finalize(sync with website)
This commit is contained in:
+70
-30
@@ -22,7 +22,7 @@
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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="width: 600px; height:600px;" width=1200 height=1200></canvas>
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<canvas id='canvas1' style="overflow: auto; width: 600px; height:600px;" width=1200 height=1200></canvas>
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</center>
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</body>
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@@ -40,7 +40,7 @@
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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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<!!-------- 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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@@ -65,24 +65,24 @@ Solar RTX
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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>Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
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<li>SHIFT+Alt/Option+MOUSE DRAG/WHEEL ZOOM: Changing Viewing point.</li>
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<li>Double Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
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<li>MOUSE DRAG, SCROLL/WHEEL ZOOM: Changing Viewing point.</li>
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<li>Use Chromium based browser for better performance.</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>First, I started with what I've already done in homework 1. Which already included complete Phong shading with
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<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
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Specular light and much more (spherical texture mapping, simple interactions, improved UI/shader editor).
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</li>
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<li> I then merged the code from hw2 and added texture to each sphere.</li>
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<li> I modified the ray tracing algorithm so that when hitting an object, instead of returning color calculated from
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<li> I modified the ray tracing algorithm so that when hitting an object, instead of just returning color calculated from
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Phong model:<br>
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<ul>
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<li>It recursively bounces and/or refract(NOT IMPLEMENTED YET) itself spawning new rays.</li>
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<li>The color of this pixel equals to Ambient + Diffuse + ks*color[Reflected] + kt*color[Refracted].
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(<a href="https://www.cs.drexel.edu/~david/Classes/Papers/p343-whitted.pdf">Turner Whitted Model</a>)</li>
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<li>The tracing will stop when a ray was reflected/refracted n_ref times. </li>
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<li>The color of the final light is computed via specular component from the Phong model.</li>
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<li>The tracing will stop when a ray was not hitting any object or was reflected/refracted n_ref times. </li>
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<li>The color/intensity of the final lights are computed via specular component from the Phong model.</li>
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<li>You may increase n_ref for more iterations, but please proceed with caution, because it may halt the computer.
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</li>
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</ul>
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@@ -91,7 +91,7 @@ Solar RTX
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or holding shift and alt while scrolling on canvas to change focal length.
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This is implemented by applying a transformation matrix to the viewpoint and projection surface.
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</li>
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<li>Finally, I used super sampling via doubling the render dimensions of the canvas to reduce aliasing.</li>
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<li>Finally, I used super sampling via doubling the render dimensions of the canvas to reduce aliasing. SEE comments on index.html</li>
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<li>Repo on <a href="https://github.com/sunyinqi0508/graphics_hw1">Github</a>.</li>
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</li>
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</ul>
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@@ -135,13 +135,26 @@ document.body.innerHTML = [''
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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:1780px;"></div>'
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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="4">'
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,'<button id="bns" style="margin-left:5px;font-size:24px;width:150px;height:45px">Set Spheres</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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{
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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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// 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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@@ -163,9 +176,11 @@ editor.setAutoScrollEditorIntoView(true);
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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;
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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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@@ -174,30 +189,46 @@ let pause_resume = function(){
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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))
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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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if(shift && alt){
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moving = true
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mouselastX = mouselastY = undefined;
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}
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else
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moving = false;
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});
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canvas1.addEventListener('mousemove', function(e){
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if(shift && alt && moving){
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if(!(mouselastX==undefined || mouselastY == undefined)){
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mousedx += (mouselastX - e.offsetX)/60;
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mousedy += (mouselastY - e.offsetY)/60;
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setUniform('4f', 'rot', Math.cos(mousedx), Math.sin(mousedx), Math.cos(mousedy), Math.sin(mousedy));
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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('4f', 'rot', cx, sx, cy, sy);
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const mask = 0x4;
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flags |= mask;
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setUniform('1i', 'flags', flags);
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}
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// if(over){
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// let x=e.offsetX/300-1;
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// let y=e.offsetY/300-1;
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// let z=-1-3-mousedz;
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// let tx = cx*x+sy*sx*y+sx*cy*z;
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// let ty = cy*y-sy*z;
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// let tz = -sx*x+cx*sy*y+cx*cy*z;
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// let len = Math.sqrt(tx*tx + ty*ty+tz*tz);
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// setUniform('3f', 'fDir', tx/len, ty/len, tz/len);
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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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else
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moving = false;
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});
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canvas1.addEventListener('mouseup', function(e){
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// if(ctrl && alt && moving){
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@@ -207,14 +238,18 @@ canvas1.addEventListener('mouseup', function(e){
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canvas1.addEventListener('mouseout', function(e){
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// if(ctrl && alt && moving){
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// }
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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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if(shift && alt){
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mousedz += e.wheelDelta/600;
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setUniform('1f', 'dFL', mousedz);
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}
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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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const mask = 0x2;
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@@ -223,7 +258,7 @@ let rtswitch = function(){
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rtx.src='./RTXoff.svg';
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else
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rtx.src='./RTXon.svg';
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flags = flags&!mask | (rtstatus?mask:0);
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flags = (flags&(!mask)) | (rtstatus?mask:0);
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setUniform('1i', 'flags', flags);
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}
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rtx.addEventListener('click', rtswitch);
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@@ -267,7 +302,12 @@ document.addEventListener('keydown',(e)=>{
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flags = 0;
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moving = false;
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mousedx = mousedy = mousedz = 0;
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setUniform('4f', 'rot', Math.cos(mousedx), Math.sin(mousedx), Math.cos(mousedy), Math.sin(mousedy));
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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('4f', 'rot', cx, sx, cy, sy);
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setUniform('1f', 'dFL', mousedz);
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setUniform('1i', 'flags', flags);
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}
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@@ -15,8 +15,10 @@ let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO
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, ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);'
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, '} return .5 * sin(r); }'
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].join('\n');
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let nfsh = fragmentShaderHeader.split('\n').length; // NUMBER OF LINES OF CODE IN fragmentShaderHeader
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let ns = 4, cns = 4;
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fragmentShaderHeader+= 'const int ns = ' + ns + ';\n';
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let fragmentShaderDefs = 'const int cns = ' + cns + ';\n';
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let nfsh = fragmentShaderHeader.split('\n').length + 1; // NUMBER OF LINES OF CODE IN fragmentShaderHeader
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let isFirefox = navigator.userAgent.indexOf('Firefox') > 0; // IS THIS THE FIREFOX BROWSER?
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let errorMsg = '';
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@@ -138,14 +140,13 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
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};
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addshader(gl.VERTEX_SHADER, vertexShader); // Add the vertex and fragment shaders.
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addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader + fragmentShader);
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addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader +fragmentShaderDefs+ fragmentShader);
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gl.linkProgram(program); // Link the program, report any errors.
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if (!gl.getProgramParameter(program, gl.LINK_STATUS))
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console.log('Could not link the shader program!');
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gl.useProgram(program);
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gl.program = program;
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const ns = 2;
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for(let i = 0; i < ns; ++i){
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loadTexture(gl, './'+(i+1)+'.jpg', i); //Texture loading.
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textures[i] = i;
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+100
-64
@@ -1,26 +1,31 @@
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vec3 foregroundColor = vec3(.0841, .5329, .9604);
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vec3 foregroundColor = vec3(.0841, .5329, .9604);
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vec3 groundColor = vec3(.2, .3, .5);
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vec4 groundSpecular = vec4(.71, .71, .71, 10.);
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uniform float uTime;// TIME, IN SECONDS
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uniform int flags;
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uniform vec4 rot;
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uniform float dFL;
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//FLAGS 0-TEX, 1-RT, 2-CLOUD, 3-TEX_ROT
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//FLAGS 0-TEX, 1-RT, 2-MOVED, 3-FLASH, 4-TEX_ROT, 5-CLOUD
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uniform vec4 rot; //ROTATION VALUES USED TO CALCULATE TRANSFORMATION MATRIX
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//rot=[cosx, sinx, cosy, siny], x, y BING ROTATED ANGLE
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uniform float dFL; //DELTA on FOCAL LENGTH
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uniform vec3 fDir;//Flash light direction
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varying vec3 vPos;// -1 < vPos.x < +1
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// -1 < vPos.y < +1
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// vPos.z == 0
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float fl=3.;
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float fl=3.;//ORIGINAL FOCAL LENGTH
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const float pi=3.14159265359;
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const int n_ref=6;
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const int ns=2;
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const float _2pi=2.*pi;
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const int n_ref=5; //<<=======***********************MAX NUMBER OF RAY TRACING RECURRSIONS. INCREASE IT IF YOUR GRAPHICS CARD CAN HANDLE.****************************
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//const int ns=4; ns is added from .js
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vec4 Sph[ns];
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uniform sampler2D uSampler[ns];
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vec3 Ambient[ns];
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vec3 Diffuse[ns];
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vec4 Specular[ns];
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struct Sphere{
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float ks[ns];
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struct Sphere{ //UPDATED SPHERE STRUCTURE THAT SUPPORTS TRANSPARENCY.(UNUSED)
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vec4 Pos;
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vec3 Ambient;
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vec3 Diffuse;
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@@ -28,7 +33,7 @@ struct Sphere{
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int textureid;
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float ks, kt;
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};
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struct RT{
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struct RT{ //STACK FOR RECURSIVE RAY TRACING.
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vec3 color;
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float ks;
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// vec3 colorr;
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@@ -45,24 +50,31 @@ float clampv(float val,float l,float h){
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return val<l?l:val>h?h:val;
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}
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void main(){
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////////////////////////////////////////////////
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//
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// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
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// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
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// LIGHT DIRECTION AND COLOR
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//* I USED LDir AS LIGHT POSITION
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//* I NORMALIZED IT AFTER GETTING THE
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//* DIRECTION BY SUBTRACTING IT FROM THE POINT
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vec3 LDir=vec3(.5,.5,.5);
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vec3 LCol=vec3(1.,1.,1.);
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// SPHERE
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Sph[3]=vec4(.9*sin(uTime*.4),0.,.9*cos(uTime*.4),.25);
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Sph[2]=vec4(.22*sin(uTime*1.2),0.05,.22*cos(uTime*1.2),.02);
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Sph[0]=vec4(.45*sin(uTime),0.05*cos(uTime + 1.),.45*cos(uTime),.1);
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Sph[1]=vec4(0.,0.,0.,.15);
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Sph[0]=vec4(.5*sin(uTime),0.,.5*cos(uTime),.2);
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Sph[1]=vec4(0.,0.,0.,.2);
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// SURFACE REFLECTANCE PROPERTIES
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// SURFACE REFLECTANCE PROPERTIES, can be transferred from .js
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Ambient[3]=vec3(.1,.1,.1);// r,g,b
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Diffuse[3]=vec3(.71,.71,.71);// r,g,b
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Specular[3]=vec4(.71,.71,.71,10.);// r,g,b,power
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Ambient[2]=vec3(.1,.05,.05);// r,g,b
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Diffuse[2]=vec3(.71,.71,.71);// r,g,b
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Specular[2]=vec4(.71,.71,.71,10.);// r,g,b,power
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Ambient[1]=vec3(.1,.05,.05);// r,g,b
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Diffuse[1]=vec3(1.,.5,.5);// r,g,b
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Specular[1]=vec4(1.,.5,.5,10.);// r,g,b,power
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@@ -70,32 +82,37 @@ void main(){
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Ambient[0]=vec3(.05,.05,.1);// r,g,b
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Diffuse[0]=vec3(.5,.5,1.);// r,g,b
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Specular[0]=vec4(1.,.5,.5,20.);// r,g,b,power
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ks[0] = 0.25;
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ks[1] = 0.1;
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ks[2] = 0.3;
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ks[3] = 0.05;
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// INITIALIZE TO A BACKGROUND COLOR
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||||
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vec3 color=vec3(.2, .3, .5);
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float ca=rot.x, sa = rot.y, cb=rot.z, sb=rot.w;
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// COMPUTE THE RAY ORIGIN AND DIRECTION
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mat3 transformation, invTr;
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transformation[0] = vec3(ca, sb*sa, sa*cb);
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transformation[1] = vec3(0, cb, -sb);
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transformation[2] = vec3(-sa,ca*sb,ca*cb);
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invTr[0] = vec3(ca, 0, -sa);
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mat3 transformation, invTr;//Transformation matrix for viewpoint.
|
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transformation[0] = vec3(ca, sb*sa, sa*cb);//because the matrices are all the same,
|
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transformation[1] = vec3(0, cb, -sb);//We don't need to calculate it for every pixel
|
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transformation[2] = vec3(-sa,ca*sb,ca*cb);//So, we get it from the CPU
|
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invTr[0] = vec3(ca, 0, -sa);//it's inverse, to calculate texture mapping.
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invTr[1] = vec3(sa*sb, cb, ca*sb);
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invTr[2] = vec3(cb*sa, -sb, ca*cb);
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vec3 trPos = transformation*vec3(vPos.xy, -2);
|
||||
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vec3 V=transformation*vec3(0.,0.,fl+dFL);
|
||||
vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
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// COMPUTE THE RAY ORIGIN AND DIRECTION
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vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
|
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vec3 W=normalize(trPos-V);
|
||||
// RAY TRACE TO ALL OBJECTS IN THE SCENE
|
||||
bool rtxoff = getflag(flags, 1);
|
||||
bool rtxoff = getflag(flags, 1),
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||||
showtexture = !getflag(flags,0),
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||||
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<ns;i++){
|
||||
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
|
||||
@@ -105,8 +122,8 @@ void main(){
|
||||
if(D>0.){
|
||||
float t=-B-sqrt(D);
|
||||
if(t > 0. && t < tMin){
|
||||
tMin = t;
|
||||
iMin = i;
|
||||
tMin = t; //This is an optimization, we don't have to do lighting/tex
|
||||
iMin = i; // for objects that are occuluded, which is expensive!
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -114,47 +131,61 @@ void main(){
|
||||
if(iMin >= 0){
|
||||
float t = tMin;
|
||||
vec3 S=V+t*W;
|
||||
for(int i = 0; i < ns; ++ i)
|
||||
if(i == iMin)
|
||||
{
|
||||
//*TEXTURE MAPPING
|
||||
vec3 tex_sph=invTr*(S-Sph[i].xyz);
|
||||
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=R*tex_x;
|
||||
tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
|
||||
tex_x=tex_x+float(uTime)*R;
|
||||
float _2pir=2.*pi*R;
|
||||
float quo=float(int(tex_x/_2pir));
|
||||
tex_x=clampv((tex_x-quo*_2pir),0.,_2pir)/_2pir;
|
||||
tex_x=tex_x+float(uTime);
|
||||
float quo=float(int(tex_x/_2pi));
|
||||
tex_x=tex_x/_2pi -quo;
|
||||
vec3 texture_color;
|
||||
if(!getflag(flags,0))
|
||||
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);
|
||||
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)
|
||||
color += sqrt(float(j+1)) * Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
|
||||
stack[j] = RT(color, 0.15);
|
||||
V = S;
|
||||
W = -normalize(2. * dot(N, W) * N - W);
|
||||
break;
|
||||
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]
|
||||
|
||||
// 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;
|
||||
|
||||
@@ -163,28 +194,32 @@ void main(){
|
||||
vec3 S = vec3(sx, -.2, sz);
|
||||
vec3 realLDir=normalize(LDir - S);
|
||||
color=(
|
||||
0.5
|
||||
+0.5*max(0.,realLDir.y)*LCol
|
||||
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*
|
||||
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, 0.1);
|
||||
V = S;
|
||||
W = vec3(W.x, -W.y, W.z);
|
||||
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
|
||||
cnt_ref = j;
|
||||
|
||||
break;
|
||||
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
|
||||
@@ -199,9 +234,9 @@ void main(){
|
||||
float currks = 1.;
|
||||
for(int i = 0; i < n_ref; ++i)
|
||||
{
|
||||
if(i >= cnt_ref)
|
||||
if(i >= cnt_ref)//same trick to use bounded non-const on indexes
|
||||
{
|
||||
color += currks * stack[i - 1].color;
|
||||
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;
|
||||
@@ -211,6 +246,7 @@ void main(){
|
||||
color += currks * stack[n_ref - 1].color;
|
||||
}
|
||||
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
|
||||
|
||||
gl_FragColor=vec4(sqrt(color),1.);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user