Milestone 2:

Recursive Ray Tracing Completed.
TODO:
 - Bug fixes
 - Optimizations
 - Simple Interactions
master
bill 3 years ago
parent afc8716507
commit 834bbea250

@ -39,23 +39,23 @@
<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
<script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag LOADED IN lib2.js -------->
<!--script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
<script id='my_title' type='text/html'>
The Bouncing Earth
Solar RTX
</script>
<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
<script id='my_instructions' type='text/html'><font color=#909090>
<p style="font-size:30px; ">This is a description
of my cool homework
that you are seeing now.</p>
<p style="font-size:30px; ">I am implementing ray tracing<br>
to multiple spheres with a single<br>
light source and Phong shading.
<p>
<i style="font-size:25px;">Here is how it works:</i>
<ul>
@ -86,18 +86,19 @@ that you are seeing now.</p>
</script>
<!!-------- YOU PROBABLY DON'T WANT TO CHANGE ANYTHING BELOW FOR NOW -------->
<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
<script>
// CREATE THE HTML DOCUMENT
let flags = 0x0;
let vs = my_vertex_shader.innerHTML;
//* LOADING FRAGMENT SHADER
var client = new XMLHttpRequest();
client.open('GET', './shader.frag');
client.onloadend = function() {
fs = (client.responseText);
// START EVERYTHING.
//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
gl_start(canvas1, vs, fs);
editor.getSession().setValue(fs);
editor.session.on('change', function(delta) {

@ -1,4 +1,7 @@
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 flags;
//FLAGS 0-RT, 1-TEX, 2-
@ -8,13 +11,19 @@ varying vec3 vPos;// -1 < vPos.x < +1
float fl=3.;
const float pi=3.14159265359;
const int n_ref=10;
const int n_ref=1;
const int ns=2;
vec4 Sph[ns];
uniform sampler2D uSampler[ns];
vec3 Ambient[ns];
vec3 Diffuse[ns];
vec4 Specular[ns];
struct RT{
vec3 color;
float ks;
// vec3 ptr;
// vec3 normal;
} stack[n_ref];
bool getflag(int flag,int bit){
float shifted = float(int(float(flag)/ pow(2.,float(bit))));
@ -61,7 +70,8 @@ void main(){
vec3 V=vec3(0.,0.,fl);
vec3 W=normalize(vec3(x,y,-fl));
// RAY TRACE TO ALL OBJECTS IN THE SCENE
bool rtxoff = getflag(flags, 1);
int cnt_ref = n_ref;
for(int j=0;j<n_ref;j++)
{
float tMin=10000.;
@ -82,42 +92,98 @@ void main(){
}
}
// IF RAY HITS SPHERE
float t = tMin;
vec3 S=V+t*W;
for(int i = 0; i < ns; ++ i)
if(i == iMin)
{
//*TEXTURE MAPPING
vec3 tex_sph=S-Sph[i].xyz;
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;
vec3 texture_color;
if(!getflag(flags,0))
texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
vec3 N=normalize(S-Sph[i].xyz);
vec3 VDir=normalize(V-Sph[i].xyz);
//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
vec3 realLDir=normalize(LDir-S);
color=(
Ambient[i]
+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
)*texture_color
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=S-Sph[i].xyz;
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;
vec3 texture_color;
if(!getflag(flags,0))
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);
color=(
Ambient[i]
+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
)*texture_color
;
// + SPECULAR COMPONENT GOES HERE
+Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,VDir)),Specular[i].w)
if(rtxoff || j == n_ref - 1)
color += Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
stack[j] = RT(color, 0.05);
V = S;
W = -normalize(2. * dot(N, W) * N - W);
break;
}
}
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 INFINITE FLOOR [y = -1]
float t = -(1.+V.y)/W.y;
if(t >= 0.)
{
vec3 S = vec3(V.x + t*W.x, -1, V.z + t*W.z);
vec3 realLDir=normalize(LDir - S);
color=(
0.5
+0.5*max(0.,realLDir.y)*LCol
)*groundColor
;
// + SPECULAR COMPONENT GOES HERE
if(rtxoff || j == n_ref - 1)
color += groundSpecular.xyz*
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);
}
else{
if(j > 0)
stack[j] = RT(vec3(1.,1.,1.)*pow(max(0.,dot(-W, normalize(LDir - V))), 10.), 1.);
cnt_ref = j;// + 1;
break;
}
if(getflag(flags, 1))
}
}
// RTX off
if(rtxoff)
break;
}
if(rtxoff)
color = stack[0].color;
else
{
color = vec3(0,0,0);
float currks = 1.;
for(int i = 0; i < n_ref; ++i)
{
if(i >= cnt_ref)
{
color += currks * stack[i - 1].color;
break;
}
color += currks *(1.-stack[i].ks) * stack[i].color;
currks *= stack[i].ks;
}
if(n_ref == cnt_ref)
color += currks * stack[n_ref - 1].color;
}
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
gl_FragColor=vec4(sqrt(color),1.);

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