Milestone 2:

Recursive Ray Tracing Completed.
TODO:
 - Bug fixes
 - Optimizations
 - Simple Interactions
This commit is contained in:
bill
2021-02-24 01:12:18 +08:00
parent afc8716507
commit 834bbea250
2 changed files with 109 additions and 42 deletions
+9 -8
View File
@@ -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) {