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Graphics/index.html

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<script src=lib3.js></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ace.js"crossorigin="anonymous"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/ace/1.4.12/ext-language_tools.js" crossorigin="anonymous"></script>
<style>
.ace_gutter-layer {
/* original width is 48px */
width: 25px !important;
}
.ace_gutter-layer > * {
/* 48 - 32 = 16 */
margin-left: 0;
}
.ace_gutter-cell {
padding-left: 0 !important;
padding-right: 3px !important;
}
.code{
font-family: "monaco, menlo, ubuntu mono, consolas, source-code-pro" ;
}
</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=" overflow: hidden !important; width: 600px !important; height:600px !important;" width=600 height=600></canvas>
</center>
</body>
<!!-------- VERTEX SHADER: YOU PROBABLY DON'T WANT TO CHANGE THIS RIGHT NOW -------->
<script id='my_vertex_shader' type='x-shader/x-vertex'>
attribute vec3 aPos;
varying vec3 vPos;
void main() {
gl_Position = vec4(aPos, 1.);
vPos = aPos;
}
</script>
<!!-------- FRAGMENT SHADER: THIS IS WHERE YOU WILL DO YOUR WORK -------->
<!!-------- FRAGMENT SHADER: MOVED TO ./shader.frag!! LOADED IN lib2.js -------->
<!--script src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
<script id='my_title' type='text/html'>
RTX Extreme
</script>
<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
<script id='my_instructions' type='text/html'><font color=#909090>
<p style="font-size:30px; ">In this homework, I implemented Global illumination w/
Realtime Recursive Ray Tracing!
<p>
<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+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>DRAG, SCROLL on canvas: Changing Viewing point.</li>
<li>Please use Chromium based browser.</li>
<li>Super Sampling(0.25x-4x): increase rendering size for better visual or decrease rendering size for better performance.</li>
<li>Spheres(1 - 4): number of spheres, performance will suffer if adding too many spheres.</li>
</ul>
<i style="font-size:25px;">How it works:</i>
<ul>
<li>I added recursive ray tracing with fraction support.</li>
<li>Each hit will now spawn 2 rays, but there're serious performance issues, because
the number of rays increases exponentially. I resolved this issue by:
</li>
<ul>
<li>Pruning: If the weight of this ray is too small, dispose it.</li>
<li>Smarter Stack frame utilization: Now the stack frame will only store last rays and next rays.
By alternating 2 arrays storing last ray and next ray, I don't need to store other rays.
</li>
<li>By combining these methods I managed to significantly reduce RT depth and 'stack' size,
While supporting nested object and objects both reflection and refraction rays on the same surface.
</li>
</ul>
<img src="./img.jpg"></img>
</ul>
<p>
</script>
<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
<script>
// CREATE THE HTML DOCUMENT
let flags = 0x0;
let vs = my_vertex_shader.innerHTML;
//* LOADING FRAGMENT SHADER
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 = [''
,'<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: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="2" max="4">'
,'<button id="bns" style="margin-left:5px;font-size:24px;width:180px;height:45px">Set Spheres</button>'
,'<input type="number" id="insamp" style="margin-left:3px;font-size:24px;width:100px;height:45px" value="1" max="4" min = "0.25">'
,'<button id="bnsamp" style="margin-left:5px;font-size:24px;width:200px;height:45px">Super Sampling</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());
}
}
bnsamp.onclick=function(e){
let multiplier = insamp.value;
let w = parseInt(canvas1.style.width)*multiplier;
let h = parseInt(canvas1.style.height)*multiplier;
canvas1.height = h;
canvas1.width = w;
gl.viewport(0, 0, w, h);
gl.clearRect(0, 0, w, h);
}
// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
ace.require("ace/ext/language_tools");
var editor = ace.edit("ace", {
mode:"ace/mode/glsl",
theme:"ace/theme/crimson_editor"
});
editor.setOptions({
enableBasicAutocompletion: true,
enableSnippets: true,
enableLiveAutocompletion: true,
fontSize: 14,
fontFamily: "monaco, menlo, ubuntu mono, consolas, source-code-pro",
fixedWidthGutter: true,
showGutter: true,
showPrintMargin: false,
});
editor.setAutoScrollEditorIntoView(true);
// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
delete editor.KeyBinding;
let lastTime = Date.now();
let animating = true;
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;
};
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('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
}
mouselastX = e.offsetX;
mouselastY = e.offsetY;
});
canvas1.addEventListener('mouseup', function(e){
moving = false;
});
canvas1.addEventListener('mouseout', function(e){
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(){
alert('Ray Tracing is always on. See hw2 where rt can be toggled on/off.')
rtx.src='./RTXon.svg';
}
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'){
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('Matrix3fv', 'transformation', false, [cx, sy*sx, sx*cy, 0, cy, -sy, -sx, cx*sy, cx*cy]);
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;
});
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;
});
let startTime = Date.now();
let lastFrameTime = 0;
function animate(gl) {
let uTime;
if(animating)
{
uTime = (Date.now() - startTime) / 1000;
setUniform('1f', 'uTime', uTime);
}
else
{
uTime = (lastTime - startTime) / 1000;
setUniform('1f', 'uTime', uTime);
}
setUniform('4f', 'Sph[3]', .9*Math.sin(uTime*.4),0.,.9*Math.cos(uTime*.4),.25);
setUniform('4f', 'Sph[2]', .22*Math.sin(uTime*1.2),0.05,.22*Math.cos(uTime*1.2),.05);
setUniform('4f', 'Sph[0]', 0,0.05*Math.cos(uTime + 1.),.045*Math.cos(uTime),.15);
setUniform('4f', 'Sph[1]', 0,0.,0,.25);
}
let start;
requestAnimationFrame(fpscounter);
</script>