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| 1 <!DOCTYPE html> |
| 2 <head> |
| 3 <!-- |
| 4 Copyright (C) 2007 Apple Inc. All rights reserved. |
| 5 |
| 6 Redistribution and use in source and binary forms, with or without |
| 7 modification, are permitted provided that the following conditions |
| 8 are met: |
| 9 1. Redistributions of source code must retain the above copyright |
| 10 notice, this list of conditions and the following disclaimer. |
| 11 2. Redistributions in binary form must reproduce the above copyright |
| 12 notice, this list of conditions and the following disclaimer in the |
| 13 documentation and/or other materials provided with the distribution. |
| 14 |
| 15 THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
| 16 EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 17 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 18 PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
| 19 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 20 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 21 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 22 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 23 OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 24 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 26 --> |
| 27 |
| 28 <title>SunSpider 3d-raytrace</title> |
| 29 <link rel="stylesheet" href="sunspider.css"> |
| 30 </head> |
| 31 |
| 32 <body> |
| 33 <h3>3d-raytrace</h3> |
| 34 <div id="console"> |
| 35 </div> |
| 36 <script src="sunspider-record-result.js"></script> |
| 37 <script> |
| 38 |
| 39 var _sunSpiderStartDate = new Date(); |
| 40 |
| 41 /* |
| 42 * Copyright (C) 2007 Apple Inc. All rights reserved. |
| 43 * |
| 44 * Redistribution and use in source and binary forms, with or without |
| 45 * modification, are permitted provided that the following conditions |
| 46 * are met: |
| 47 * 1. Redistributions of source code must retain the above copyright |
| 48 * notice, this list of conditions and the following disclaimer. |
| 49 * 2. Redistributions in binary form must reproduce the above copyright |
| 50 * notice, this list of conditions and the following disclaimer in the |
| 51 * documentation and/or other materials provided with the distribution. |
| 52 * |
| 53 * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
| 54 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 55 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 56 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
| 57 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 58 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 59 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 60 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 61 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 62 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 63 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 64 */ |
| 65 |
| 66 function createVector(x,y,z) { |
| 67 return new Array(x,y,z); |
| 68 } |
| 69 |
| 70 function sqrLengthVector(self) { |
| 71 return self[0] * self[0] + self[1] * self[1] + self[2] * self[2]; |
| 72 } |
| 73 |
| 74 function lengthVector(self) { |
| 75 return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]); |
| 76 } |
| 77 |
| 78 function addVector(self, v) { |
| 79 self[0] += v[0]; |
| 80 self[1] += v[1]; |
| 81 self[2] += v[2]; |
| 82 return self; |
| 83 } |
| 84 |
| 85 function subVector(self, v) { |
| 86 self[0] -= v[0]; |
| 87 self[1] -= v[1]; |
| 88 self[2] -= v[2]; |
| 89 return self; |
| 90 } |
| 91 |
| 92 function scaleVector(self, scale) { |
| 93 self[0] *= scale; |
| 94 self[1] *= scale; |
| 95 self[2] *= scale; |
| 96 return self; |
| 97 } |
| 98 |
| 99 function normaliseVector(self) { |
| 100 var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2
]); |
| 101 self[0] /= len; |
| 102 self[1] /= len; |
| 103 self[2] /= len; |
| 104 return self; |
| 105 } |
| 106 |
| 107 function add(v1, v2) { |
| 108 return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]); |
| 109 } |
| 110 |
| 111 function sub(v1, v2) { |
| 112 return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]); |
| 113 } |
| 114 |
| 115 function scalev(v1, v2) { |
| 116 return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]); |
| 117 } |
| 118 |
| 119 function dot(v1, v2) { |
| 120 return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; |
| 121 } |
| 122 |
| 123 function scale(v, scale) { |
| 124 return [v[0] * scale, v[1] * scale, v[2] * scale]; |
| 125 } |
| 126 |
| 127 function cross(v1, v2) { |
| 128 return [v1[1] * v2[2] - v1[2] * v2[1], |
| 129 v1[2] * v2[0] - v1[0] * v2[2], |
| 130 v1[0] * v2[1] - v1[1] * v2[0]]; |
| 131 |
| 132 } |
| 133 |
| 134 function normalise(v) { |
| 135 var len = lengthVector(v); |
| 136 return [v[0] / len, v[1] / len, v[2] / len]; |
| 137 } |
| 138 |
| 139 function transformMatrix(self, v) { |
| 140 var vals = self; |
| 141 var x = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3]; |
| 142 var y = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7]; |
| 143 var z = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11]; |
| 144 return [x, y, z]; |
| 145 } |
| 146 |
| 147 function invertMatrix(self) { |
| 148 var temp = new Array(16); |
| 149 var tx = -self[3]; |
| 150 var ty = -self[7]; |
| 151 var tz = -self[11]; |
| 152 for (h = 0; h < 3; h++) |
| 153 for (v = 0; v < 3; v++) |
| 154 temp[h + v * 4] = self[v + h * 4]; |
| 155 for (i = 0; i < 11; i++) |
| 156 self[i] = temp[i]; |
| 157 self[3] = tx * self[0] + ty * self[1] + tz * self[2]; |
| 158 self[7] = tx * self[4] + ty * self[5] + tz * self[6]; |
| 159 self[11] = tx * self[8] + ty * self[9] + tz * self[10]; |
| 160 return self; |
| 161 } |
| 162 |
| 163 |
| 164 // Triangle intersection using barycentric coord method |
| 165 function Triangle(p1, p2, p3) { |
| 166 var edge1 = sub(p3, p1); |
| 167 var edge2 = sub(p2, p1); |
| 168 var normal = cross(edge1, edge2); |
| 169 if (Math.abs(normal[0]) > Math.abs(normal[1])) |
| 170 if (Math.abs(normal[0]) > Math.abs(normal[2])) |
| 171 this.axis = 0; |
| 172 else |
| 173 this.axis = 2; |
| 174 else |
| 175 if (Math.abs(normal[1]) > Math.abs(normal[2])) |
| 176 this.axis = 1; |
| 177 else |
| 178 this.axis = 2; |
| 179 var u = (this.axis + 1) % 3; |
| 180 var v = (this.axis + 2) % 3; |
| 181 var u1 = edge1[u]; |
| 182 var v1 = edge1[v]; |
| 183 |
| 184 var u2 = edge2[u]; |
| 185 var v2 = edge2[v]; |
| 186 this.normal = normalise(normal); |
| 187 this.nu = normal[u] / normal[this.axis]; |
| 188 this.nv = normal[v] / normal[this.axis]; |
| 189 this.nd = dot(normal, p1) / normal[this.axis]; |
| 190 var det = u1 * v2 - v1 * u2; |
| 191 this.eu = p1[u]; |
| 192 this.ev = p1[v]; |
| 193 this.nu1 = u1 / det; |
| 194 this.nv1 = -v1 / det; |
| 195 this.nu2 = v2 / det; |
| 196 this.nv2 = -u2 / det; |
| 197 this.material = [0.7, 0.7, 0.7]; |
| 198 } |
| 199 |
| 200 Triangle.prototype.intersect = function(orig, dir, near, far) { |
| 201 var u = (this.axis + 1) % 3; |
| 202 var v = (this.axis + 2) % 3; |
| 203 var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v]; |
| 204 var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v])
/ d; |
| 205 if (t < near || t > far) |
| 206 return null; |
| 207 var Pu = orig[u] + t * dir[u] - this.eu; |
| 208 var Pv = orig[v] + t * dir[v] - this.ev; |
| 209 var a2 = Pv * this.nu1 + Pu * this.nv1; |
| 210 if (a2 < 0) |
| 211 return null; |
| 212 var a3 = Pu * this.nu2 + Pv * this.nv2; |
| 213 if (a3 < 0) |
| 214 return null; |
| 215 |
| 216 if ((a2 + a3) > 1) |
| 217 return null; |
| 218 return t; |
| 219 } |
| 220 |
| 221 function Scene(a_triangles) { |
| 222 this.triangles = a_triangles; |
| 223 this.lights = []; |
| 224 this.ambient = [0,0,0]; |
| 225 this.background = [0.8,0.8,1]; |
| 226 } |
| 227 var zero = new Array(0,0,0); |
| 228 |
| 229 Scene.prototype.intersect = function(origin, dir, near, far) { |
| 230 var closest = null; |
| 231 for (i = 0; i < this.triangles.length; i++) { |
| 232 var triangle = this.triangles[i]; |
| 233 var d = triangle.intersect(origin, dir, near, far); |
| 234 if (d == null || d > far || d < near) |
| 235 continue; |
| 236 far = d; |
| 237 closest = triangle; |
| 238 } |
| 239 |
| 240 if (!closest) |
| 241 return [this.background[0],this.background[1],this.background[2]]; |
| 242 |
| 243 var normal = closest.normal; |
| 244 var hit = add(origin, scale(dir, far)); |
| 245 if (dot(dir, normal) > 0) |
| 246 normal = [-normal[0], -normal[1], -normal[2]]; |
| 247 |
| 248 var colour = null; |
| 249 if (closest.shader) { |
| 250 colour = closest.shader(closest, hit, dir); |
| 251 } else { |
| 252 colour = closest.material; |
| 253 } |
| 254 |
| 255 // do reflection |
| 256 var reflected = null; |
| 257 if (colour.reflection > 0.001) { |
| 258 var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir); |
| 259 reflected = this.intersect(hit, reflection, 0.0001, 1000000); |
| 260 if (colour.reflection >= 0.999999) |
| 261 return reflected; |
| 262 } |
| 263 |
| 264 var l = [this.ambient[0], this.ambient[1], this.ambient[2]]; |
| 265 for (var i = 0; i < this.lights.length; i++) { |
| 266 var light = this.lights[i]; |
| 267 var toLight = sub(light, hit); |
| 268 var distance = lengthVector(toLight); |
| 269 scaleVector(toLight, 1.0/distance); |
| 270 distance -= 0.0001; |
| 271 if (this.blocked(hit, toLight, distance)) |
| 272 continue; |
| 273 var nl = dot(normal, toLight); |
| 274 if (nl > 0) |
| 275 addVector(l, scale(light.colour, nl)); |
| 276 } |
| 277 l = scalev(l, colour); |
| 278 if (reflected) { |
| 279 l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflect
ed, colour.reflection)); |
| 280 } |
| 281 return l; |
| 282 } |
| 283 |
| 284 Scene.prototype.blocked = function(O, D, far) { |
| 285 var near = 0.0001; |
| 286 var closest = null; |
| 287 for (i = 0; i < this.triangles.length; i++) { |
| 288 var triangle = this.triangles[i]; |
| 289 var d = triangle.intersect(O, D, near, far); |
| 290 if (d == null || d > far || d < near) |
| 291 continue; |
| 292 return true; |
| 293 } |
| 294 |
| 295 return false; |
| 296 } |
| 297 |
| 298 |
| 299 // this camera code is from notes i made ages ago, it is from *somewhere* -- i c
annot remember where |
| 300 // that somewhere is |
| 301 function Camera(origin, lookat, up) { |
| 302 var zaxis = normaliseVector(subVector(lookat, origin)); |
| 303 var xaxis = normaliseVector(cross(up, zaxis)); |
| 304 var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis))); |
| 305 var m = new Array(16); |
| 306 m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2]; |
| 307 m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2]; |
| 308 m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2]; |
| 309 invertMatrix(m); |
| 310 m[3] = 0; m[7] = 0; m[11] = 0; |
| 311 this.origin = origin; |
| 312 this.directions = new Array(4); |
| 313 this.directions[0] = normalise([-0.7, 0.7, 1]); |
| 314 this.directions[1] = normalise([ 0.7, 0.7, 1]); |
| 315 this.directions[2] = normalise([ 0.7, -0.7, 1]); |
| 316 this.directions[3] = normalise([-0.7, -0.7, 1]); |
| 317 this.directions[0] = transformMatrix(m, this.directions[0]); |
| 318 this.directions[1] = transformMatrix(m, this.directions[1]); |
| 319 this.directions[2] = transformMatrix(m, this.directions[2]); |
| 320 this.directions[3] = transformMatrix(m, this.directions[3]); |
| 321 } |
| 322 |
| 323 Camera.prototype.generateRayPair = function(y) { |
| 324 rays = new Array(new Object(), new Object()); |
| 325 rays[0].origin = this.origin; |
| 326 rays[1].origin = this.origin; |
| 327 rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[
3], 1 - y)); |
| 328 rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[
2], 1 - y)); |
| 329 return rays; |
| 330 } |
| 331 |
| 332 function renderRows(camera, scene, pixels, width, height, starty, stopy) { |
| 333 for (var y = starty; y < stopy; y++) { |
| 334 var rays = camera.generateRayPair(y / height); |
| 335 for (var x = 0; x < width; x++) { |
| 336 var xp = x / width; |
| 337 var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].orig
in, 1 - xp)); |
| 338 var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(ra
ys[1].dir, 1 - xp))); |
| 339 var l = scene.intersect(origin, dir); |
| 340 pixels[y][x] = l; |
| 341 } |
| 342 } |
| 343 } |
| 344 |
| 345 Camera.prototype.render = function(scene, pixels, width, height) { |
| 346 var cam = this; |
| 347 var row = 0; |
| 348 renderRows(cam, scene, pixels, width, height, 0, height); |
| 349 } |
| 350 |
| 351 |
| 352 |
| 353 function raytraceScene() |
| 354 { |
| 355 var startDate = new Date().getTime(); |
| 356 var numTriangles = 2 * 6; |
| 357 var triangles = new Array();//numTriangles); |
| 358 var tfl = createVector(-10, 10, -10); |
| 359 var tfr = createVector( 10, 10, -10); |
| 360 var tbl = createVector(-10, 10, 10); |
| 361 var tbr = createVector( 10, 10, 10); |
| 362 var bfl = createVector(-10, -10, -10); |
| 363 var bfr = createVector( 10, -10, -10); |
| 364 var bbl = createVector(-10, -10, 10); |
| 365 var bbr = createVector( 10, -10, 10); |
| 366 |
| 367 // cube!!! |
| 368 // front |
| 369 var i = 0; |
| 370 |
| 371 triangles[i++] = new Triangle(tfl, tfr, bfr); |
| 372 triangles[i++] = new Triangle(tfl, bfr, bfl); |
| 373 // back |
| 374 triangles[i++] = new Triangle(tbl, tbr, bbr); |
| 375 triangles[i++] = new Triangle(tbl, bbr, bbl); |
| 376 // triangles[i-1].material = [0.7,0.2,0.2]; |
| 377 // triangles[i-1].material.reflection = 0.8; |
| 378 // left |
| 379 triangles[i++] = new Triangle(tbl, tfl, bbl); |
| 380 // triangles[i-1].reflection = 0.6; |
| 381 triangles[i++] = new Triangle(tfl, bfl, bbl); |
| 382 // triangles[i-1].reflection = 0.6; |
| 383 // right |
| 384 triangles[i++] = new Triangle(tbr, tfr, bbr); |
| 385 triangles[i++] = new Triangle(tfr, bfr, bbr); |
| 386 // top |
| 387 triangles[i++] = new Triangle(tbl, tbr, tfr); |
| 388 triangles[i++] = new Triangle(tbl, tfr, tfl); |
| 389 // bottom |
| 390 triangles[i++] = new Triangle(bbl, bbr, bfr); |
| 391 triangles[i++] = new Triangle(bbl, bfr, bfl); |
| 392 |
| 393 //Floor!!!! |
| 394 var green = createVector(0.0, 0.4, 0.0); |
| 395 var grey = createVector(0.4, 0.4, 0.4); |
| 396 grey.reflection = 1.0; |
| 397 var floorShader = function(tri, pos, view) { |
| 398 var x = ((pos[0]/32) % 2 + 2) % 2; |
| 399 var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2; |
| 400 if (x < 1 != z < 1) { |
| 401 //in the real world we use the fresnel term... |
| 402 // var angle = 1-dot(view, tri.normal); |
| 403 // angle *= angle; |
| 404 // angle *= angle; |
| 405 // angle *= angle; |
| 406 //grey.reflection = angle; |
| 407 return grey; |
| 408 } else |
| 409 return green; |
| 410 } |
| 411 var ffl = createVector(-1000, -30, -1000); |
| 412 var ffr = createVector( 1000, -30, -1000); |
| 413 var fbl = createVector(-1000, -30, 1000); |
| 414 var fbr = createVector( 1000, -30, 1000); |
| 415 triangles[i++] = new Triangle(fbl, fbr, ffr); |
| 416 triangles[i-1].shader = floorShader; |
| 417 triangles[i++] = new Triangle(fbl, ffr, ffl); |
| 418 triangles[i-1].shader = floorShader; |
| 419 |
| 420 var _scene = new Scene(triangles); |
| 421 _scene.lights[0] = createVector(20, 38, -22); |
| 422 _scene.lights[0].colour = createVector(0.7, 0.3, 0.3); |
| 423 _scene.lights[1] = createVector(-23, 40, 17); |
| 424 _scene.lights[1].colour = createVector(0.7, 0.3, 0.3); |
| 425 _scene.lights[2] = createVector(23, 20, 17); |
| 426 _scene.lights[2].colour = createVector(0.7, 0.7, 0.7); |
| 427 _scene.ambient = createVector(0.1, 0.1, 0.1); |
| 428 // _scene.background = createVector(0.7, 0.7, 1.0); |
| 429 |
| 430 var size = 30; |
| 431 var pixels = new Array(); |
| 432 for (var y = 0; y < size; y++) { |
| 433 pixels[y] = new Array(); |
| 434 for (var x = 0; x < size; x++) { |
| 435 pixels[y][x] = 0; |
| 436 } |
| 437 } |
| 438 |
| 439 var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), c
reateVector(0, 1, 0)); |
| 440 _camera.render(_scene, pixels, size, size); |
| 441 |
| 442 return pixels; |
| 443 } |
| 444 |
| 445 function arrayToCanvasCommands(pixels) |
| 446 { |
| 447 var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr'
+ 'ipt>\nvar pixels = ['; |
| 448 var size = 30; |
| 449 for (var y = 0; y < size; y++) { |
| 450 s += "["; |
| 451 for (var x = 0; x < size; x++) { |
| 452 s += "[" + pixels[y][x] + "],"; |
| 453 } |
| 454 s+= "],"; |
| 455 } |
| 456 s += '];\n var canvas = document.getElementById("renderCanvas").getContex
t("2d");\n\ |
| 457 \n\ |
| 458 \n\ |
| 459 var size = 30;\n\ |
| 460 canvas.fillStyle = "red";\n\ |
| 461 canvas.fillRect(0, 0, size, size);\n\ |
| 462 canvas.scale(1, -1);\n\ |
| 463 canvas.translate(0, -size);\n\ |
| 464 \n\ |
| 465 if (!canvas.setFillColor)\n\ |
| 466 canvas.setFillColor = function(r, g, b, a) {\n\ |
| 467 this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), M
ath.floor(b * 255)]+")";\n\ |
| 468 }\n\ |
| 469 \n\ |
| 470 for (var y = 0; y < size; y++) {\n\ |
| 471 for (var x = 0; x < size; x++) {\n\ |
| 472 var l = pixels[y][x];\n\ |
| 473 canvas.setFillColor(l[0], l[1], l[2], 1);\n\ |
| 474 canvas.fillRect(x, y, 1, 1);\n\ |
| 475 }\n\ |
| 476 }</scr' + 'ipt>'; |
| 477 |
| 478 return s; |
| 479 } |
| 480 |
| 481 testOutput = arrayToCanvasCommands(raytraceScene()); |
| 482 |
| 483 |
| 484 var _sunSpiderInterval = new Date() - _sunSpiderStartDate; |
| 485 |
| 486 record(_sunSpiderInterval); |
| 487 </script> |
| 488 |
| 489 |
| 490 </body> |
| 491 </html> |
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