Reset Repo structure.
This commit is contained in:
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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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.ace_gutter-layer {
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/* original width is 48px */
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width: 25px !important;
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}
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.ace_gutter-layer > * {
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/* 48 - 32 = 16 */
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margin-left: 0;
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}
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.ace_gutter-cell {
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padding-left: 0 !important;
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padding-right: 3px !important;
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}
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.code{
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font-family: "monaco, menlo, ubuntu mono, consolas, source-code-pro" ;
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}
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</style>
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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: 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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<!!-------- VERTEX SHADER: YOU PROBABLY DON'T WANT TO CHANGE THIS RIGHT NOW -------->
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<script id='my_vertex_shader' type='x-shader/x-vertex'>
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attribute vec3 aPos;
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varying vec3 vPos;
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void main() {
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gl_Position = vec4(aPos, 1.);
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vPos = aPos;
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}
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</script>
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<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
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<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag!! LOADED IN lib2.js -------->
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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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<script id='my_title' type='text/html'>
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RTX Extreme
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</script>
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<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
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<script id='my_instructions' type='text/html'><font color=#909090>
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<p style="font-size:30px; ">In this homework, I implemented Global illumination w/
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Realtime Recursive Ray Tracing!
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<p>
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<i style="font-size:25px;">Usage: </i>
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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+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>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 - 5): 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>I added recursive ray tracing with fraction support.</li>
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<li><a style="color:red;">About the scene: </a>There're two spheres in the center, the bouncing one in the very center (the Earth) is not transparent nor is it reflective,
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the outer one is both transparent and reflective and has the texture of the Sun(barely distinguishable).
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The small sphere embedded running circle is reflective but not transparent. You can also add
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two additional spheres via the button above. (up to 5).
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</li>
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<li>If your scene is clipped, this is a bug from chromium, you may reset the viewport by adjust super sampling.</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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</script>
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<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
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<script>
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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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//* LOADING FRAGMENT SHADER
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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 AFTER FRAGMENT SHADER IS DOWNLOADED.
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gl_start(canvas1, vs, fs);
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editor.getSession().setValue(fs);
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editor.session.on('change', function(delta) {
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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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});
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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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,'<img id="rtx" style="float:right;" src="./RTXon.svg" type="image/svg+xml"'
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,' alt="Turn Ray Tracing On/OFF" title="Turn Ray Tracing On/OFF" height=60px /img>'
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,'<div id="fps" style="font-size:25;float:right;margin-right:18px;"></div>'
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,'<TABLE cellspacing=0 cellpadding=0><TR>'
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,'<td><font color=red size=5><div id=errorMessage></div></font></td>'
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,'</TR><TR>'
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,'<table cellspacing=0>'
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,'<tr>'
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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="3" max="5" min = "1">'
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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" step="0.2">'
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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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].join('');
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bns.onclick=function(e){
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if(ins.value>0 &&ins.value<=ns &&cns!=ins.value)
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{
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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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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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mode:"ace/mode/glsl",
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theme:"ace/theme/crimson_editor"
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});
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editor.setOptions({
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enableBasicAutocompletion: true,
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enableSnippets: true,
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enableLiveAutocompletion: true,
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fontSize: 14,
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fontFamily: "monaco, menlo, ubuntu mono, consolas, source-code-pro",
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fixedWidthGutter: true,
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showGutter: true,
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showPrintMargin: false,
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});
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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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let mousedx = 0, mousedy = 0, mousedz = 0;
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let cx = 1, cy = 1, sx = 0, sy = 0;
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let mouselastX, mouselastY;
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let lastClick = undefined;
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let pause_resume = function(){
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if(animating)
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lastTime = Date.now();
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else
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startTime += Date.now() - lastTime;
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animating = !animating;
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};
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canvas1.addEventListener('click',function(ev){
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if(!(shift && alt) && lastClick&& Date.now()-lastClick<400)
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pause_resume();
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lastClick = Date.now();
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//moving = false;
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});
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canvas1.addEventListener('mouseover', function(e){
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over = true;
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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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});
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canvas1.addEventListener('mousedown', function(e){
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moving = true
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mouselastX = mouselastY = undefined;
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});
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canvas1.addEventListener('mousemove', function(e){
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if(!(mouselastX==undefined || mouselastY == undefined)&&moving){
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mousedx -= (mouselastX - e.offsetX)/60;
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mousedy -= (mouselastY - e.offsetY)/60;
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cx = Math.cos(mousedx);
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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('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
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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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moving = false;
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});
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canvas1.addEventListener('mouseout', function(e){
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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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over = false;
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moving = false;
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});
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canvas1.addEventListener('wheel', function(e){
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mousedz += e.wheelDelta/600;
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setUniform('1f', 'dFL', mousedz);
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e.stopImmediatePropagation();
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});
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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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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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window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
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let fpscounter = function(time){
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if (start === undefined)
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start = time;
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else
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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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else{
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start = undefined;
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fps.innerHTML = '';
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}
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};
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document.addEventListener('keydown',(e)=>{
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if(e.code.startsWith('Shift'))
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shift = true;
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if(e.code.startsWith('Control'))
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ctrl = true;
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if(e.code.startsWith('Alt'))
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alt = true;
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else if(ctrl && alt && e.code == 'KeyT'){
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const mask = 0x1;
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flags = flags&!mask | (!(flags&mask)?mask:0);
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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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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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else if(ctrl && alt&&e.code == 'KeyR')
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rtswitch();
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else if(ctrl && alt&&e.code == 'KeyN')
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{
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flags = 0;
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moving = false;
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mousedx = mousedy = mousedz = 0;
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cx = Math.cos(mousedx);
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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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rtx.src='./RTXon.svg';
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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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else if(ctrl && alt&&e.code == 'KeyP')
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pause_resume();
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else if(ctrl && alt&&e.code == 'KeyF')
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if(!fpson)
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{
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fpson = true;
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requestAnimationFrame(fpscounter);
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}
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else
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fpson = false;
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});
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document.addEventListener('keyup',(e)=>{
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if(e.code.startsWith('Control'))
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ctrl = false;
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if(e.code.startsWith('Alt'))
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alt = false;
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if(e.code.startsWith('Shift'))
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shift = false;
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});
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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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{
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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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{
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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[4]', 0.5*Math.sin(uTime*1.),0.08*Math.sin(uTime *0.9),.5*Math.cos(uTime*1.),.12);
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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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</script>
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Reference in New Issue
Block a user