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Before Width: | Height: | Size: 336 KiB After Width: | Height: | Size: 336 KiB |
+41
-206
@@ -1,4 +1,4 @@
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<script src=lib1.js></script>
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<script src=lib2.js></script>
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||||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ace.js"crossorigin="anonymous"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ace.js"crossorigin="anonymous"></script>
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||||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin="anonymous"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin="anonymous"></script>
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||||||
<style>
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<style>
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||||||
@@ -21,7 +21,7 @@
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</style>
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</style>
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||||||
<body bgcolor=white text=black link=black alink=blue vlink=blue>
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<body bgcolor=white text=black link=black alink=blue vlink=blue>
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||||||
<center>
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<center>
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||||||
<canvas id='canvas1' width=600 height=600></canvas>
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<canvas id='canvas1' style="width: 600px; height:600px;" width=1200 height=1200></canvas>
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||||||
</center>
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</center>
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||||||
</body>
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</body>
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||||||
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||||||
@@ -39,197 +39,22 @@
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||||||
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||||||
<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
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<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
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<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag LOADED IN lib2.js -------->
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<script id='my_fragment_shader' type='x-shader/x-fragment'>
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<!--script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
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uniform float uTime; // TIME, IN SECONDS
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uniform int flags;
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varying vec3 vPos; // -1 < vPos.x < +1
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// -1 < vPos.y < +1
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// vPos.z == 0
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uniform sampler2D uSampler;
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// YOU MUST DEFINE A main() FUNCTION.
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void main() {
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////////////////////////////////////////////////
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//
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// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
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// CODE YOU LIKE
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//DEFINE A COLOR FOR THIS FRAGMENT.
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// LIGHT DIRECTION AND COLOR
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||||||
vec3 LDir = vec3(1, 1, 1);
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vec3 LCol = vec3(1.,.98,.9);
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||||||
vec3 VDir = vec3(0., 0., 1.);
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float R = 0.5 + 0.3*sin(uTime/10.);
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// vPos IS THE 3D LOCATION OF THIS FRAGMENT.
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// SURFACE REFLECTANCE PROPERTIES
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vec3 diffuse = vec3(.7,.7,.6);
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vec3 ambient = vec3(.1,.1,.09);
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vec3 specular = vec3(.35,.35,.3);
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// CREATE A WACKY BACKGROUND PATTERN.
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vec3 color = vec3(.5 + .5 * sin(20. * vPos.x + sin(10. * vPos.y + 5. * uTime)),
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.5,
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||||||
.5 + .5 * sin(20. * vPos.y + sin(10. * vPos.x + 5. * uTime)));
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vec3 specularlight; //specular light should disregard object color.
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float x = vPos.x;
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float y = vPos.y;
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||||||
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||||||
// CREATE BOUNCING ANIMATION.
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||||||
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||||||
y += .5 - 2. * abs(.5 * sin(uTime));
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||||||
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||||||
// FIGURE OUT WHETHER THIS PIXEL IS ON THE SPHERE.
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float rr = x * x + y * y;
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// IF SO, THEN SHADE THE SPHERE.
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if (rr < R*R) {
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// COMPUTE THE z AND NORMAL OF THE SPHERE.
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||||||
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float z = R * sqrt(1. - rr/(R*R));
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vec3 N = vec3(x,y,z) / R;
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||||||
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// APPLY SHADING AND LIGHTING.
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vec3 realVPos = vec3(vPos.x, vPos.y, z);
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||||||
//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
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||||||
LDir = normalize(LDir - realVPos);
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||||||
VDir = normalize(VDir - realVPos);
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vec3 lcolor = ambient;
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lcolor += diffuse * max(0., dot(N, LDir)) * LCol;
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||||||
//*SPECULAR LIGHTS ARE ADDED
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||||||
specularlight = specular *
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||||||
pow(max(0.,dot(2.*dot(N, LDir) * N - LDir, VDir)),3.) * LCol;
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||||||
// ROTATE THE TEXTURE OVER TIME.
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float angle = 0.4 * uTime;
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||||||
float px = cos(angle) * N.x + sin(angle) * N.z;
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||||||
float pz = -sin(angle) * N.x + cos(angle) * N.z;
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||||||
vec3 P = vec3(px, N.y, pz);
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||||||
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||||||
// APPLY PROCEDURAL NOISE TEXTURE.
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||||||
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||||||
float cloud = min(0.85, max(-0.05, 2. * noise(1.1 * P)));
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//const float rspeed = 10.;
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//*CALCULATING THE TEXTURE COORDINATE.
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||||||
const float pi = 3.14159265359;
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float tex_x = acos(abs(x)/sqrt(R*R-y*y));
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if(x > 0.)
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tex_x = pi - tex_x;
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tex_x = R * tex_x;
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tex_x *= 1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x = tex_x + float(uTime)*R;
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float _2pir = 2. * pi * R;
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float quo = float(int(tex_x/_2pir));
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tex_x = (tex_x - quo * _2pir) / _2pir;
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||||||
//*TEXTURE MAPPING
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vec3 texture_color;
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if(flags /*& 0x1*/ == 0)
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texture_color = texture2D(uSampler, vec2(tex_x, ((R - y)/(2.*R)))).xyz;
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else
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texture_color = vec3(.0841, .5329, .9604);
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color = lcolor *
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(cloud + texture_color) + specularlight;
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}
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//*CALCULATING LIGHTING AND SHADOWS FOR THE BACKGROUND
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else{
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vec3 realVPos = vec3(vPos.x, vPos.y, -1.);
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vec3 N = vec3(0., 0., 1.);
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vec3 C = vec3(0., vPos.y - y, 0.);
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// APPLY SHADING AND LIGHTING.
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vec3 lcolor = 6.*ambient;
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//*CALCULATING DISTANCE BETWEEN SPHERE CENTER TO THE RAY
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//BETWEEN THE POINT TO LIGHT SOURCE
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vec3 LV = realVPos - LDir;
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||||||
vec3 LC = C - LDir;
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vec3 VC = C - realVPos;
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float lLV = dot(LV, LV);
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float lLC = dot(LC, LC);
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float lVC = dot(VC, VC);
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||||||
float RR = R*R;
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||||||
float d_VCVL = -dot(VC, LV);
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||||||
float dist = min(lLC, lVC);
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||||||
if (d_VCVL > 0.)
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||||||
dist = min(dist, lVC - d_VCVL*d_VCVL/lLV);
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||||||
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//*CALCULATE DISTANCE BETWEEN SPHERE CENTER TO THE RAY BETWEEN POINT TO CAMERA
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||||||
vec3 EV = realVPos - VDir;
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||||||
vec3 EC = C - VDir;
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||||||
float lEV = dot(EV, EV);
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||||||
float lEC = dot(EC, EC);
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float d_VCVE = -dot(VC, EV);
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||||||
float dist2 = min(lEC, lVC);
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if (d_VCVE > 0.)
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||||||
dist2 = min(dist2, lVC - d_VCVE*d_VCVE/lEV);
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|
||||||
//*AMBIENT LIGHT WILL DECAY WHEN BACKGROUND POINT IS CLOSER TO THE SPHERE
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||||||
//*FIRST THE DISTANCE IS NORMALIZED, THEN I CURVED IT WITH LOGISTIC FUNCTION
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||||||
float aratio0 = 1./(1.+pow(2.71828,15.*(.2-(sqrt(lVC) - R - .4806)/1.381)));
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||||||
lcolor *= aratio0;
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||||||
diffuse *= pow(aratio0, 0.3);
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|
||||||
//*TEST IF CAMERA CAN SEE THE POINT
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|
||||||
if(dist2 < RR)
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||||||
{
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||||||
specular *= 0.;
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||||||
float d = sqrt(dist2);
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||||||
float ratio = pow(2., sqrt(dist2)/R) - 1.;
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diffuse *= ratio;
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||||||
}
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||||||
//*TEST IF THE LIGHT CAN REACH THE BACKGROUND POINT DIRECTLY
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||||||
if(dist < RR)
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||||||
{
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specular *= 0.;
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float ratio = pow(2.7, sqrt(dist)/R) - 1.7;
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float aratio = pow(2., sqrt(dist)/R) - 1.;
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if(ratio < 0.)
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ratio = 0.;
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diffuse *= ratio;
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lcolor *= aratio;
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||||||
}
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||||||
LDir = normalize(LDir - realVPos);
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VDir = normalize(VDir - realVPos);
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lcolor += 1.2*diffuse * max(0., dot(N, LDir)) * LCol;
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specularlight = 0.3*specular *
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pow(max(0., dot(2.*dot(N, LDir) * N - LDir, VDir)),32.) * LCol;
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||||||
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||||||
color = color * lcolor + specularlight;
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}
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||||||
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
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||||||
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gl_FragColor = vec4(sqrt(color), 1.0);
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||||||
}
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||||||
</script>
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|
||||||
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|
||||||
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|
||||||
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
|
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
|
||||||
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|
||||||
<script id='my_title' type='text/html'>
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<script id='my_title' type='text/html'>
|
||||||
The Bouncing Earth
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Solar RTX
|
||||||
</script>
|
</script>
|
||||||
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|
||||||
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|
||||||
<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
|
<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
|
||||||
|
|
||||||
<script id='my_instructions' type='text/html'><font color=#909090>
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<script id='my_instructions' type='text/html'><font color=#909090>
|
||||||
<p style="font-size:30px; ">This is a description
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<p style="font-size:30px; ">In this homework, I implemented Global illumination w/
|
||||||
of my cool homework
|
Realtime Recursive Ray Tracing!
|
||||||
that you are seeing now.</p>
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|
||||||
<p>
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<p>
|
||||||
<i style="font-size:25px;">Here is how it works:</i>
|
<i style="font-size:25px;">Here is how it works:</i>
|
||||||
<ul>
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<ul>
|
||||||
@@ -245,7 +70,7 @@ that you are seeing now.</p>
|
|||||||
<ul>
|
<ul>
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||||||
<li>The Ambient lights and diffusion lights are reduced with respect to the distance between the background point and the sphere.</li>
|
<li>The Ambient lights and diffusion lights are reduced with respect to the distance between the background point and the sphere.</li>
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||||||
<li>The specular light of the background wall is eliminated and the diffusion factor is reduced when the ray shooting from the background point
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<li>The specular light of the background wall is eliminated and the diffusion factor is reduced when the ray shooting from the background point
|
||||||
towards the light source or from the background point towards the camera position intersect with the sphere.</li>
|
towards the light source or from the background point towards the camera position intersect with the sphere.</li>
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||||||
</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 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>
|
Just a proof of concept.</li>
|
||||||
@@ -260,16 +85,30 @@ that you are seeing now.</p>
|
|||||||
</script>
|
</script>
|
||||||
|
|
||||||
|
|
||||||
<!!-------- YOU PROBABLY DON'T WANT TO CHANGE ANYTHING BELOW FOR NOW -------->
|
<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
|
||||||
|
|
||||||
<script>
|
<script>
|
||||||
|
|
||||||
// CREATE THE HTML DOCUMENT
|
// CREATE THE HTML DOCUMENT
|
||||||
let flags = 0x0;
|
let flags = 0x0;
|
||||||
let vs = my_vertex_shader.innerHTML,
|
let vs = my_vertex_shader.innerHTML;
|
||||||
fs = my_fragment_shader.innerHTML;
|
//* LOADING FRAGMENT SHADER
|
||||||
fs = fs.substring(1, fs.length);
|
var client = new XMLHttpRequest();
|
||||||
|
client.open('GET', './shader.frag');
|
||||||
|
client.onloadend = function() {
|
||||||
|
fs = (client.responseText);
|
||||||
|
//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
|
||||||
|
gl_start(canvas1, vs, fs);
|
||||||
|
editor.getSession().setValue(fs);
|
||||||
|
editor.session.on('change', function(delta) {
|
||||||
|
if(typeof canvas1.setShaders === "function")
|
||||||
|
{
|
||||||
|
canvas1.setShaders(vs, editor.getSession().getValue());
|
||||||
|
setUniform('1i', 'flags', flags);
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
client.send();
|
||||||
document.body.innerHTML = [''
|
document.body.innerHTML = [''
|
||||||
,'<font size=7 color=#909090>' + my_title.innerHTML
|
,'<font size=7 color=#909090>' + my_title.innerHTML
|
||||||
,'<TABLE cellspacing=0 cellpadding=0><TR>'
|
,'<TABLE cellspacing=0 cellpadding=0><TR>'
|
||||||
@@ -285,10 +124,6 @@ document.body.innerHTML = [''
|
|||||||
].join('');
|
].join('');
|
||||||
|
|
||||||
// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
|
// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
|
||||||
|
|
||||||
let text = fs.split('\n'), cols = 0;
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|
||||||
for (let i = 0 ; i < text.length ; i++)
|
|
||||||
cols = Math.max(cols, text[i].length);
|
|
||||||
ace.require("ace/ext/language_tools");
|
ace.require("ace/ext/language_tools");
|
||||||
var editor = ace.edit("ace", {
|
var editor = ace.edit("ace", {
|
||||||
mode:"ace/mode/glsl",
|
mode:"ace/mode/glsl",
|
||||||
@@ -305,12 +140,8 @@ editor.setOptions({
|
|||||||
showPrintMargin: false,
|
showPrintMargin: false,
|
||||||
});
|
});
|
||||||
editor.setAutoScrollEditorIntoView(true);
|
editor.setAutoScrollEditorIntoView(true);
|
||||||
editor.getSession().setValue(fs);
|
|
||||||
// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
|
// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
|
||||||
editor.session.on('change', function(delta) {
|
delete editor.KeyBinding;
|
||||||
canvas1.setShaders(vs, editor.getSession().getValue());
|
|
||||||
|
|
||||||
});
|
|
||||||
let lastTime = Date.now();
|
let lastTime = Date.now();
|
||||||
let animating = true;
|
let animating = true;
|
||||||
let ctrl = false;
|
let ctrl = false;
|
||||||
@@ -322,17 +153,23 @@ canvas1.addEventListener('click',function(ev){
|
|||||||
animating = !animating;
|
animating = !animating;
|
||||||
});
|
});
|
||||||
document.addEventListener('keydown',(e)=>{
|
document.addEventListener('keydown',(e)=>{
|
||||||
|
if(e.code.startsWith('Control'))
|
||||||
if(e.code.startsWith('Control'))
|
{
|
||||||
{
|
ctrl = true;
|
||||||
ctrl = true;
|
}
|
||||||
}
|
else if(ctrl && e.code == 'KeyT')
|
||||||
else if(ctrl && e.code == 'KeyT')
|
|
||||||
{
|
{
|
||||||
mask = 0x1;
|
mask = 0x1;
|
||||||
flags = flags&!mask | (!(flags&mask)*mask);
|
flags = flags&!mask | (!(flags&mask)?mask:0);
|
||||||
setUniform('1i', 'flags', flags);
|
setUniform('1i', 'flags', flags);
|
||||||
}
|
}
|
||||||
|
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();
|
||||||
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
document.addEventListener('keyup',(e)=>{
|
document.addEventListener('keyup',(e)=>{
|
||||||
@@ -353,8 +190,6 @@ function animate(gl) {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// START EVERYTHING.
|
|
||||||
|
|
||||||
gl_start(canvas1, vs, fs);
|
|
||||||
</script>
|
</script>
|
||||||
|
|
||||||
|
|||||||
+39
-30
@@ -24,15 +24,17 @@ let errorMsg = '';
|
|||||||
// Initialize a texture and load an image.
|
// Initialize a texture and load an image.
|
||||||
// When the image finished loading copy it into the texture.
|
// When the image finished loading copy it into the texture.
|
||||||
//
|
//
|
||||||
function loadTexture(gl, url) {
|
function getBlob(data) {
|
||||||
const texture = gl.createTexture();
|
let bytes = new Array(data.length);
|
||||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
for (let i = 0; i < data.length; i++) {
|
||||||
|
bytes[i] = data.charCodeAt(i);
|
||||||
// Because images have to be downloaded over the internet
|
}
|
||||||
// they might take a moment until they are ready.
|
return new Blob([new Uint8Array(bytes)]);
|
||||||
// Until then put a single pixel in the texture so we can
|
}
|
||||||
// use it immediately. When the image has finished downloading
|
let texture = [], gl, program;
|
||||||
// we'll update the texture with the contents of the image.
|
let textures = [];
|
||||||
|
let lock = false;
|
||||||
|
function loadTexture(gl, url, i) {
|
||||||
const level = 0;
|
const level = 0;
|
||||||
const internalFormat = gl.RGBA;
|
const internalFormat = gl.RGBA;
|
||||||
const width = 1;
|
const width = 1;
|
||||||
@@ -40,23 +42,36 @@ function loadTexture(gl, url) {
|
|||||||
const border = 0;
|
const border = 0;
|
||||||
const srcFormat = gl.RGBA;
|
const srcFormat = gl.RGBA;
|
||||||
const srcType = gl.UNSIGNED_BYTE;
|
const srcType = gl.UNSIGNED_BYTE;
|
||||||
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
|
if (texture[i] == null)
|
||||||
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
|
{
|
||||||
width, height, border, srcFormat, srcType,
|
texture[i] = gl.createTexture();
|
||||||
pixel);
|
const pixel = new Uint8Array([0, 0, 255, 255]); // opaque blue
|
||||||
|
gl.activeTexture(gl.TEXTURE0+i);
|
||||||
|
gl.bindTexture(gl.TEXTURE_2D, texture[i]);
|
||||||
|
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
|
||||||
|
width, height, border, srcFormat, srcType,
|
||||||
|
pixel);
|
||||||
|
}
|
||||||
|
// Because images have to be downloaded over the internet
|
||||||
|
// they might take a moment until they are ready.
|
||||||
|
// Until then put a single pixel in the texture so we can
|
||||||
|
// use it immediately. When the image has finished downloading
|
||||||
|
// we'll update the texture with the contents of the image.
|
||||||
|
|
||||||
const image = new Image();
|
const image = new Image();
|
||||||
image.onload = function () {
|
image.onload = function () {
|
||||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
gl.activeTexture(gl.TEXTURE0+i);
|
||||||
|
gl.bindTexture(gl.TEXTURE_2D, texture[i]);
|
||||||
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
|
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
|
||||||
srcFormat, srcType, image);
|
srcFormat, srcType, image);
|
||||||
|
|
||||||
// WebGL1 has different requirements for power of 2 images
|
// WebGL1 has different requirements for power of 2 images
|
||||||
// vs non power of 2 images so check if the image is a
|
// vs non power of 2 images so check if the image is a
|
||||||
// power of 2 in both dimensions.
|
// power of 2 in both dimensions.
|
||||||
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
|
if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
|
||||||
// Yes, it's a power of 2. Generate mips.
|
// Yes, it's a power of 2. Generate mips.
|
||||||
gl.generateMipmap(gl.TEXTURE_2D);
|
gl.generateMipmap(gl.TEXTURE_2D);
|
||||||
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR);
|
||||||
} else {
|
} else {
|
||||||
// No, it's not a power of 2. Turn off mips and set
|
// No, it's not a power of 2. Turn off mips and set
|
||||||
// wrapping to clamp to edge
|
// wrapping to clamp to edge
|
||||||
@@ -66,8 +81,6 @@ function loadTexture(gl, url) {
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
image.src = url;
|
image.src = url;
|
||||||
|
|
||||||
return texture;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
function isPowerOf2(value) {
|
function isPowerOf2(value) {
|
||||||
@@ -77,12 +90,13 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
|
|||||||
|
|
||||||
setTimeout(function () {
|
setTimeout(function () {
|
||||||
try {
|
try {
|
||||||
canvas.gl = canvas.getContext('experimental-webgl'); // Make sure WebGl is supported. IT WOULD BE GREAT TO USE WEBGL2 INSTEAD.
|
canvas.gl = canvas.getContext('webgl2'); // 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:
|
||||||
|
|
||||||
let gl = this.gl, program = gl.createProgram(); // Create the WebGL program.
|
gl = this.gl;
|
||||||
|
program = gl.createProgram(); // Create the WebGL program.
|
||||||
|
|
||||||
function addshader(type, src) { // Create and attach a WebGL shader.
|
function addshader(type, src) { // Create and attach a WebGL shader.
|
||||||
function spacer(color, width, height) {
|
function spacer(color, width, height) {
|
||||||
@@ -131,15 +145,12 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
|
|||||||
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;
|
||||||
let texture = loadTexture(gl, './earthmap1k.jpg') //Texture loading.
|
for(let i = 0; i < ns; ++i){
|
||||||
// Tell WebGL we want to affect texture unit 0
|
loadTexture(gl, './'+(i+1)+'.jpg', i); //Texture loading.
|
||||||
gl.activeTexture(gl.TEXTURE0);
|
textures[i] = i;
|
||||||
// Bind the texture to texture unit 0
|
}
|
||||||
gl.bindTexture(gl.TEXTURE_2D, texture);
|
gl.uniform1iv(gl.getUniformLocation(program, 'uSampler'), textures);
|
||||||
// Tell the shader we bound the texture to texture unit 0
|
|
||||||
gl.uniform1i(gl.getUniformLocation(program, 'uSampler'), 0);
|
|
||||||
|
|
||||||
|
|
||||||
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.
|
||||||
@@ -151,7 +162,6 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
|
|||||||
}
|
}
|
||||||
|
|
||||||
canvas.setShaders(vertexShader, fragmentShader); // Initialize everything,
|
canvas.setShaders(vertexShader, fragmentShader); // Initialize everything,
|
||||||
|
|
||||||
setInterval(function () { // Start the animation loop.
|
setInterval(function () { // Start the animation loop.
|
||||||
gl = canvas.gl;
|
gl = canvas.gl;
|
||||||
if (gl.startTime === undefined) // First time through,
|
if (gl.startTime === undefined) // First time through,
|
||||||
@@ -167,7 +177,6 @@ function gl_start(canvas, vertexShader, fragmentShader) { // START WEB
|
|||||||
|
|
||||||
function animate() { }
|
function animate() { }
|
||||||
|
|
||||||
let gl;
|
|
||||||
function setUniform(type, name, a, b, c, d, e, f) {
|
function setUniform(type, name, a, b, c, d, e, f) {
|
||||||
let loc = gl.getUniformLocation(gl.program, name);
|
let loc = gl.getUniformLocation(gl.program, name);
|
||||||
(gl['uniform' + type])(loc, a, b, c, d, e, f);
|
(gl['uniform' + type])(loc, a, b, c, d, e, f);
|
||||||
+197
@@ -0,0 +1,197 @@
|
|||||||
|
|
||||||
|
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-
|
||||||
|
varying vec3 vPos;// -1 < vPos.x < +1
|
||||||
|
// -1 < vPos.y < +1
|
||||||
|
// vPos.z == 0
|
||||||
|
|
||||||
|
float fl=3.;
|
||||||
|
const float pi=3.14159265359;
|
||||||
|
const int n_ref=2;
|
||||||
|
const int ns=2;
|
||||||
|
vec4 Sph[ns];
|
||||||
|
uniform sampler2D uSampler[ns];
|
||||||
|
vec3 Ambient[ns];
|
||||||
|
vec3 Diffuse[ns];
|
||||||
|
vec4 Specular[ns];
|
||||||
|
struct RT{
|
||||||
|
vec3 color;
|
||||||
|
float ks;
|
||||||
|
// vec3 ptr;
|
||||||
|
// vec3 normal;
|
||||||
|
} stack[n_ref];
|
||||||
|
|
||||||
|
bool getflag(int flag,int bit){
|
||||||
|
float shifted = float(int(float(flag)/ pow(2.,float(bit))));
|
||||||
|
return fract(shifted/2.)>0.;
|
||||||
|
}
|
||||||
|
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
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
// INITIALIZE TO A BACKGROUND COLOR
|
||||||
|
|
||||||
|
vec3 color=vec3(.2, .3, .5);
|
||||||
|
|
||||||
|
// 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));
|
||||||
|
// RAY TRACE TO ALL OBJECTS IN THE SCENE
|
||||||
|
bool rtxoff = getflag(flags, 1);
|
||||||
|
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++){
|
||||||
|
// SHIFT COORDINATES, SO THAT SPHERE IS AT (0,0,0)
|
||||||
|
vec3 Vp=V-Sph[i].xyz;
|
||||||
|
// SOLVE FOR QUADRATIC EQUATION IN t
|
||||||
|
float B=dot(W,Vp);
|
||||||
|
float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
|
||||||
|
float D=B*B-C;
|
||||||
|
if(D>0.){
|
||||||
|
float t=-B-sqrt(D);
|
||||||
|
if(t > 0. && t < tMin){
|
||||||
|
tMin = t;
|
||||||
|
iMin = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// IF RAY HITS SPHERE
|
||||||
|
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;
|
||||||
|
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;
|
||||||
|
vec3 texture_color;
|
||||||
|
if(!getflag(flags,0))
|
||||||
|
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);
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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]
|
||||||
|
|
||||||
|
float t = -(.2+V.y)/W.y;
|
||||||
|
float sx = V.x + t* W.x, sz = V.z + t * W.z;
|
||||||
|
|
||||||
|
if(t >= 0.&&abs(sx)<1.5 && abs(sz+.6)<3.)
|
||||||
|
{
|
||||||
|
vec3 S = vec3(sx, -.2, sz);
|
||||||
|
vec3 realLDir=normalize(LDir - S);
|
||||||
|
color=(
|
||||||
|
0.5
|
||||||
|
+0.5*max(0.,realLDir.y)*LCol
|
||||||
|
)*groundColor
|
||||||
|
;
|
||||||
|
// + SPECULAR COMPONENT GOES HERE
|
||||||
|
if(rtxoff || j == n_ref - 1)
|
||||||
|
color += float(j)*groundSpecular.xyz*
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
else{
|
||||||
|
if(j > 0)
|
||||||
|
{
|
||||||
|
stack[j] = RT(vec3(12.,12.,12.)*pow(max(0.,dot(W, normalize(LDir - V))), 10.), 0.);
|
||||||
|
cnt_ref = j + 1;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
cnt_ref = j;
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// RTX off
|
||||||
|
if(rtxoff)
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if(rtxoff)
|
||||||
|
color = stack[0].color;
|
||||||
|
else
|
||||||
|
{
|
||||||
|
color = vec3(0,0,0);
|
||||||
|
float currks = 1.;
|
||||||
|
for(int i = 0; i < n_ref; ++i)
|
||||||
|
{
|
||||||
|
if(i >= cnt_ref)
|
||||||
|
{
|
||||||
|
color += currks * stack[i - 1].color;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
color += currks *(1.-stack[i].ks) * stack[i].color;
|
||||||
|
currks *= stack[i].ks;
|
||||||
|
}
|
||||||
|
if(n_ref == cnt_ref)
|
||||||
|
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