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112 lines
4.9 KiB
112 lines
4.9 KiB
<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=lib4.header.js></script>
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<script src=lib4.js></script>
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<style>
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.ace_gutter-layer {
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/* original width is 48px */
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width: 25px !important;
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}
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.ace_gutter-layer > * {
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/* 48 - 32 = 16 */
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margin-left: 0;
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}
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.ace_gutter-cell {
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padding-left: 0 !important;
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padding-right: 3px !important;
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}
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.code{
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font-family: "monaco, menlo, ubuntu mono, consolas, source-code-pro" ;
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}
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</style>
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<!!-------- VERTEX SHADER: YOU PROBABLY DON'T WANT TO CHANGE THIS RIGHT NOW -------->
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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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<font size=7 color=#909090>
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StarCraft RTX
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<img id="rtx" style="float:right;" src="./RTXon.svg" type="image/svg+xml"
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alt="Turn Ray Tracing On/OFF" title="Turn Ray Tracing On/OFF" height=60px /img>
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<div id="fps" style="font-size:25;float:right;margin-right:18px;"></div>
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<TABLE cellspacing=0 cellpadding=0><TR>
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<td><font color=red size=5><div id=errorMessage></div></font></td>
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</TR><TR>
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<table cellspacing=0>
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<tr>
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<td valign=top>
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<div id="ace" style="width:800px;height:2200px;"></div>
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</td><td valign=top>
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<body bgcolor=white text=black link=black alink=blue vlink=blue>
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<center>
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<!!--- SUPER SAMPLING THE W/H PARAMS FOR CANVAS ARE RENDER SIZE, IN THE CSS IS ACTUAL(DISPLAY) SIZE.--->
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<canvas id='canvas1' style=" overflow: hidden !important; width: 600px !important; height:600px !important;" width=599 height=599></canvas>
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</center>
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</body>
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<div id="controls">
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<input type="number" id="ins" style="margin-left:0px;font-size:24px;width:35px;height:45px" value="5" max="5" min = "1">
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<button id="bns" style="margin-left:0px;font-size:24px;width:105px;height:45px">Spheres</button>
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<input type="number" id="insamp" style="margin-left:2px;font-size:24px;width:60px;height:45px" value="1" max="4" min = "0.25" step="0.2">
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<button id="bnsamp" style="margin-left:0px;font-size:24px;width:190px;height:45px">Super Sampling</button>
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<button id="bnfs" style="margin-left:2px;font-size:24px;width:180px;height:45px">Fullscreen</button>
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<button id="clrsel" style="margin-left:0px;font-size:24px;width:180px;height:45px">Clear Selection</button>
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<button id="reset" style="margin-left:0px;font-size:24px;width:100px;height:45px">Reset</button>
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<div style=\'font-size:25px\'>
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<font color=#909090>
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<i style="font-size:25px;">What's new: </i>
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<p style="font-size:20px;">
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As before, drag on the canvas to rotate the scene, scroll on it to change focal point (perspective projection).
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Double click it to pause/resume.<br>
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I now added Fullscreen mode so that we can scroll on the canvas without scrolling the whole page and use single-key
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hotkeys without worrying about conflicts with the editor. <br>
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<a style="color:red;">Now, you can select a sphere by clicking on it (literally, click the sphere on the canvas!). And drag it around
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to move it.</a><br>
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When a sphere is selected, you can also scroll whe mouse wheel to change its radius, and <strong>in fullscreen mode</strong>, press B and F key to send
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it backward or forward <strong>according to your view point!</strong><br>
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I also optimized the code a little bit, so that the transformation matrix is completely computed in CPU,
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and applied (multiplied) inside the <a href="./shader.vert">vertex shader</a>.<br>
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I suggest moving spheres when pausing the scene by double clicking the canvas, otherwise the spheres are already moving.<br>
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<strong>If you found the scene somehow clipped, it seems to be a bug of chromium, please simply click on 'Super Sampling' button
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or refresh the page. Otherwise the interactions won't work because the coordinates are wrong.</strong>
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</p>
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<div id="howitworks">
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<br>
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<p style="font-size:20px;">
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<i style="font-size:25px;">How it works:</i><br>
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I used similar method in raytracing to find the sphere it hits.<br>
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The transformation methods are implemented in <a href="./lib4.header.js">lib4.header.js</a><br>
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Interaction parts are in <a href="./lib4.ext.js">lib4.ext.js</a><br>
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<a href="./lib4.js">lib4.js</a> most contains initialization methods for the renderer.<br>
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<a href="./index.html">index.html</a> is almost pure html.<br>
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</p>
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</div>
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<p>
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</div>
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</div></td>
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</tr></table>
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</TR></TABLE>
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<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
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<script src="lib4.ext.js"></script>
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<script>
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setInterval(() => {
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if(window.vs != null && window.fs != null&& canvas1.setShaders === undefined)
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gl_start(canvas1, vs, fs);
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}, 200);
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</script> |