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| 1 <html> |
| 2 <head> |
| 3 <script src="../htmlrunner.js"></script> |
| 4 <script> |
| 5 /* |
| 6 * Copyright (C) 2007 Apple Inc. All rights reserved. |
| 7 * |
| 8 * Redistribution and use in source and binary forms, with or without |
| 9 * modification, are permitted provided that the following conditions |
| 10 * are met: |
| 11 * 1. Redistributions of source code must retain the above copyright |
| 12 * notice, this list of conditions and the following disclaimer. |
| 13 * 2. Redistributions in binary form must reproduce the above copyright |
| 14 * notice, this list of conditions and the following disclaimer in the |
| 15 * documentation and/or other materials provided with the distribution. |
| 16 * |
| 17 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
| 18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 19 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 20 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
| 21 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 22 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 23 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 24 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 25 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 26 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 27 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 28 */ |
| 29 |
| 30 function createVector(x,y,z) { |
| 31 return new Array(x,y,z); |
| 32 } |
| 33 |
| 34 function sqrLengthVector(self) { |
| 35 return self[0] * self[0] + self[1] * self[1] + self[2] * self[2]; |
| 36 } |
| 37 |
| 38 function lengthVector(self) { |
| 39 return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]); |
| 40 } |
| 41 |
| 42 function addVector(self, v) { |
| 43 self[0] += v[0]; |
| 44 self[1] += v[1]; |
| 45 self[2] += v[2]; |
| 46 return self; |
| 47 } |
| 48 |
| 49 function subVector(self, v) { |
| 50 self[0] -= v[0]; |
| 51 self[1] -= v[1]; |
| 52 self[2] -= v[2]; |
| 53 return self; |
| 54 } |
| 55 |
| 56 function scaleVector(self, scale) { |
| 57 self[0] *= scale; |
| 58 self[1] *= scale; |
| 59 self[2] *= scale; |
| 60 return self; |
| 61 } |
| 62 |
| 63 function normaliseVector(self) { |
| 64 var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2
]); |
| 65 self[0] /= len; |
| 66 self[1] /= len; |
| 67 self[2] /= len; |
| 68 return self; |
| 69 } |
| 70 |
| 71 function add(v1, v2) { |
| 72 return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]); |
| 73 } |
| 74 |
| 75 function sub(v1, v2) { |
| 76 return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]); |
| 77 } |
| 78 |
| 79 function scalev(v1, v2) { |
| 80 return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]); |
| 81 } |
| 82 |
| 83 function dot(v1, v2) { |
| 84 return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; |
| 85 } |
| 86 |
| 87 function scale(v, scale) { |
| 88 return [v[0] * scale, v[1] * scale, v[2] * scale]; |
| 89 } |
| 90 |
| 91 function cross(v1, v2) { |
| 92 return [v1[1] * v2[2] - v1[2] * v2[1], |
| 93 v1[2] * v2[0] - v1[0] * v2[2], |
| 94 v1[0] * v2[1] - v1[1] * v2[0]]; |
| 95 |
| 96 } |
| 97 |
| 98 function normalise(v) { |
| 99 var len = lengthVector(v); |
| 100 return [v[0] / len, v[1] / len, v[2] / len]; |
| 101 } |
| 102 |
| 103 function transformMatrix(self, v) { |
| 104 var vals = self; |
| 105 var x = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3]; |
| 106 var y = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7]; |
| 107 var z = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11]; |
| 108 return [x, y, z]; |
| 109 } |
| 110 |
| 111 function invertMatrix(self) { |
| 112 var temp = new Array(16); |
| 113 var tx = -self[3]; |
| 114 var ty = -self[7]; |
| 115 var tz = -self[11]; |
| 116 for (h = 0; h < 3; h++) |
| 117 for (v = 0; v < 3; v++) |
| 118 temp[h + v * 4] = self[v + h * 4]; |
| 119 for (i = 0; i < 11; i++) |
| 120 self[i] = temp[i]; |
| 121 self[3] = tx * self[0] + ty * self[1] + tz * self[2]; |
| 122 self[7] = tx * self[4] + ty * self[5] + tz * self[6]; |
| 123 self[11] = tx * self[8] + ty * self[9] + tz * self[10]; |
| 124 return self; |
| 125 } |
| 126 |
| 127 |
| 128 // Triangle intersection using barycentric coord method |
| 129 function Triangle(p1, p2, p3) { |
| 130 var edge1 = sub(p3, p1); |
| 131 var edge2 = sub(p2, p1); |
| 132 var normal = cross(edge1, edge2); |
| 133 if (Math.abs(normal[0]) > Math.abs(normal[1])) |
| 134 if (Math.abs(normal[0]) > Math.abs(normal[2])) |
| 135 this.axis = 0; |
| 136 else |
| 137 this.axis = 2; |
| 138 else |
| 139 if (Math.abs(normal[1]) > Math.abs(normal[2])) |
| 140 this.axis = 1; |
| 141 else |
| 142 this.axis = 2; |
| 143 var u = (this.axis + 1) % 3; |
| 144 var v = (this.axis + 2) % 3; |
| 145 var u1 = edge1[u]; |
| 146 var v1 = edge1[v]; |
| 147 |
| 148 var u2 = edge2[u]; |
| 149 var v2 = edge2[v]; |
| 150 this.normal = normalise(normal); |
| 151 this.nu = normal[u] / normal[this.axis]; |
| 152 this.nv = normal[v] / normal[this.axis]; |
| 153 this.nd = dot(normal, p1) / normal[this.axis]; |
| 154 var det = u1 * v2 - v1 * u2; |
| 155 this.eu = p1[u]; |
| 156 this.ev = p1[v]; |
| 157 this.nu1 = u1 / det; |
| 158 this.nv1 = -v1 / det; |
| 159 this.nu2 = v2 / det; |
| 160 this.nv2 = -u2 / det; |
| 161 this.material = [0.7, 0.7, 0.7]; |
| 162 } |
| 163 |
| 164 Triangle.prototype.intersect = function(orig, dir, near, far) { |
| 165 var u = (this.axis + 1) % 3; |
| 166 var v = (this.axis + 2) % 3; |
| 167 var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v]; |
| 168 var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v])
/ d; |
| 169 if (t < near || t > far) |
| 170 return null; |
| 171 var Pu = orig[u] + t * dir[u] - this.eu; |
| 172 var Pv = orig[v] + t * dir[v] - this.ev; |
| 173 var a2 = Pv * this.nu1 + Pu * this.nv1; |
| 174 if (a2 < 0) |
| 175 return null; |
| 176 var a3 = Pu * this.nu2 + Pv * this.nv2; |
| 177 if (a3 < 0) |
| 178 return null; |
| 179 |
| 180 if ((a2 + a3) > 1) |
| 181 return null; |
| 182 return t; |
| 183 } |
| 184 |
| 185 function Scene(a_triangles) { |
| 186 this.triangles = a_triangles; |
| 187 this.lights = []; |
| 188 this.ambient = [0,0,0]; |
| 189 this.background = [0.8,0.8,1]; |
| 190 } |
| 191 var zero = new Array(0,0,0); |
| 192 |
| 193 Scene.prototype.intersect = function(origin, dir, near, far) { |
| 194 var closest = null; |
| 195 for (i = 0; i < this.triangles.length; i++) { |
| 196 var triangle = this.triangles[i]; |
| 197 var d = triangle.intersect(origin, dir, near, far); |
| 198 if (d == null || d > far || d < near) |
| 199 continue; |
| 200 far = d; |
| 201 closest = triangle; |
| 202 } |
| 203 |
| 204 if (!closest) |
| 205 return [this.background[0],this.background[1],this.background[2]]; |
| 206 |
| 207 var normal = closest.normal; |
| 208 var hit = add(origin, scale(dir, far)); |
| 209 if (dot(dir, normal) > 0) |
| 210 normal = [-normal[0], -normal[1], -normal[2]]; |
| 211 |
| 212 var colour = null; |
| 213 if (closest.shader) { |
| 214 colour = closest.shader(closest, hit, dir); |
| 215 } else { |
| 216 colour = closest.material; |
| 217 } |
| 218 |
| 219 // do reflection |
| 220 var reflected = null; |
| 221 if (colour.reflection > 0.001) { |
| 222 var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir); |
| 223 reflected = this.intersect(hit, reflection, 0.0001, 1000000); |
| 224 if (colour.reflection >= 0.999999) |
| 225 return reflected; |
| 226 } |
| 227 |
| 228 var l = [this.ambient[0], this.ambient[1], this.ambient[2]]; |
| 229 for (var i = 0; i < this.lights.length; i++) { |
| 230 var light = this.lights[i]; |
| 231 var toLight = sub(light, hit); |
| 232 var distance = lengthVector(toLight); |
| 233 scaleVector(toLight, 1.0/distance); |
| 234 distance -= 0.0001; |
| 235 if (this.blocked(hit, toLight, distance)) |
| 236 continue; |
| 237 var nl = dot(normal, toLight); |
| 238 if (nl > 0) |
| 239 addVector(l, scale(light.colour, nl)); |
| 240 } |
| 241 l = scalev(l, colour); |
| 242 if (reflected) { |
| 243 l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflect
ed, colour.reflection)); |
| 244 } |
| 245 return l; |
| 246 } |
| 247 |
| 248 Scene.prototype.blocked = function(O, D, far) { |
| 249 var near = 0.0001; |
| 250 var closest = null; |
| 251 for (i = 0; i < this.triangles.length; i++) { |
| 252 var triangle = this.triangles[i]; |
| 253 var d = triangle.intersect(O, D, near, far); |
| 254 if (d == null || d > far || d < near) |
| 255 continue; |
| 256 return true; |
| 257 } |
| 258 |
| 259 return false; |
| 260 } |
| 261 |
| 262 |
| 263 // this camera code is from notes i made ages ago, it is from *somewhere* -- i c
annot remember where |
| 264 // that somewhere is |
| 265 function Camera(origin, lookat, up) { |
| 266 var zaxis = normaliseVector(subVector(lookat, origin)); |
| 267 var xaxis = normaliseVector(cross(up, zaxis)); |
| 268 var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis))); |
| 269 var m = new Array(16); |
| 270 m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2]; |
| 271 m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2]; |
| 272 m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2]; |
| 273 invertMatrix(m); |
| 274 m[3] = 0; m[7] = 0; m[11] = 0; |
| 275 this.origin = origin; |
| 276 this.directions = new Array(4); |
| 277 this.directions[0] = normalise([-0.7, 0.7, 1]); |
| 278 this.directions[1] = normalise([ 0.7, 0.7, 1]); |
| 279 this.directions[2] = normalise([ 0.7, -0.7, 1]); |
| 280 this.directions[3] = normalise([-0.7, -0.7, 1]); |
| 281 this.directions[0] = transformMatrix(m, this.directions[0]); |
| 282 this.directions[1] = transformMatrix(m, this.directions[1]); |
| 283 this.directions[2] = transformMatrix(m, this.directions[2]); |
| 284 this.directions[3] = transformMatrix(m, this.directions[3]); |
| 285 } |
| 286 |
| 287 Camera.prototype.generateRayPair = function(y) { |
| 288 rays = new Array(new Object(), new Object()); |
| 289 rays[0].origin = this.origin; |
| 290 rays[1].origin = this.origin; |
| 291 rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[
3], 1 - y)); |
| 292 rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[
2], 1 - y)); |
| 293 return rays; |
| 294 } |
| 295 |
| 296 function renderRows(camera, scene, pixels, width, height, starty, stopy) { |
| 297 for (var y = starty; y < stopy; y++) { |
| 298 var rays = camera.generateRayPair(y / height); |
| 299 for (var x = 0; x < width; x++) { |
| 300 var xp = x / width; |
| 301 var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].orig
in, 1 - xp)); |
| 302 var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(ra
ys[1].dir, 1 - xp))); |
| 303 var l = scene.intersect(origin, dir); |
| 304 pixels[y][x] = l; |
| 305 } |
| 306 } |
| 307 } |
| 308 |
| 309 Camera.prototype.render = function(scene, pixels, width, height) { |
| 310 var cam = this; |
| 311 var row = 0; |
| 312 renderRows(cam, scene, pixels, width, height, 0, height); |
| 313 } |
| 314 |
| 315 |
| 316 |
| 317 function raytraceScene(size) |
| 318 { |
| 319 var startDate = new Date().getTime(); |
| 320 var numTriangles = 2 * 6; |
| 321 var triangles = new Array();//numTriangles); |
| 322 var tfl = createVector(-10, 10, -10); |
| 323 var tfr = createVector( 10, 10, -10); |
| 324 var tbl = createVector(-10, 10, 10); |
| 325 var tbr = createVector( 10, 10, 10); |
| 326 var bfl = createVector(-10, -10, -10); |
| 327 var bfr = createVector( 10, -10, -10); |
| 328 var bbl = createVector(-10, -10, 10); |
| 329 var bbr = createVector( 10, -10, 10); |
| 330 |
| 331 // cube!!! |
| 332 // front |
| 333 var i = 0; |
| 334 |
| 335 triangles[i++] = new Triangle(tfl, tfr, bfr); |
| 336 triangles[i++] = new Triangle(tfl, bfr, bfl); |
| 337 // back |
| 338 triangles[i++] = new Triangle(tbl, tbr, bbr); |
| 339 triangles[i++] = new Triangle(tbl, bbr, bbl); |
| 340 // triangles[i-1].material = [0.7,0.2,0.2]; |
| 341 // triangles[i-1].material.reflection = 0.8; |
| 342 // left |
| 343 triangles[i++] = new Triangle(tbl, tfl, bbl); |
| 344 // triangles[i-1].reflection = 0.6; |
| 345 triangles[i++] = new Triangle(tfl, bfl, bbl); |
| 346 // triangles[i-1].reflection = 0.6; |
| 347 // right |
| 348 triangles[i++] = new Triangle(tbr, tfr, bbr); |
| 349 triangles[i++] = new Triangle(tfr, bfr, bbr); |
| 350 // top |
| 351 triangles[i++] = new Triangle(tbl, tbr, tfr); |
| 352 triangles[i++] = new Triangle(tbl, tfr, tfl); |
| 353 // bottom |
| 354 triangles[i++] = new Triangle(bbl, bbr, bfr); |
| 355 triangles[i++] = new Triangle(bbl, bfr, bfl); |
| 356 |
| 357 //Floor!!!! |
| 358 var green = createVector(0.0, 0.4, 0.0); |
| 359 var grey = createVector(0.4, 0.4, 0.4); |
| 360 grey.reflection = 1.0; |
| 361 var floorShader = function(tri, pos, view) { |
| 362 var x = ((pos[0]/32) % 2 + 2) % 2; |
| 363 var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2; |
| 364 if (x < 1 != z < 1) { |
| 365 //in the real world we use the fresnel term... |
| 366 // var angle = 1-dot(view, tri.normal); |
| 367 // angle *= angle; |
| 368 // angle *= angle; |
| 369 // angle *= angle; |
| 370 //grey.reflection = angle; |
| 371 return grey; |
| 372 } else |
| 373 return green; |
| 374 } |
| 375 var ffl = createVector(-1000, -30, -1000); |
| 376 var ffr = createVector( 1000, -30, -1000); |
| 377 var fbl = createVector(-1000, -30, 1000); |
| 378 var fbr = createVector( 1000, -30, 1000); |
| 379 triangles[i++] = new Triangle(fbl, fbr, ffr); |
| 380 triangles[i-1].shader = floorShader; |
| 381 triangles[i++] = new Triangle(fbl, ffr, ffl); |
| 382 triangles[i-1].shader = floorShader; |
| 383 |
| 384 var _scene = new Scene(triangles); |
| 385 _scene.lights[0] = createVector(20, 38, -22); |
| 386 _scene.lights[0].colour = createVector(0.7, 0.3, 0.3); |
| 387 _scene.lights[1] = createVector(-23, 40, 17); |
| 388 _scene.lights[1].colour = createVector(0.7, 0.3, 0.3); |
| 389 _scene.lights[2] = createVector(23, 20, 17); |
| 390 _scene.lights[2].colour = createVector(0.7, 0.7, 0.7); |
| 391 _scene.ambient = createVector(0.1, 0.1, 0.1); |
| 392 // _scene.background = createVector(0.7, 0.7, 1.0); |
| 393 |
| 394 var pixels = new Array(); |
| 395 for (var y = 0; y < size; y++) { |
| 396 pixels[y] = new Array(); |
| 397 for (var x = 0; x < size; x++) { |
| 398 pixels[y][x] = 0; |
| 399 } |
| 400 } |
| 401 |
| 402 var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), c
reateVector(0, 1, 0)); |
| 403 _camera.render(_scene, pixels, size, size); |
| 404 |
| 405 return pixels; |
| 406 } |
| 407 |
| 408 function arrayToCanvasCommands(pixels, size) |
| 409 { |
| 410 var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr'
+ 'ipt>\nvar pixels = ['; |
| 411 for (var y = 0; y < size; y++) { |
| 412 s += "["; |
| 413 for (var x = 0; x < size; x++) { |
| 414 s += "[" + pixels[y][x] + "],"; |
| 415 } |
| 416 s+= "],"; |
| 417 } |
| 418 s += '];\n var canvas = document.getElementById("renderCanvas").getContex
t("2d");\n\ |
| 419 \n\ |
| 420 \n\ |
| 421 var size = 20;\n\ |
| 422 canvas.fillStyle = "red";\n\ |
| 423 canvas.fillRect(0, 0, size, size);\n\ |
| 424 canvas.scale(1, -1);\n\ |
| 425 canvas.translate(0, -size);\n\ |
| 426 \n\ |
| 427 if (!canvas.setFillColor)\n\ |
| 428 canvas.setFillColor = function(r, g, b, a) {\n\ |
| 429 this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), M
ath.floor(b * 255)]+")";\n\ |
| 430 }\n\ |
| 431 \n\ |
| 432 for (var y = 0; y < size; y++) {\n\ |
| 433 for (var x = 0; x < size; x++) {\n\ |
| 434 var l = pixels[y][x];\n\ |
| 435 canvas.setFillColor(l[0], l[1], l[2], 1);\n\ |
| 436 canvas.fillRect(x, y, 1, 1);\n\ |
| 437 }\n\ |
| 438 }</scr' + 'ipt>'; |
| 439 |
| 440 return s; |
| 441 } |
| 442 |
| 443 window.onload = function(){ startTest("sunspider-3d-raytrace", ''); |
| 444 |
| 445 var rayoutput; |
| 446 |
| 447 test("3D Raytrace", function(){ |
| 448 rayoutput = raytraceScene(15); |
| 449 }); |
| 450 |
| 451 test("Convert pixels to canvas", function(){ |
| 452 for ( var i = 0; i < 10; i++ ) |
| 453 testOutput = arrayToCanvasCommands(rayoutput, 15); |
| 454 }); |
| 455 |
| 456 endTest(); }; |
| 457 </script> |
| 458 </head> |
| 459 <body></body> |
| 460 </html> |
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