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
old/
new/

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

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<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
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<g>
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</svg>

After

Width:  |  Height:  |  Size: 6.7 KiB

@ -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);

@ -4,23 +4,40 @@ 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[0]=vec4(.5*sin(uTime),0.,.5*cos(uTime),.2);
Sph[1]=vec4(0.,0.,0.,.2);
// SURFACE REFLECTANCE PROPERTIES
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);
// 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!
}
}
}
@ -95,23 +131,25 @@ 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);
@ -123,19 +161,31 @@ void main(){
)*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;
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.);
}
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