Merge pull request #2 from sunyinqi0508/hw2

Hw2
master
sunyinqi0508 4 years ago committed by GitHub
commit a73c9fa018
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2
.gitignore vendored

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.DS_Store .DS_Store
old/
new/

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# graphics_hw1 # graphics_hw2
[link](https://billsun.dev/graphics/hw1) [link](https://billsun.dev/graphics/hw2)

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After

Width:  |  Height:  |  Size: 6.7 KiB

@ -21,7 +21,8 @@
</style> </style>
<body bgcolor=white text=black link=black alink=blue vlink=blue> <body bgcolor=white text=black link=black alink=blue vlink=blue>
<center> <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> </center>
</body> </body>
@ -39,7 +40,7 @@
<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK --------> <!!-------- 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> <!--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/ <p style="font-size:30px; ">In this homework, I implemented Global illumination w/
Realtime Recursive Ray Tracing! Realtime Recursive Ray Tracing!
<p> <p>
<i style="font-size:25px;">Here is how it works:</i> <i style="font-size:25px;">Usage: </i>
<ul> <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 <li>Ctrl+Alt/Option+T: Toggle Texture.</li>
<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>Ctrl+S: Download fragment shader.</li>
<li>Then, I mapped the 3D sphere surface to the rectangular 2D texture picture. </li> <li>Ctrl+Alt/Option+R: Toggle Recursive Ray Tracing.</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 <li>Ctrl+Alt/Option+N: Reset ViewPoint.</li>
the width of the texture.</li> <li>Ctrl+Alt/Option+P: Toggle Pause/Resume.</li>
<li>I used Perlin Noise to generate fake clouds.</li> <li style="color:red;">Please unfocus the Editing area (click somewhere else on the page) to use hotkeys.</li>
<li> I modified the lighting so that the light source won't move with the sphere and <li>Double Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
the lighting will change when the sphere moves. I also added specular lights to make it shinier.</li> <li>MOUSE DRAG, SCROLL/WHEEL ZOOM: Changing Viewing point.</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>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> <ul>
<li>The Ambient lights and diffusion lights are reduced with respect to the distance between the background point and the sphere.</li> <li>It recursively bounces and/or refract(NOT IMPLEMENTED YET) itself spawning new rays.</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 <li>The color of this pixel equals to Ambient + Diffuse + ks*color[Reflected] + kt*color[Refracted].
towards the light source or from the background point towards the camera position intersect with the sphere.</li> (<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> </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. <li>I added more interactions, you can now change the viewpoint by
Just a proof of concept.</li> holding shift and alt key while dragging on canvas to rotate,
<li>Finally, I made some small changes like changing R over time and refined the UI a little bit. I used or holding shift and alt while scrolling on canvas to change focal length.
<a href="https://ace.c9.io">Ace</a> for code highlighting and autocompletion on the edit panel.</li> This is implemented by applying a transformation matrix to the viewpoint and projection surface.
<li>Comments begin with '//*' are added by me.</li> </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>Repo on <a href="https://github.com/sunyinqi0508/graphics_hw1">Github</a>.</li>
</li> </li>
</ul> </ul>
@ -111,18 +126,35 @@ let vs = my_vertex_shader.innerHTML;
client.send(); client.send();
document.body.innerHTML = ['' document.body.innerHTML = [''
,'<font size=7 color=#909090>' + my_title.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>' ,'<TABLE cellspacing=0 cellpadding=0><TR>'
,'<td><font color=red size=5><div id=errorMessage></div></font></td>' ,'<td><font color=red size=5><div id=errorMessage></div></font></td>'
,'</TR><TR>' ,'</TR><TR>'
,'<table cellspacing=0>' ,'<table cellspacing=0>'
,'<tr>' ,'<tr>'
,'<td valign=top>' ,'<td valign=top>'
,'<div id="ace" style="width:800px;height:1780px;"></div>' ,'<div id="ace" style="width:800px;height:2200px;"></div>'
,'</td><td valign=top>' + document.body.innerHTML + '<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>' ,'</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>'
,'</TR></TABLE>' ,'</TR></TABLE>'
].join(''); ].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. // SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
ace.require("ace/ext/language_tools"); ace.require("ace/ext/language_tools");
var editor = ace.edit("ace", { var editor = ace.edit("ace", {
@ -144,52 +176,175 @@ editor.setAutoScrollEditorIntoView(true);
delete editor.KeyBinding; delete editor.KeyBinding;
let lastTime = Date.now(); let lastTime = Date.now();
let animating = true; let animating = true;
let ctrl = false; let ctrl = false, alt = false, shift = false, fpson = true, moving = false, over = false;
canvas1.addEventListener('click',function(ev){ 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) if(animating)
lastTime = Date.now(); lastTime = Date.now();
else else
startTime += Date.now() - lastTime; startTime += Date.now() - lastTime;
animating = !animating; 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)=>{ document.addEventListener('keydown',(e)=>{
if(e.code.startsWith('Shift'))
shift = true;
if(e.code.startsWith('Control')) if(e.code.startsWith('Control'))
{
ctrl = true; ctrl = true;
} if(e.code.startsWith('Alt'))
else if(ctrl && e.code == 'KeyT') alt = true;
{ else if(ctrl && alt && e.code == 'KeyT'){
mask = 0x1; const mask = 0x1;
flags = flags&!mask | (!(flags&mask)?mask:0); flags = flags&!mask | (!(flags&mask)?mask:0);
setUniform('1i', 'flags', flags); setUniform('1i', 'flags', flags);
} }
else if (ctrl && e.code == 'KeyS') else if (ctrl &&e.code == 'KeyS'){
{
let a = document.createElement('a'); let a = document.createElement('a');
a.href = "data:text/plain,"+encodeURIComponent(editor.getSession().getValue()); a.href = "data:text/plain,"+encodeURIComponent(editor.getSession().getValue());
a.download = 'shader.frag'; a.download = 'shader.frag';
a.click(); 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)=>{ document.addEventListener('keyup',(e)=>{
if(e.code.startsWith('Control')) if(e.code.startsWith('Control'))
{
ctrl = false; 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. // SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
let startTime = Date.now(); let startTime = Date.now();
let lastFrameTime = 0;
function animate(gl) { function animate(gl) {
if(animating) if(animating)
setUniform('1f', 'uTime', (Date.now() - startTime) / 1000); setUniform('1f', 'uTime', (Date.now() - startTime) / 1000);
else else
setUniform('1f', 'uTime', (lastTime - startTime) / 1000); setUniform('1f', 'uTime', (lastTime - startTime) / 1000);
} }
let start;
requestAnimationFrame(fpscounter);
</script> </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.);' , ' r+=sin(6.3*dot(P,fract(D)-.5))*pow(max(0.,1.-2.*dot(P,P)),4.);'
, '} return .5 * sin(r); }' , '} return .5 * sin(r); }'
].join('\n'); ].join('\n');
let ns = 4, cns = 4;
let nfsh = fragmentShaderHeader.split('\n').length; // NUMBER OF LINES OF CODE IN fragmentShaderHeader 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 isFirefox = navigator.userAgent.indexOf('Firefox') > 0; // IS THIS THE FIREFOX BROWSER?
let errorMsg = ''; let errorMsg = '';
@ -90,7 +92,7 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
setTimeout(function () { setTimeout(function () {
try { 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.'; } } catch (e) { throw 'Sorry, your browser does not support WebGL.'; }
canvas.setShaders = function (vertexShader, fragmentShader) { // Add the vertex and fragment shaders: 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.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. gl.linkProgram(program); // Link the program, report any errors.
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) if (!gl.getProgramParameter(program, gl.LINK_STATUS))
console.log('Could not link the shader program!'); console.log('Could not link the shader program!');
gl.useProgram(program); gl.useProgram(program);
gl.program = program; gl.program = program;
const ns = 2;
for(let i = 0; i < ns; ++i){ for(let i = 0; i < ns; ++i){
loadTexture(gl, './'+(i+1)+'.jpg', i); //Texture loading. loadTexture(gl, './'+(i+1)+'.jpg', i); //Texture loading.
textures[i] = i; textures[i] = i;
} }
gl.uniform1iv(gl.getUniformLocation(program, 'uSampler'), textures); 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.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer()); // Create a square as a triangle strip
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array( // consisting of two triangles. 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); [-1, 1, 0, 1, 1, 0, -1, -1, 0, 1, -1, 0]), gl.STATIC_DRAW);

@ -4,23 +4,40 @@ vec3 groundColor = vec3(.2, .3, .5);
vec4 groundSpecular = vec4(.71, .71, .71, 10.); vec4 groundSpecular = vec4(.71, .71, .71, 10.);
uniform float uTime;// TIME, IN SECONDS uniform float uTime;// TIME, IN SECONDS
uniform int flags; 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 varying vec3 vPos;// -1 < vPos.x < +1
// -1 < vPos.y < +1 // -1 < vPos.y < +1
// vPos.z == 0 // vPos.z == 0
float fl=3.; float fl=3.;//ORIGINAL FOCAL LENGTH
const float pi=3.14159265359; const float pi=3.14159265359;
const int n_ref=2; const float _2pi=2.*pi;
const int ns=2; 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]; vec4 Sph[ns];
uniform sampler2D uSampler[ns]; uniform sampler2D uSampler[ns];
vec3 Ambient[ns]; vec3 Ambient[ns];
vec3 Diffuse[ns]; vec3 Diffuse[ns];
vec4 Specular[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; vec3 color;
float ks; float ks;
// vec3 colorr;
// float kt;
// vec3 ptr; // vec3 ptr;
// vec3 normal; // vec3 normal;
} stack[n_ref]; } stack[n_ref];
@ -33,24 +50,31 @@ float clampv(float val,float l,float h){
return val<l?l:val>h?h:val; return val<l?l:val>h?h:val;
} }
void main(){ void main(){
//////////////////////////////////////////////// ////////////////////////////////////////////////
// //
// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY // HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT. // CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
// LIGHT DIRECTION AND COLOR // 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 LDir=vec3(.5,.5,.5);
vec3 LCol=vec3(1.,1.,1.); vec3 LCol=vec3(1.,1.,1.);
// SPHERE // SPHERE
Sph[3]=vec4(.9*sin(uTime*.4),0.,.9*cos(uTime*.4),.25);
Sph[0]=vec4(.5*sin(uTime),0.,.5*cos(uTime),.2); Sph[2]=vec4(.22*sin(uTime*1.2),0.05,.22*cos(uTime*1.2),.02);
Sph[1]=vec4(0.,0.,0.,.2); Sph[0]=vec4(.45*sin(uTime),0.05*cos(uTime + 1.),.45*cos(uTime),.1);
Sph[1]=vec4(0.,0.,0.,.15);
// 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 Ambient[1]=vec3(.1,.05,.05);// r,g,b
Diffuse[1]=vec3(1.,.5,.5);// r,g,b Diffuse[1]=vec3(1.,.5,.5);// r,g,b
Specular[1]=vec4(1.,.5,.5,10.);// r,g,b,power 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 Ambient[0]=vec3(.05,.05,.1);// r,g,b
Diffuse[0]=vec3(.5,.5,1.);// r,g,b Diffuse[0]=vec3(.5,.5,1.);// r,g,b
Specular[0]=vec4(1.,.5,.5,20.);// r,g,b,power 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 // INITIALIZE TO A BACKGROUND COLOR
vec3 color=vec3(.2, .3, .5); 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 // COMPUTE THE RAY ORIGIN AND DIRECTION
float x=vPos.x; vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
float y=vPos.y; vec3 W=normalize(trPos-V);
vec3 V=vec3(0.,0.,fl);
vec3 W=normalize(vec3(x,y,-fl));
// RAY TRACE TO ALL OBJECTS IN THE SCENE // 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; int cnt_ref = n_ref;
for(int j=0;j<n_ref;j++) for(int j=0;j<n_ref;j++)
{ {
float tMin=10000.; float tMin=10000.;
int iMin = -1; 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) // SHIFT COORDINATES, SO THAT SPHERE IS AT (0,0,0)
vec3 Vp=V-Sph[i].xyz; vec3 Vp=V-Sph[i].xyz;
// SOLVE FOR QUADRATIC EQUATION IN t // SOLVE FOR QUADRATIC EQUATION IN t
@ -86,8 +122,8 @@ void main(){
if(D>0.){ if(D>0.){
float t=-B-sqrt(D); float t=-B-sqrt(D);
if(t > 0. && t < tMin){ if(t > 0. && t < tMin){
tMin = t; tMin = t; //This is an optimization, we don't have to do lighting/tex
iMin = i; iMin = i; // for objects that are occuluded, which is expensive!
} }
} }
} }
@ -95,23 +131,25 @@ void main(){
if(iMin >= 0){ if(iMin >= 0){
float t = tMin; float t = tMin;
vec3 S=V+t*W; vec3 S=V+t*W;
for(int i = 0; i < ns; ++ i) for(int i = 0; i < cns; ++ i)
if(i == iMin) if(i == iMin) //* Because GLSL doesn't support non-const index,
{ { //* we have to get Sph[iMin], uSampler[iMin], etc. this way
//*TEXTURE MAPPING //*Good old TEXTURE MAPPING from hw1
vec3 tex_sph=S-Sph[i].xyz; 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 R=Sph[i].w;
float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y)); float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
if(tex_sph.x>0.) if(tex_sph.x>0.)
tex_x=pi-tex_x; 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*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
tex_x=tex_x+float(uTime)*R; tex_x=tex_x+float(uTime);
float _2pir=2.*pi*R; float quo=float(int(tex_x/_2pi));
float quo=float(int(tex_x/_2pir)); tex_x=tex_x/_2pi -quo;
tex_x=clampv((tex_x-quo*_2pir),0.,_2pir)/_2pir;
vec3 texture_color; vec3 texture_color;
if(!getflag(flags,0)) if(showtexture)
texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz; texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
else texture_color = foregroundColor; else texture_color = foregroundColor;
vec3 N=normalize(S-Sph[i].xyz); vec3 N=normalize(S-Sph[i].xyz);
@ -123,19 +161,31 @@ void main(){
)*texture_color )*texture_color
; ;
// + SPECULAR COMPONENT GOES HERE // + SPECULAR COMPONENT GOES HERE
if(rtxoff || j == n_ref - 1) if(rtxoff || j == n_ref - 1) //if it's the last ray
color += float(j) * Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w); color += sqrt(float(j+1)) * Specular[i].xyz*pow(max(0.,
stack[j] = RT(color, 0.15); dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
V = S; //*Pushing current color and ks into stack.
W = -normalize(2. * dot(N, W) * N - W); //*suppose ks is 0.15 for all spheres, we can
break; //*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 { else {
// TO SIMIPIFY THINGS UP, I'LL ASSUME THAT EVERYTHING // TO SIMIPIFY THINGS UP, I'LL ASSUME THAT EVERYTHING
// IS INSIDE THE BOUNDING BOX [(-1,-1,-1), (1,1,1)] // 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 t = -(.2+V.y)/W.y;
float sx = V.x + t* W.x, sz = V.z + t * W.z; 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 S = vec3(sx, -.2, sz);
vec3 realLDir=normalize(LDir - S); vec3 realLDir=normalize(LDir - S);
color=( color=(
0.5 0.5 //ambient for ground
+0.5*max(0.,realLDir.y)*LCol +0.5*max(0.,realLDir.y)*LCol //diffusion for ground
)*groundColor )*groundColor
; ;
// + SPECULAR COMPONENT GOES HERE // + SPECULAR COMPONENT GOES HERE
if(rtxoff || j == n_ref - 1) 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); pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
stack[j] = RT(color, 0.1); stack[j] = RT(color, 0.15); //ks of ground is 0.1
V = S; 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); W = vec3(W.x, -W.y, W.z);
} }
else{ else{
if(j > 0) 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; cnt_ref = j + 1;
} }
else else //If the light hits the void in the first place, it's just black!
cnt_ref = j; cnt_ref = j;//j is always 0 in this case.
break; //The light is shooting into the void, let's stop RT.
break;
} }
} }
// RTX off // RTX off
@ -180,9 +234,9 @@ void main(){
float currks = 1.; float currks = 1.;
for(int i = 0; i < n_ref; ++i) 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; break;
} }
color += currks *(1.-stack[i].ks) * stack[i].color; color += currks *(1.-stack[i].ks) * stack[i].color;
@ -192,6 +246,7 @@ void main(){
color += currks * stack[n_ref - 1].color; color += currks * stack[n_ref - 1].color;
} }
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR. // APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
gl_FragColor=vec4(sqrt(color),1.); gl_FragColor=vec4(sqrt(color),1.);
} }
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