Reset Repo structure.

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Bill
2021-05-19 02:41:33 +08:00
commit 4c104a8c26
211 changed files with 34936 additions and 0 deletions
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# graphics_hw2
[link](https://billsun.dev/graphics/hw2)
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</svg>

After

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+350
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@@ -0,0 +1,350 @@
<script src=lib2.js></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ace.js"crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin="anonymous"></script>
<style>
.ace_gutter-layer {
/* original width is 48px */
width: 25px !important;
}
.ace_gutter-layer > * {
/* 48 - 32 = 16 */
margin-left: 0;
}
.ace_gutter-cell {
padding-left: 0 !important;
padding-right: 3px !important;
}
.code{
font-family: "monaco, menlo, ubuntu mono, consolas, source-code-pro" ;
}
</style>
<body bgcolor=white text=black link=black alink=blue vlink=blue>
<center>
<!!--- SUPER SAMPLING THE W/H PARAMS FOR CANVAS ARE RENDER SIZE, IN THE CSS IS ACTUAL(DISPLAY) SIZE.--->
<canvas id='canvas1' style="overflow: auto; width: 600px; height:600px;" width=1200 height=1200></canvas>
</center>
</body>
<!!-------- VERTEX SHADER: YOU PROBABLY DON'T WANT TO CHANGE THIS RIGHT NOW -------->
<script id='my_vertex_shader' type='x-shader/x-vertex'>
attribute vec3 aPos;
varying vec3 vPos;
void main() {
gl_Position = vec4(aPos, 1.);
vPos = aPos;
}
</script>
<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag!! LOADED IN lib2.js -------->
<!--script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
<script id='my_title' type='text/html'>
Solar RTX
</script>
<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
<script id='my_instructions' type='text/html'><font color=#909090>
<p style="font-size:30px; ">In this homework, I implemented Global illumination w/
Realtime Recursive Ray Tracing!
<p>
<i style="font-size:25px;">Usage: </i>
<ul>
<li>Ctrl+Alt/Option+T: Toggle Texture.</li>
<li>Ctrl+S: Download fragment shader.</li>
<li>Ctrl+Alt/Option+R: Toggle Recursive Ray Tracing.</li>
<li>Ctrl+Alt/Option+N: Reset ViewPoint.</li>
<li>Ctrl+Alt/Option+P: Toggle Pause/Resume.</li>
<li style="color:red;">Please unfocus the Editing area (click somewhere else on the page) to use hotkeys.</li>
<li>Double Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
<li>MOUSE DRAG, SCROLL/WHEEL ZOOM: Changing Viewing point.</li>
<li>Use Chromium based browser for better performance.</li>
</ul>
<i style="font-size:25px;">How it works:</i>
<ul>
<li>First, I started with what I've already done in <a href="https://billsun.dev/graphics/hw1">homework 1</a>. Which already included complete Phong shading with
Specular light and much more (spherical texture mapping, simple interactions, improved UI/shader editor).
</li>
<li> I then merged the code from hw2 and added texture to each sphere.</li>
<li> I modified the ray tracing algorithm so that when hitting an object, instead of just returning color calculated from
Phong model:<br>
<ul>
<li>It recursively bounces and/or refract(NOT IMPLEMENTED YET) itself spawning new rays.</li>
<li>The color of this pixel equals to Ambient + Diffuse + ks*color[Reflected] + kt*color[Refracted].
(<a href="https://www.cs.drexel.edu/~david/Classes/Papers/p343-whitted.pdf">Turner Whitted Model</a>)</li>
<li>The tracing will stop when a ray was not hitting any object or was reflected/refracted n_ref times. </li>
<li>The color/intensity of the final lights are computed via specular component from the Phong model.</li>
<li>You may increase n_ref for more iterations, but please proceed with caution, because it may halt the computer.
</li>
</ul>
<li>I added more interactions, you can now change the viewpoint by
holding shift and alt key while dragging on canvas to rotate,
or holding shift and alt while scrolling on canvas to change focal length.
This is implemented by applying a transformation matrix to the viewpoint and projection surface.
</li>
<li>Finally, I used super sampling via doubling the render dimensions of the canvas to reduce aliasing. SEE comments on index.html</li>
<li>Repo on <a href="https://github.com/sunyinqi0508/graphics_hw1">Github</a>.</li>
</li>
</ul>
<p>
</script>
<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
<script>
// CREATE THE HTML DOCUMENT
let flags = 0x0;
let vs = my_vertex_shader.innerHTML;
//* LOADING FRAGMENT SHADER
var client = new XMLHttpRequest();
client.open('GET', './shader.frag');
client.onloadend = function() {
fs = (client.responseText);
//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
gl_start(canvas1, vs, fs);
editor.getSession().setValue(fs);
editor.session.on('change', function(delta) {
if(typeof canvas1.setShaders === "function")
{
canvas1.setShaders(vs, editor.getSession().getValue());
setUniform('1i', 'flags', flags);
}
});
}
client.send();
document.body.innerHTML = [''
,'<font size=7 color=#909090>' + my_title.innerHTML
,'<img id="rtx" style="float:right;" src="./RTXon.svg" type="image/svg+xml"'
,' alt="Turn Ray Tracing On/OFF" title="Turn Ray Tracing On/OFF" height=60px /img>'
,'<div id="fps" style="font-size:25;float:right;margin-right:18px;"></div>'
,'<TABLE cellspacing=0 cellpadding=0><TR>'
,'<td><font color=red size=5><div id=errorMessage></div></font></td>'
,'</TR><TR>'
,'<table cellspacing=0>'
,'<tr>'
,'<td valign=top>'
,'<div id="ace" style="width:800px;height:2200px;"></div>'
,'</td><td valign=top>' + document.body.innerHTML
,'<input type="number" id="ins" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="4">'
,'<button id="bns" style="margin-left:5px;font-size:24px;width:150px;height:45px">Set Spheres</button>'
,'<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
,'</tr></table>'
,'</TR></TABLE>'
].join('');
bns.onclick=function(e){
if(ins.value>0 &&ins.value<=ns &&cns!=ins.value)
{
cns = ins.value;
fragmentShaderDefs = '\n const int cns = ' + cns + ';';
if(typeof canvas1.setShaders === "function")
{
canvas1.setShaders(vs, editor.getSession().getValue());
setUniform('1i', 'flags', flags);
}
}
}
// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
ace.require("ace/ext/language_tools");
var editor = ace.edit("ace", {
mode:"ace/mode/glsl",
theme:"ace/theme/crimson_editor"
});
editor.setOptions({
enableBasicAutocompletion: true,
enableSnippets: true,
enableLiveAutocompletion: true,
fontSize: 14,
fontFamily: "monaco, menlo, ubuntu mono, consolas, source-code-pro",
fixedWidthGutter: true,
showGutter: true,
showPrintMargin: false,
});
editor.setAutoScrollEditorIntoView(true);
// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
delete editor.KeyBinding;
let lastTime = Date.now();
let animating = true;
let ctrl = false, alt = false, shift = false, fpson = true, moving = false, over = false;
let mousedx = 0, mousedy = 0, mousedz = 0;
let cx = 1, cy = 1, sx = 0, sy = 0;
let mouselastX, mouselastY;
let lastClick = undefined;
let pause_resume = function(){
if(animating)
lastTime = Date.now();
else
startTime += Date.now() - lastTime;
animating = !animating;
};
canvas1.addEventListener('click',function(ev){
if(!(shift && alt) && lastClick&& Date.now()-lastClick<400)
pause_resume();
lastClick = Date.now();
//moving = false;
});
canvas1.addEventListener('mouseover', function(e){
over = true;
const mask = 0x8;
flags |= mask;
setUniform('1i', 'flags', flags);
});
canvas1.addEventListener('mousedown', function(e){
moving = true
mouselastX = mouselastY = undefined;
});
canvas1.addEventListener('mousemove', function(e){
if(!(mouselastX==undefined || mouselastY == undefined)&&moving){
mousedx -= (mouselastX - e.offsetX)/60;
mousedy -= (mouselastY - e.offsetY)/60;
cx = Math.cos(mousedx);
sx = Math.sin(mousedx);
cy = Math.cos(mousedy);
sy = Math.sin(mousedy);
setUniform('4f', 'rot', cx, sx, cy, sy);
const mask = 0x4;
flags |= mask;
setUniform('1i', 'flags', flags);
}
// if(over){
// let x=e.offsetX/300-1;
// let y=e.offsetY/300-1;
// let z=-1-3-mousedz;
// let tx = cx*x+sy*sx*y+sx*cy*z;
// let ty = cy*y-sy*z;
// let tz = -sx*x+cx*sy*y+cx*cy*z;
// let len = Math.sqrt(tx*tx + ty*ty+tz*tz);
// setUniform('3f', 'fDir', tx/len, ty/len, tz/len);
// }
mouselastX = e.offsetX;
mouselastY = e.offsetY;
});
canvas1.addEventListener('mouseup', function(e){
// if(ctrl && alt && moving){
// }
moving = false;
});
canvas1.addEventListener('mouseout', function(e){
// if(ctrl && alt && moving){
// }
const mask = 0x8;
flags &= !mask;
setUniform('1i', 'flags', flags);
over = false;
moving = false;
});
canvas1.addEventListener('wheel', function(e){
mousedz += e.wheelDelta/600;
setUniform('1f', 'dFL', mousedz);
e.stopImmediatePropagation();
});
canvas1.scroll(function(e) {e.stopPropagation();});
rtx.style.cursor="pointer";
let rtswitch = function(){
const mask = 0x2;
let rtstatus = !(flags&mask);
if (rtstatus)
rtx.src='./RTXoff.svg';
else
rtx.src='./RTXon.svg';
flags = (flags&(!mask)) | (rtstatus?mask:0);
setUniform('1i', 'flags', flags);
}
rtx.addEventListener('click', rtswitch);
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
let fpscounter = function(time){
if (start === undefined)
start = time;
else
fps.innerHTML = Math.round(10000/(time-start))/10 + ' fps';
start = time;
if(fpson)
requestAnimationFrame(fpscounter);
else{
start = undefined;
fps.innerHTML = '';
}
};
document.addEventListener('keydown',(e)=>{
if(e.code.startsWith('Shift'))
shift = true;
if(e.code.startsWith('Control'))
ctrl = true;
if(e.code.startsWith('Alt'))
alt = true;
else if(ctrl && alt && e.code == 'KeyT'){
const mask = 0x1;
flags = flags&!mask | (!(flags&mask)?mask:0);
setUniform('1i', 'flags', flags);
}
else if (ctrl &&e.code == 'KeyS'){
let a = document.createElement('a');
a.href = "data:text/plain,"+encodeURIComponent(editor.getSession().getValue());
a.download = 'shader.frag';
a.click();
}
else if(ctrl && alt&&e.code == 'KeyR')
rtswitch();
else if(ctrl && alt&&e.code == 'KeyN')
{
flags = 0;
moving = false;
mousedx = mousedy = mousedz = 0;
cx = Math.cos(mousedx);
sx = Math.sin(mousedx);
cy = Math.cos(mousedy);
sy = Math.sin(mousedy);
rtx.src='./RTXon.svg';
setUniform('4f', 'rot', cx, sx, cy, sy);
setUniform('1f', 'dFL', mousedz);
setUniform('1i', 'flags', flags);
}
else if(ctrl && alt&&e.code == 'KeyP')
pause_resume();
else if(ctrl && alt&&e.code == 'KeyF')
if(!fpson)
{
fpson = true;
requestAnimationFrame(fpscounter);
}
else
fpson = false;
// else if(e.code =='KeyV')
// alert(' '+ mousedx+ ' ' + mousedy + ' '+mousedz)
});
document.addEventListener('keyup',(e)=>{
if(e.code.startsWith('Control'))
ctrl = false;
if(e.code.startsWith('Alt'))
alt = false;
if(e.code.startsWith('Shift'))
shift = false;
});
// SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
let startTime = Date.now();
let lastFrameTime = 0;
function animate(gl) {
if(animating)
setUniform('1f', 'uTime', (Date.now() - startTime) / 1000);
else
setUniform('1f', 'uTime', (lastTime - startTime) / 1000);
}
let start;
requestAnimationFrame(fpscounter);
</script>
+185
View File
@@ -0,0 +1,185 @@
//////////////////////////////////////////////////////////////////////////////////////////
//
// THIS IS THE SUPPORT LIBRARY. YOU PROBABLY DON'T WANT TO CHANGE ANYTHING HERE JUST YET.
//
//////////////////////////////////////////////////////////////////////////////////////////
let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO PREDEFINE FOR FRAGMENT SHADERS
, 'precision highp float;'
, 'float noise(vec3 point) { float r = 0.; for (int i=0;i<16;i++) {'
, ' vec3 D, p = point + mod(vec3(i,i/4,i/8) , vec3(4.0,2.0,2.0)) +'
, ' 1.7*sin(vec3(i,5*i,8*i)), C=floor(p), P=p-C-.5, A=abs(P);'
, ' C += mod(C.x+C.y+C.z,2.) * step(max(A.yzx,A.zxy),A) * sign(P);'
, ' D=34.*sin(987.*float(i)+876.*C+76.*C.yzx+765.*C.zxy);P=p-C-.5;'
, ' 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;
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
let isFirefox = navigator.userAgent.indexOf('Firefox') > 0; // IS THIS THE FIREFOX BROWSER?
let errorMsg = '';
//
// Initialize a texture and load an image.
// When the image finished loading copy it into the texture.
//
function getBlob(data) {
let bytes = new Array(data.length);
for (let i = 0; i < data.length; i++) {
bytes[i] = data.charCodeAt(i);
}
return new Blob([new Uint8Array(bytes)]);
}
let texture = [], gl, program;
let textures = [];
let lock = false;
function loadTexture(gl, url, i) {
const level = 0;
const internalFormat = gl.RGBA;
const width = 1;
const height = 1;
const border = 0;
const srcFormat = gl.RGBA;
const srcType = gl.UNSIGNED_BYTE;
if (texture[i] == null)
{
texture[i] = gl.createTexture();
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
gl.activeTexture(gl.TEXTURE0+i);
gl.bindTexture(gl.TEXTURE_2D, texture[i]);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
width, height, border, srcFormat, srcType,
pixel);
}
// Because images have to be downloaded over the internet
// they might take a moment until they are ready.
// Until then put a single pixel in the texture so we can
// use it immediately. When the image has finished downloading
// we'll update the texture with the contents of the image.
const image = new Image();
image.onload = function () {
gl.activeTexture(gl.TEXTURE0+i);
gl.bindTexture(gl.TEXTURE_2D, texture[i]);
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
srcFormat, srcType, image);
// WebGL1 has different requirements for power of 2 images
// vs non power of 2 images so check if the image is a
// power of 2 in both dimensions.
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
// Yes, it's a power of 2. Generate mips.
gl.generateMipmap(gl.TEXTURE_2D);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
} else {
// No, it's not a power of 2. Turn off mips and set
// wrapping to clamp to edge
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
}
};
image.src = url;
}
function isPowerOf2(value) {
return (value & (value - 1)) == 0;
}
function gl_start(canvas, vertexShader, fragmentShader) { // START WEBGL RUNNING IN A CANVAS
setTimeout(function () {
try {
canvas.gl = canvas.getContext('experimental-webgl'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD.
} catch (e) { throw 'Sorry, your browser does not support WebGL.'; }
canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders:
gl = this.gl;
program = gl.createProgram(); // Create the WebGL program.
function addshader(type, src) { // Create and attach a WebGL shader.
function spacer(color, width, height) {
return '<table bgcolor=' + color +
' width=' + width +
' height=' + height + '><tr><td>&nbsp;</td></tr></table>';
}
errorMessage.innerHTML = '<br>';
// errorMarker.innerHTML = spacer('white', 1, 1) + '<font size=1 color=white>\u25B6</font>';
let shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
let msg = gl.getShaderInfoLog(shader);
console.log('Cannot compile shader:\n\n' + msg);
let a = msg.substring(6, msg.length);
let line = 0;
if (a.substring(0, 3) == ' 0:') {
a = a.substring(3, a.length);
line = parseInt(a) - nfsh;
editor.session.setAnnotations([{
row: line,
column: 0,
text: msg,
type: "error"
}]);
}
let j = a.indexOf(':');
a = 'line ' + (line+1) + a.substring(j, a.length);
if ((j = a.indexOf('\n')) > 0)
a = a.substring(0, j);
errorMessage.innerHTML = a;
}
else
editor.session.clearAnnotations();
gl.attachShader(program, shader);
};
addshader(gl.VERTEX_SHADER, vertexShader); // Add the vertex and fragment shaders.
addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader +fragmentShaderDefs+ fragmentShader);
gl.linkProgram(program); // Link the program, report any errors.
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
console.log('Could not link the shader program!');
gl.useProgram(program);
gl.program = program;
for(let i = 0; i < ns; ++i){
loadTexture(gl, './'+(i+1)+'.jpg', i); //Texture loading.
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));
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);
let aPos = gl.getAttribLocation(program, 'aPos'); // Set aPos attribute for each vertex.
gl.enableVertexAttribArray(aPos);
gl.vertexAttribPointer(aPos, 3, gl.FLOAT, false, 0, 0);
}
canvas.setShaders(vertexShader, fragmentShader); // Initialize everything,
setInterval(function () { // Start the animation loop.
gl = canvas.gl;
if (gl.startTime === undefined) // First time through,
gl.startTime = Date.now(); // record the start time.
animate(gl);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Render the square.
}, 30);
}, 100); // Wait 100 milliseconds after page has loaded before starting WebGL.
}
// THE animate() CALLBACK FUNCTION CAN BE REDEFINED IN index.html.
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);
}
+252
View File
@@ -0,0 +1,252 @@
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 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
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.;
}
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
//* 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
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!
}
}
}
// 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.
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(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;
}
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.);
}