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