Merge remote-tracking branch 'origin/master'

master
bill 4 years ago
commit 5158b1105f

6
.gitignore vendored

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.DS_Store
old/
new/
pjsk.mp4
_5.jpg
*.bak*

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# graphics_hw3
[link](https://billsun.dev/graphics/hw3)

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@ -0,0 +1,206 @@
//////////////////////////////////////////////////////////////////////////////////////////
//
// 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 = 3;
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);
let cx = Math.cos(mousedx), cy = Math.cos(mousedy), sx = Math.sin(mousedx), sy = Math.sin(mousedy);
setUniform('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
let attribs = [
.05,.05,.1, .5,.5,1., 1.,.5,.5,20., 0., .0, 1.3,
.1,.05,.05, 1.,.5,.5, 1.,.5,.5,10., .2,0.8,1.3,
.1,.05,.05, .71,.71,.71, .71,.71,.71,10., 0.3,.0,1.5,
.1,.1,.1, .71,.71,.71, .71,.71,.71,10., 0.05,0., 1.
]
var offset = 0;
for(let i = 0; i < ns-1; i++){
setUniform('3fv', 'Ambient['+i+']', attribs.slice(offset, offset += 3));
setUniform('3fv', 'Diffuse['+i+']', attribs.slice(offset, offset += 3));
setUniform('4fv', 'Specular['+i+']', attribs.slice(offset, offset += 4));
setUniform('1fv', 'ks['+i+']', attribs.slice(offset, offset += 1));
setUniform('1fv', 'kr['+i+']', attribs.slice(offset, offset += 1));
setUniform('1fv', 'kf['+i+']', attribs.slice(offset, offset += 1));
}
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
gl.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);
}
}

@ -0,0 +1,252 @@
#define _DEBUG_BREAK {gl_FragColor=vec4(1,0,0,1); return;}
#define REFRACTION normalize(eta*W + (eta*c1 - sqrt(1.-eta*eta*(1.-c1*c1)))*N)
vec3 foregroundColor = vec3(.0841, .5329, .9604);
vec3 groundColor = vec3(.2, .3, .5);
vec4 groundSpecular = vec4(.71, .71, .71, 10.);
uniform float uTime;// TIME, IN SECONDS
uniform int f_tex, f_rt, f_moved;
uniform float dFL; //DELTA on FOCAL LENGTH
uniform mat3 transformation, invTr;
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];
const float kf_air = 1.000293;
varying vec3 vPos;
float fl=3.;//ORIGINAL FOCAL LENGTH
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); //Actually 2^n_ref
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=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;
return vec2(tex_x,((R-tex_sph.y)/(2.*R)));
}
void main(){
vec3 LDir=vec3(.5,.5,.5);
vec3 LCol=vec3(1.,1.,1.);
float currKf = kf_air;
vec3 color=vec3(.2, .3, .5);
vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
vec3 W=(trPos-V);
bool rtxoff = false, showtexture = true, moved = false;
float currentK = 1.;
int curr_ptr = 0, curr_top = 0, next_top = 0;
bool final = false, stackswap = false;
for(int j=0;j<n_ref;j++)
{
for(int curr = 0; curr < max_stack; ++curr){
if(curr == curr_ptr){
bool skip = false;
if(j > 0){
Ray currR;
if(stackswap)
currR = stack1[curr];
else
currR = stack2[curr];
currKf = currR.kf;
currentK = currR.cumulativeK;
if(currKf <= 0.001 || currentK <= 0.001)
skip = true;
V = currR.V;
W = currR.W;
}
else
W = normalize(W);
if(!skip){
float tMin=10000.;
int iMin = -1;
for(int i=0;i<cns;i++){
vec3 Vp=V-Sph[i].xyz;
float B=dot(W,Vp);
float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
float D=B*B-C;
if(D>0.){
float t=-B-sqrt(D);
if(t >= 0.01 && t < tMin){
tMin = t; // This is an optimization, we don't have to do lighting/tex
iMin = i; // for objects that are occuluded, which is expensive!
}
else if (t >= -0.01 && t <0.01){
t = -(t + 2.*B);
if(t > 0.01 && t < tMin){
tMin = t;
iMin = i;
}
}
}
}
if(iMin >= 0){
float t = tMin;
vec3 S=V+t*W;
for(int i = 0; i < cns; ++ i)
if(i == iMin)
{
vec3 texture_color;
if(showtexture)
{
vec3 tex_sph = (S-Sph[i].xyz);
if(moved)
;//tex_sph=invTr*tex_sph; too expensive
texture_color=texture2D(uSampler[i],getTextCoord(tex_sph, Sph[i].w)).xyz;
}
else texture_color = foregroundColor;
vec3 N=normalize(S-Sph[i].xyz);
vec3 realLDir=normalize(LDir-S);
float c1 =dot(N, W);
if(c1<0.){
color=(Ambient[i]+Diffuse[i]*max(0.,dot(N,realLDir))*LCol)*texture_color;
if(rtxoff || final) //if it's the last hit
{
color += Specular[i].xyz*pow(max(0.,
dot(-2.*c1*N-realLDir,realLDir)),Specular[i].w);
scolor += color * currentK;
}
else{
c1 = -c1;
float eta =currKf/kf[i];
float nextks = currentK * ks[i], nextkr = currentK * kr[i];
bool refl = nextks > 0.001, refr = nextkr > 0.001;
if(refl || refr)
for(int k = 0; k < max_stack; ++k)
if(k == next_top){
if(stackswap){
if(refl)
{
stack2[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
currentK -= nextks;
next_top ++;
}
if(refr)
{
if(refl)
stack2[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
else
stack2[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
currentK -= nextkr;
next_top ++;
}
}else{
if(refl)
{ //remember, c1 = -NW now
stack1[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
currentK -= nextks;
next_top ++;
}
if(refr)
{
if(refl)
stack1[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
else
stack1[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
currentK -= nextkr;
next_top ++;
}
}
break;
}
scolor += currentK * color;
}
}
else{
float eta = currKf/kf_air;
N = -N; //inside the sphere, normal is inward!
float c2 = (1.-eta*eta*(1.-c1*c1));
for(int k = 0; k < max_stack; ++k)
if(k == next_top){
if(stackswap)
{
stack2[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
if(c2 >= 0.)
stack2[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
else //on the edge, the light won't bend anymore and will keep perpendicular to normal
stack2[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
}else{
stack1[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
if(c2 >= 0.)
stack1[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
else
stack1[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
}
next_top += 2;
break;
}
}
break;
}
}
else {
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(1.,1.,1.) + foregroundColor*0.1);
else scolor = foregroundColor*0.6;
}
}
}
if(++curr_ptr >= curr_top){
curr_top = next_top;
curr_ptr = 0;
if(next_top * 2 > max_stack)
final = true;
stackswap = !stackswap;
}
break;
}
}
}
gl_FragColor=vec4(sqrt(scolor),1.);
}
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