@@ -1 +1,3 @@
|
||||
.DS_Store
|
||||
old/
|
||||
new/
|
||||
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||||
@@ -1,2 +1,2 @@
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||||
# graphics_hw1
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||||
[link](https://billsun.dev/graphics/hw1)
|
||||
# graphics_hw2
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||||
[link](https://billsun.dev/graphics/hw2)
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||||
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+103
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<path class="st2" d="M341.65,118.07h30.51c1.3,0,2.41-0.46,3.32-1.37c0.92-0.91,1.38-2.02,1.38-3.31v-12.72
|
||||
c0-1.29-0.46-2.42-1.38-3.38c-0.91-0.96-2.03-1.44-3.32-1.44h-30.51V118.07z M323.72,172.75v-93.5h56.03
|
||||
c4.33,0,8.01,1.53,11.04,4.59c3.03,3.05,4.55,6.75,4.55,11.08v24.09c0,4.33-1.52,8.02-4.55,11.08c-3.04,3.05-6.72,4.59-11.05,4.59
|
||||
h-1.14l22.89,38.08h-19.54l-23.12-38.08h-17.17v38.08"/>
|
||||
<path class="st2" d="M408.39,95.58V79.25h71.75v16.33h-26.77v77.17h-18.21V95.58"/>
|
||||
<path class="st2" d="M484.82,172.75l30.99-47.19l-29.18-46.45h21.95l18.47,29.52l18.81-29.52h20.15l-29.52,44.44l31.12,49.2h-21.89
|
||||
l-20.35-31.93l-20.55,31.93"/>
|
||||
<path class="st2" d="M221.13,167.89v-1.14h0.73c0.4,0,0.95,0.03,0.95,0.52c0,0.53-0.28,0.62-0.75,0.62H221.13 M221.13,168.7h0.49
|
||||
l1.14,2h1.25l-1.26-2.09c0.65-0.05,1.19-0.36,1.19-1.23c0-1.09-0.75-1.45-2.03-1.45h-1.84v4.77h1.06V168.7 M226.49,168.33
|
||||
c0-2.8-2.17-4.42-4.59-4.42c-2.44,0-4.61,1.62-4.61,4.42c0,2.8,2.18,4.43,4.61,4.43C224.32,172.75,226.49,171.12,226.49,168.33
|
||||
M225.16,168.33c0,2.04-1.5,3.41-3.27,3.41v-0.01c-1.82,0.01-3.29-1.36-3.29-3.39c0-2.04,1.47-3.4,3.29-3.4
|
||||
C223.67,164.93,225.16,166.29,225.16,168.33"/>
|
||||
<path class="st2" d="M110.83,137.83l0,33.49h9.46v-33.49H110.83z M36.43,137.78v33.54h9.54v-25.46l7.39,0
|
||||
c2.45,0,4.2,0.61,5.37,1.87c1.5,1.59,2.11,4.17,2.11,8.87v14.73h9.25v-18.53c0-13.22-8.43-15.01-16.68-15.01H36.43z M126.06,137.83
|
||||
v33.49h15.34c8.17,0,10.84-1.36,13.73-4.41c2.04-2.14,3.36-6.84,3.36-11.97c0-4.71-1.11-8.91-3.06-11.52
|
||||
c-3.5-4.68-8.55-5.59-16.09-5.59H126.06z M135.44,145.12h4.06c5.9,0,9.71,2.65,9.71,9.52c0,6.88-3.81,9.53-9.71,9.53h-4.06V145.12z
|
||||
M97.2,137.83l-7.89,26.54l-7.56-26.54l-10.21,0l10.8,33.49h13.63l10.89-33.49H97.2z M162.88,171.32h9.46v-33.48l-9.46,0V171.32z
|
||||
M189.4,137.84l-13.21,33.46h9.33l2.09-5.91h15.63l1.97,5.91h10.12l-13.3-33.47L189.4,137.84z M195.54,143.95l5.73,15.68h-11.64"/>
|
||||
<path class="st2" d="M61.86,71.16c0,0,12.17-17.96,36.47-19.81v-6.52c-26.91,2.16-50.22,24.96-50.22,24.96s13.2,38.16,50.22,41.65
|
||||
v-6.93C71.16,101.09,61.86,71.16,61.86,71.16"/>
|
||||
<path class="st2" d="M98.33,90.74v6.34c-20.53-3.66-26.23-25-26.23-25s9.86-10.92,26.23-12.69v6.96c-0.01,0-0.02,0-0.03,0
|
||||
c-8.59-1.03-15.3,7-15.3,7S86.75,86.86,98.33,90.74"/>
|
||||
<path class="st2" d="M98.33,32.81v12.02c0.79-0.06,1.58-0.11,2.38-0.14c30.6-1.03,50.54,25.1,50.54,25.1s-22.9,27.84-46.75,27.84
|
||||
c-2.19,0-4.23-0.21-6.16-0.54v7.43c1.64,0.21,3.35,0.33,5.13,0.33c22.2,0,38.25-11.34,53.8-24.75c2.58,2.07,13.13,7.09,15.3,9.28
|
||||
c-14.78,12.38-49.23,22.35-68.75,22.35c-1.88,0-3.69-0.11-5.47-0.29v10.44h84.38V32.81"/>
|
||||
<path class="st2" d="M98.33,59.39v-8.05c0.78-0.05,1.57-0.1,2.38-0.12c22-0.69,36.44,18.91,36.44,18.91s-15.59,21.65-32.31,21.65
|
||||
c-2.41,0-4.56-0.38-6.5-1.04V66.35c8.57,1.04,10.29,4.82,15.44,13.4l11.46-9.66c0,0-8.36-10.96-22.46-10.96
|
||||
C101.23,59.12,99.76,59.23,98.33,59.39"/>
|
||||
</g>
|
||||
<g>
|
||||
<path class="st3" d="M768.65,113.4c0,32.02-19.46,48.99-43.19,48.99c-24.56,0-41.81-19.04-41.81-47.2
|
||||
c0-29.53,18.35-48.85,43.19-48.85C752.22,66.34,768.65,85.8,768.65,113.4z M696.47,114.92c0,19.87,10.76,37.67,29.67,37.67
|
||||
c19.04,0,29.81-17.53,29.81-38.64c0-18.49-9.66-37.81-29.67-37.81C706.41,76.14,696.47,94.49,696.47,114.92z"/>
|
||||
<path class="st3" d="M784.24,160.87V67.86h13.11l29.81,47.06c6.9,10.9,12.28,20.7,16.7,30.22l0.28-0.14
|
||||
c-1.1-12.42-1.38-23.74-1.38-38.23V67.86h11.32v93.01h-12.14l-29.53-47.2c-6.49-10.35-12.7-20.98-17.39-31.05l-0.41,0.14
|
||||
c0.69,11.73,0.97,22.91,0.97,38.36v39.74H784.24z"/>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
<g>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 6.7 KiB |
+197
-42
@@ -21,7 +21,8 @@
|
||||
</style>
|
||||
<body bgcolor=white text=black link=black alink=blue vlink=blue>
|
||||
<center>
|
||||
<canvas id='canvas1' style="width: 600px; height:600px;" width=1200 height=1200></canvas>
|
||||
<!!--- SUPER SAMPLING THE W/H PARAMS FOR CANVAS ARE RENDER SIZE, IN THE CSS IS ACTUAL(DISPLAY) SIZE.--->
|
||||
<canvas id='canvas1' style="overflow: auto; width: 600px; height:600px;" width=1200 height=1200></canvas>
|
||||
</center>
|
||||
</body>
|
||||
|
||||
@@ -39,7 +40,7 @@
|
||||
|
||||
|
||||
<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
|
||||
<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag LOADED IN lib2.js -------->
|
||||
<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag!! LOADED IN lib2.js -------->
|
||||
<!--script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
|
||||
|
||||
|
||||
@@ -56,27 +57,41 @@ Solar RTX
|
||||
<p style="font-size:30px; ">In this homework, I implemented Global illumination w/
|
||||
Realtime Recursive Ray Tracing!
|
||||
<p>
|
||||
<i style="font-size:25px;">Here is how it works:</i>
|
||||
<i style="font-size:25px;">Usage: </i>
|
||||
<ul>
|
||||
<li>First, I added <a href="http://planetpixelemporium.com/download/download.php?earthmap1k.jpg">texture</a> to the sphere. The code to load the texture is from
|
||||
<a href="https://developer.mozilla.org/en-US/docs/Web/API/WebGL_API/Tutorial/Using_textures_in_WebGL">here</a>. Please wait a sec for the texture to download.</li>
|
||||
<li>Then, I mapped the 3D sphere surface to the rectangular 2D texture picture. </li>
|
||||
<li>I also make it look like it's rotating by adding uTime to the offset of the texture and reset the offset to 0 whenever it exceeds
|
||||
the width of the texture.</li>
|
||||
<li>I used Perlin Noise to generate fake clouds.</li>
|
||||
<li> I modified the lighting so that the light source won't move with the sphere and
|
||||
the lighting will change when the sphere moves. I also added specular lights to make it shinier.</li>
|
||||
<li> I tried to add some 'soft shadow' to it. I used a mix of methods inspired by Ambient Occlusion and Ray Tracing.<br>
|
||||
<li>Ctrl+Alt/Option+T: Toggle Texture.</li>
|
||||
<li>Ctrl+S: Download fragment shader.</li>
|
||||
<li>Ctrl+Alt/Option+R: Toggle Recursive Ray Tracing.</li>
|
||||
<li>Ctrl+Alt/Option+N: Reset ViewPoint.</li>
|
||||
<li>Ctrl+Alt/Option+P: Toggle Pause/Resume.</li>
|
||||
<li style="color:red;">Please unfocus the Editing area (click somewhere else on the page) to use hotkeys.</li>
|
||||
<li>Double Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
|
||||
<li>MOUSE DRAG, SCROLL/WHEEL ZOOM: Changing Viewing point.</li>
|
||||
<li>Use Chromium based browser for better performance.</li>
|
||||
</ul>
|
||||
<i style="font-size:25px;">How it works:</i>
|
||||
<ul>
|
||||
<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
|
||||
Specular light and much more (spherical texture mapping, simple interactions, improved UI/shader editor).
|
||||
</li>
|
||||
<li> I then merged the code from hw2 and added texture to each sphere.</li>
|
||||
<li> I modified the ray tracing algorithm so that when hitting an object, instead of just returning color calculated from
|
||||
Phong model:<br>
|
||||
<ul>
|
||||
<li>The Ambient lights and diffusion lights are reduced with respect to the distance between the background point and the sphere.</li>
|
||||
<li>The specular light of the background wall is eliminated and the diffusion factor is reduced when the ray shooting from the background point
|
||||
towards the light source or from the background point towards the camera position intersect with the sphere.</li>
|
||||
<li>It recursively bounces and/or refract(NOT IMPLEMENTED YET) itself spawning new rays.</li>
|
||||
<li>The color of this pixel equals to Ambient + Diffuse + ks*color[Reflected] + kt*color[Refracted].
|
||||
(<a href="https://www.cs.drexel.edu/~david/Classes/Papers/p343-whitted.pdf">Turner Whitted Model</a>)</li>
|
||||
<li>The tracing will stop when a ray was not hitting any object or was reflected/refracted n_ref times. </li>
|
||||
<li>The color/intensity of the final lights are computed via specular component from the Phong model.</li>
|
||||
<li>You may increase n_ref for more iterations, but please proceed with caution, because it may halt the computer.
|
||||
</li>
|
||||
</ul>
|
||||
<li>I added basic interactions such as press ctrl + 't' key to hide/show texture, click on the above canvas to pause/unpause animations.
|
||||
Just a proof of concept.</li>
|
||||
<li>Finally, I made some small changes like changing R over time and refined the UI a little bit. I used
|
||||
<a href="https://ace.c9.io">Ace</a> for code highlighting and autocompletion on the edit panel.</li>
|
||||
<li>Comments begin with '//*' are added by me.</li>
|
||||
<li>I added more interactions, you can now change the viewpoint by
|
||||
holding shift and alt key while dragging on canvas to rotate,
|
||||
or holding shift and alt while scrolling on canvas to change focal length.
|
||||
This is implemented by applying a transformation matrix to the viewpoint and projection surface.
|
||||
</li>
|
||||
<li>Finally, I used super sampling via doubling the render dimensions of the canvas to reduce aliasing. SEE comments on index.html</li>
|
||||
<li>Repo on <a href="https://github.com/sunyinqi0508/graphics_hw1">Github</a>.</li>
|
||||
</li>
|
||||
</ul>
|
||||
@@ -111,18 +126,35 @@ let vs = my_vertex_shader.innerHTML;
|
||||
client.send();
|
||||
document.body.innerHTML = [''
|
||||
,'<font size=7 color=#909090>' + my_title.innerHTML
|
||||
,'<img id="rtx" style="float:right;" src="./RTXon.svg" type="image/svg+xml"'
|
||||
,' alt="Turn Ray Tracing On/OFF" title="Turn Ray Tracing On/OFF" height=60px /img>'
|
||||
,'<div id="fps" style="font-size:25;float:right;margin-right:18px;"></div>'
|
||||
,'<TABLE cellspacing=0 cellpadding=0><TR>'
|
||||
,'<td><font color=red size=5><div id=errorMessage></div></font></td>'
|
||||
,'</TR><TR>'
|
||||
,'<table cellspacing=0>'
|
||||
,'<tr>'
|
||||
,'<td valign=top>'
|
||||
,'<div id="ace" style="width:800px;height:1780px;"></div>'
|
||||
,'</td><td valign=top>' + document.body.innerHTML + '<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
|
||||
,'<div id="ace" style="width:800px;height:2200px;"></div>'
|
||||
,'</td><td valign=top>' + document.body.innerHTML
|
||||
,'<input type="number" id="ins" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="4">'
|
||||
,'<button id="bns" style="margin-left:5px;font-size:24px;width:150px;height:45px">Set Spheres</button>'
|
||||
,'<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
|
||||
,'</tr></table>'
|
||||
,'</TR></TABLE>'
|
||||
].join('');
|
||||
|
||||
bns.onclick=function(e){
|
||||
if(ins.value>0 &&ins.value<=ns &&cns!=ins.value)
|
||||
{
|
||||
cns = ins.value;
|
||||
fragmentShaderDefs = '\n const int cns = ' + cns + ';';
|
||||
if(typeof canvas1.setShaders === "function")
|
||||
{
|
||||
canvas1.setShaders(vs, editor.getSession().getValue());
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
}
|
||||
}
|
||||
// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
|
||||
ace.require("ace/ext/language_tools");
|
||||
var editor = ace.edit("ace", {
|
||||
@@ -144,52 +176,175 @@ editor.setAutoScrollEditorIntoView(true);
|
||||
delete editor.KeyBinding;
|
||||
let lastTime = Date.now();
|
||||
let animating = true;
|
||||
let ctrl = false;
|
||||
canvas1.addEventListener('click',function(ev){
|
||||
let ctrl = false, alt = false, shift = false, fpson = true, moving = false, over = false;
|
||||
let mousedx = 0, mousedy = 0, mousedz = 0;
|
||||
let cx = 1, cy = 1, sx = 0, sy = 0;
|
||||
let mouselastX, mouselastY;
|
||||
let lastClick = undefined;
|
||||
let pause_resume = function(){
|
||||
if(animating)
|
||||
lastTime = Date.now();
|
||||
else
|
||||
startTime += Date.now() - lastTime;
|
||||
animating = !animating;
|
||||
lastTime = Date.now();
|
||||
else
|
||||
startTime += Date.now() - lastTime;
|
||||
animating = !animating;
|
||||
};
|
||||
canvas1.addEventListener('click',function(ev){
|
||||
if(!(shift && alt) && lastClick&& Date.now()-lastClick<400)
|
||||
pause_resume();
|
||||
lastClick = Date.now();
|
||||
//moving = false;
|
||||
});
|
||||
canvas1.addEventListener('mouseover', function(e){
|
||||
over = true;
|
||||
const mask = 0x8;
|
||||
flags |= mask;
|
||||
setUniform('1i', 'flags', flags);
|
||||
});
|
||||
canvas1.addEventListener('mousedown', function(e){
|
||||
moving = true
|
||||
mouselastX = mouselastY = undefined;
|
||||
});
|
||||
canvas1.addEventListener('mousemove', function(e){
|
||||
if(!(mouselastX==undefined || mouselastY == undefined)&&moving){
|
||||
mousedx -= (mouselastX - e.offsetX)/60;
|
||||
mousedy -= (mouselastY - e.offsetY)/60;
|
||||
cx = Math.cos(mousedx);
|
||||
sx = Math.sin(mousedx);
|
||||
cy = Math.cos(mousedy);
|
||||
sy = Math.sin(mousedy);
|
||||
setUniform('4f', 'rot', cx, sx, cy, sy);
|
||||
const mask = 0x4;
|
||||
flags |= mask;
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
// if(over){
|
||||
// let x=e.offsetX/300-1;
|
||||
// let y=e.offsetY/300-1;
|
||||
// let z=-1-3-mousedz;
|
||||
// let tx = cx*x+sy*sx*y+sx*cy*z;
|
||||
// let ty = cy*y-sy*z;
|
||||
// let tz = -sx*x+cx*sy*y+cx*cy*z;
|
||||
// let len = Math.sqrt(tx*tx + ty*ty+tz*tz);
|
||||
// setUniform('3f', 'fDir', tx/len, ty/len, tz/len);
|
||||
// }
|
||||
mouselastX = e.offsetX;
|
||||
mouselastY = e.offsetY;
|
||||
});
|
||||
canvas1.addEventListener('mouseup', function(e){
|
||||
// if(ctrl && alt && moving){
|
||||
// }
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('mouseout', function(e){
|
||||
// if(ctrl && alt && moving){
|
||||
// }
|
||||
const mask = 0x8;
|
||||
flags &= !mask;
|
||||
setUniform('1i', 'flags', flags);
|
||||
over = false;
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('wheel', function(e){
|
||||
mousedz += e.wheelDelta/600;
|
||||
setUniform('1f', 'dFL', mousedz);
|
||||
e.stopImmediatePropagation();
|
||||
});
|
||||
canvas1.scroll(function(e) {e.stopPropagation();});
|
||||
rtx.style.cursor="pointer";
|
||||
let rtswitch = function(){
|
||||
const mask = 0x2;
|
||||
let rtstatus = !(flags&mask);
|
||||
if (rtstatus)
|
||||
rtx.src='./RTXoff.svg';
|
||||
else
|
||||
rtx.src='./RTXon.svg';
|
||||
flags = (flags&(!mask)) | (rtstatus?mask:0);
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
rtx.addEventListener('click', rtswitch);
|
||||
var requestAnimationFrame = window.requestAnimationFrame ||
|
||||
window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
|
||||
let fpscounter = function(time){
|
||||
if (start === undefined)
|
||||
start = time;
|
||||
else
|
||||
fps.innerHTML = Math.round(10000/(time-start))/10 + ' fps';
|
||||
start = time;
|
||||
if(fpson)
|
||||
requestAnimationFrame(fpscounter);
|
||||
else{
|
||||
start = undefined;
|
||||
fps.innerHTML = '';
|
||||
}
|
||||
};
|
||||
document.addEventListener('keydown',(e)=>{
|
||||
if(e.code.startsWith('Shift'))
|
||||
shift = true;
|
||||
if(e.code.startsWith('Control'))
|
||||
{
|
||||
ctrl = true;
|
||||
}
|
||||
else if(ctrl && e.code == 'KeyT')
|
||||
{
|
||||
mask = 0x1;
|
||||
if(e.code.startsWith('Alt'))
|
||||
alt = true;
|
||||
else if(ctrl && alt && e.code == 'KeyT'){
|
||||
const mask = 0x1;
|
||||
flags = flags&!mask | (!(flags&mask)?mask:0);
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
else if (ctrl && e.code == 'KeyS')
|
||||
{
|
||||
else if (ctrl &&e.code == 'KeyS'){
|
||||
let a = document.createElement('a');
|
||||
a.href = "data:text/plain,"+encodeURIComponent(editor.getSession().getValue());
|
||||
a.download = 'shader.frag';
|
||||
a.click();
|
||||
}
|
||||
else if(ctrl && alt&&e.code == 'KeyR')
|
||||
rtswitch();
|
||||
else if(ctrl && alt&&e.code == 'KeyN')
|
||||
{
|
||||
flags = 0;
|
||||
moving = false;
|
||||
mousedx = mousedy = mousedz = 0;
|
||||
cx = Math.cos(mousedx);
|
||||
sx = Math.sin(mousedx);
|
||||
cy = Math.cos(mousedy);
|
||||
sy = Math.sin(mousedy);
|
||||
rtx.src='./RTXon.svg';
|
||||
setUniform('4f', 'rot', cx, sx, cy, sy);
|
||||
setUniform('1f', 'dFL', mousedz);
|
||||
setUniform('1i', 'flags', flags);
|
||||
}
|
||||
else if(ctrl && alt&&e.code == 'KeyP')
|
||||
pause_resume();
|
||||
else if(ctrl && alt&&e.code == 'KeyF')
|
||||
if(!fpson)
|
||||
{
|
||||
fpson = true;
|
||||
requestAnimationFrame(fpscounter);
|
||||
}
|
||||
else
|
||||
fpson = false;
|
||||
// else if(e.code =='KeyV')
|
||||
// alert(' '+ mousedx+ ' ' + mousedy + ' '+mousedz)
|
||||
|
||||
});
|
||||
|
||||
document.addEventListener('keyup',(e)=>{
|
||||
if(e.code.startsWith('Control'))
|
||||
{
|
||||
ctrl = false;
|
||||
}
|
||||
if(e.code.startsWith('Alt'))
|
||||
alt = false;
|
||||
if(e.code.startsWith('Shift'))
|
||||
shift = false;
|
||||
});
|
||||
// SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
|
||||
|
||||
let startTime = Date.now();
|
||||
|
||||
let lastFrameTime = 0;
|
||||
function animate(gl) {
|
||||
if(animating)
|
||||
setUniform('1f', 'uTime', (Date.now() - startTime) / 1000);
|
||||
else
|
||||
setUniform('1f', 'uTime', (lastTime - startTime) / 1000);
|
||||
|
||||
}
|
||||
|
||||
|
||||
let start;
|
||||
requestAnimationFrame(fpscounter);
|
||||
</script>
|
||||
|
||||
|
||||
@@ -15,8 +15,10 @@ let fragmentShaderHeader = ['' // WHATEVER CODE WE WANT TO
|
||||
, ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);'
|
||||
, '} return .5 * sin(r); }'
|
||||
].join('\n');
|
||||
|
||||
let nfsh = fragmentShaderHeader.split('\n').length; // NUMBER OF LINES OF CODE IN fragmentShaderHeader
|
||||
let ns = 4, cns = 4;
|
||||
fragmentShaderHeader+= 'const int ns = ' + ns + ';\n';
|
||||
let fragmentShaderDefs = 'const int cns = ' + cns + ';\n';
|
||||
let nfsh = fragmentShaderHeader.split('\n').length + 1; // NUMBER OF LINES OF CODE IN fragmentShaderHeader
|
||||
|
||||
let isFirefox = navigator.userAgent.indexOf('Firefox') > 0; // IS THIS THE FIREFOX BROWSER?
|
||||
let errorMsg = '';
|
||||
@@ -90,7 +92,7 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
|
||||
|
||||
setTimeout(function () {
|
||||
try {
|
||||
canvas.gl = canvas.getContext('webgl2'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD.
|
||||
canvas.gl = canvas.getContext('experimental-webgl'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD.
|
||||
} catch (e) { throw 'Sorry, your browser does not support WebGL.'; }
|
||||
|
||||
canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders:
|
||||
@@ -138,20 +140,19 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
|
||||
};
|
||||
|
||||
addshader(gl.VERTEX_SHADER, vertexShader); // Add the vertex and fragment shaders.
|
||||
addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader + fragmentShader);
|
||||
addshader(gl.FRAGMENT_SHADER, fragmentShaderHeader +fragmentShaderDefs+ fragmentShader);
|
||||
|
||||
gl.linkProgram(program); // Link the program, report any errors.
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
|
||||
console.log('Could not link the shader program!');
|
||||
gl.useProgram(program);
|
||||
gl.program = program;
|
||||
const ns = 2;
|
||||
for(let i = 0; i < ns; ++i){
|
||||
loadTexture(gl, './'+(i+1)+'.jpg', i); //Texture loading.
|
||||
textures[i] = i;
|
||||
}
|
||||
gl.uniform1iv(gl.getUniformLocation(program, 'uSampler'), textures);
|
||||
|
||||
setUniform('4f', 'rot', Math.cos(mousedx), Math.sin(mousedx), Math.cos(mousedy), Math.sin(mousedz));
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles.
|
||||
[-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]), gl.STATIC_DRAW);
|
||||
|
||||
+113
-58
@@ -1,26 +1,43 @@
|
||||
|
||||
vec3 foregroundColor = vec3(.0841, .5329, .9604);
|
||||
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-
|
||||
//FLAGS 0-TEX, 1-RT, 2-MOVED, 3-FLASH, 4-TEX_ROT, 5-CLOUD
|
||||
|
||||
uniform vec4 rot; //ROTATION VALUES USED TO CALCULATE TRANSFORMATION MATRIX
|
||||
//rot=[cosx, sinx, cosy, siny], x, y BING ROTATED ANGLE
|
||||
uniform float dFL; //DELTA on FOCAL LENGTH
|
||||
uniform vec3 fDir;//Flash light direction
|
||||
varying vec3 vPos;// -1 < vPos.x < +1
|
||||
// -1 < vPos.y < +1
|
||||
// vPos.z == 0
|
||||
|
||||
float fl=3.;
|
||||
float fl=3.;//ORIGINAL FOCAL LENGTH
|
||||
const float pi=3.14159265359;
|
||||
const int n_ref=2;
|
||||
const int ns=2;
|
||||
const float _2pi=2.*pi;
|
||||
const int n_ref=5; //<<=======***********************MAX NUMBER OF RAY TRACING RECURRSIONS. INCREASE IT IF YOUR GRAPHICS CARD CAN HANDLE.****************************
|
||||
//const int ns=4; ns is added from .js
|
||||
vec4 Sph[ns];
|
||||
uniform sampler2D uSampler[ns];
|
||||
vec3 Ambient[ns];
|
||||
vec3 Diffuse[ns];
|
||||
vec4 Specular[ns];
|
||||
struct RT{
|
||||
float ks[ns];
|
||||
struct Sphere{ //UPDATED SPHERE STRUCTURE THAT SUPPORTS TRANSPARENCY.(UNUSED)
|
||||
vec4 Pos;
|
||||
vec3 Ambient;
|
||||
vec3 Diffuse;
|
||||
vec4 Specular;
|
||||
int textureid;
|
||||
float ks, kt;
|
||||
};
|
||||
struct RT{ //STACK FOR RECURSIVE RAY TRACING.
|
||||
vec3 color;
|
||||
float ks;
|
||||
// vec3 colorr;
|
||||
// float kt;
|
||||
// vec3 ptr;
|
||||
// vec3 normal;
|
||||
} stack[n_ref];
|
||||
@@ -33,24 +50,31 @@ float clampv(float val,float l,float h){
|
||||
return val<l?l:val>h?h:val;
|
||||
}
|
||||
void main(){
|
||||
|
||||
////////////////////////////////////////////////
|
||||
//
|
||||
// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
|
||||
// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
|
||||
|
||||
// LIGHT DIRECTION AND COLOR
|
||||
|
||||
//* I USED LDir AS LIGHT POSITION
|
||||
//* I NORMALIZED IT AFTER GETTING THE
|
||||
//* DIRECTION BY SUBTRACTING IT FROM THE POINT
|
||||
vec3 LDir=vec3(.5,.5,.5);
|
||||
vec3 LCol=vec3(1.,1.,1.);
|
||||
|
||||
// SPHERE
|
||||
Sph[3]=vec4(.9*sin(uTime*.4),0.,.9*cos(uTime*.4),.25);
|
||||
Sph[2]=vec4(.22*sin(uTime*1.2),0.05,.22*cos(uTime*1.2),.02);
|
||||
Sph[0]=vec4(.45*sin(uTime),0.05*cos(uTime + 1.),.45*cos(uTime),.1);
|
||||
Sph[1]=vec4(0.,0.,0.,.15);
|
||||
|
||||
Sph[0]=vec4(.5*sin(uTime),0.,.5*cos(uTime),.2);
|
||||
Sph[1]=vec4(0.,0.,0.,.2);
|
||||
|
||||
// SURFACE REFLECTANCE PROPERTIES
|
||||
|
||||
// SURFACE REFLECTANCE PROPERTIES, can be transferred from .js
|
||||
Ambient[3]=vec3(.1,.1,.1);// r,g,b
|
||||
Diffuse[3]=vec3(.71,.71,.71);// r,g,b
|
||||
Specular[3]=vec4(.71,.71,.71,10.);// r,g,b,power
|
||||
Ambient[2]=vec3(.1,.05,.05);// r,g,b
|
||||
Diffuse[2]=vec3(.71,.71,.71);// r,g,b
|
||||
Specular[2]=vec4(.71,.71,.71,10.);// r,g,b,power
|
||||
Ambient[1]=vec3(.1,.05,.05);// r,g,b
|
||||
Diffuse[1]=vec3(1.,.5,.5);// r,g,b
|
||||
Specular[1]=vec4(1.,.5,.5,10.);// r,g,b,power
|
||||
@@ -58,25 +82,37 @@ void main(){
|
||||
Ambient[0]=vec3(.05,.05,.1);// r,g,b
|
||||
Diffuse[0]=vec3(.5,.5,1.);// r,g,b
|
||||
Specular[0]=vec4(1.,.5,.5,20.);// r,g,b,power
|
||||
|
||||
ks[0] = 0.25;
|
||||
ks[1] = 0.1;
|
||||
ks[2] = 0.3;
|
||||
ks[3] = 0.05;
|
||||
// INITIALIZE TO A BACKGROUND COLOR
|
||||
|
||||
vec3 color=vec3(.2, .3, .5);
|
||||
|
||||
float ca=rot.x, sa = rot.y, cb=rot.z, sb=rot.w;
|
||||
mat3 transformation, invTr;//Transformation matrix for viewpoint.
|
||||
transformation[0] = vec3(ca, sb*sa, sa*cb);//because the matrices are all the same,
|
||||
transformation[1] = vec3(0, cb, -sb);//We don't need to calculate it for every pixel
|
||||
transformation[2] = vec3(-sa,ca*sb,ca*cb);//So, we get it from the CPU
|
||||
invTr[0] = vec3(ca, 0, -sa);//it's inverse, to calculate texture mapping.
|
||||
invTr[1] = vec3(sa*sb, cb, ca*sb);
|
||||
invTr[2] = vec3(cb*sa, -sb, ca*cb);
|
||||
vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
|
||||
// COMPUTE THE RAY ORIGIN AND DIRECTION
|
||||
float x=vPos.x;
|
||||
float y=vPos.y;
|
||||
|
||||
vec3 V=vec3(0.,0.,fl);
|
||||
vec3 W=normalize(vec3(x,y,-fl));
|
||||
vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
|
||||
vec3 W=normalize(trPos-V);
|
||||
// RAY TRACE TO ALL OBJECTS IN THE SCENE
|
||||
bool rtxoff = getflag(flags, 1);
|
||||
bool rtxoff = getflag(flags, 1),
|
||||
showtexture = !getflag(flags,0),
|
||||
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
|
||||
@@ -86,8 +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!
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -95,47 +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=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 += float(j) * 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 INFINITE FLOOR [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;
|
||||
|
||||
@@ -144,28 +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 += float(j)*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)
|
||||
{
|
||||
stack[j] = RT(vec3(12.,12.,12.)*pow(max(0.,dot(W, normalize(LDir - V))), 10.), 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
|
||||
@@ -180,9 +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;
|
||||
@@ -192,6 +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