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Scientific Computing & Data Science
[WebGL] Path Tracing 본문
이번 예제는 Path Tracing 알고리즘을 이용한 렌더링에 관한 것입니다.
Path Tracing에 대한 자세한 내용은 다음 링크를 참고합니다:
http://cs.brown.edu/courses/cs224/papers/mc_pathtracing.pdf
Download Protect
16-01-advanced-path-tracing.zip
아래 화면에서 클릭 & 드래그하여 Sphere 움직여 보세요~~
webgl-path-tracing.js
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1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 | /* WebGL Path Tracing (http://madebyevan.com/webgl-path-tracing/) License: MIT License (see below) Copyright (c) 2010 Evan Wallace Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ //////////////////////////////////////////////////////////////////////////////// // shader strings //////////////////////////////////////////////////////////////////////////////// // vertex shader for drawing a textured quad var renderVertexSource = ' attribute vec3 vertex;' + ' varying vec2 texCoord;' + ' void main() {' + ' texCoord = vertex.xy * 0.5 + 0.5;' + ' gl_Position = vec4(vertex, 1.0);' + ' }'; // fragment shader for drawing a textured quad var renderFragmentSource = ' precision highp float;' + ' varying vec2 texCoord;' + ' uniform sampler2D texture;' + ' void main() {' + ' gl_FragColor = texture2D(texture, texCoord);' + ' }'; // vertex shader for drawing a line var lineVertexSource = ' attribute vec3 vertex;' + ' uniform vec3 cubeMin;' + ' uniform vec3 cubeMax;' + ' uniform mat4 modelviewProjection;' + ' void main() {' + ' gl_Position = modelviewProjection * vec4(mix(cubeMin, cubeMax, vertex), 1.0);' + ' }'; // fragment shader for drawing a line var lineFragmentSource = ' precision highp float;' + ' void main() {' + ' gl_FragColor = vec4(1.0);' + ' }'; // constants for the shaders var bounces = '5'; var epsilon = '0.0001'; var infinity = '10000.0'; var lightSize = 0.1; var lightVal = 0.5; // vertex shader, interpolate ray per-pixel var tracerVertexSource = ' attribute vec3 vertex;' + ' uniform vec3 eye, ray00, ray01, ray10, ray11;' + ' varying vec3 initialRay;' + ' void main() {' + ' vec2 percent = vertex.xy * 0.5 + 0.5;' + ' initialRay = mix(mix(ray00, ray01, percent.y), mix(ray10, ray11, percent.y), percent.x);' + ' gl_Position = vec4(vertex, 1.0);' + ' }'; // start of fragment shader var tracerFragmentSourceHeader = ' precision highp float;' + ' uniform vec3 eye;' + ' varying vec3 initialRay;' + ' uniform float textureWeight;' + ' uniform float timeSinceStart;' + ' uniform sampler2D texture;' + ' uniform float glossiness;' + ' vec3 roomCubeMin = vec3(-1.0, -1.0, -1.0);' + ' vec3 roomCubeMax = vec3(1.0, 1.0, 1.0);'; // compute the near and far intersections of the cube (stored in the x and y components) using the slab method // no intersection means vec.x > vec.y (really tNear > tFar) var intersectCubeSource = ' vec2 intersectCube(vec3 origin, vec3 ray, vec3 cubeMin, vec3 cubeMax) {' + ' vec3 tMin = (cubeMin - origin) / ray;' + ' vec3 tMax = (cubeMax - origin) / ray;' + ' vec3 t1 = min(tMin, tMax);' + ' vec3 t2 = max(tMin, tMax);' + ' float tNear = max(max(t1.x, t1.y), t1.z);' + ' float tFar = min(min(t2.x, t2.y), t2.z);' + ' return vec2(tNear, tFar);' + ' }'; // given that hit is a point on the cube, what is the surface normal? // TODO: do this with fewer branches var normalForCubeSource = ' vec3 normalForCube(vec3 hit, vec3 cubeMin, vec3 cubeMax)' + ' {' + ' if(hit.x < cubeMin.x + ' + epsilon + ') return vec3(-1.0, 0.0, 0.0);' + ' else if(hit.x > cubeMax.x - ' + epsilon + ') return vec3(1.0, 0.0, 0.0);' + ' else if(hit.y < cubeMin.y + ' + epsilon + ') return vec3(0.0, -1.0, 0.0);' + ' else if(hit.y > cubeMax.y - ' + epsilon + ') return vec3(0.0, 1.0, 0.0);' + ' else if(hit.z < cubeMin.z + ' + epsilon + ') return vec3(0.0, 0.0, -1.0);' + ' else return vec3(0.0, 0.0, 1.0);' + ' }'; // compute the near intersection of a sphere // no intersection returns a value of +infinity var intersectSphereSource = ' float intersectSphere(vec3 origin, vec3 ray, vec3 sphereCenter, float sphereRadius) {' + ' vec3 toSphere = origin - sphereCenter;' + ' float a = dot(ray, ray);' + ' float b = 2.0 * dot(toSphere, ray);' + ' float c = dot(toSphere, toSphere) - sphereRadius*sphereRadius;' + ' float discriminant = b*b - 4.0*a*c;' + ' if(discriminant > 0.0) {' + ' float t = (-b - sqrt(discriminant)) / (2.0 * a);' + ' if(t > 0.0) return t;' + ' }' + ' return ' + infinity + ';' + ' }'; // given that hit is a point on the sphere, what is the surface normal? var normalForSphereSource = ' vec3 normalForSphere(vec3 hit, vec3 sphereCenter, float sphereRadius) {' + ' return (hit - sphereCenter) / sphereRadius;' + ' }'; // use the fragment position for randomness var randomSource = ' float random(vec3 scale, float seed) {' + ' return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);' + ' }'; // random cosine-weighted distributed vector // from http://www.rorydriscoll.com/2009/01/07/better-sampling/ var cosineWeightedDirectionSource = ' vec3 cosineWeightedDirection(float seed, vec3 normal) {' + ' float u = random(vec3(12.9898, 78.233, 151.7182), seed);' + ' float v = random(vec3(63.7264, 10.873, 623.6736), seed);' + ' float r = sqrt(u);' + ' float angle = 6.283185307179586 * v;' + // compute basis from normal ' vec3 sdir, tdir;' + ' if (abs(normal.x)<.5) {' + ' sdir = cross(normal, vec3(1,0,0));' + ' } else {' + ' sdir = cross(normal, vec3(0,1,0));' + ' }' + ' tdir = cross(normal, sdir);' + ' return r*cos(angle)*sdir + r*sin(angle)*tdir + sqrt(1.-u)*normal;' + ' }'; // random normalized vector var uniformlyRandomDirectionSource = ' vec3 uniformlyRandomDirection(float seed) {' + ' float u = random(vec3(12.9898, 78.233, 151.7182), seed);' + ' float v = random(vec3(63.7264, 10.873, 623.6736), seed);' + ' float z = 1.0 - 2.0 * u;' + ' float r = sqrt(1.0 - z * z);' + ' float angle = 6.283185307179586 * v;' + ' return vec3(r * cos(angle), r * sin(angle), z);' + ' }'; // random vector in the unit sphere // note: this is probably not statistically uniform, saw raising to 1/3 power somewhere but that looks wrong? var uniformlyRandomVectorSource = ' vec3 uniformlyRandomVector(float seed) {' + ' return uniformlyRandomDirection(seed) * sqrt(random(vec3(36.7539, 50.3658, 306.2759), seed));' + ' }'; // compute specular lighting contribution var specularReflection = ' vec3 reflectedLight = normalize(reflect(light - hit, normal));' + ' specularHighlight = max(0.0, dot(reflectedLight, normalize(hit - origin)));'; // update ray using normal and bounce according to a diffuse reflection var newDiffuseRay = ' ray = cosineWeightedDirection(timeSinceStart + float(bounce), normal);'; // update ray using normal according to a specular reflection var newReflectiveRay = ' ray = reflect(ray, normal);' + specularReflection + ' specularHighlight = 2.0 * pow(specularHighlight, 20.0);'; // update ray using normal and bounce according to a glossy reflection var newGlossyRay = ' ray = normalize(reflect(ray, normal)) + uniformlyRandomVector(timeSinceStart + float(bounce)) * glossiness;' + specularReflection + ' specularHighlight = pow(specularHighlight, 3.0);'; var yellowBlueCornellBox = ' if(hit.x < -0.9999) surfaceColor = vec3(0.1, 0.5, 1.0);' + // blue ' else if(hit.x > 0.9999) surfaceColor = vec3(1.0, 0.9, 0.1);'; // yellow var redGreenCornellBox = ' if(hit.x < -0.9999) surfaceColor = vec3(1.0, 0.3, 0.1);' + // red ' else if(hit.x > 0.9999) surfaceColor = vec3(0.3, 1.0, 0.1);'; // green function makeShadow(objects) { return '' + ' float shadow(vec3 origin, vec3 ray) {' + concat(objects, function(o){ return o.getShadowTestCode(); }) + ' return 1.0;' + ' }'; } function makeCalculateColor(objects) { return '' + ' vec3 calculateColor(vec3 origin, vec3 ray, vec3 light) {' + ' vec3 colorMask = vec3(1.0);' + ' vec3 accumulatedColor = vec3(0.0);' + // main raytracing loop ' for(int bounce = 0; bounce < ' + bounces + '; bounce++) {' + // compute the intersection with everything ' vec2 tRoom = intersectCube(origin, ray, roomCubeMin, roomCubeMax);' + concat(objects, function(o){ return o.getIntersectCode(); }) + // find the closest intersection ' float t = ' + infinity + ';' + ' if(tRoom.x < tRoom.y) t = tRoom.y;' + concat(objects, function(o){ return o.getMinimumIntersectCode(); }) + // info about hit ' vec3 hit = origin + ray * t;' + ' vec3 surfaceColor = vec3(0.75);' + ' float specularHighlight = 0.0;' + ' vec3 normal;' + // calculate the normal (and change wall color) ' if(t == tRoom.y) {' + ' normal = -normalForCube(hit, roomCubeMin, roomCubeMax);' + [yellowBlueCornellBox, redGreenCornellBox][environment] + newDiffuseRay + ' } else if(t == ' + infinity + ') {' + ' break;' + ' } else {' + ' if(false) ;' + // hack to discard the first 'else' in 'else if' concat(objects, function(o){ return o.getNormalCalculationCode(); }) + [newDiffuseRay, newReflectiveRay, newGlossyRay][material] + ' }' + // compute diffuse lighting contribution ' vec3 toLight = light - hit;' + ' float diffuse = max(0.0, dot(normalize(toLight), normal));' + // trace a shadow ray to the light ' float shadowIntensity = shadow(hit + normal * ' + epsilon + ', toLight);' + // do light bounce ' colorMask *= surfaceColor;' + ' accumulatedColor += colorMask * (' + lightVal + ' * diffuse * shadowIntensity);' + ' accumulatedColor += colorMask * specularHighlight * shadowIntensity;' + // calculate next origin ' origin = hit;' + ' }' + ' return accumulatedColor;' + ' }'; } function makeMain() { return '' + ' void main() {' + ' vec3 newLight = light + uniformlyRandomVector(timeSinceStart - 53.0) * ' + lightSize + ';' + ' vec3 texture = texture2D(texture, gl_FragCoord.xy / 512.0).rgb;' + ' gl_FragColor = vec4(mix(calculateColor(eye, initialRay, newLight), texture, textureWeight), 1.0);' + ' }'; } function makeTracerFragmentSource(objects) { return tracerFragmentSourceHeader + concat(objects, function(o){ return o.getGlobalCode(); }) + intersectCubeSource + normalForCubeSource + intersectSphereSource + normalForSphereSource + randomSource + cosineWeightedDirectionSource + uniformlyRandomDirectionSource + uniformlyRandomVectorSource + makeShadow(objects) + makeCalculateColor(objects) + makeMain(); } //////////////////////////////////////////////////////////////////////////////// // utility functions //////////////////////////////////////////////////////////////////////////////// function getEyeRay(matrix, x, y) { return matrix.multiply(Vector.create([x, y, 0, 1])).divideByW().ensure3().subtract(eye); } function setUniforms(program, uniforms) { for(var name in uniforms) { var value = uniforms[name]; var location = gl.getUniformLocation(program, name); if(location == null) continue; if(value instanceof Vector) { gl.uniform3fv(location, new Float32Array([value.elements[0], value.elements[1], value.elements[2]])); } else if(value instanceof Matrix) { gl.uniformMatrix4fv(location, false, new Float32Array(value.flatten())); } else { gl.uniform1f(location, value); } } } function concat(objects, func) { var text = ''; for(var i = 0; i < objects.length; i++) { text += func(objects[i]); } return text; } Vector.prototype.ensure3 = function() { return Vector.create([this.elements[0], this.elements[1], this.elements[2]]); }; Vector.prototype.ensure4 = function(w) { return Vector.create([this.elements[0], this.elements[1], this.elements[2], w]); }; Vector.prototype.divideByW = function() { var w = this.elements[this.elements.length - 1]; var newElements = []; for(var i = 0; i < this.elements.length; i++) { newElements.push(this.elements[i] / w); } return Vector.create(newElements); }; Vector.prototype.componentDivide = function(vector) { if(this.elements.length != vector.elements.length) { return null; } var newElements = []; for(var i = 0; i < this.elements.length; i++) { newElements.push(this.elements[i] / vector.elements[i]); } return Vector.create(newElements); }; Vector.min = function(a, b) { if(a.length != b.length) { return null; } var newElements = []; for(var i = 0; i < a.elements.length; i++) { newElements.push(Math.min(a.elements[i], b.elements[i])); } return Vector.create(newElements); }; Vector.max = function(a, b) { if(a.length != b.length) { return null; } var newElements = []; for(var i = 0; i < a.elements.length; i++) { newElements.push(Math.max(a.elements[i], b.elements[i])); } return Vector.create(newElements); }; Vector.prototype.minComponent = function() { var value = Number.MAX_VALUE; for(var i = 0; i < this.elements.length; i++) { value = Math.min(value, this.elements[i]); } return value; }; Vector.prototype.maxComponent = function() { var value = -Number.MAX_VALUE; for(var i = 0; i < this.elements.length; i++) { value = Math.max(value, this.elements[i]); } return value; }; function compileSource(source, type) { var shader = gl.createShader(type); gl.shaderSource(shader, source); gl.compileShader(shader); if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw new Error('compile error: ' + gl.getShaderInfoLog(shader)); } return shader; } function compileShader(vertexSource, fragmentSource) { var shaderProgram = gl.createProgram(); gl.attachShader(shaderProgram, compileSource(vertexSource, gl.VERTEX_SHADER)); gl.attachShader(shaderProgram, compileSource(fragmentSource, gl.FRAGMENT_SHADER)); gl.linkProgram(shaderProgram); if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) { throw new Error('link error: ' + gl.getProgramInfoLog(shaderProgram)); } return shaderProgram; } //////////////////////////////////////////////////////////////////////////////// // class Sphere //////////////////////////////////////////////////////////////////////////////// function Sphere(center, radius, id) { this.center = center; this.radius = radius; this.centerStr = 'sphereCenter' + id; this.radiusStr = 'sphereRadius' + id; this.intersectStr = 'tSphere' + id; this.temporaryTranslation = Vector.create([0, 0, 0]); } Sphere.prototype.getGlobalCode = function() { return '' + ' uniform vec3 ' + this.centerStr + ';' + ' uniform float ' + this.radiusStr + ';'; }; Sphere.prototype.getIntersectCode = function() { return '' + ' float ' + this.intersectStr + ' = intersectSphere(origin, ray, ' + this.centerStr + ', ' + this.radiusStr + ');'; }; Sphere.prototype.getShadowTestCode = function() { return '' + this.getIntersectCode() + ' if(' + this.intersectStr + ' < 1.0) return 0.0;'; }; Sphere.prototype.getMinimumIntersectCode = function() { return '' + ' if(' + this.intersectStr + ' < t) t = ' + this.intersectStr + ';'; }; Sphere.prototype.getNormalCalculationCode = function() { return '' + ' else if(t == ' + this.intersectStr + ') normal = normalForSphere(hit, ' + this.centerStr + ', ' + this.radiusStr + ');'; }; Sphere.prototype.setUniforms = function(renderer) { renderer.uniforms[this.centerStr] = this.center.add(this.temporaryTranslation); renderer.uniforms[this.radiusStr] = this.radius; }; Sphere.prototype.temporaryTranslate = function(translation) { this.temporaryTranslation = translation; }; Sphere.prototype.translate = function(translation) { this.center = this.center.add(translation); }; Sphere.prototype.getMinCorner = function() { return this.center.add(this.temporaryTranslation).subtract(Vector.create([this.radius, this.radius, this.radius])); }; Sphere.prototype.getMaxCorner = function() { return this.center.add(this.temporaryTranslation).add(Vector.create([this.radius, this.radius, this.radius])); }; Sphere.prototype.intersect = function(origin, ray) { return Sphere.intersect(origin, ray, this.center.add(this.temporaryTranslation), this.radius); }; Sphere.intersect = function(origin, ray, center, radius) { var toSphere = origin.subtract(center); var a = ray.dot(ray); var b = 2*toSphere.dot(ray); var c = toSphere.dot(toSphere) - radius*radius; var discriminant = b*b - 4*a*c; if(discriminant > 0) { var t = (-b - Math.sqrt(discriminant)) / (2*a); if(t > 0) { return t; } } return Number.MAX_VALUE; }; //////////////////////////////////////////////////////////////////////////////// // class Cube //////////////////////////////////////////////////////////////////////////////// function Cube(minCorner, maxCorner, id) { this.minCorner = minCorner; this.maxCorner = maxCorner; this.minStr = 'cubeMin' + id; this.maxStr = 'cubeMax' + id; this.intersectStr = 'tCube' + id; this.temporaryTranslation = Vector.create([0, 0, 0]); } Cube.prototype.getGlobalCode = function() { return '' + ' uniform vec3 ' + this.minStr + ';' + ' uniform vec3 ' + this.maxStr + ';'; }; Cube.prototype.getIntersectCode = function() { return '' + ' vec2 ' + this.intersectStr + ' = intersectCube(origin, ray, ' + this.minStr + ', ' + this.maxStr + ');'; }; Cube.prototype.getShadowTestCode = function() { return '' + this.getIntersectCode() + ' if(' + this.intersectStr + '.x > 0.0 && ' + this.intersectStr + '.x < 1.0 && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y) return 0.0;'; }; Cube.prototype.getMinimumIntersectCode = function() { return '' + ' if(' + this.intersectStr + '.x > 0.0 && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y && ' + this.intersectStr + '.x < t) t = ' + this.intersectStr + '.x;'; }; Cube.prototype.getNormalCalculationCode = function() { return '' + // have to compare intersectStr.x < intersectStr.y otherwise two coplanar // cubes will look wrong (one cube will "steal" the hit from the other) ' else if(t == ' + this.intersectStr + '.x && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y) normal = normalForCube(hit, ' + this.minStr + ', ' + this.maxStr + ');'; }; Cube.prototype.setUniforms = function(renderer) { renderer.uniforms[this.minStr] = this.getMinCorner(); renderer.uniforms[this.maxStr] = this.getMaxCorner(); }; Cube.prototype.temporaryTranslate = function(translation) { this.temporaryTranslation = translation; }; Cube.prototype.translate = function(translation) { this.minCorner = this.minCorner.add(translation); this.maxCorner = this.maxCorner.add(translation); }; Cube.prototype.getMinCorner = function() { return this.minCorner.add(this.temporaryTranslation); }; Cube.prototype.getMaxCorner = function() { return this.maxCorner.add(this.temporaryTranslation); }; Cube.prototype.intersect = function(origin, ray) { return Cube.intersect(origin, ray, this.getMinCorner(), this.getMaxCorner()); }; Cube.intersect = function(origin, ray, cubeMin, cubeMax) { var tMin = cubeMin.subtract(origin).componentDivide(ray); var tMax = cubeMax.subtract(origin).componentDivide(ray); var t1 = Vector.min(tMin, tMax); var t2 = Vector.max(tMin, tMax); var tNear = t1.maxComponent(); var tFar = t2.minComponent(); if(tNear > 0 && tNear < tFar) { return tNear; } return Number.MAX_VALUE; }; //////////////////////////////////////////////////////////////////////////////// // class Light //////////////////////////////////////////////////////////////////////////////// function Light() { this.temporaryTranslation = Vector.create([0, 0, 0]); } Light.prototype.getGlobalCode = function() { return 'uniform vec3 light;'; }; Light.prototype.getIntersectCode = function() { return ''; }; Light.prototype.getShadowTestCode = function() { return ''; }; Light.prototype.getMinimumIntersectCode = function() { return ''; }; Light.prototype.getNormalCalculationCode = function() { return ''; }; Light.prototype.setUniforms = function(renderer) { renderer.uniforms.light = light.add(this.temporaryTranslation); }; Light.clampPosition = function(position) { for(var i = 0; i < position.elements.length; i++) { position.elements[i] = Math.max(lightSize - 1, Math.min(1 - lightSize, position.elements[i])); } }; Light.prototype.temporaryTranslate = function(translation) { var tempLight = light.add(translation); Light.clampPosition(tempLight); this.temporaryTranslation = tempLight.subtract(light); }; Light.prototype.translate = function(translation) { light = light.add(translation); Light.clampPosition(light); }; Light.prototype.getMinCorner = function() { return light.add(this.temporaryTranslation).subtract(Vector.create([lightSize, lightSize, lightSize])); }; Light.prototype.getMaxCorner = function() { return light.add(this.temporaryTranslation).add(Vector.create([lightSize, lightSize, lightSize])); }; Light.prototype.intersect = function(origin, ray) { return Number.MAX_VALUE; }; //////////////////////////////////////////////////////////////////////////////// // class PathTracer //////////////////////////////////////////////////////////////////////////////// function PathTracer() { var vertices = [ -1, -1, -1, +1, +1, -1, +1, +1 ]; // create vertex buffer this.vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // create framebuffer this.framebuffer = gl.createFramebuffer(); // create textures var type = gl.getExtension('OES_texture_float') ? gl.FLOAT : gl.UNSIGNED_BYTE; this.textures = []; for(var i = 0; i < 2; i++) { this.textures.push(gl.createTexture()); gl.bindTexture(gl.TEXTURE_2D, this.textures[i]); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 512, 512, 0, gl.RGB, type, null); } gl.bindTexture(gl.TEXTURE_2D, null); // create render shader this.renderProgram = compileShader(renderVertexSource, renderFragmentSource); this.renderVertexAttribute = gl.getAttribLocation(this.renderProgram, 'vertex'); gl.enableVertexAttribArray(this.renderVertexAttribute); // objects and shader will be filled in when setObjects() is called this.objects = []; this.sampleCount = 0; this.tracerProgram = null; } PathTracer.prototype.setObjects = function(objects) { this.uniforms = {}; this.sampleCount = 0; this.objects = objects; // create tracer shader if(this.tracerProgram != null) { gl.deleteProgram(this.shaderProgram); } this.tracerProgram = compileShader(tracerVertexSource, makeTracerFragmentSource(objects)); this.tracerVertexAttribute = gl.getAttribLocation(this.tracerProgram, 'vertex'); gl.enableVertexAttribArray(this.tracerVertexAttribute); }; PathTracer.prototype.update = function(matrix, timeSinceStart) { // calculate uniforms for(var i = 0; i < this.objects.length; i++) { this.objects[i].setUniforms(this); } this.uniforms.eye = eye; this.uniforms.glossiness = glossiness; this.uniforms.ray00 = getEyeRay(matrix, -1, -1); this.uniforms.ray01 = getEyeRay(matrix, -1, +1); this.uniforms.ray10 = getEyeRay(matrix, +1, -1); this.uniforms.ray11 = getEyeRay(matrix, +1, +1); this.uniforms.timeSinceStart = timeSinceStart; this.uniforms.textureWeight = this.sampleCount / (this.sampleCount + 1); // set uniforms gl.useProgram(this.tracerProgram); setUniforms(this.tracerProgram, this.uniforms); // render to texture gl.useProgram(this.tracerProgram); gl.bindTexture(gl.TEXTURE_2D, this.textures[0]); gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.textures[1], 0); gl.vertexAttribPointer(this.tracerVertexAttribute, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); gl.bindFramebuffer(gl.FRAMEBUFFER, null); // ping pong textures this.textures.reverse(); this.sampleCount++; }; PathTracer.prototype.render = function() { gl.useProgram(this.renderProgram); gl.bindTexture(gl.TEXTURE_2D, this.textures[0]); gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.vertexAttribPointer(this.renderVertexAttribute, 2, gl.FLOAT, false, 0, 0); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); }; //////////////////////////////////////////////////////////////////////////////// // class Renderer //////////////////////////////////////////////////////////////////////////////// function Renderer() { var vertices = [ 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1 ]; var indices = [ 0, 1, 1, 3, 3, 2, 2, 0, 4, 5, 5, 7, 7, 6, 6, 4, 0, 4, 1, 5, 2, 6, 3, 7 ]; // create vertex buffer this.vertexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW); // create index buffer this.indexBuffer = gl.createBuffer(); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW); // create line shader this.lineProgram = compileShader(lineVertexSource, lineFragmentSource); this.vertexAttribute = gl.getAttribLocation(this.lineProgram, 'vertex'); gl.enableVertexAttribArray(this.vertexAttribute); this.objects = []; this.selectedObject = null; this.pathTracer = new PathTracer(); } Renderer.prototype.setObjects = function(objects) { this.objects = objects; this.selectedObject = null; this.pathTracer.setObjects(objects); }; Renderer.prototype.update = function(modelviewProjection, timeSinceStart) { var jitter = Matrix.Translation(Vector.create([Math.random() * 2 - 1, Math.random() * 2 - 1, 0]).multiply(1 / 512)); var inverse = jitter.multiply(modelviewProjection).inverse(); this.modelviewProjection = modelviewProjection; this.pathTracer.update(inverse, timeSinceStart); }; Renderer.prototype.render = function() { this.pathTracer.render(); if(this.selectedObject != null) { gl.useProgram(this.lineProgram); gl.bindTexture(gl.TEXTURE_2D, null); gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer); gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer); gl.vertexAttribPointer(this.vertexAttribute, 3, gl.FLOAT, false, 0, 0); setUniforms(this.lineProgram, { cubeMin: this.selectedObject.getMinCorner(), cubeMax: this.selectedObject.getMaxCorner(), modelviewProjection: this.modelviewProjection }); gl.drawElements(gl.LINES, 24, gl.UNSIGNED_SHORT, 0); } }; //////////////////////////////////////////////////////////////////////////////// // class UI //////////////////////////////////////////////////////////////////////////////// function UI() { this.renderer = new Renderer(); this.moving = false; } UI.prototype.setObjects = function(objects) { this.objects = objects; this.objects.splice(0, 0, new Light()); this.renderer.setObjects(this.objects); }; UI.prototype.update = function(timeSinceStart) { this.modelview = makeLookAt(eye.elements[0], eye.elements[1], eye.elements[2], 0, 0, 0, 0, 1, 0); this.projection = makePerspective(55, 1, 0.1, 100); this.modelviewProjection = this.projection.multiply(this.modelview); this.renderer.update(this.modelviewProjection, timeSinceStart); }; UI.prototype.mouseDown = function(x, y) { var t; var origin = eye; var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2); // test the selection box first if(this.renderer.selectedObject != null) { var minBounds = this.renderer.selectedObject.getMinCorner(); var maxBounds = this.renderer.selectedObject.getMaxCorner(); t = Cube.intersect(origin, ray, minBounds, maxBounds); if(t < Number.MAX_VALUE) { var hit = origin.add(ray.multiply(t)); if(Math.abs(hit.elements[0] - minBounds.elements[0]) < 0.001) this.movementNormal = Vector.create([-1, 0, 0]); else if(Math.abs(hit.elements[0] - maxBounds.elements[0]) < 0.001) this.movementNormal = Vector.create([+1, 0, 0]); else if(Math.abs(hit.elements[1] - minBounds.elements[1]) < 0.001) this.movementNormal = Vector.create([0, -1, 0]); else if(Math.abs(hit.elements[1] - maxBounds.elements[1]) < 0.001) this.movementNormal = Vector.create([0, +1, 0]); else if(Math.abs(hit.elements[2] - minBounds.elements[2]) < 0.001) this.movementNormal = Vector.create([0, 0, -1]); else this.movementNormal = Vector.create([0, 0, +1]); this.movementDistance = this.movementNormal.dot(hit); this.originalHit = hit; this.moving = true; return true; } } t = Number.MAX_VALUE; this.renderer.selectedObject = null; for(var i = 0; i < this.objects.length; i++) { var objectT = this.objects[i].intersect(origin, ray); if(objectT < t) { t = objectT; this.renderer.selectedObject = this.objects[i]; } } return (t < Number.MAX_VALUE); }; UI.prototype.mouseMove = function(x, y) { if(this.moving) { var origin = eye; var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2); var t = (this.movementDistance - this.movementNormal.dot(origin)) / this.movementNormal.dot(ray); var hit = origin.add(ray.multiply(t)); this.renderer.selectedObject.temporaryTranslate(hit.subtract(this.originalHit)); // clear the sample buffer this.renderer.pathTracer.sampleCount = 0; } }; UI.prototype.mouseUp = function(x, y) { if(this.moving) { var origin = eye; var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2); var t = (this.movementDistance - this.movementNormal.dot(origin)) / this.movementNormal.dot(ray); var hit = origin.add(ray.multiply(t)); this.renderer.selectedObject.temporaryTranslate(Vector.create([0, 0, 0])); this.renderer.selectedObject.translate(hit.subtract(this.originalHit)); this.moving = false; } }; UI.prototype.render = function() { this.renderer.render(); }; UI.prototype.selectLight = function() { this.renderer.selectedObject = this.objects[0]; }; UI.prototype.addSphere = function() { this.objects.push(new Sphere(Vector.create([0, 0, 0]), 0.25, nextObjectId++)); this.renderer.setObjects(this.objects); }; UI.prototype.addCube = function() { this.objects.push(new Cube(Vector.create([-0.25, -0.25, -0.25]), Vector.create([0.25, 0.25, 0.25]), nextObjectId++)); this.renderer.setObjects(this.objects); }; UI.prototype.deleteSelection = function() { for(var i = 0; i < this.objects.length; i++) { if(this.renderer.selectedObject == this.objects[i]) { this.objects.splice(i, 1); this.renderer.selectedObject = null; this.renderer.setObjects(this.objects); break; } } }; UI.prototype.updateMaterial = function() { var newMaterial = parseInt(document.getElementById('material').value, 10); if(material != newMaterial) { material = newMaterial; this.renderer.setObjects(this.objects); } }; UI.prototype.updateEnvironment = function() { var newEnvironment = parseInt(document.getElementById('environment').value, 10); if(environment != newEnvironment) { environment = newEnvironment; this.renderer.setObjects(this.objects); } }; UI.prototype.updateGlossiness = function() { var newGlossiness = parseFloat(document.getElementById('glossiness').value); if(isNaN(newGlossiness)) newGlossiness = 0; newGlossiness = Math.max(0, Math.min(1, newGlossiness)); if(material == MATERIAL_GLOSSY && glossiness != newGlossiness) { this.renderer.pathTracer.sampleCount = 0; } glossiness = newGlossiness; }; //////////////////////////////////////////////////////////////////////////////// // main program //////////////////////////////////////////////////////////////////////////////// var gl; var ui; var error; var canvas; var inputFocusCount = 0; var angleX = 0; var angleY = 0; var zoomZ = 2.5; var eye = Vector.create([0, 0, 0]); var light = Vector.create([0.4, 0.5, -0.6]); var nextObjectId = 0; var MATERIAL_DIFFUSE = 0; var MATERIAL_MIRROR = 1; var MATERIAL_GLOSSY = 2; var material = MATERIAL_DIFFUSE; var glossiness = 0.6; var YELLOW_BLUE_CORNELL_BOX = 0; var RED_GREEN_CORNELL_BOX = 1; var environment = YELLOW_BLUE_CORNELL_BOX; function tick(timeSinceStart) { eye.elements[0] = zoomZ * Math.sin(angleY) * Math.cos(angleX); eye.elements[1] = zoomZ * Math.sin(angleX); eye.elements[2] = zoomZ * Math.cos(angleY) * Math.cos(angleX); document.getElementById('glossiness-factor').style.display = (material == MATERIAL_GLOSSY) ? 'inline' : 'none'; ui.updateMaterial(); ui.updateGlossiness(); ui.updateEnvironment(); ui.update(timeSinceStart); ui.render(); } function makeStacks() { var objects = []; // lower level objects.push(new Cube(Vector.create([-0.5, -0.75, -0.5]), Vector.create([0.5, -0.7, 0.5]), nextObjectId++)); // further poles objects.push(new Cube(Vector.create([-0.45, -1, -0.45]), Vector.create([-0.4, -0.45, -0.4]), nextObjectId++)); objects.push(new Cube(Vector.create([0.4, -1, -0.45]), Vector.create([0.45, -0.45, -0.4]), nextObjectId++)); objects.push(new Cube(Vector.create([-0.45, -1, 0.4]), Vector.create([-0.4, -0.45, 0.45]), nextObjectId++)); objects.push(new Cube(Vector.create([0.4, -1, 0.4]), Vector.create([0.45, -0.45, 0.45]), nextObjectId++)); // upper level objects.push(new Cube(Vector.create([-0.3, -0.5, -0.3]), Vector.create([0.3, -0.45, 0.3]), nextObjectId++)); // closer poles objects.push(new Cube(Vector.create([-0.25, -0.7, -0.25]), Vector.create([-0.2, -0.25, -0.2]), nextObjectId++)); objects.push(new Cube(Vector.create([0.2, -0.7, -0.25]), Vector.create([0.25, -0.25, -0.2]), nextObjectId++)); objects.push(new Cube(Vector.create([-0.25, -0.7, 0.2]), Vector.create([-0.2, -0.25, 0.25]), nextObjectId++)); objects.push(new Cube(Vector.create([0.2, -0.7, 0.2]), Vector.create([0.25, -0.25, 0.25]), nextObjectId++)); // upper level objects.push(new Cube(Vector.create([-0.25, -0.25, -0.25]), Vector.create([0.25, -0.2, 0.25]), nextObjectId++)); return objects; } function makeTableAndChair() { var objects = []; // table top objects.push(new Cube(Vector.create([-0.5, -0.35, -0.5]), Vector.create([0.3, -0.3, 0.5]), nextObjectId++)); // table legs objects.push(new Cube(Vector.create([-0.45, -1, -0.45]), Vector.create([-0.4, -0.35, -0.4]), nextObjectId++)); objects.push(new Cube(Vector.create([0.2, -1, -0.45]), Vector.create([0.25, -0.35, -0.4]), nextObjectId++)); objects.push(new Cube(Vector.create([-0.45, -1, 0.4]), Vector.create([-0.4, -0.35, 0.45]), nextObjectId++)); objects.push(new Cube(Vector.create([0.2, -1, 0.4]), Vector.create([0.25, -0.35, 0.45]), nextObjectId++)); // chair seat objects.push(new Cube(Vector.create([0.3, -0.6, -0.2]), Vector.create([0.7, -0.55, 0.2]), nextObjectId++)); // chair legs objects.push(new Cube(Vector.create([0.3, -1, -0.2]), Vector.create([0.35, -0.6, -0.15]), nextObjectId++)); objects.push(new Cube(Vector.create([0.3, -1, 0.15]), Vector.create([0.35, -0.6, 0.2]), nextObjectId++)); objects.push(new Cube(Vector.create([0.65, -1, -0.2]), Vector.create([0.7, 0.1, -0.15]), nextObjectId++)); objects.push(new Cube(Vector.create([0.65, -1, 0.15]), Vector.create([0.7, 0.1, 0.2]), nextObjectId++)); // chair back objects.push(new Cube(Vector.create([0.65, 0.05, -0.15]), Vector.create([0.7, 0.1, 0.15]), nextObjectId++)); objects.push(new Cube(Vector.create([0.65, -0.55, -0.09]), Vector.create([0.7, 0.1, -0.03]), nextObjectId++)); objects.push(new Cube(Vector.create([0.65, -0.55, 0.03]), Vector.create([0.7, 0.1, 0.09]), nextObjectId++)); // sphere on table objects.push(new Sphere(Vector.create([-0.1, -0.05, 0]), 0.25, nextObjectId++)); return objects; } function makeSphereAndCube() { var objects = []; objects.push(new Cube(Vector.create([-0.25, -1, -0.25]), Vector.create([0.25, -0.75, 0.25]), nextObjectId++)); objects.push(new Sphere(Vector.create([0, -0.75, 0]), 0.25, nextObjectId++)); return objects; } function makeSphereColumn() { var objects = []; objects.push(new Sphere(Vector.create([0, 0.75, 0]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0, 0.25, 0]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0, -0.25, 0]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0, -0.75, 0]), 0.25, nextObjectId++)); return objects; } function makeCubeAndSpheres() { var objects = []; objects.push(new Cube(Vector.create([-0.25, -0.25, -0.25]), Vector.create([0.25, 0.25, 0.25]), nextObjectId++)); objects.push(new Sphere(Vector.create([-0.25, 0, 0]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([+0.25, 0, 0]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0, -0.25, 0]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0, +0.25, 0]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0, 0, -0.25]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0, 0, +0.25]), 0.25, nextObjectId++)); return objects; } function makeSpherePyramid() { var root3_over4 = 0.433012701892219; var root3_over6 = 0.288675134594813; var root6_over6 = 0.408248290463863; var objects = []; // first level objects.push(new Sphere(Vector.create([-0.5, -0.75, -root3_over6]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0.0, -0.75, -root3_over6]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0.5, -0.75, -root3_over6]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([-0.25, -0.75, root3_over4 - root3_over6]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0.25, -0.75, root3_over4 - root3_over6]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0.0, -0.75, 2.0 * root3_over4 - root3_over6]), 0.25, nextObjectId++)); // second level objects.push(new Sphere(Vector.create([0.0, -0.75 + root6_over6, root3_over6]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([-0.25, -0.75 + root6_over6, -0.5 * root3_over6]), 0.25, nextObjectId++)); objects.push(new Sphere(Vector.create([0.25, -0.75 + root6_over6, -0.5 * root3_over6]), 0.25, nextObjectId++)); // third level objects.push(new Sphere(Vector.create([0.0, -0.75 + 2.0 * root6_over6, 0.0]), 0.25, nextObjectId++)); return objects; } var XNEG = 0, XPOS = 1, YNEG = 2, YPOS = 3, ZNEG = 4, ZPOS = 5; function addRecursiveSpheresBranch(objects, center, radius, depth, dir) { objects.push(new Sphere(center, radius, nextObjectId++)); if(depth--) { if(dir != XNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([radius * 1.5, 0, 0])), radius / 2, depth, XPOS); if(dir != XPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([radius * 1.5, 0, 0])), radius / 2, depth, XNEG); if(dir != YNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([0, radius * 1.5, 0])), radius / 2, depth, YPOS); if(dir != YPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([0, radius * 1.5, 0])), radius / 2, depth, YNEG); if(dir != ZNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([0, 0, radius * 1.5])), radius / 2, depth, ZPOS); if(dir != ZPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([0, 0, radius * 1.5])), radius / 2, depth, ZNEG); } } function makeRecursiveSpheres() { var objects = []; addRecursiveSpheresBranch(objects, Vector.create([0, 0, 0]), 0.3, 2, -1); return objects; } window.onload = function() { gl = null; error = document.getElementById('error'); canvas = document.getElementById('canvas'); try { gl = canvas.getContext('experimental-webgl'); } catch(e) {} if(gl) { error.innerHTML = 'Loading...'; // keep track of whether an <input> is focused or not (will be no only if inputFocusCount == 0) var inputs = document.getElementsByTagName('input'); for(var i= 0; i < inputs.length; i++) { inputs[i].onfocus = function(){ inputFocusCount++; }; inputs[i].onblur = function(){ inputFocusCount--; }; } material = parseInt(document.getElementById('material').value, 10); environment = parseInt(document.getElementById('environment').value, 10); ui = new UI(); ui.setObjects(makeSphereColumn()); var start = new Date(); error.style.zIndex = -1; setInterval(function(){ tick((new Date() - start) * 0.001); }, 1000 / 60); } else { error.innerHTML = 'Your browser does not support WebGL.<br>Please see <a href="http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation">Getting a WebGL Implementation</a>.'; } }; function elementPos(element) { var x = 0, y = 0; while(element.offsetParent) { x += element.offsetLeft; y += element.offsetTop; element = element.offsetParent; } return { x: x, y: y }; } function eventPos(event) { return { x: event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft, y: event.clientY + document.body.scrollTop + document.documentElement.scrollTop }; } function canvasMousePos(event) { var mousePos = eventPos(event); var canvasPos = elementPos(canvas); return { x: mousePos.x - canvasPos.x, y: mousePos.y - canvasPos.y }; } var mouseDown = false, oldX, oldY; document.onmousedown = function(event) { var mouse = canvasMousePos(event); oldX = mouse.x; oldY = mouse.y; if(mouse.x >= 0 && mouse.x < 512 && mouse.y >= 0 && mouse.y < 512) { mouseDown = !ui.mouseDown(mouse.x, mouse.y); // disable selection because dragging is used for rotating the camera and moving objects return false; } return true; }; document.onmousemove = function(event) { var mouse = canvasMousePos(event); if(mouseDown) { // update the angles based on how far we moved since last time angleY -= (mouse.x - oldX) * 0.01; angleX += (mouse.y - oldY) * 0.01; // don't go upside down angleX = Math.max(angleX, -Math.PI / 2 + 0.01); angleX = Math.min(angleX, Math.PI / 2 - 0.01); // clear the sample buffer ui.renderer.pathTracer.sampleCount = 0; // remember this coordinate oldX = mouse.x; oldY = mouse.y; } else { var canvasPos = elementPos(canvas); ui.mouseMove(mouse.x, mouse.y); } }; document.onmouseup = function(event) { mouseDown = false; var mouse = canvasMousePos(event); ui.mouseUp(mouse.x, mouse.y); }; document.onkeydown = function(event) { // if there are no <input> elements focused if(inputFocusCount == 0) { // if backspace or delete was pressed if(event.keyCode == 8 || event.keyCode == 46) { ui.deleteSelection(); // don't let the backspace key go back a page return false; } } }; | cs |
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