| Index: chrome/test/data/dromaeo/tests/sunspider-3d-raytrace.html
|
| ===================================================================
|
| --- chrome/test/data/dromaeo/tests/sunspider-3d-raytrace.html (revision 0)
|
| +++ chrome/test/data/dromaeo/tests/sunspider-3d-raytrace.html (revision 0)
|
| @@ -0,0 +1,460 @@
|
| +<html>
|
| +<head>
|
| +<script src="../htmlrunner.js"></script>
|
| +<script>
|
| +/*
|
| + * Copyright (C) 2007 Apple Inc. All rights reserved.
|
| + *
|
| + * Redistribution and use in source and binary forms, with or without
|
| + * modification, are permitted provided that the following conditions
|
| + * are met:
|
| + * 1. Redistributions of source code must retain the above copyright
|
| + * notice, this list of conditions and the following disclaimer.
|
| + * 2. Redistributions in binary form must reproduce the above copyright
|
| + * notice, this list of conditions and the following disclaimer in the
|
| + * documentation and/or other materials provided with the distribution.
|
| + *
|
| + * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
|
| + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
| + * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
| + * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
|
| + * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
| + * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
| + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
| + * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
| + * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
| + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
| + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| + */
|
| +
|
| +function createVector(x,y,z) {
|
| + return new Array(x,y,z);
|
| +}
|
| +
|
| +function sqrLengthVector(self) {
|
| + return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
|
| +}
|
| +
|
| +function lengthVector(self) {
|
| + return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
|
| +}
|
| +
|
| +function addVector(self, v) {
|
| + self[0] += v[0];
|
| + self[1] += v[1];
|
| + self[2] += v[2];
|
| + return self;
|
| +}
|
| +
|
| +function subVector(self, v) {
|
| + self[0] -= v[0];
|
| + self[1] -= v[1];
|
| + self[2] -= v[2];
|
| + return self;
|
| +}
|
| +
|
| +function scaleVector(self, scale) {
|
| + self[0] *= scale;
|
| + self[1] *= scale;
|
| + self[2] *= scale;
|
| + return self;
|
| +}
|
| +
|
| +function normaliseVector(self) {
|
| + var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
|
| + self[0] /= len;
|
| + self[1] /= len;
|
| + self[2] /= len;
|
| + return self;
|
| +}
|
| +
|
| +function add(v1, v2) {
|
| + return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
|
| +}
|
| +
|
| +function sub(v1, v2) {
|
| + return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
|
| +}
|
| +
|
| +function scalev(v1, v2) {
|
| + return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
|
| +}
|
| +
|
| +function dot(v1, v2) {
|
| + return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
|
| +}
|
| +
|
| +function scale(v, scale) {
|
| + return [v[0] * scale, v[1] * scale, v[2] * scale];
|
| +}
|
| +
|
| +function cross(v1, v2) {
|
| + return [v1[1] * v2[2] - v1[2] * v2[1],
|
| + v1[2] * v2[0] - v1[0] * v2[2],
|
| + v1[0] * v2[1] - v1[1] * v2[0]];
|
| +
|
| +}
|
| +
|
| +function normalise(v) {
|
| + var len = lengthVector(v);
|
| + return [v[0] / len, v[1] / len, v[2] / len];
|
| +}
|
| +
|
| +function transformMatrix(self, v) {
|
| + var vals = self;
|
| + var x = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3];
|
| + var y = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7];
|
| + var z = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11];
|
| + return [x, y, z];
|
| +}
|
| +
|
| +function invertMatrix(self) {
|
| + var temp = new Array(16);
|
| + var tx = -self[3];
|
| + var ty = -self[7];
|
| + var tz = -self[11];
|
| + for (h = 0; h < 3; h++)
|
| + for (v = 0; v < 3; v++)
|
| + temp[h + v * 4] = self[v + h * 4];
|
| + for (i = 0; i < 11; i++)
|
| + self[i] = temp[i];
|
| + self[3] = tx * self[0] + ty * self[1] + tz * self[2];
|
| + self[7] = tx * self[4] + ty * self[5] + tz * self[6];
|
| + self[11] = tx * self[8] + ty * self[9] + tz * self[10];
|
| + return self;
|
| +}
|
| +
|
| +
|
| +// Triangle intersection using barycentric coord method
|
| +function Triangle(p1, p2, p3) {
|
| + var edge1 = sub(p3, p1);
|
| + var edge2 = sub(p2, p1);
|
| + var normal = cross(edge1, edge2);
|
| + if (Math.abs(normal[0]) > Math.abs(normal[1]))
|
| + if (Math.abs(normal[0]) > Math.abs(normal[2]))
|
| + this.axis = 0;
|
| + else
|
| + this.axis = 2;
|
| + else
|
| + if (Math.abs(normal[1]) > Math.abs(normal[2]))
|
| + this.axis = 1;
|
| + else
|
| + this.axis = 2;
|
| + var u = (this.axis + 1) % 3;
|
| + var v = (this.axis + 2) % 3;
|
| + var u1 = edge1[u];
|
| + var v1 = edge1[v];
|
| +
|
| + var u2 = edge2[u];
|
| + var v2 = edge2[v];
|
| + this.normal = normalise(normal);
|
| + this.nu = normal[u] / normal[this.axis];
|
| + this.nv = normal[v] / normal[this.axis];
|
| + this.nd = dot(normal, p1) / normal[this.axis];
|
| + var det = u1 * v2 - v1 * u2;
|
| + this.eu = p1[u];
|
| + this.ev = p1[v];
|
| + this.nu1 = u1 / det;
|
| + this.nv1 = -v1 / det;
|
| + this.nu2 = v2 / det;
|
| + this.nv2 = -u2 / det;
|
| + this.material = [0.7, 0.7, 0.7];
|
| +}
|
| +
|
| +Triangle.prototype.intersect = function(orig, dir, near, far) {
|
| + var u = (this.axis + 1) % 3;
|
| + var v = (this.axis + 2) % 3;
|
| + var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
|
| + var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
|
| + if (t < near || t > far)
|
| + return null;
|
| + var Pu = orig[u] + t * dir[u] - this.eu;
|
| + var Pv = orig[v] + t * dir[v] - this.ev;
|
| + var a2 = Pv * this.nu1 + Pu * this.nv1;
|
| + if (a2 < 0)
|
| + return null;
|
| + var a3 = Pu * this.nu2 + Pv * this.nv2;
|
| + if (a3 < 0)
|
| + return null;
|
| +
|
| + if ((a2 + a3) > 1)
|
| + return null;
|
| + return t;
|
| +}
|
| +
|
| +function Scene(a_triangles) {
|
| + this.triangles = a_triangles;
|
| + this.lights = [];
|
| + this.ambient = [0,0,0];
|
| + this.background = [0.8,0.8,1];
|
| +}
|
| +var zero = new Array(0,0,0);
|
| +
|
| +Scene.prototype.intersect = function(origin, dir, near, far) {
|
| + var closest = null;
|
| + for (i = 0; i < this.triangles.length; i++) {
|
| + var triangle = this.triangles[i];
|
| + var d = triangle.intersect(origin, dir, near, far);
|
| + if (d == null || d > far || d < near)
|
| + continue;
|
| + far = d;
|
| + closest = triangle;
|
| + }
|
| +
|
| + if (!closest)
|
| + return [this.background[0],this.background[1],this.background[2]];
|
| +
|
| + var normal = closest.normal;
|
| + var hit = add(origin, scale(dir, far));
|
| + if (dot(dir, normal) > 0)
|
| + normal = [-normal[0], -normal[1], -normal[2]];
|
| +
|
| + var colour = null;
|
| + if (closest.shader) {
|
| + colour = closest.shader(closest, hit, dir);
|
| + } else {
|
| + colour = closest.material;
|
| + }
|
| +
|
| + // do reflection
|
| + var reflected = null;
|
| + if (colour.reflection > 0.001) {
|
| + var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
|
| + reflected = this.intersect(hit, reflection, 0.0001, 1000000);
|
| + if (colour.reflection >= 0.999999)
|
| + return reflected;
|
| + }
|
| +
|
| + var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
|
| + for (var i = 0; i < this.lights.length; i++) {
|
| + var light = this.lights[i];
|
| + var toLight = sub(light, hit);
|
| + var distance = lengthVector(toLight);
|
| + scaleVector(toLight, 1.0/distance);
|
| + distance -= 0.0001;
|
| + if (this.blocked(hit, toLight, distance))
|
| + continue;
|
| + var nl = dot(normal, toLight);
|
| + if (nl > 0)
|
| + addVector(l, scale(light.colour, nl));
|
| + }
|
| + l = scalev(l, colour);
|
| + if (reflected) {
|
| + l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
|
| + }
|
| + return l;
|
| +}
|
| +
|
| +Scene.prototype.blocked = function(O, D, far) {
|
| + var near = 0.0001;
|
| + var closest = null;
|
| + for (i = 0; i < this.triangles.length; i++) {
|
| + var triangle = this.triangles[i];
|
| + var d = triangle.intersect(O, D, near, far);
|
| + if (d == null || d > far || d < near)
|
| + continue;
|
| + return true;
|
| + }
|
| +
|
| + return false;
|
| +}
|
| +
|
| +
|
| +// this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
|
| +// that somewhere is
|
| +function Camera(origin, lookat, up) {
|
| + var zaxis = normaliseVector(subVector(lookat, origin));
|
| + var xaxis = normaliseVector(cross(up, zaxis));
|
| + var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
|
| + var m = new Array(16);
|
| + m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
|
| + m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
|
| + m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
|
| + invertMatrix(m);
|
| + m[3] = 0; m[7] = 0; m[11] = 0;
|
| + this.origin = origin;
|
| + this.directions = new Array(4);
|
| + this.directions[0] = normalise([-0.7, 0.7, 1]);
|
| + this.directions[1] = normalise([ 0.7, 0.7, 1]);
|
| + this.directions[2] = normalise([ 0.7, -0.7, 1]);
|
| + this.directions[3] = normalise([-0.7, -0.7, 1]);
|
| + this.directions[0] = transformMatrix(m, this.directions[0]);
|
| + this.directions[1] = transformMatrix(m, this.directions[1]);
|
| + this.directions[2] = transformMatrix(m, this.directions[2]);
|
| + this.directions[3] = transformMatrix(m, this.directions[3]);
|
| +}
|
| +
|
| +Camera.prototype.generateRayPair = function(y) {
|
| + rays = new Array(new Object(), new Object());
|
| + rays[0].origin = this.origin;
|
| + rays[1].origin = this.origin;
|
| + rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
|
| + rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
|
| + return rays;
|
| +}
|
| +
|
| +function renderRows(camera, scene, pixels, width, height, starty, stopy) {
|
| + for (var y = starty; y < stopy; y++) {
|
| + var rays = camera.generateRayPair(y / height);
|
| + for (var x = 0; x < width; x++) {
|
| + var xp = x / width;
|
| + var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
|
| + var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
|
| + var l = scene.intersect(origin, dir);
|
| + pixels[y][x] = l;
|
| + }
|
| + }
|
| +}
|
| +
|
| +Camera.prototype.render = function(scene, pixels, width, height) {
|
| + var cam = this;
|
| + var row = 0;
|
| + renderRows(cam, scene, pixels, width, height, 0, height);
|
| +}
|
| +
|
| +
|
| +
|
| +function raytraceScene(size)
|
| +{
|
| + var startDate = new Date().getTime();
|
| + var numTriangles = 2 * 6;
|
| + var triangles = new Array();//numTriangles);
|
| + var tfl = createVector(-10, 10, -10);
|
| + var tfr = createVector( 10, 10, -10);
|
| + var tbl = createVector(-10, 10, 10);
|
| + var tbr = createVector( 10, 10, 10);
|
| + var bfl = createVector(-10, -10, -10);
|
| + var bfr = createVector( 10, -10, -10);
|
| + var bbl = createVector(-10, -10, 10);
|
| + var bbr = createVector( 10, -10, 10);
|
| +
|
| + // cube!!!
|
| + // front
|
| + var i = 0;
|
| +
|
| + triangles[i++] = new Triangle(tfl, tfr, bfr);
|
| + triangles[i++] = new Triangle(tfl, bfr, bfl);
|
| + // back
|
| + triangles[i++] = new Triangle(tbl, tbr, bbr);
|
| + triangles[i++] = new Triangle(tbl, bbr, bbl);
|
| + // triangles[i-1].material = [0.7,0.2,0.2];
|
| + // triangles[i-1].material.reflection = 0.8;
|
| + // left
|
| + triangles[i++] = new Triangle(tbl, tfl, bbl);
|
| + // triangles[i-1].reflection = 0.6;
|
| + triangles[i++] = new Triangle(tfl, bfl, bbl);
|
| + // triangles[i-1].reflection = 0.6;
|
| + // right
|
| + triangles[i++] = new Triangle(tbr, tfr, bbr);
|
| + triangles[i++] = new Triangle(tfr, bfr, bbr);
|
| + // top
|
| + triangles[i++] = new Triangle(tbl, tbr, tfr);
|
| + triangles[i++] = new Triangle(tbl, tfr, tfl);
|
| + // bottom
|
| + triangles[i++] = new Triangle(bbl, bbr, bfr);
|
| + triangles[i++] = new Triangle(bbl, bfr, bfl);
|
| +
|
| + //Floor!!!!
|
| + var green = createVector(0.0, 0.4, 0.0);
|
| + var grey = createVector(0.4, 0.4, 0.4);
|
| + grey.reflection = 1.0;
|
| + var floorShader = function(tri, pos, view) {
|
| + var x = ((pos[0]/32) % 2 + 2) % 2;
|
| + var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
|
| + if (x < 1 != z < 1) {
|
| + //in the real world we use the fresnel term...
|
| + // var angle = 1-dot(view, tri.normal);
|
| + // angle *= angle;
|
| + // angle *= angle;
|
| + // angle *= angle;
|
| + //grey.reflection = angle;
|
| + return grey;
|
| + } else
|
| + return green;
|
| + }
|
| + var ffl = createVector(-1000, -30, -1000);
|
| + var ffr = createVector( 1000, -30, -1000);
|
| + var fbl = createVector(-1000, -30, 1000);
|
| + var fbr = createVector( 1000, -30, 1000);
|
| + triangles[i++] = new Triangle(fbl, fbr, ffr);
|
| + triangles[i-1].shader = floorShader;
|
| + triangles[i++] = new Triangle(fbl, ffr, ffl);
|
| + triangles[i-1].shader = floorShader;
|
| +
|
| + var _scene = new Scene(triangles);
|
| + _scene.lights[0] = createVector(20, 38, -22);
|
| + _scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
|
| + _scene.lights[1] = createVector(-23, 40, 17);
|
| + _scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
|
| + _scene.lights[2] = createVector(23, 20, 17);
|
| + _scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
|
| + _scene.ambient = createVector(0.1, 0.1, 0.1);
|
| + // _scene.background = createVector(0.7, 0.7, 1.0);
|
| +
|
| + var pixels = new Array();
|
| + for (var y = 0; y < size; y++) {
|
| + pixels[y] = new Array();
|
| + for (var x = 0; x < size; x++) {
|
| + pixels[y][x] = 0;
|
| + }
|
| + }
|
| +
|
| + var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
|
| + _camera.render(_scene, pixels, size, size);
|
| +
|
| + return pixels;
|
| +}
|
| +
|
| +function arrayToCanvasCommands(pixels, size)
|
| +{
|
| + var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = [';
|
| + for (var y = 0; y < size; y++) {
|
| + s += "[";
|
| + for (var x = 0; x < size; x++) {
|
| + s += "[" + pixels[y][x] + "],";
|
| + }
|
| + s+= "],";
|
| + }
|
| + s += '];\n var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
|
| +\n\
|
| +\n\
|
| + var size = 20;\n\
|
| + canvas.fillStyle = "red";\n\
|
| + canvas.fillRect(0, 0, size, size);\n\
|
| + canvas.scale(1, -1);\n\
|
| + canvas.translate(0, -size);\n\
|
| +\n\
|
| + if (!canvas.setFillColor)\n\
|
| + canvas.setFillColor = function(r, g, b, a) {\n\
|
| + this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n\
|
| + }\n\
|
| +\n\
|
| +for (var y = 0; y < size; y++) {\n\
|
| + for (var x = 0; x < size; x++) {\n\
|
| + var l = pixels[y][x];\n\
|
| + canvas.setFillColor(l[0], l[1], l[2], 1);\n\
|
| + canvas.fillRect(x, y, 1, 1);\n\
|
| + }\n\
|
| +}</scr' + 'ipt>';
|
| +
|
| + return s;
|
| +}
|
| +
|
| +window.onload = function(){ startTest("sunspider-3d-raytrace", '');
|
| +
|
| +var rayoutput;
|
| +
|
| +test("3D Raytrace", function(){
|
| + rayoutput = raytraceScene(15);
|
| +});
|
| +
|
| +test("Convert pixels to canvas", function(){
|
| + for ( var i = 0; i < 10; i++ )
|
| + testOutput = arrayToCanvasCommands(rayoutput, 15);
|
| +});
|
| +
|
| +endTest(); };
|
| +</script>
|
| +</head>
|
| +<body></body>
|
| +</html>
|
|
|