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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