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@ -43,7 +43,7 @@
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<script id='my_fragment_shader' type='x-shader/x-fragment'>
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<script id='my_fragment_shader' type='x-shader/x-fragment'>
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uniform float uTime; // TIME, IN SECONDS
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uniform float uTime; // TIME, IN SECONDS
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uniform int flags;
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varying vec3 vPos; // -1 < vPos.x < +1
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varying vec3 vPos; // -1 < vPos.x < +1
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// -1 < vPos.y < +1
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// -1 < vPos.y < +1
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// vPos.z == 0
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// vPos.z == 0
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@ -135,8 +135,13 @@ uniform sampler2D uSampler;
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float quo = float(int(tex_x/_2pir));
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float quo = float(int(tex_x/_2pir));
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tex_x = (tex_x - quo * _2pir) / _2pir;
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tex_x = (tex_x - quo * _2pir) / _2pir;
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//*TEXTURE MAPPING
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//*TEXTURE MAPPING
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vec3 texture_color;
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if(flags /*& 0x1*/ == 0)
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texture_color = texture2D(uSampler, vec2(tex_x, ((R - y)/(2.*R)))).xyz;
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else
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texture_color = vec3(.0841, .5329, .9604);
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color = lcolor *
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color = lcolor *
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(cloud + texture2D(uSampler, vec2(tex_x, ((R - y)/(2.*R)))).xyz) + specularlight;
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(cloud + texture_color) + specularlight;
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}
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}
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//*CALCULATING LIGHTING AND SHADOWS FOR THE BACKGROUND
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//*CALCULATING LIGHTING AND SHADOWS FOR THE BACKGROUND
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@ -236,15 +241,18 @@ that you are seeing now.</p>
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<li>I used Perlin Noise to generate fake clouds.</li>
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<li>I used Perlin Noise to generate fake clouds.</li>
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<li> I modified the lighting so that the light source won't move with the sphere and
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<li> I modified the lighting so that the light source won't move with the sphere and
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the lighting will change when the sphere moves. I also added specular lights to make it shinier.</li>
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the lighting will change when the sphere moves. I also added specular lights to make it shinier.</li>
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<li> Finally, I tried to add some 'soft shadow' to it. I used a mix of methods inspired by Ambient Occlusion and Ray Tracing.<br>
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<li> I tried to add some 'soft shadow' to it. I used a mix of methods inspired by Ambient Occlusion and Ray Tracing.<br>
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<ul>
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<ul>
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<li>The Ambient lights and diffusion lights are reduced with respect to the distance between the background point and the sphere.</li>
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<li>The Ambient lights and diffusion lights are reduced with respect to the distance between the background point and the sphere.</li>
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<li>The specular light of the background wall is eliminated and the diffusion factor is reduced when the ray shooting from the background point
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<li>The specular light of the background wall is eliminated and the diffusion factor is reduced when the ray shooting from the background point
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towards the light source or from the background point towards the camera position intersect with the sphere.</li>
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towards the light source or from the background point towards the camera position intersect with the sphere.</li>
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</ul>
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</ul>
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<li>Also, I made some small changes like changing R over time and refined the UI a little bit. I used
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<li>I added basic interactions such as press 't' key to hide/show texture, click on the above canvas to pause/unpause animations.
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Just a proof of concept.</li>
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<li>Finally, I made some small changes like changing R over time and refined the UI a little bit. I used
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<a href="https://ace.c9.io">Ace</a> for code highlighting and autocompletion on the edit panel.</li>
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<a href="https://ace.c9.io">Ace</a> for code highlighting and autocompletion on the edit panel.</li>
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<li>Comments begin with '//*' are added by me.</li>
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<li>Comments begin with '//*' are added by me.</li>
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<li>Repo from <a href="https://github.com/sunyinqi0508/graphics_hw1">Github.</a></li>
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</li>
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</li>
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</ul>
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</ul>
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<p>
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<p>
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@ -257,20 +265,20 @@ that you are seeing now.</p>
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<script>
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<script>
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// CREATE THE HTML DOCUMENT
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// CREATE THE HTML DOCUMENT
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let flags = 0x0;
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let vs = my_vertex_shader.innerHTML,
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let vs = my_vertex_shader.innerHTML,
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fs = my_fragment_shader.innerHTML;
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fs = my_fragment_shader.innerHTML;
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fs = fs.substring(1, fs.length);
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fs = fs.substring(1, fs.length);
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document.body.innerHTML = [''
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document.body.innerHTML = [''
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,'<margin-left:750px font size=8 color=#909090>' + my_title.innerHTML
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,'<font size=7 color=#909090>' + my_title.innerHTML
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,'<TABLE cellspacing=0 cellpadding=0><TR>'
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,'<TABLE cellspacing=0 cellpadding=0><TR>'
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,'<td><font color=red size=5><div id=errorMessage></div></font></td>'
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,'<td><font color=red size=5><div id=errorMessage></div></font></td>'
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,'</TR><TR>'
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,'</TR><TR>'
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,'<table cellspacing=0>'
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,'<table cellspacing=0>'
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,'<tr>'
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,'<tr>'
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,'<td valign=top>'
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,'<td valign=top>'
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,'<div id="ace" style="width:800px;height:1650px;"></div>'
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,'<div id="ace" style="width:800px;height:1780px;"></div>'
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,'</td><td valign=top>' + document.body.innerHTML + '<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
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,'</td><td valign=top>' + document.body.innerHTML + '<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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,'</TR></TABLE>'
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,'</TR></TABLE>'
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@ -303,15 +311,46 @@ editor.session.on('change', function(delta) {
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canvas1.setShaders(vs, editor.getSession().getValue());
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canvas1.setShaders(vs, editor.getSession().getValue());
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});
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});
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let lastTime = Date.now();
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let animating = true;
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let ctrl = false;
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canvas1.addEventListener('click',function(ev){
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if(animating)
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lastTime = Date.now();
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else
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startTime += Date.now() - lastTime;
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animating = !animating;
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});
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document.addEventListener('keydown',(e)=>{
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if(e.code.startsWith('Control'))
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{
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ctrl = true;
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}
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else if(ctrl && e.code == 'KeyT')
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{
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mask = 0x1;
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flags = flags&!mask | (!(flags&mask)*mask);
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setUniform('1i', 'flags', flags);
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}
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});
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document.addEventListener('keyup',(e)=>{
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if(e.code.startsWith('Control'))
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{
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ctrl = false;
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}
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});
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// SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
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// SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
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let startTime = Date.now();
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let startTime = Date.now();
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function animate(gl) {
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function animate(gl) {
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let time = (Date.now() - startTime) / 1000;
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if(animating)
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setUniform('1f', 'uTime', time);
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setUniform('1f', 'uTime', (Date.now() - startTime) / 1000);
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else
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setUniform('1f', 'uTime', (lastTime - startTime) / 1000);
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}
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}
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// START EVERYTHING.
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// START EVERYTHING.
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