Added interaction, more descriptions.
But fixes.
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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 |
+148
-26
@@ -21,6 +21,7 @@
|
||||
</style>
|
||||
<body bgcolor=white text=black link=black alink=blue vlink=blue>
|
||||
<center>
|
||||
<!!--- SUPER SAMPLING THE W/H PARAMS FOR CANVAS ARE RENDER SIZE, IN THE CSS IS ACTUAL(DISPLAY) SIZE.--->
|
||||
<canvas id='canvas1' style="width: 600px; height:600px;" width=1200 height=1200></canvas>
|
||||
</center>
|
||||
</body>
|
||||
@@ -56,7 +57,19 @@ 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>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>Click on canvas (WITHOUT key modifiers): Toggle Pause/Resume.</li>
|
||||
<li>SHIFT+Alt/Option+MOUSE DRAG/WHEEL ZOOM: Changing Viewing point.</li>
|
||||
|
||||
</ul>
|
||||
<i style="font-size:25px;">How it works:</i>
|
||||
<ul>
|
||||
<li>First, I started with what I've already done in homework 1. Which already included complete Phong shading with
|
||||
Specular light and much more (spherical texture mapping, simple interactions, improved UI/shader editor).
|
||||
@@ -65,10 +78,19 @@ Solar RTX
|
||||
<li> I modified the ray tracing algorithm so that when hitting an object, instead of returning color calculated from
|
||||
Phong model:<br>
|
||||
<ul>
|
||||
<li>I recursively traced the light reflected and refract from the object.</li>
|
||||
<li></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 reflected/refracted n_ref times. </li>
|
||||
<li>The color of the final light is 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></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.</li>
|
||||
<li>Repo on <a href="https://github.com/sunyinqi0508/graphics_hw1">Github</a>.</li>
|
||||
</li>
|
||||
@@ -104,6 +126,9 @@ 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>'
|
||||
@@ -111,7 +136,8 @@ document.body.innerHTML = [''
|
||||
,'<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>'
|
||||
,'</td><td valign=top>' + document.body.innerHTML
|
||||
,'<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
|
||||
,'</tr></table>'
|
||||
,'</TR></TABLE>'
|
||||
].join('');
|
||||
@@ -137,52 +163,148 @@ 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;
|
||||
let mousedx = 0, mousedy = 0, mousedz = 0;
|
||||
let mouselastX, mouselastY;
|
||||
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))
|
||||
pause_resume();
|
||||
//moving = false;
|
||||
});
|
||||
document.addEventListener('keydown',(e)=>{
|
||||
if(e.code.startsWith('Control'))
|
||||
{
|
||||
ctrl = true;
|
||||
canvas1.addEventListener('mousedown', function(e){
|
||||
if(shift && alt){
|
||||
moving = true
|
||||
mouselastX = mouselastY = undefined;
|
||||
}
|
||||
else if(ctrl && e.code == 'KeyT')
|
||||
{
|
||||
mask = 0x1;
|
||||
else
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('mousemove', function(e){
|
||||
if(shift && alt && moving){
|
||||
if(!(mouselastX==undefined || mouselastY == undefined)){
|
||||
mousedx += (mouselastX - e.offsetX)/60;
|
||||
mousedy += (mouselastY - e.offsetY)/60;
|
||||
setUniform('4f', 'rot', Math.cos(mousedx), Math.sin(mousedx), Math.cos(mousedy), Math.sin(mousedy));
|
||||
}
|
||||
mouselastX = e.offsetX;
|
||||
mouselastY = e.offsetY;
|
||||
}
|
||||
else
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('mouseup', function(e){
|
||||
// if(ctrl && alt && moving){
|
||||
// }
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('mouseout', function(e){
|
||||
// if(ctrl && alt && moving){
|
||||
// }
|
||||
moving = false;
|
||||
});
|
||||
canvas1.addEventListener('wheel', function(e){
|
||||
if(shift && alt){
|
||||
mousedz += e.wheelDelta/600;
|
||||
setUniform('1f', 'dFL', mousedz);
|
||||
}
|
||||
});
|
||||
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;
|
||||
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;
|
||||
setUniform('4f', 'rot', Math.cos(mousedx), Math.sin(mousedx), Math.cos(mousedy), Math.sin(mousedy));
|
||||
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>
|
||||
|
||||
|
||||
@@ -90,7 +90,7 @@ 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:
|
||||
@@ -151,7 +151,7 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
|
||||
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);
|
||||
|
||||
+32
-13
@@ -4,23 +4,35 @@ vec3 groundColor = vec3(.2, .3, .5);
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vec4 groundSpecular = vec4(.71, .71, .71, 10.);
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uniform float uTime;// TIME, IN SECONDS
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uniform int flags;
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//FLAGS 0-RT, 1-TEX, 2-
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uniform vec4 rot;
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uniform float dFL;
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//FLAGS 0-TEX, 1-RT, 2-CLOUD, 3-TEX_ROT
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varying vec3 vPos;// -1 < vPos.x < +1
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// -1 < vPos.y < +1
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// vPos.z == 0
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float fl=3.;
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const float pi=3.14159265359;
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const int n_ref=2;
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const int n_ref=6;
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const int ns=2;
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vec4 Sph[ns];
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uniform sampler2D uSampler[ns];
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vec3 Ambient[ns];
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vec3 Diffuse[ns];
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vec4 Specular[ns];
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struct Sphere{
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vec4 Pos;
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vec3 Ambient;
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vec3 Diffuse;
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vec4 Specular;
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int textureid;
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float ks, kt;
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};
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struct RT{
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vec3 color;
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float ks;
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// vec3 colorr;
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// float kt;
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// vec3 ptr;
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// vec3 normal;
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} stack[n_ref];
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@@ -62,13 +74,20 @@ void main(){
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// INITIALIZE TO A BACKGROUND COLOR
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vec3 color=vec3(.2, .3, .5);
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float ca=rot.x, sa = rot.y, cb=rot.z, sb=rot.w;
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// COMPUTE THE RAY ORIGIN AND DIRECTION
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float x=vPos.x;
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float y=vPos.y;
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vec3 V=vec3(0.,0.,fl);
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vec3 W=normalize(vec3(x,y,-fl));
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mat3 transformation, invTr;
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transformation[0] = vec3(ca, sb*sa, sa*cb);
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transformation[1] = vec3(0, cb, -sb);
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transformation[2] = vec3(-sa,ca*sb,ca*cb);
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invTr[0] = vec3(ca, 0, -sa);
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invTr[1] = vec3(sa*sb, cb, ca*sb);
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invTr[2] = vec3(cb*sa, -sb, ca*cb);
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vec3 trPos = transformation*vec3(vPos.xy, -2);
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vec3 V=transformation*vec3(0.,0.,fl+dFL);
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vec3 W=normalize(trPos-V);
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// RAY TRACE TO ALL OBJECTS IN THE SCENE
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bool rtxoff = getflag(flags, 1);
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int cnt_ref = n_ref;
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@@ -99,7 +118,7 @@ void main(){
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if(i == iMin)
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{
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//*TEXTURE MAPPING
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vec3 tex_sph=S-Sph[i].xyz;
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vec3 tex_sph=invTr*(S-Sph[i].xyz);
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float R=Sph[i].w;
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float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
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if(tex_sph.x>0.)
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@@ -124,7 +143,7 @@ void main(){
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;
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// + SPECULAR COMPONENT GOES HERE
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if(rtxoff || j == n_ref - 1)
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color += float(j) * Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
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color += sqrt(float(j+1)) * Specular[i].xyz*pow(max(0.,dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
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stack[j] = RT(color, 0.15);
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V = S;
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W = -normalize(2. * dot(N, W) * N - W);
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@@ -134,7 +153,7 @@ void main(){
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else {
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// TO SIMIPIFY THINGS UP, I'LL ASSUME THAT EVERYTHING
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// IS INSIDE THE BOUNDING BOX [(-1,-1,-1), (1,1,1)]
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// AND THERE'S A INFINITE FLOOR [y = -1]
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// AND THERE'S A FLOOR at [y = -1]
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float t = -(.2+V.y)/W.y;
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float sx = V.x + t* W.x, sz = V.z + t * W.z;
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@@ -150,7 +169,7 @@ void main(){
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;
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// + SPECULAR COMPONENT GOES HERE
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if(rtxoff || j == n_ref - 1)
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color += float(j)*groundSpecular.xyz*
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color += sqrt(float(j+1))*groundSpecular.xyz*
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pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
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stack[j] = RT(color, 0.1);
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V = S;
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@@ -159,7 +178,7 @@ void main(){
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else{
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if(j > 0)
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{
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stack[j] = RT(vec3(12.,12.,12.)*pow(max(0.,dot(W, normalize(LDir - V))), 10.), 0.);
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stack[j] = RT(sqrt(float(j+1))*vec3(4.,4.,4)*pow(max(0.,dot(W, normalize(LDir - V))), 10.), 0.);
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cnt_ref = j + 1;
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}
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else
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Reference in New Issue
Block a user