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197 lines
6.6 KiB
197 lines
6.6 KiB
<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/ext-language_tools.js" crossorigin="anonymous"></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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<body bgcolor=white text=black link=black alink=blue vlink=blue>
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<center>
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<canvas id='canvas1' width=600 height=600></canvas>
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</center>
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</body>
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<!!-------- VERTEX SHADER: YOU PROBABLY DON'T WANT TO CHANGE THIS RIGHT NOW -------->
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<script id='my_vertex_shader' type='x-shader/x-vertex'>
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attribute vec3 aPos;
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varying vec3 vPos;
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void main() {
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gl_Position = vec4(aPos, 1.);
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vPos = aPos;
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}
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</script>
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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 src="shader.frag" id='my_fragment_shader' type='x-shader/x-fragment'> </script>
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<!!-------- CREATE A PROPERLY DESCRIPTIVE TITLE BELOW -------->
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<script id='my_title' type='text/html'>
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Solar RTX
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</script>
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<!!-------- HERE IS WHERE YOU CAN PROVIDE A LONGER TEXT DESCRIPTION -------->
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<script id='my_instructions' type='text/html'><font color=#909090>
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<p style="font-size:30px; ">I am implementing ray tracing<br>
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to multiple spheres with a single<br>
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light source and Phong shading.
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<p>
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<i style="font-size:25px;">Here is how it works:</i>
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<ul>
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<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
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<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>
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<li>Then, I mapped the 3D sphere surface to the rectangular 2D texture picture. </li>
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<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
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the width of the texture.</li>
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<li>I used Perlin Noise to generate fake clouds.</li>
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<li> I modified the lighting so that the light source won't move with the sphere and
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the lighting will change when the sphere moves. I also added specular lights to make it shinier.</li>
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<li> I tried to add some 'soft shadow' to it. I used a mix of methods inspired by Ambient Occlusion and Ray Tracing.<br>
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<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>
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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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towards the light source or from the background point towards the camera position intersect with the sphere.</li>
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</ul>
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<li>I added basic interactions such as press ctrl + 't' key to hide/show texture, click on the above canvas to pause/unpause animations.
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Just a proof of concept.</li>
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<li>Finally, I made some small changes like changing R over time and refined the UI a little bit. I used
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<a href="https://ace.c9.io">Ace</a> for code highlighting and autocompletion on the edit panel.</li>
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<li>Comments begin with '//*' are added by me.</li>
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<li>Repo on <a href="https://github.com/sunyinqi0508/graphics_hw1">Github</a>.</li>
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</li>
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</ul>
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<p>
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</script>
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<!!-------- YOU PROBABLY WANT TO CHANGE ANYTHING BELOW RIGHT NOW -------->
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<script>
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// CREATE THE HTML DOCUMENT
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let flags = 0x0;
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let vs = my_vertex_shader.innerHTML;
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//* LOADING FRAGMENT SHADER
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var client = new XMLHttpRequest();
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client.open('GET', './shader.frag');
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client.onloadend = function() {
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fs = (client.responseText);
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//* START EVERYTHING AFTER FRAGMENT SHADER IS DOWNLOADED.
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gl_start(canvas1, vs, fs);
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editor.getSession().setValue(fs);
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editor.session.on('change', function(delta) {
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if(typeof canvas1.setShaders === "function")
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{
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canvas1.setShaders(vs, editor.getSession().getValue());
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setUniform('1i', 'flags', flags);
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}
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});
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}
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client.send();
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document.body.innerHTML = [''
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,'<font size=7 color=#909090>' + my_title.innerHTML
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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:1780px;"></div>'
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,'</td><td valign=top>' + document.body.innerHTML + '<div style=\'font-size:25px\'>' + my_instructions.innerHTML + '</div>' + '</td>'
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,'</tr></table>'
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,'</TR></TABLE>'
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].join('');
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// SET UP THE EDITABLE TEXT AREA ON THE LEFT SIDE.
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ace.require("ace/ext/language_tools");
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var editor = ace.edit("ace", {
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mode:"ace/mode/glsl",
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theme:"ace/theme/crimson_editor"
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});
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editor.setOptions({
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enableBasicAutocompletion: true,
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enableSnippets: true,
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enableLiveAutocompletion: true,
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fontSize: 14,
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fontFamily: "monaco, menlo, ubuntu mono, consolas, source-code-pro",
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fixedWidthGutter: true,
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showGutter: true,
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showPrintMargin: false,
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});
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editor.setAutoScrollEditorIntoView(true);
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// REPARSE THE SHADER PROGRAM AFTER EVERY KEYSTROKE.
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let lastTime = Date.now();
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let animating = true;
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let ctrl = false;
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canvas1.addEventListener('click',function(ev){
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if(animating)
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lastTime = Date.now();
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else
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startTime += Date.now() - lastTime;
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animating = !animating;
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});
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document.addEventListener('keydown',(e)=>{
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if(e.code.startsWith('Control'))
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{
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ctrl = true;
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}
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else if(ctrl && e.code == 'KeyT')
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{
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mask = 0x1;
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flags = flags&!mask | (!(flags&mask)?mask:0);
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setUniform('1i', 'flags', flags);
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}
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else if (ctrl && e.code == 'KeyS')
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{
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let a = document.createElement('a');
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a.href = "data:text/plain,"+encodeURIComponent(editor.getSession().getValue());
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a.download = 'shader.frag';
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a.click();
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}
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});
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document.addEventListener('keyup',(e)=>{
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if(e.code.startsWith('Control'))
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{
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ctrl = false;
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}
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});
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// SET THE CURRENT TIME IN SECONDS BEFORE RENDERING EACH FRAME.
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let startTime = Date.now();
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function animate(gl) {
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if(animating)
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setUniform('1f', 'uTime', (Date.now() - startTime) / 1000);
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else
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setUniform('1f', 'uTime', (lastTime - startTime) / 1000);
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}
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</script>
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