Reset Repo structure.
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After Width: | Height: | Size: 6.7 KiB |
+112
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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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<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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.ace_gutter-cell {
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padding-left: 0 !important;
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padding-right: 3px !important;
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font-family: "monaco, menlo, ubuntu mono, consolas, source-code-pro" ;
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||||
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<!!-------- VERTEX SHADER: YOU PROBABLY DON'T WANT TO CHANGE THIS RIGHT NOW -------->
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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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||||
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||||
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StarCraft RTX
|
||||
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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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||||
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||||
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||||
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||||
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</td><td valign=top>
|
||||
<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.--->
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||||
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|
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</center>
|
||||
</body>
|
||||
<div id="controls">
|
||||
<input type="number" id="ins" style="margin-left:0px;font-size:24px;width:35px;height:45px" value="5" max="5" min = "1">
|
||||
<button id="bns" style="margin-left:0px;font-size:24px;width:105px;height:45px">Spheres</button>
|
||||
<input type="number" id="insamp" style="margin-left:2px;font-size:24px;width:60px;height:45px" value="1" max="4" min = "0.25" step="0.2">
|
||||
<button id="bnsamp" style="margin-left:0px;font-size:24px;width:190px;height:45px">Super Sampling</button>
|
||||
<button id="bnfs" style="margin-left:2px;font-size:24px;width:180px;height:45px">Fullscreen</button>
|
||||
<button id="clrsel" style="margin-left:0px;font-size:24px;width:180px;height:45px">Clear Selection</button>
|
||||
<button id="reset" style="margin-left:0px;font-size:24px;width:100px;height:45px">Reset</button>
|
||||
<div style=\'font-size:25px\'>
|
||||
|
||||
<font color=#909090>
|
||||
|
||||
<i style="font-size:25px;">What's new: </i>
|
||||
<p style="font-size:20px;">
|
||||
As before, drag on the canvas to rotate the scene, scroll on it to change focal point (perspective projection).
|
||||
Double click it to pause/resume.<br>
|
||||
I now added Fullscreen mode so that we can scroll on the canvas without scrolling the whole page and use single-key
|
||||
hotkeys without worrying about conflicts with the editor. <br>
|
||||
<a style="color:red;">Now, you can select a sphere by clicking on it (literally, click the sphere on the canvas!). And drag it around
|
||||
to move it.</a><br>
|
||||
When a sphere is selected, you can also scroll whe mouse wheel to change its radius, and <strong>in fullscreen mode</strong>, press B and F key to send
|
||||
it backward or forward <strong>according to your view point!</strong><br>
|
||||
I also optimized the code a little bit, so that the transformation matrix is completely computed in CPU,
|
||||
and applied (multiplied) inside the <a href="./shader.vert">vertex shader</a>.<br>
|
||||
I suggest moving spheres when pausing the scene by double clicking the canvas, otherwise the spheres are already moving.<br>
|
||||
<strong>If you found the scene somehow clipped, it seems to be a bug of chromium, please simply click on 'Super Sampling' button
|
||||
or refresh the page. Otherwise the interactions won't work because the coordinates are wrong.</strong>
|
||||
</p>
|
||||
<div id="howitworks">
|
||||
<br>
|
||||
<p style="font-size:20px;">
|
||||
<i style="font-size:25px;">How it works:</i><br>
|
||||
I used similar method in raytracing to find the sphere it hits.<br>
|
||||
The transformation methods are implemented in <a href="./lib4.header.js">lib4.header.js</a><br>
|
||||
Interaction parts are in <a href="./lib4.ext.js">lib4.ext.js</a><br>
|
||||
<a href="./lib4.js">lib4.js</a> most contains initialization methods for the renderer.<br>
|
||||
<a href="./index.html">index.html</a> is almost pure html.<br>
|
||||
</p>
|
||||
</div>
|
||||
|
||||
<p>
|
||||
</div>
|
||||
|
||||
|
||||
</div></td>
|
||||
</tr></table>
|
||||
</TR></TABLE>
|
||||
|
||||
|
||||
<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
|
||||
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||||
<script src="lib4.ext.js"></script>
|
||||
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||||
<script>
|
||||
setInterval(() => {
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if(window.vs != null && window.fs != null&& canvas1.setShaders === undefined)
|
||||
gl_start(canvas1, vs, fs);
|
||||
}, 200);
|
||||
</script>
|
||||
+359
@@ -0,0 +1,359 @@
|
||||
let ctrl = false, alt = false, shift = false, fpson = true, moving = false, over = false;
|
||||
let lastClick = undefined;
|
||||
let animating = true;
|
||||
let flags = 0x0;
|
||||
var startTime = Date.now();
|
||||
let lastTime = Date.now();
|
||||
var lastFrameTime = 0;
|
||||
let oldDocument;
|
||||
let fullscreen = false;
|
||||
let oldparents = {};
|
||||
var tr, div;
|
||||
let canvas_originalsize;
|
||||
let Sph = [];
|
||||
let SphTr = [];
|
||||
let SphDletaR = []
|
||||
let selected = false, selection = -1, dragging = false;
|
||||
for(let i = 0; i < ns; ++i)
|
||||
{
|
||||
SphTr[i]=matrix_identity();
|
||||
SphDletaR[i] = 0;
|
||||
}
|
||||
function toggleFullscreen(element){
|
||||
if(fullscreen)
|
||||
{
|
||||
if (document.exitFullscreen)
|
||||
document.exitFullscreen();
|
||||
else if (document.webkitExitFullscreen)
|
||||
document.webkitExitFullscreen();
|
||||
else if (document.mozCancelFullScreen)
|
||||
document.mozCancelFullScreen();
|
||||
else if (document.msExitFullscreen)
|
||||
document.msExitFullscreen();
|
||||
fullscreen = false;
|
||||
bnfs.innerText = "Fullscreen";
|
||||
}
|
||||
else{
|
||||
if(element.requestFullscreen)
|
||||
element.requestFullscreen();
|
||||
else if (element.webkitRequestFullscreen)
|
||||
element.webkitRequestFullscreen();
|
||||
else if(element.msRequestFullscreen)
|
||||
element.msRequestFullscreen();
|
||||
fullscreen = true;
|
||||
bnfs.innerText = "Exit Fullscreen";
|
||||
}
|
||||
}
|
||||
bnfs.onclick = function(_){
|
||||
if(fullscreen){
|
||||
oldparents[controls].appendChild(controls);
|
||||
oldparents[canvas1].appendChild(canvas1);
|
||||
canvas1.style.width = canvas_originalsize[0];
|
||||
canvas1.style.height = canvas_originalsize[1];
|
||||
howitworks.hidden = false;
|
||||
}else{
|
||||
div = document.createElement("div");
|
||||
tr = document.createElement("table").insertRow();
|
||||
tr.style.backgroundColor="white";
|
||||
let size = Math.min(screen.availHeight, screen.availWidth);
|
||||
canvas_originalsize = [canvas1.style.width, canvas1.style.height, canvas1.width, canvas1.height];
|
||||
canvas1.style.height = canvas1.style.width = size;
|
||||
howitworks.hidden=true;
|
||||
oldparents[controls] = controls.parentNode;
|
||||
oldparents[canvas1] = canvas1.parentNode;
|
||||
|
||||
let td1 = tr.insertCell();
|
||||
td1.appendChild(canvas1);
|
||||
let td2;
|
||||
td2 = tr.insertCell();
|
||||
td2.style.verticalAlign="top";
|
||||
td2.appendChild(controls);
|
||||
|
||||
div.appendChild(tr);
|
||||
document.body.appendChild(div);
|
||||
}
|
||||
toggleFullscreen(div);
|
||||
}
|
||||
clrsel.onclick=function(_){
|
||||
setUniform("1i", "sel", -1);
|
||||
selected = false;
|
||||
selection = -1;
|
||||
}
|
||||
reset.onclick = function(_){
|
||||
clrsel.onclick();
|
||||
if(!animating)
|
||||
pause_resume();
|
||||
flags = 0;
|
||||
moving = false;
|
||||
mousedx = mousedy = mousedz = 0;
|
||||
positionsupdated = true;
|
||||
for(let i = 0; i < ns; ++i)
|
||||
{
|
||||
SphTr[i]=matrix_identity();
|
||||
SphDletaR[i] = 0;
|
||||
}
|
||||
rtx.src='./RTXon.svg';
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
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());
|
||||
}
|
||||
}
|
||||
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.
|
||||
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);
|
||||
if(fs != undefined)
|
||||
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);
|
||||
}
|
||||
});
|
||||
// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
|
||||
delete editor.KeyBinding;
|
||||
|
||||
|
||||
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();
|
||||
|
||||
});
|
||||
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;
|
||||
let i = hitTest([2*e.offsetX/ parseInt(canvas1.style.width)-1,
|
||||
1-2*e.offsetY/ parseInt(canvas1.style.height), -1]);
|
||||
if(i >= 0)
|
||||
{
|
||||
dragging = true;
|
||||
selected = true;
|
||||
setUniform("1i", "sel", i);
|
||||
selection = i;
|
||||
}
|
||||
else if(selected = true){
|
||||
dragging = false;
|
||||
selected = false;
|
||||
setUniform("1i", "sel", i);
|
||||
selection = i;
|
||||
}
|
||||
});
|
||||
canvas1.addEventListener('mousemove', function(e){
|
||||
if(!(mouselastX==undefined || mouselastY == undefined)&&moving){
|
||||
let dx = (mouselastX - e.offsetX),
|
||||
dy = (mouselastY - e.offsetY);
|
||||
if(!selected)
|
||||
{
|
||||
mousedx -= dx/60;
|
||||
mousedy -= dy/60;
|
||||
positionsupdated = true;
|
||||
}else if(dragging){
|
||||
let m = matrix_rotateY(-mousedx);
|
||||
m = matrix_multiply(m, matrix_rotateX(-mousedy));
|
||||
let dv = matrix_multiply(m, [2*-dx/ parseInt(canvas1.style.width),
|
||||
2*dy/ parseInt(canvas1.style.height), 0, 1]).slice(0,3);
|
||||
SphTr[selection] = matrix_multiply(SphTr[selection], matrix_translate(dv[0], dv[1], dv[2]));
|
||||
}
|
||||
}
|
||||
mouselastX = e.offsetX;
|
||||
mouselastY = e.offsetY;
|
||||
});
|
||||
canvas1.addEventListener('mouseup', function(e){
|
||||
moving = false;
|
||||
dragging = false;
|
||||
});
|
||||
canvas1.addEventListener('mouseout', function(e){
|
||||
const mask = 0x8;
|
||||
flags &= !mask;
|
||||
setUniform('1i', 'flags', flags);
|
||||
over = false;
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('wheel', function(e){
|
||||
if(!selected){
|
||||
mousedz += e.wheelDelta/600;
|
||||
positionsupdated = true;
|
||||
}
|
||||
else{
|
||||
SphDletaR[selection] += e.wheelDelta / 800;
|
||||
}
|
||||
});
|
||||
canvas1.scroll(function(e) {e.stopPropagation();});
|
||||
rtx.style.cursor="pointer";
|
||||
let rtswitch = function(){
|
||||
alert('Ray Tracing is always on. See hw2 where rt can be toggled on/off.')
|
||||
rtx.src='./RTXon.svg';
|
||||
}
|
||||
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')
|
||||
{
|
||||
reset.onclick();
|
||||
}
|
||||
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;
|
||||
|
||||
if(fullscreen && selected ){
|
||||
if(/*e.code == 'ArrowUp' || e.code == 'ArrowDown' || e.code =='ArrowLeft'
|
||||
||e.code == 'ArrowRight' || e.code =='KeyW'||e.code =='KeyS'||*/e.code =='KeyF'||e.code =='KeyB'){
|
||||
let m = matrix_rotateY(-mousedx);
|
||||
m = matrix_multiply(m, matrix_rotateX(-mousedy));
|
||||
m = const_multiply((fl + 1 + mousedz)/(fl+1), m);
|
||||
|
||||
switch(e.code){
|
||||
// case 'ArrowUp':
|
||||
// m = matrix_multiply(m, matrix_rotateX(0.1));
|
||||
// break;
|
||||
// case 'ArrowDown':
|
||||
// m = matrix_multiply(m, matrix_rotateX(-0.1));
|
||||
// break;
|
||||
// case 'ArrowLeft':
|
||||
// m = matrix_multiply(m, matrix_rotateY(-0.1));
|
||||
// break;
|
||||
// case 'ArrowRight':
|
||||
// m = matrix_multiply(m, matrix_rotateY(0.1));
|
||||
// break;
|
||||
// case 'KeyW':
|
||||
// m = matrix_multiply(m, matrix_rotateZ(0.1));
|
||||
// break;
|
||||
// case 'KeyS':
|
||||
// m = matrix_multiply(m, matrix_rotateZ(-0.1));
|
||||
// break;
|
||||
case 'KeyB':
|
||||
var dv = matrix_multiply(m, [0,0, -0.1, 1]).slice(0,3);
|
||||
m = matrix_translate(dv[0], dv[1], dv[2]);
|
||||
break;
|
||||
case 'KeyF':
|
||||
var dv = matrix_multiply(m, [0,0, 0.1, 1]).slice(0,3);
|
||||
m = matrix_translate(dv[0], dv[1], dv[2]);
|
||||
break;
|
||||
}
|
||||
SphTr[selection] = matrix_multiply(SphTr[selection], m);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
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;
|
||||
});
|
||||
|
||||
function animate(gl) {
|
||||
let uTime;
|
||||
if(animating)
|
||||
{
|
||||
uTime = (Date.now() - startTime) / 1000;
|
||||
setUniform('1f', 'uTime', uTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
uTime = (lastTime - startTime) / 1000;
|
||||
setUniform('1f', 'uTime', uTime);
|
||||
}
|
||||
Sph[0] = [0,0.05*Math.cos(uTime + 1.),.045*Math.cos(uTime), 1,.15];
|
||||
Sph[1] = [0,0,0,1,.25];
|
||||
Sph[2] = [.22*Math.sin(uTime*1.2),0.05,.22*Math.cos(uTime*1.2),1,.05];
|
||||
Sph[3] = [.9*Math.sin(uTime*.4),0.,.9*Math.cos(uTime*.4),1,.25];
|
||||
Sph[4] = [0.5*Math.sin(uTime*1.),0.08*Math.sin(uTime *0.9),.5*Math.cos(uTime*1.),1,.12];
|
||||
|
||||
for(let i = 0; i < ns; ++ i)
|
||||
{
|
||||
let trsph = matrix_multiply(SphTr[i], Sph[i]);
|
||||
trsph[3] = Sph[i][4];
|
||||
setUniform('4fv', 'Sph['+ i + ']', trsph);
|
||||
}
|
||||
|
||||
if(positionsupdated)
|
||||
updatePositions();
|
||||
}
|
||||
|
||||
requestAnimationFrame(fpscounter);
|
||||
@@ -0,0 +1,165 @@
|
||||
//Header file, contains global variable definitions,
|
||||
// asynchronized shader loading and utility functions
|
||||
|
||||
let mousedx = 0, mousedy = 0, mousedz = 0;
|
||||
let seldx = 0, seldy = 0, seldz = 0;
|
||||
|
||||
var cx = 1, cy = 1, sx = 0, sy = 0;
|
||||
let mouselastX, mouselastY;
|
||||
const fl = 3;
|
||||
let start;
|
||||
var vs, fs;
|
||||
var vsfetch = new XMLHttpRequest();
|
||||
var editor = undefined
|
||||
let cos = Math.cos, sin = Math.sin, tan = Math.tan,
|
||||
acos = Math.acos, asin = Math.asin, atan = Math.atan,
|
||||
sqrt = Math.sqrt;
|
||||
let positionsupdated = true;
|
||||
vsfetch.open('GET', './shader.vert');
|
||||
vsfetch.onloadend = function () {
|
||||
vs = vsfetch.responseText;
|
||||
};
|
||||
vsfetch.send();
|
||||
//* 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.
|
||||
if (editor != undefined)
|
||||
editor.getSession().setValue(fs);
|
||||
};
|
||||
client.send();
|
||||
|
||||
|
||||
// I HAVE IMPLEMENTED THESE FUNCTIONS FOR YOU
|
||||
let matrix_identity = () => {
|
||||
return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
|
||||
}
|
||||
let matrix_translate = (x, y, z) => {
|
||||
let m = matrix_identity();
|
||||
m[12] = x;
|
||||
m[13] = y;
|
||||
m[14] = z;
|
||||
return m;
|
||||
}
|
||||
// YOU NEED TO PROPERLY IMPLEMENT THE FOLLOWING FIVE FUNCTIONS:
|
||||
let matrix_rotateX = theta => {
|
||||
let m = matrix_identity();
|
||||
m[5] = cos(theta);
|
||||
m[6] = sin(theta);
|
||||
m[9] = -sin(theta);
|
||||
m[10] = cos(theta);
|
||||
return m;
|
||||
}
|
||||
|
||||
|
||||
let matrix_rotateY = theta => {
|
||||
let m = matrix_identity();
|
||||
m[0] = cos(theta);
|
||||
m[2] = -sin(theta);
|
||||
m[8] = sin(theta);
|
||||
m[10] = cos(theta);
|
||||
return m;
|
||||
}
|
||||
let matrix_rotateZ= theta => {
|
||||
let m = matrix_identity();
|
||||
m[0] = cos(theta);
|
||||
m[1] = sin(theta);
|
||||
m[4] = -sin(theta);
|
||||
m[5] = cos(theta);
|
||||
return m;
|
||||
}
|
||||
let matrix_scale = (x, y, z) => {
|
||||
let m = matrix_identity();
|
||||
m[0] = x;
|
||||
m[5] = y;
|
||||
m[10] = z;
|
||||
return m;
|
||||
}
|
||||
let matrix_multiply = (a, b, m = 4, n = 4) => { //dim=mn*nm=mm
|
||||
let res = [];
|
||||
if (b.length < m*n) { //mat-vec multiply (i did this for my convenience)
|
||||
for (let i = 0; i < m; ++i) {
|
||||
res[i] = 0;
|
||||
for (let j = 0; j < n; ++j)
|
||||
res[i] += b[j] * a[m * j + i];
|
||||
}
|
||||
return res;
|
||||
} //otherwise mm multiply
|
||||
for (let i = 0; i < m; ++i)
|
||||
for (let j = 0; j < m; ++j) {
|
||||
var t = 0;
|
||||
for (let k = 0; k < n; ++k)
|
||||
t += a[k * m + j] * b[i * n + k];
|
||||
res.push(t);
|
||||
}
|
||||
return res;
|
||||
}
|
||||
let const_multiply = (c, a) => {
|
||||
let m = [];
|
||||
for(let i = 0; i < a.length; ++ i)
|
||||
m[i] = a[i] * c;
|
||||
return m;
|
||||
}
|
||||
function dot(a, b){
|
||||
let m = 0;
|
||||
for(let i = 0; i < a.length; ++i)
|
||||
m += a[i] * b[i];
|
||||
return m;
|
||||
}
|
||||
function plus(a, b){
|
||||
let m = [];
|
||||
for(let i = 0; i < a.length; ++i)
|
||||
m[i] = a[i] + b[i];
|
||||
return m;
|
||||
}
|
||||
function minus(a, b){
|
||||
let m = [];
|
||||
for(let i = 0; i < a.length; ++i)
|
||||
m[i] = a[i] - b[i];
|
||||
return m;
|
||||
}
|
||||
function normalize(v){
|
||||
let res = [];
|
||||
sum = 0;
|
||||
for(let i = 0; i < v.length; ++ i)
|
||||
sum += v[i] * v[i];
|
||||
sum = sqrt(sum);
|
||||
for(let i = 0; i < v.length; ++ i)
|
||||
res[i] = v[i] / sum;
|
||||
return res;
|
||||
}
|
||||
function updatePositions() {
|
||||
let m = matrix_rotateY(-mousedx);
|
||||
m = matrix_multiply(m, matrix_rotateX(-mousedy));
|
||||
setUniform('3f', 'V0', m[8] * (fl + mousedz), m[9] * (fl + mousedz), m[10] * (fl + mousedz));
|
||||
m = const_multiply((fl + 1 + mousedz)/(fl+1), m);
|
||||
setUniform('Matrix3fv', 'transformation', false, [m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]]);
|
||||
positionsupdated = false;
|
||||
}
|
||||
function hitTest(pos){
|
||||
let m = matrix_rotateY(-mousedx);
|
||||
m = matrix_multiply(m, matrix_rotateX(-mousedy));
|
||||
let V = [m[8] * (fl + mousedz), m[9] * (fl + mousedz), m[10] * (fl + mousedz)];
|
||||
m = const_multiply((fl + 1 + mousedz)/(fl+1), m);
|
||||
let trPos = matrix_multiply([m[0], m[1], m[2], m[4], m[5], m[6], m[8], m[9], m[10]], pos, 3,3);
|
||||
|
||||
let W=normalize(minus(trPos, V));
|
||||
let tMin=10000.;
|
||||
let iMin = -1;
|
||||
for(let i=0;i<cns;i++){
|
||||
let Vp=minus(V, matrix_multiply(SphTr[i], Sph[i]));
|
||||
let B=dot(W,Vp);
|
||||
let C=dot(Vp,Vp)-Sph[i][4]*Sph[i][4];
|
||||
let D=B*B-C;
|
||||
if(D>0.){
|
||||
let t=-B-sqrt(D);
|
||||
if(t > 0.0 && 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!
|
||||
}
|
||||
}
|
||||
}
|
||||
return iMin;
|
||||
}
|
||||
+189
@@ -0,0 +1,189 @@
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// 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 = 5, cns = 5;
|
||||
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;
|
||||
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);
|
||||
}
|
||||
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);
|
||||
|
||||
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
|
||||
gl.generateMipmap(gl.TEXTURE_2D);
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
|
||||
} else {
|
||||
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
|
||||
console.log('glstart');
|
||||
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> </td></tr></table>';
|
||||
}
|
||||
errorMessage.innerHTML = 'Build Your Own Universe!';
|
||||
// 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);
|
||||
positionsupdated = true;
|
||||
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., .3,1.,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.,
|
||||
.0,.0,.0, .0,.0,.0, .0,.0,.0,40., 0.,.85,1.5
|
||||
]
|
||||
var offset = 0;
|
||||
for(let i = 0; i < ns; 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.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) {
|
||||
if(gl)
|
||||
{
|
||||
let loc = gl.getUniformLocation(gl.program, name);
|
||||
(gl['uniform' + type])(loc, a, b, c, d, e, f);
|
||||
}
|
||||
}
|
||||
|
||||
+235
@@ -0,0 +1,235 @@
|
||||
|
||||
#define _DEBUG_BREAK {gl_FragColor=vec4(1,0,0,1); return;}
|
||||
#define REFRACTION (c2 >= 0.? (eta*W + (eta*c1 - sqrt(c2))*N) : ((W + c1*N)/sqrt(1.-c1*c1)))
|
||||
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 vec3 Ambient[ns], Diffuse[ns];
|
||||
uniform vec4 Specular[ns];
|
||||
uniform float ks[ns], kr[ns], kf[ns];
|
||||
uniform vec4 Sph[ns];
|
||||
uniform sampler2D uSampler[ns];
|
||||
uniform vec3 V0;
|
||||
uniform int sel;
|
||||
const float kf_air = 1.000293;
|
||||
varying vec3 trPos;
|
||||
const float pi=3.14159265359;
|
||||
const float _2pi=2.*pi;
|
||||
|
||||
/***********PLEASE DO INCREASE n_ref(RT DEPTH) FOR BETTER RESULTS************/
|
||||
/*---->*/const int n_ref=31; //2^n-1 because each hit now spawn at most 2 rays.
|
||||
/**BUT BE CAUTIOUS IF YOU DON'T HAVE A DECENT GRAPHICS CARD (below GTX 950M)**/
|
||||
|
||||
const int max_stack = (n_ref+1)/4;
|
||||
vec3 scolor = vec3(0,0,0);
|
||||
struct Ray{
|
||||
vec3 V;
|
||||
vec3 W;
|
||||
float kf, cumulativeK;
|
||||
} stack1[max_stack], stack2[max_stack];
|
||||
bool modulo2(int n){
|
||||
return n-2*(n/2) == 1;
|
||||
}
|
||||
vec2 getTextCoord(vec3 tex_sph, float R){
|
||||
float tex_x=atan(tex_sph.z,tex_sph.x)/_2pi + 0.5;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
|
||||
tex_x=fract(tex_x+uTime/20.);
|
||||
return vec2(tex_x,-asin(tex_sph.y/R)/pi + 0.5);
|
||||
}
|
||||
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 V = V0;
|
||||
vec3 W=(trPos-V);
|
||||
bool rtxoff = false, showtexture = true, selected = false;
|
||||
float currentK = 1.;
|
||||
int curr_ptr = 0, curr_top = 0, next_top = 0;
|
||||
bool final = false, stackswap = false, stop = 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){
|
||||
if(j == 0 && iMin == sel)
|
||||
selected = true;
|
||||
float t = tMin;
|
||||
vec3 S=V+t*W;
|
||||
for(int i = 0; i < cns; ++ i)
|
||||
if(i == iMin)
|
||||
{
|
||||
vec3 texture_color;
|
||||
if(showtexture)
|
||||
{
|
||||
vec3 tex_sph = (S-Sph[i].xyz);
|
||||
texture_color=texture2D(uSampler[i],getTextCoord(tex_sph, Sph[i].w)).xyz;
|
||||
}
|
||||
else texture_color = foregroundColor;
|
||||
|
||||
vec3 N=normalize(S-Sph[i].xyz);
|
||||
vec3 realLDir=normalize(LDir-S);
|
||||
float c1 =dot(N, W);
|
||||
float eta, nextkf;
|
||||
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;
|
||||
break;
|
||||
}
|
||||
else{
|
||||
c1 = -c1;
|
||||
eta = currKf/kf[i];
|
||||
nextkf = kf[i];
|
||||
}
|
||||
}
|
||||
else{
|
||||
N = -N;
|
||||
eta = currKf/kf_air;
|
||||
nextkf = kf_air;
|
||||
color = Ambient[i];
|
||||
}
|
||||
float c2 = (1.-eta*eta*(1.-c1*c1));
|
||||
float nextks = currentK * ks[i], nextkr = currentK * kr[i];
|
||||
bool refl = nextks > 0.01, refr = nextkr > 0.01;
|
||||
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, nextkf, nextkr); //refraction
|
||||
else
|
||||
stack2[k] = Ray(S, REFRACTION, nextkf, 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, nextkf, nextkr); //refraction
|
||||
else
|
||||
stack1[k] = Ray(S, REFRACTION, nextkf, nextkr); //refraction
|
||||
currentK -= nextkr;
|
||||
next_top ++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
scolor += color * currentK;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else {
|
||||
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) < 3.)
|
||||
{
|
||||
vec3 S = vec3(sx, -.2, sz);
|
||||
vec3 realLDir=normalize(LDir - S);
|
||||
color=(0.5+0.5*max(0.,realLDir.y)*LCol)*texture2D(uSampler[4],vec2((sx+1.4)/3., (sz+1.5)/4.)).xyz;
|
||||
if(rtxoff || final&&abs(sx)<1.5 && abs(sz+.6)<3.)
|
||||
{
|
||||
color += groundSpecular.xyz* //specular for ground.
|
||||
pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
|
||||
scolor += currentK * color;
|
||||
}
|
||||
else
|
||||
{
|
||||
for(int k = 0; k < max_stack; ++k)
|
||||
if(k == next_top){
|
||||
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{
|
||||
if(j > 0)
|
||||
scolor += currentK * (pow(max(0.,dot(W, normalize(LDir - V))), 10.) * vec3(3.,3.,3.) + foregroundColor*0.1);
|
||||
else scolor = foregroundColor*0.6;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(++curr_ptr >= curr_top){
|
||||
if(next_top <= 0)
|
||||
stop = true;
|
||||
if(next_top * 2 > max_stack)
|
||||
final = true;
|
||||
curr_top = next_top;
|
||||
next_top = 0;
|
||||
curr_ptr = 0;
|
||||
stackswap = !stackswap;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(stop)
|
||||
break;
|
||||
}
|
||||
if(selected)
|
||||
scolor.x += 0.5;
|
||||
gl_FragColor=vec4(sqrt(scolor),1.);
|
||||
}
|
||||
@@ -0,0 +1,16 @@
|
||||
attribute vec3 aPos;
|
||||
varying vec3 trPos;
|
||||
uniform mat3 transformation;
|
||||
//I used mat3 instead of the augmented mat4 matrix because we
|
||||
//are not doing complex projections yet. I implemented simple
|
||||
//perspective projection back in hw2 by changing focal length
|
||||
//and adjusting the size of the projected surface accrodingly.
|
||||
//New surface = distance(surface, old viewpoint)/ distance(surface, new viewpoint) * old surface
|
||||
// = (deltaFl + fl + 1)/(fl + 1) * old surface
|
||||
//This is implemented by vPos = (dFl + fl + 1)/(fl + 1) * vPos;
|
||||
//Because we will multiply the resulting vPos by the transformation matrix
|
||||
//anyway, I smashed the ratio into the matrix into avoid doing this in shaders.
|
||||
void main() {
|
||||
gl_Position = vec4(aPos, 1.);
|
||||
trPos = transformation *vec3(aPos.xy, -1);
|
||||
}
|
||||
Reference in New Issue
Block a user