, .71, 10.); vec4 groundSpecular = vec4(.71, .71, .71, 10.);
uniform float uTime;// TIME, IN SECONDS uniform float uTime;// TIME, IN SECONDS
uniform int flags; uniform int f_tex, f_rt, f_moved;
//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 float dFL; //DELTA on FOCAL LENGTH uniform float dFL; //DELTA on FOCAL LENGTH
uniform vec3 fDir;//Flash light direction uniform mat3 transformation, invTr;
varying vec3 vPos;// -1 < vPos.x < +1 uniform vec3 Ambient[ns], Diffuse[ns];
// -1 < vPos.y < +1 uniform vec4 Specular[ns];
// vPos.z == 0 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 float fl=3.;//ORIGINAL FOCAL LENGTH
const float pi=3.14159265359; const float pi=3.14159265359;
const float _2pi=2.*pi; 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){ /***********PLEASE DO INCREASE n_ref(RT DEPTH) FOR BETTER RESULTS************/
float shifted = float(int(float(flag)/ pow(2.,float(bit)))); /*---->*/const int n_ref=31; //2^n-1 because each hit now spawn at most 2 rays.
return fract(shifted/2.)>0.; /**BUT BE CAUTIOUS IF YOU DON'T HAVE A DECENT GRAPHICS CARD (below GTX 950M)**/
}
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 const int max_stack = (n_ref+1)/4;
//* 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 vec3 scolor = vec3(0,0,0); //Actually 2^n_ref
Sph[3]=vec4(.9*sin(uTime*.4),0.,.9*cos(uTime*.4),.25); struct Ray{
Sph[2]=vec4(.22*sin(uTime*1.2),0.05,.22*cos(uTime*1.2),.02); vec3 V;
Sph[0]=vec4(.45*sin(uTime),0.05*cos(uTime + 1.),.45*cos(uTime),.1); vec3 W;
Sph[1]=vec4(0.,0.,0.,.15); float kf, cumulativeK;
} stack1[max_stack], stack2[max_stack];
// SURFACE REFLECTANCE PROPERTIES, can be transferred from .js bool modulo2(int n){
Ambient[3]=vec3(.1,.1,.1);// r,g,b return n-2*(n/2) == 1;
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
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;
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!
} }
} vec2 getTextCoord(vec3 tex_sph, float R){
}
// 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)); float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
if(tex_sph.x>0.) if(tex_sph.x>0.)
tex_x=pi-tex_x; tex_x=pi-tex_x;
@@ -148,105 +43,210 @@ void main(){
tex_x=tex_x+float(uTime); tex_x=tex_x+float(uTime);
float quo=float(int(tex_x/_2pi)); float quo=float(int(tex_x/_2pi));
tex_x=tex_x/_2pi - quo; tex_x=tex_x/_2pi - quo;
return vec2(tex_x,((R-tex_sph.y)/(2.*R)));
}
void main(){
vec3 LDir=vec3(.5,.5,.5);
vec3 LCol=vec3(1.,1.,1.);
float currKf = kf_air;
vec3 color=vec3(.2, .3, .5);
vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
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++)
{
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;
}
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;
}
}
}
}
if(iMin >= 0){
float t = tMin;
vec3 S=V+t*W;
for(int i = 0; i < cns; ++ i)
if(i == iMin)
{
vec3 texture_color; vec3 texture_color;
if(showtexture) if(showtexture)
texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz; {
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; 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.
break;// this is only the innerloop, RT is still going! 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 { 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 t = -(.2+V.y)/W.y;
float sx = V.x + t* W.x, sz = V.z + t * W.z; float sx = V.x + t* W.x, sz = V.z + t * W.z;
if(t >= 0.&&abs(sx)<1.5 && abs(sz+.6)<3.) if(t >= 0. && abs(sx) < 1.5 && abs(sz) < 3.)
{ {
vec3 S = vec3(sx, -.2, sz); vec3 S = vec3(sx, -.2, sz);
vec3 realLDir=normalize(LDir - S); vec3 realLDir=normalize(LDir - S);
color=( color=(0.5+0.5*max(0.,realLDir.y)*LCol)*texture2D(uSampler[4],vec2((sx+1.4)/3., (sz+1.5)/4.)).xyz;
0.5 //ambient for ground if(rtxoff || final&&abs(sx)<1.5 && abs(sz+.6)<3.)
+0.5*max(0.,realLDir.y)*LCol //diffusion for ground {
)*groundColor color += groundSpecular.xyz* //specular for ground.
;
// + 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); 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 scolor += currentK * color;
V = S; //Same as above, trace again from S, dir = reflect(W, N). }
// if(flash && j == 0){ else
// V0 = W; {
// hit = true; for(int k = 0; k < max_stack; ++k)
// } if(k == next_top){
W = vec3(W.x, -W.y, W.z); 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{ else{
if(j > 0) if(j > 0)
{ scolor += currentK * (pow(max(0.,dot(W, normalize(LDir - V))), 10.) * vec3(1.,1.,1.) + foregroundColor*0.1);
// If the light bounces away! The color of it is calculated by else scolor = foregroundColor*0.6;
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;
}
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) if(++curr_ptr >= curr_top){
curr_top = next_top;
curr_ptr = 0;
if(next_top * 2 > max_stack)
final = true;
stackswap = !stackswap;
}
break; 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) gl_FragColor=vec4(sqrt(scolor),1.);
color += currks * stack[n_ref - 1].color;
} }
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
gl_FragColor=vec4(sqrt(color),1.);
}