SunSpider/tests/sunspider-0.9/3d-raytrace.js
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-1:000000000000 0:4f2f89ce4247
       
     1 /*
       
     2  * Copyright (C) 2007 Apple Inc.  All rights reserved.
       
     3  *
       
     4  * Redistribution and use in source and binary forms, with or without
       
     5  * modification, are permitted provided that the following conditions
       
     6  * are met:
       
     7  * 1. Redistributions of source code must retain the above copyright
       
     8  *    notice, this list of conditions and the following disclaimer.
       
     9  * 2. Redistributions in binary form must reproduce the above copyright
       
    10  *    notice, this list of conditions and the following disclaimer in the
       
    11  *    documentation and/or other materials provided with the distribution.
       
    12  *
       
    13  * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
       
    14  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
       
    15  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
       
    16  * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
       
    17  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
       
    18  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
       
    19  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
       
    20  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
       
    21  * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
       
    22  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
       
    23  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
       
    24  */
       
    25 
       
    26 function createVector(x,y,z) {
       
    27     return new Array(x,y,z);
       
    28 }
       
    29 
       
    30 function sqrLengthVector(self) {
       
    31     return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
       
    32 }
       
    33 
       
    34 function lengthVector(self) {
       
    35     return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
       
    36 }
       
    37 
       
    38 function addVector(self, v) {
       
    39     self[0] += v[0];
       
    40     self[1] += v[1];
       
    41     self[2] += v[2];
       
    42     return self;
       
    43 }
       
    44 
       
    45 function subVector(self, v) {
       
    46     self[0] -= v[0];
       
    47     self[1] -= v[1];
       
    48     self[2] -= v[2];
       
    49     return self;
       
    50 }
       
    51 
       
    52 function scaleVector(self, scale) {
       
    53     self[0] *= scale;
       
    54     self[1] *= scale;
       
    55     self[2] *= scale;
       
    56     return self;
       
    57 }
       
    58 
       
    59 function normaliseVector(self) {
       
    60     var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
       
    61     self[0] /= len;
       
    62     self[1] /= len;
       
    63     self[2] /= len;
       
    64     return self;
       
    65 }
       
    66 
       
    67 function add(v1, v2) {
       
    68     return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
       
    69 }
       
    70 
       
    71 function sub(v1, v2) {
       
    72     return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
       
    73 }
       
    74 
       
    75 function scalev(v1, v2) {
       
    76     return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
       
    77 }
       
    78 
       
    79 function dot(v1, v2) {
       
    80     return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
       
    81 }
       
    82 
       
    83 function scale(v, scale) {
       
    84     return [v[0] * scale, v[1] * scale, v[2] * scale];
       
    85 }
       
    86 
       
    87 function cross(v1, v2) {
       
    88     return [v1[1] * v2[2] - v1[2] * v2[1], 
       
    89             v1[2] * v2[0] - v1[0] * v2[2],
       
    90             v1[0] * v2[1] - v1[1] * v2[0]];
       
    91 
       
    92 }
       
    93 
       
    94 function normalise(v) {
       
    95     var len = lengthVector(v);
       
    96     return [v[0] / len, v[1] / len, v[2] / len];
       
    97 }
       
    98 
       
    99 function transformMatrix(self, v) {
       
   100     var vals = self;
       
   101     var x  = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3];
       
   102     var y  = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7];
       
   103     var z  = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11];
       
   104     return [x, y, z];
       
   105 }
       
   106 
       
   107 function invertMatrix(self) {
       
   108     var temp = new Array(16);
       
   109     var tx = -self[3];
       
   110     var ty = -self[7];
       
   111     var tz = -self[11];
       
   112     for (h = 0; h < 3; h++) 
       
   113         for (v = 0; v < 3; v++) 
       
   114             temp[h + v * 4] = self[v + h * 4];
       
   115     for (i = 0; i < 11; i++)
       
   116         self[i] = temp[i];
       
   117     self[3] = tx * self[0] + ty * self[1] + tz * self[2];
       
   118     self[7] = tx * self[4] + ty * self[5] + tz * self[6];
       
   119     self[11] = tx * self[8] + ty * self[9] + tz * self[10];
       
   120     return self;
       
   121 }
       
   122 
       
   123 
       
   124 // Triangle intersection using barycentric coord method
       
   125 function Triangle(p1, p2, p3) {
       
   126     var edge1 = sub(p3, p1);
       
   127     var edge2 = sub(p2, p1);
       
   128     var normal = cross(edge1, edge2);
       
   129     if (Math.abs(normal[0]) > Math.abs(normal[1]))
       
   130         if (Math.abs(normal[0]) > Math.abs(normal[2]))
       
   131             this.axis = 0; 
       
   132         else 
       
   133             this.axis = 2;
       
   134     else
       
   135         if (Math.abs(normal[1]) > Math.abs(normal[2])) 
       
   136             this.axis = 1;
       
   137         else 
       
   138             this.axis = 2;
       
   139     var u = (this.axis + 1) % 3;
       
   140     var v = (this.axis + 2) % 3;
       
   141     var u1 = edge1[u];
       
   142     var v1 = edge1[v];
       
   143     
       
   144     var u2 = edge2[u];
       
   145     var v2 = edge2[v];
       
   146     this.normal = normalise(normal);
       
   147     this.nu = normal[u] / normal[this.axis];
       
   148     this.nv = normal[v] / normal[this.axis];
       
   149     this.nd = dot(normal, p1) / normal[this.axis];
       
   150     var det = u1 * v2 - v1 * u2;
       
   151     this.eu = p1[u];
       
   152     this.ev = p1[v]; 
       
   153     this.nu1 = u1 / det;
       
   154     this.nv1 = -v1 / det;
       
   155     this.nu2 = v2 / det;
       
   156     this.nv2 = -u2 / det; 
       
   157     this.material = [0.7, 0.7, 0.7];
       
   158 }
       
   159 
       
   160 Triangle.prototype.intersect = function(orig, dir, near, far) {
       
   161     var u = (this.axis + 1) % 3;
       
   162     var v = (this.axis + 2) % 3;
       
   163     var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
       
   164     var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
       
   165     if (t < near || t > far)
       
   166         return null;
       
   167     var Pu = orig[u] + t * dir[u] - this.eu;
       
   168     var Pv = orig[v] + t * dir[v] - this.ev;
       
   169     var a2 = Pv * this.nu1 + Pu * this.nv1;
       
   170     if (a2 < 0) 
       
   171         return null;
       
   172     var a3 = Pu * this.nu2 + Pv * this.nv2;
       
   173     if (a3 < 0) 
       
   174         return null;
       
   175 
       
   176     if ((a2 + a3) > 1) 
       
   177         return null;
       
   178     return t;
       
   179 }
       
   180 
       
   181 function Scene(a_triangles) {
       
   182     this.triangles = a_triangles;
       
   183     this.lights = [];
       
   184     this.ambient = [0,0,0];
       
   185     this.background = [0.8,0.8,1];
       
   186 }
       
   187 var zero = new Array(0,0,0);
       
   188 
       
   189 Scene.prototype.intersect = function(origin, dir, near, far) {
       
   190     var closest = null;
       
   191     for (i = 0; i < this.triangles.length; i++) {
       
   192         var triangle = this.triangles[i];   
       
   193         var d = triangle.intersect(origin, dir, near, far);
       
   194         if (d == null || d > far || d < near)
       
   195             continue;
       
   196         far = d;
       
   197         closest = triangle;
       
   198     }
       
   199     
       
   200     if (!closest)
       
   201         return [this.background[0],this.background[1],this.background[2]];
       
   202         
       
   203     var normal = closest.normal;
       
   204     var hit = add(origin, scale(dir, far)); 
       
   205     if (dot(dir, normal) > 0)
       
   206         normal = [-normal[0], -normal[1], -normal[2]];
       
   207     
       
   208     var colour = null;
       
   209     if (closest.shader) {
       
   210         colour = closest.shader(closest, hit, dir);
       
   211     } else {
       
   212         colour = closest.material;
       
   213     }
       
   214     
       
   215     // do reflection
       
   216     var reflected = null;
       
   217     if (colour.reflection > 0.001) {
       
   218         var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
       
   219         reflected = this.intersect(hit, reflection, 0.0001, 1000000);
       
   220         if (colour.reflection >= 0.999999)
       
   221             return reflected;
       
   222     }
       
   223     
       
   224     var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
       
   225     for (var i = 0; i < this.lights.length; i++) {
       
   226         var light = this.lights[i];
       
   227         var toLight = sub(light, hit);
       
   228         var distance = lengthVector(toLight);
       
   229         scaleVector(toLight, 1.0/distance);
       
   230         distance -= 0.0001;
       
   231         if (this.blocked(hit, toLight, distance))
       
   232             continue;
       
   233         var nl = dot(normal, toLight);
       
   234         if (nl > 0)
       
   235             addVector(l, scale(light.colour, nl));
       
   236     }
       
   237     l = scalev(l, colour);
       
   238     if (reflected) {
       
   239         l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
       
   240     }
       
   241     return l;
       
   242 }
       
   243 
       
   244 Scene.prototype.blocked = function(O, D, far) {
       
   245     var near = 0.0001;
       
   246     var closest = null;
       
   247     for (i = 0; i < this.triangles.length; i++) {
       
   248         var triangle = this.triangles[i];   
       
   249         var d = triangle.intersect(O, D, near, far);
       
   250         if (d == null || d > far || d < near)
       
   251             continue;
       
   252         return true;
       
   253     }
       
   254     
       
   255     return false;
       
   256 }
       
   257 
       
   258 
       
   259 // this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
       
   260 // that somewhere is
       
   261 function Camera(origin, lookat, up) {
       
   262     var zaxis = normaliseVector(subVector(lookat, origin));
       
   263     var xaxis = normaliseVector(cross(up, zaxis));
       
   264     var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
       
   265     var m = new Array(16);
       
   266     m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
       
   267     m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
       
   268     m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
       
   269     invertMatrix(m);
       
   270     m[3] = 0; m[7] = 0; m[11] = 0;
       
   271     this.origin = origin;
       
   272     this.directions = new Array(4);
       
   273     this.directions[0] = normalise([-0.7,  0.7, 1]);
       
   274     this.directions[1] = normalise([ 0.7,  0.7, 1]);
       
   275     this.directions[2] = normalise([ 0.7, -0.7, 1]);
       
   276     this.directions[3] = normalise([-0.7, -0.7, 1]);
       
   277     this.directions[0] = transformMatrix(m, this.directions[0]);
       
   278     this.directions[1] = transformMatrix(m, this.directions[1]);
       
   279     this.directions[2] = transformMatrix(m, this.directions[2]);
       
   280     this.directions[3] = transformMatrix(m, this.directions[3]);
       
   281 }
       
   282 
       
   283 Camera.prototype.generateRayPair = function(y) {
       
   284     rays = new Array(new Object(), new Object());
       
   285     rays[0].origin = this.origin;
       
   286     rays[1].origin = this.origin;
       
   287     rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
       
   288     rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
       
   289     return rays;
       
   290 }
       
   291 
       
   292 function renderRows(camera, scene, pixels, width, height, starty, stopy) {
       
   293     for (var y = starty; y < stopy; y++) {
       
   294         var rays = camera.generateRayPair(y / height);
       
   295         for (var x = 0; x < width; x++) {
       
   296             var xp = x / width;
       
   297             var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
       
   298             var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
       
   299             var l = scene.intersect(origin, dir);
       
   300             pixels[y][x] = l;
       
   301         }
       
   302     }
       
   303 }
       
   304 
       
   305 Camera.prototype.render = function(scene, pixels, width, height) {
       
   306     var cam = this;
       
   307     var row = 0;
       
   308     renderRows(cam, scene, pixels, width, height, 0, height);
       
   309 }
       
   310 
       
   311 
       
   312 
       
   313 function raytraceScene()
       
   314 {
       
   315     var startDate = new Date().getTime();
       
   316     var numTriangles = 2 * 6;
       
   317     var triangles = new Array();//numTriangles);
       
   318     var tfl = createVector(-10,  10, -10);
       
   319     var tfr = createVector( 10,  10, -10);
       
   320     var tbl = createVector(-10,  10,  10);
       
   321     var tbr = createVector( 10,  10,  10);
       
   322     var bfl = createVector(-10, -10, -10);
       
   323     var bfr = createVector( 10, -10, -10);
       
   324     var bbl = createVector(-10, -10,  10);
       
   325     var bbr = createVector( 10, -10,  10);
       
   326     
       
   327     // cube!!!
       
   328     // front
       
   329     var i = 0;
       
   330     
       
   331     triangles[i++] = new Triangle(tfl, tfr, bfr);
       
   332     triangles[i++] = new Triangle(tfl, bfr, bfl);
       
   333     // back
       
   334     triangles[i++] = new Triangle(tbl, tbr, bbr);
       
   335     triangles[i++] = new Triangle(tbl, bbr, bbl);
       
   336     //        triangles[i-1].material = [0.7,0.2,0.2];
       
   337     //            triangles[i-1].material.reflection = 0.8;
       
   338     // left
       
   339     triangles[i++] = new Triangle(tbl, tfl, bbl);
       
   340     //            triangles[i-1].reflection = 0.6;
       
   341     triangles[i++] = new Triangle(tfl, bfl, bbl);
       
   342     //            triangles[i-1].reflection = 0.6;
       
   343     // right
       
   344     triangles[i++] = new Triangle(tbr, tfr, bbr);
       
   345     triangles[i++] = new Triangle(tfr, bfr, bbr);
       
   346     // top
       
   347     triangles[i++] = new Triangle(tbl, tbr, tfr);
       
   348     triangles[i++] = new Triangle(tbl, tfr, tfl);
       
   349     // bottom
       
   350     triangles[i++] = new Triangle(bbl, bbr, bfr);
       
   351     triangles[i++] = new Triangle(bbl, bfr, bfl);
       
   352     
       
   353     //Floor!!!!
       
   354     var green = createVector(0.0, 0.4, 0.0);
       
   355     var grey = createVector(0.4, 0.4, 0.4);
       
   356     grey.reflection = 1.0;
       
   357     var floorShader = function(tri, pos, view) {
       
   358         var x = ((pos[0]/32) % 2 + 2) % 2;
       
   359         var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
       
   360         if (x < 1 != z < 1) {
       
   361             //in the real world we use the fresnel term...
       
   362             //    var angle = 1-dot(view, tri.normal);
       
   363             //   angle *= angle;
       
   364             //  angle *= angle;
       
   365             // angle *= angle;
       
   366             //grey.reflection = angle;
       
   367             return grey;
       
   368         } else 
       
   369             return green;
       
   370     }
       
   371     var ffl = createVector(-1000, -30, -1000);
       
   372     var ffr = createVector( 1000, -30, -1000);
       
   373     var fbl = createVector(-1000, -30,  1000);
       
   374     var fbr = createVector( 1000, -30,  1000);
       
   375     triangles[i++] = new Triangle(fbl, fbr, ffr);
       
   376     triangles[i-1].shader = floorShader;
       
   377     triangles[i++] = new Triangle(fbl, ffr, ffl);
       
   378     triangles[i-1].shader = floorShader;
       
   379     
       
   380     var _scene = new Scene(triangles);
       
   381     _scene.lights[0] = createVector(20, 38, -22);
       
   382     _scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
       
   383     _scene.lights[1] = createVector(-23, 40, 17);
       
   384     _scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
       
   385     _scene.lights[2] = createVector(23, 20, 17);
       
   386     _scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
       
   387     _scene.ambient = createVector(0.1, 0.1, 0.1);
       
   388     //  _scene.background = createVector(0.7, 0.7, 1.0);
       
   389     
       
   390     var size = 30;
       
   391     var pixels = new Array();
       
   392     for (var y = 0; y < size; y++) {
       
   393         pixels[y] = new Array();
       
   394         for (var x = 0; x < size; x++) {
       
   395             pixels[y][x] = 0;
       
   396         }
       
   397     }
       
   398 
       
   399     var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
       
   400     _camera.render(_scene, pixels, size, size);
       
   401 
       
   402     return pixels;
       
   403 }
       
   404 
       
   405 function arrayToCanvasCommands(pixels)
       
   406 {
       
   407     var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = [';
       
   408     var size = 30;
       
   409     for (var y = 0; y < size; y++) {
       
   410         s += "[";
       
   411         for (var x = 0; x < size; x++) {
       
   412             s += "[" + pixels[y][x] + "],";
       
   413         }
       
   414         s+= "],";
       
   415     }
       
   416     s += '];\n    var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
       
   417 \n\
       
   418 \n\
       
   419     var size = 30;\n\
       
   420     canvas.fillStyle = "red";\n\
       
   421     canvas.fillRect(0, 0, size, size);\n\
       
   422     canvas.scale(1, -1);\n\
       
   423     canvas.translate(0, -size);\n\
       
   424 \n\
       
   425     if (!canvas.setFillColor)\n\
       
   426         canvas.setFillColor = function(r, g, b, a) {\n\
       
   427             this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n\
       
   428     }\n\
       
   429 \n\
       
   430 for (var y = 0; y < size; y++) {\n\
       
   431   for (var x = 0; x < size; x++) {\n\
       
   432     var l = pixels[y][x];\n\
       
   433     canvas.setFillColor(l[0], l[1], l[2], 1);\n\
       
   434     canvas.fillRect(x, y, 1, 1);\n\
       
   435   }\n\
       
   436 }</scr' + 'ipt>';
       
   437 
       
   438     return s;
       
   439 }
       
   440 
       
   441 testOutput = arrayToCanvasCommands(raytraceScene());