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<!DOCTYPE html>
<html lang="en" xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta name="robots" content="all" />
<title>Raymarching</title>
<style type="text/css">
</style>
<script type="text/javascript">
"use strict";
window.onload = main;
var gl;
var start_time;
var snapshot_times = [];
var time_location;
var arg_aa_location;
var arg_aa_adaptive_location;
var arg_aa_debug_location;
var arg_aa_limit_location;
var arg_ao_location;
var arg_depth_location;
var arg_ref_location;
var arg_shadow_location;
var arg_bump_location;
var arg_dis_location;
var arg_march_location;
function getShader(gl, id)
{
var shaderScript = document.getElementById(id);
if (!shaderScript) return null;
var str = "";
var k = shaderScript.firstChild;
while (k)
{
if (k.nodeType == 3)
str += k.textContent;
k = k.nextSibling;
}
var shader;
if (shaderScript.type == "x-shader/x-fragment") shader = gl.createShader(gl.FRAGMENT_SHADER);
else if (shaderScript.type == "x-shader/x-vertex") shader = gl.createShader(gl.VERTEX_SHADER);
else return null;
gl.shaderSource(shader, str);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS))
{
alert(gl.getShaderInfoLog(shader));
return null;
}
return shader;
}
function main()
{
var canvas = document.getElementById("canvas");
gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl)
{
alert("OpenGL could not be initialized.");
document.getElementById('heading').innerHTML = "WebGL - Initialization Error";
document.getElementById('info').innerHTML = "WebGL could not be initialized. Check that your browser supports WebGL.";
return;
}
gl.getExtension('OES_standard_derivatives');
var vertex_shader = getShader(gl, "2d-vertex-shader");
var fragment_shader = getShader(gl, "2d-fragment-shader");
var program = gl.createProgram();
gl.attachShader(program, vertex_shader);
gl.attachShader(program, fragment_shader);
gl.linkProgram(program);
gl.deleteShader(vertex_shader);
gl.deleteShader(fragment_shader);
if (!gl.getProgramParameter(program, gl.LINK_STATUS))
{
document.getElementById('heading').innerHTML = "WebGL - Shader Initialization Error";
document.getElementById('info').innerHTML = "WebGL could not initialize one, or both, shaders.";
gl.deleteProgram(program);
return;
}
gl.useProgram(program);
time_location = gl.getUniformLocation(program, "time");
var screen_ratio_location = gl.getUniformLocation(program, "screen_ratio");
var position_location = gl.getAttribLocation(program, "position");
var resolution_location = gl.getUniformLocation(program, "resolution");
arg_aa_location = gl.getUniformLocation(program, "arg_aa");
arg_aa_adaptive_location = gl.getUniformLocation(program, "arg_aa_adaptive");
arg_aa_limit_location = gl.getUniformLocation(program, "arg_aa_limit");
arg_aa_debug_location = gl.getUniformLocation(program, "arg_aa_debug");
arg_ao_location = gl.getUniformLocation(program, "arg_ao");
arg_depth_location = gl.getUniformLocation(program, "arg_depth");
arg_ref_location = gl.getUniformLocation(program, "arg_ref");
arg_shadow_location = gl.getUniformLocation(program, "arg_shadow");
arg_bump_location = gl.getUniformLocation(program, "arg_bump");
arg_dis_location = gl.getUniformLocation(program, "arg_dis");
arg_march_location = gl.getUniformLocation(program, "arg_march");
gl.uniform2f(resolution_location, canvas.width, canvas.height);
var mx = Math.max(canvas.width, canvas.height);
var xdivmx = canvas.width/mx;
var ydivmx = canvas.height/mx;
gl.uniform2f(screen_ratio_location, xdivmx, ydivmx);
var buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
-1.0, -1.0,
1.0, -1.0,
-1.0, 1.0,
-1.0, 1.0,
1.0, -1.0,
1.0, 1.0]), gl.STATIC_DRAW);
gl.enableVertexAttribArray(position_location);
gl.vertexAttribPointer(position_location, 2, gl.FLOAT, false, 0, 0);
document.getElementById('info').innerHTML = "<i>Frame Rate</i>: ...";
start_time = Date.now();
window.requestAnimationFrame(render, canvas);
}
window.requestAnimFrame = (function()
{
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback, element)
{
return window.setTimeout(callback, 1000/60);
};
})();
window.cancelRequestAnimFrame = (function()
{
return window.cancelCancelRequestAnimationFrame ||
window.webkitCancelRequestAnimationFrame ||
window.mozCancelRequestAnimationFrame ||
window.oCancelRequestAnimationFrame ||
window.msCancelRequestAnimationFrame ||
window.clearTimeout;
})();
function render()
{
gl.uniform1i(arg_aa_location, document.getElementById("arg_aa").checked);
gl.uniform1i(arg_aa_adaptive_location, document.getElementById("arg_aa_adaptive").checked);
gl.uniform1i(arg_aa_debug_location, document.getElementById("arg_aa_debug").checked);
gl.uniform1f(arg_aa_limit_location, document.getElementById("arg_aa_limit").value);
gl.uniform1f(arg_ao_location, document.getElementById("arg_ao").value);
gl.uniform1i(arg_depth_location, document.getElementById("arg_depth").value);
gl.uniform1f(arg_ref_location, document.getElementById("arg_ref").value);
gl.uniform1f(arg_shadow_location, document.getElementById("arg_shadow").value);
gl.uniform1f(arg_bump_location, document.getElementById("arg_bump").value);
gl.uniform1f(arg_dis_location, document.getElementById("arg_dis").value);
gl.uniform1f(arg_march_location, document.getElementById("arg_march").value);
gl.uniform1f(time_location, (Date.now() - start_time)/1000.0);
// gl.uniform1f(time_location, 10);
gl.drawArrays(gl.TRIANGLES, 0, 6);
snapshot_times.push(Date.now());
if (snapshot_times.length > 10) snapshot_times.shift();
var fps = ((snapshot_times.length-1)*1000)/(snapshot_times[snapshot_times.length-1] - snapshot_times[0]);
document.getElementById('info').innerHTML = "<i>Frame Rate</i>: " + fps.toFixed(2) + " fps";
window.requestAnimationFrame(render, canvas);
}
</script>
<script id="2d-vertex-shader" type="x-shader/x-vertex">
attribute vec2 position;
uniform vec2 screen_ratio;
varying vec2 surface_position;
void main()
{
surface_position = position*screen_ratio;
gl_Position = vec4(position, 0, 1);
}
</script>
<script id="2d-fragment-shader" type="x-shader/x-fragment">
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform vec2 resolution;
uniform int arg_aa;
uniform int arg_aa_adaptive;
uniform int arg_aa_debug;
uniform int arg_depth;
uniform float arg_aa_limit;
uniform float arg_ao;
uniform float arg_ref;
uniform float arg_shadow;
uniform float arg_bump;
uniform float arg_dis;
uniform float arg_march;
#define PI 3.1415926535898
const float eps = 0.001;
const float min_distance = 0.005;
const float clipFar = 8.0;
const vec3 bgcolor = vec3(0.);
vec3 cam_pos = vec3(0., 0., time*0.1);
vec3 light_pos = vec3(cam_pos.x + 0.5*cos(time), cam_pos.y + 0.0*sin(time), cam_pos.z);
float hash(float n)
{
return fract(sin(n)*43758.5453);
}
vec3 hash33(vec3 p)
{
float n = sin(dot(p, vec3(7, 157, 113)));
return fract(vec3(2097152, 262144, 32768)*n);
}
float noise(vec3 x)
{
vec3 p = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x*7.0 + p.y*57.0 + 111.0*p.z;
return mix(mix(mix(hash(n+ 0.0), hash(n+ 7.0),f.x),
mix(hash(n+ 57.0), hash(n+ 64.0),f.x),f.y),
mix(mix(hash(n+111.0), hash(n+118.0),f.x),
mix(hash(n+168.0), hash(n+175.0),f.x),f.y),f.z);
}
float sinusoidal_bump(vec3 p)
{
return sin(p.x*4.+time*0.97)*cos(p.y*4.+time*2.17)*sin(p.z*4.-time*1.31)
+ 0.5*sin(p.x*8.+time*0.57)*cos(p.y*8.+time*2.11)*sin(p.z*8.-time*1.23);
}
float bump(vec3 p)
{
return noise(p*64.0)*0.667+noise(p*128.0)*0.333;
}
vec3 bumpmap(vec3 p, vec3 n, float bf)
{
vec3 grad = vec3(bump(vec3(p.x+eps, p.y, p.z))-bump(vec3(p.x-eps, p.y, p.z)),
bump(vec3(p.x, p.y+eps, p.z))-bump(vec3(p.x, p.y-eps, p.z)),
bump(vec3(p.x, p.y, p.z+eps))-bump(vec3(p.x, p.y, p.z-eps)))/(eps+eps);
grad -= n*dot(n, grad);
return normalize(n-bf*grad);
}
//field equation for a sphere.
float sphere(vec3 p, vec3 center, float radius)
{
return length(p-center) - radius;
}
//field equation for a cube.
float box(vec3 p, vec3 b)
{
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
//field equation for a rounded cube.
float rounded_cube(vec3 p, vec3 xt, float r)
{
return length(max(abs(p)-xt + vec3(r), 0.0)) - r;
}
//smooth min between two values
float smin(float a, float b, float k)
{
float h = clamp(0.5+0.5*(b-a)/k, 0.0, 1.0);
return mix(b, a, h) - k*h*(1.0-h);
}
//the scene
float scene(vec3 p)
{
float d = 0.0;
if (arg_dis > 0.0) d = sinusoidal_bump(p*4.0)*arg_dis;
p = fract(p)-0.5;
return sphere(p, vec3(0.0), 0.35) + d;
// return smin(box(p, vec3(0.25,0.25,0.25)),
// sphere(p, vec3(0.,0.,0.), 0.35),
// 0.025);
// return max(box(p, vec3(0.25,0.25,0.25)),
// sphere(p, vec3(0.,0.,0.), 0.35));
// return min(box(p, vec3(0.25,0.25,0.25)),
// sphere(p, vec3(0.,0.,0.), 0.35));
// return max(-box(p, vec3(0.25,0.25,0.25)),
// sphere(p, vec3(0.,0.,0.), 0.35));
}
vec3 get_normal(vec3 p)
{
return normalize(vec3(
scene(vec3(p.x+eps,p.y,p.z))-scene(vec3(p.x-eps,p.y,p.z)),
scene(vec3(p.x,p.y+eps,p.z))-scene(vec3(p.x,p.y-eps,p.z)),
scene(vec3(p.x,p.y,p.z+eps))-scene(vec3(p.x,p.y,p.z-eps))
));
}
float calc_ao(vec3 p, vec3 n)
{
const float AO_SAMPLES = 5.0;
float r = 0.0;
float w = 1.0;
for (float i=1.0; i<=AO_SAMPLES; i++)
{
float d0 = i*0.2;
r += w*(d0 - scene(p + n*d0));
w *= 0.5;
}
return 1.0-clamp(r,0.0,1.0);
}
float calc_shadow(vec3 ro, vec3 rd, float l, float end, float k)
{
float shade = 1.0;
for (int i = 0; i < 1000; i++)
{
float h = scene(ro + rd*l);
shade = min(shade, k*h/l);
if (shade <= 0.1 || l >= end) break;
l += h;
}
return max(shade, 0.1);
}
vec3 lighting(vec3 sp, vec3 sn, vec3 cp)
{
vec3 obj_color = floor(mod(sp, 2.0));
vec3 lp = light_pos;
vec3 ld = lp-sp;
vec3 lcolor = vec3(1.0,1.0,1.0);
float len = length(ld);
ld /= len;
float lightAtten = min(1.0 / (0.25*len*len), 1.0);
vec3 ref = reflect(-ld, sn);
float ss = calc_shadow(sp, ld, min_distance, len, arg_shadow);
float ao = 1.0-arg_ao;
if (ao < 1.0) ao = ao + (1.0-ao)*calc_ao(sp, sn);
float ambient = 0.05;
float specularPower = 8.0;
float diffuse = max(0.0, dot(sn, ld));
float specular = max(0.0, dot(ref, normalize(cp-sp)));
specular = pow(specular, specularPower);
return (obj_color*(diffuse*0.8+ambient)+specular*0.5)*lcolor*lightAtten*ss*ao;
}
vec2 ray_march(vec3 ro, vec3 rd, float l, float end)
{
float d, cnt;
for (float i = 1.0; i < 1000.0; i++)
{
d = scene(ro + rd*l);
l += d*arg_march;
cnt = i;
if ((d <= min_distance) || (l >= end)) break;
}
if (d > min_distance)
{
l = end;
cnt = 0.0;
}
return vec2(l, cnt);
}
vec4 scene_ray(vec3 ro, vec3 rd)
{
vec2 p_ray = ray_march(ro, rd, 0.0, clipFar);
if (p_ray.x >= clipFar) return vec4(bgcolor, p_ray.y);
vec3 sp = ro + rd*p_ray.x;
vec3 sn = get_normal(sp);
vec3 bn = sn;
if (arg_bump > 0.0) bn = bumpmap(sp, sn, arg_bump);
vec3 color = lighting(sp, bn, ro);
float ref = arg_ref;
for (int i = 1; i < 3; i++)
{
if (i > arg_depth) break;
ro = sp;
rd = reflect(rd, bn);
vec2 r_ray = ray_march(ro, rd, min_distance*5.0, clipFar);
p_ray.y = max(p_ray.y, r_ray.y);
if (r_ray.x >= clipFar)
{
color += bgcolor*ref;
break;
}
sp = ro + rd*r_ray.x;
bn = get_normal(sp);
color += lighting(sp, bn, ro)*ref;
ref *= arg_ref;
}
return vec4(clamp(color, 0.0, 1.0), p_ray.y);
}
void main(void)
{
const float FOV = 0.5;
vec2 aspect = vec2(resolution.x/resolution.y, 1.0);
vec3 lookat = vec3(0., 0., 0.);
vec3 forward = normalize(lookat-cam_pos);
vec3 right = normalize(vec3(forward.z, 0., -forward.x));
vec3 up = normalize(cross(forward,right));
vec2 screen_cords = (2.0*gl_FragCoord.xy/resolution.xy - 1.0)*aspect;
vec3 rd = normalize(forward + FOV*screen_cords.x*right + FOV*screen_cords.y*up);
vec4 color = scene_ray(cam_pos, rd);
float scale = 1.0;
if (arg_aa != 0)
{
if (arg_aa_adaptive != 0)
{
if (color.w > arg_aa_limit)
{
scale = 0.25;
screen_cords = (2.0*(gl_FragCoord.xy+vec2(0.5, 0.0))/resolution.xy - 1.0)*aspect;
rd = normalize(forward + FOV*screen_cords.x*right + FOV*screen_cords.y*up);
color += scene_ray(cam_pos, rd);
screen_cords = (2.0*(gl_FragCoord.xy+vec2(0.0, 0.5))/resolution.xy - 1.0)*aspect;
rd = normalize(forward + FOV*screen_cords.x*right + FOV*screen_cords.y*up);
color += scene_ray(cam_pos, rd);
screen_cords = (2.0*(gl_FragCoord.xy+vec2(0.5, 0.5))/resolution.xy - 1.0)*aspect;
rd = normalize(forward + FOV*screen_cords.x*right + FOV*screen_cords.y*up);
color += scene_ray(cam_pos, rd);
if (arg_aa_debug != 0) color += vec4(2.0);
}
}
else
{
scale = 0.25;
screen_cords = (2.0*(gl_FragCoord.xy+vec2(0.5, 0.0))/resolution.xy - 1.0)*aspect;
rd = normalize(forward + FOV*screen_cords.x*right + FOV*screen_cords.y*up);
color += scene_ray(cam_pos, rd);
screen_cords = (2.0*(gl_FragCoord.xy+vec2(0.0, 0.5))/resolution.xy - 1.0)*aspect;
rd = normalize(forward + FOV*screen_cords.x*right + FOV*screen_cords.y*up);
color += scene_ray(cam_pos, rd);
screen_cords = (2.0*(gl_FragCoord.xy+vec2(0.5, 0.5))/resolution.xy - 1.0)*aspect;
rd = normalize(forward + FOV*screen_cords.x*right + FOV*screen_cords.y*up);
color += scene_ray(cam_pos, rd);
}
}
color *= scale;
color.w = 1.0;
gl_FragColor = color;
}
</script>
</head>
<body>
<div style="width:100%;">
<div style="float:left; width:25%;">
<table style="width:100%">
<tr>
<td><input id="arg_aa" type="checkbox">Anti Alias<br></td>
<td><input id="arg_aa_adaptive" type="checkbox">Adaptive Mode<br></td>
</tr>
<tr>
<td><input id="arg_aa_debug" type="checkbox">Anti Alias Debug<br></td>
<td></td>
</tr>
<tr>
<td><input id="arg_aa_limit_num" type="number" min="0" max="32" step="1" value ="16" oninput="arg_aa_limit.value=value"/></td>
<td><input id="arg_aa_limit" type="range" min="0" max="32" step="1" value ="16" oninput="arg_aa_limit_num.value=value"/>Adaptive Limit<br></td>
</tr>
<tr>
<td><input id="arg_depth_num" type="number" min="0" max="2" step="1" value ="1" oninput="arg_depth.value=value"/></td>
<td><input id="arg_depth" type="range" min="0" max="2" step="1" value ="1" oninput="arg_depth_num.value=value"/>Reflection Depth<br></td>
</tr>
<tr>
<td><input id="arg_ref_num" type="number" min="0" max="1" step="0.01" value ="0.3" oninput="arg_ref.value=value"/></td>
<td><input id="arg_ref" type="range" min="0" max="1" step="0.01" value ="0.3" oninput="arg_ref_num.value=value"/>Reflection Coef<br></td>
</tr>
<tr>
<td><input id="arg_ao_num" type="number" min="0" max="1" step="0.01" value ="0.2" oninput="arg_ao.value=value"/></td>
<td><input id="arg_ao" type="range" min="0" max="1" step="0.01" value ="0.2" oninput="arg_ao_num.value=value"/>Ambient Oclusion<br></td>
</tr>
<tr>
<td><input id="arg_shadow_num" type="number" min="32" max="256" step="0.01" value ="32" oninput="arg_shadow.value=value"/></td>
<td><input id="arg_shadow" type="range" min="32" max="256" step="0.01" value ="32" oninput="arg_shadow_num.value=value"/>Shadow Softness<br></td>
</tr>
<tr>
<td><input id="arg_bump_num" type="number" min="0" max="0.01" step="0.0001" value ="0" oninput="arg_bump.value=value"/></td>
<td><input id="arg_bump" type="range" min="0" max="0.01" step="0.0001" value ="0" oninput="arg_bump_num.value=value"/>Bump Factor<br></td>
</tr>
<tr>
<td><input id="arg_dis_num" type="number" min="0" max="0.03" step="0.0001" value ="0" oninput="arg_dis.value=value"/></td>
<td><input id="arg_dis" type="range" min="0" max="0.03" step="0.0001" value ="0" oninput="arg_dis_num.value=value"/>Displace Factor<br></td>
</tr>
<tr>
<td><input id="arg_march_num" type="number" min="0.25" max="1.0" step="0.0001" value ="0.75" oninput="arg_march.value=value"/></td>
<td><input id="arg_march" type="range" min="0.25" max="1.0" step="0.0001" value ="0.75" oninput="arg_march_num.value=value"/>March Scale<br></td>
</tr>
</table>
</div>
<div style="float:left; width:75%;">
<h1 id="heading">Raymarching Test</h1>
<canvas id="canvas" width="1024" height="768"></canvas>
<div id="info"></div>
</div>
</div>
</body>
</html>