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