Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
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 */
26 function createVector(x,y,z) {
27 return new Array(x,y,z);
28 }
30 function sqrLengthVector(self) {
31 return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
32 }
34 function lengthVector(self) {
35 return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
36 }
38 function addVector(self, v) {
39 self[0] += v[0];
40 self[1] += v[1];
41 self[2] += v[2];
42 return self;
43 }
45 function subVector(self, v) {
46 self[0] -= v[0];
47 self[1] -= v[1];
48 self[2] -= v[2];
49 return self;
50 }
52 function scaleVector(self, scale) {
53 self[0] *= scale;
54 self[1] *= scale;
55 self[2] *= scale;
56 return self;
57 }
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 }
67 function add(v1, v2) {
68 return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
69 }
71 function sub(v1, v2) {
72 return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
73 }
75 function scalev(v1, v2) {
76 return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
77 }
79 function dot(v1, v2) {
80 return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
81 }
83 function scale(v, scale) {
84 return [v[0] * scale, v[1] * scale, v[2] * scale];
85 }
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]];
92 }
94 function normalise(v) {
95 var len = lengthVector(v);
96 return [v[0] / len, v[1] / len, v[2] / len];
97 }
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 }
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 /* BEGIN LOOP */
113 for (h = 0; h < 3; h++) {
114 /* BEGIN LOOP */
115 for (v = 0; v < 3; v++)
116 temp[h + v * 4] = self[v + h * 4];
117 /* END LOOP */
118 }
119 /* END LOOP */
120 /* BEGIN LOOP */
121 for (i = 0; i < 11; i++)
122 self[i] = temp[i];
123 /* END LOOP */
124 self[3] = tx * self[0] + ty * self[1] + tz * self[2];
125 self[7] = tx * self[4] + ty * self[5] + tz * self[6];
126 self[11] = tx * self[8] + ty * self[9] + tz * self[10];
127 return self;
128 }
131 // Triangle intersection using barycentric coord method
132 function Triangle(p1, p2, p3) {
133 var edge1 = sub(p3, p1);
134 var edge2 = sub(p2, p1);
135 var normal = cross(edge1, edge2);
136 if (Math.abs(normal[0]) > Math.abs(normal[1]))
137 if (Math.abs(normal[0]) > Math.abs(normal[2]))
138 this.axis = 0;
139 else
140 this.axis = 2;
141 else
142 if (Math.abs(normal[1]) > Math.abs(normal[2]))
143 this.axis = 1;
144 else
145 this.axis = 2;
146 var u = (this.axis + 1) % 3;
147 var v = (this.axis + 2) % 3;
148 var u1 = edge1[u];
149 var v1 = edge1[v];
151 var u2 = edge2[u];
152 var v2 = edge2[v];
153 this.normal = normalise(normal);
154 this.nu = normal[u] / normal[this.axis];
155 this.nv = normal[v] / normal[this.axis];
156 this.nd = dot(normal, p1) / normal[this.axis];
157 var det = u1 * v2 - v1 * u2;
158 this.eu = p1[u];
159 this.ev = p1[v];
160 this.nu1 = u1 / det;
161 this.nv1 = -v1 / det;
162 this.nu2 = v2 / det;
163 this.nv2 = -u2 / det;
164 this.material = [0.7, 0.7, 0.7];
165 }
167 Triangle.prototype.intersect = function(orig, dir, near, far) {
168 var u = (this.axis + 1) % 3;
169 var v = (this.axis + 2) % 3;
170 var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
171 var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
172 if (t < near || t > far)
173 return null;
174 var Pu = orig[u] + t * dir[u] - this.eu;
175 var Pv = orig[v] + t * dir[v] - this.ev;
176 var a2 = Pv * this.nu1 + Pu * this.nv1;
177 if (a2 < 0)
178 return null;
179 var a3 = Pu * this.nu2 + Pv * this.nv2;
180 if (a3 < 0)
181 return null;
183 if ((a2 + a3) > 1)
184 return null;
185 return t;
186 }
188 function Scene(a_triangles) {
189 this.triangles = a_triangles;
190 this.lights = [];
191 this.ambient = [0,0,0];
192 this.background = [0.8,0.8,1];
193 }
194 var zero = new Array(0,0,0);
196 Scene.prototype.intersect = function(origin, dir, near, far) {
197 var closest = null;
198 /* BEGIN LOOP */
199 for (i = 0; i < this.triangles.length; i++) {
200 var triangle = this.triangles[i];
201 var d = triangle.intersect(origin, dir, near, far);
202 if (d == null || d > far || d < near)
203 continue;
204 far = d;
205 closest = triangle;
206 }
207 /* END LOOP */
209 if (!closest)
210 return [this.background[0],this.background[1],this.background[2]];
212 var normal = closest.normal;
213 var hit = add(origin, scale(dir, far));
214 if (dot(dir, normal) > 0)
215 normal = [-normal[0], -normal[1], -normal[2]];
217 var colour = null;
218 if (closest.shader) {
219 colour = closest.shader(closest, hit, dir);
220 } else {
221 colour = closest.material;
222 }
224 // do reflection
225 var reflected = null;
226 if (colour.reflection > 0.001) {
227 var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
228 reflected = this.intersect(hit, reflection, 0.0001, 1000000);
229 if (colour.reflection >= 0.999999)
230 return reflected;
231 }
233 var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
234 /* BEGIN LOOP */
235 for (var i = 0; i < this.lights.length; i++) {
236 var light = this.lights[i];
237 var toLight = sub(light, hit);
238 var distance = lengthVector(toLight);
239 scaleVector(toLight, 1.0/distance);
240 distance -= 0.0001;
241 if (this.blocked(hit, toLight, distance))
242 continue;
243 var nl = dot(normal, toLight);
244 if (nl > 0)
245 addVector(l, scale(light.colour, nl));
246 }
247 /* END LOOP */
248 l = scalev(l, colour);
249 if (reflected) {
250 l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
251 }
252 return l;
253 }
255 Scene.prototype.blocked = function(O, D, far) {
256 var near = 0.0001;
257 var closest = null;
258 /* BEGIN LOOP */
259 for (i = 0; i < this.triangles.length; i++) {
260 var triangle = this.triangles[i];
261 var d = triangle.intersect(O, D, near, far);
262 if (d == null || d > far || d < near)
263 continue;
264 return true;
265 }
266 /* END LOOP */
268 return false;
269 }
272 // this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
273 // that somewhere is
274 function Camera(origin, lookat, up) {
275 var zaxis = normaliseVector(subVector(lookat, origin));
276 var xaxis = normaliseVector(cross(up, zaxis));
277 var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
278 var m = new Array(16);
279 m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
280 m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
281 m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
282 invertMatrix(m);
283 m[3] = 0; m[7] = 0; m[11] = 0;
284 this.origin = origin;
285 this.directions = new Array(4);
286 this.directions[0] = normalise([-0.7, 0.7, 1]);
287 this.directions[1] = normalise([ 0.7, 0.7, 1]);
288 this.directions[2] = normalise([ 0.7, -0.7, 1]);
289 this.directions[3] = normalise([-0.7, -0.7, 1]);
290 this.directions[0] = transformMatrix(m, this.directions[0]);
291 this.directions[1] = transformMatrix(m, this.directions[1]);
292 this.directions[2] = transformMatrix(m, this.directions[2]);
293 this.directions[3] = transformMatrix(m, this.directions[3]);
294 }
296 Camera.prototype.generateRayPair = function(y) {
297 rays = new Array(new Object(), new Object());
298 rays[0].origin = this.origin;
299 rays[1].origin = this.origin;
300 rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
301 rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
302 return rays;
303 }
305 function renderRows(camera, scene, pixels, width, height, starty, stopy) {
306 /* BEGIN LOOP */
307 for (var y = starty; y < stopy; y++) {
308 var rays = camera.generateRayPair(y / height);
309 /* BEGIN LOOP */
310 for (var x = 0; x < width; x++) {
311 var xp = x / width;
312 var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
313 var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
314 var l = scene.intersect(origin, dir);
315 pixels[y][x] = l;
316 }
317 /* END LOOP */
318 }
319 /* END LOOP */
320 }
322 Camera.prototype.render = function(scene, pixels, width, height) {
323 var cam = this;
324 var row = 0;
325 renderRows(cam, scene, pixels, width, height, 0, height);
326 }
330 function raytraceScene()
331 {
332 var startDate = new Date().getTime();
333 var numTriangles = 2 * 6;
334 var triangles = new Array();//numTriangles);
335 var tfl = createVector(-10, 10, -10);
336 var tfr = createVector( 10, 10, -10);
337 var tbl = createVector(-10, 10, 10);
338 var tbr = createVector( 10, 10, 10);
339 var bfl = createVector(-10, -10, -10);
340 var bfr = createVector( 10, -10, -10);
341 var bbl = createVector(-10, -10, 10);
342 var bbr = createVector( 10, -10, 10);
344 // cube!!!
345 // front
346 var i = 0;
348 triangles[i++] = new Triangle(tfl, tfr, bfr);
349 triangles[i++] = new Triangle(tfl, bfr, bfl);
350 // back
351 triangles[i++] = new Triangle(tbl, tbr, bbr);
352 triangles[i++] = new Triangle(tbl, bbr, bbl);
353 // triangles[i-1].material = [0.7,0.2,0.2];
354 // triangles[i-1].material.reflection = 0.8;
355 // left
356 triangles[i++] = new Triangle(tbl, tfl, bbl);
357 // triangles[i-1].reflection = 0.6;
358 triangles[i++] = new Triangle(tfl, bfl, bbl);
359 // triangles[i-1].reflection = 0.6;
360 // right
361 triangles[i++] = new Triangle(tbr, tfr, bbr);
362 triangles[i++] = new Triangle(tfr, bfr, bbr);
363 // top
364 triangles[i++] = new Triangle(tbl, tbr, tfr);
365 triangles[i++] = new Triangle(tbl, tfr, tfl);
366 // bottom
367 triangles[i++] = new Triangle(bbl, bbr, bfr);
368 triangles[i++] = new Triangle(bbl, bfr, bfl);
370 //Floor!!!!
371 var green = createVector(0.0, 0.4, 0.0);
372 var grey = createVector(0.4, 0.4, 0.4);
373 grey.reflection = 1.0;
374 var floorShader = function(tri, pos, view) {
375 var x = ((pos[0]/32) % 2 + 2) % 2;
376 var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
377 if (x < 1 != z < 1) {
378 //in the real world we use the fresnel term...
379 // var angle = 1-dot(view, tri.normal);
380 // angle *= angle;
381 // angle *= angle;
382 // angle *= angle;
383 //grey.reflection = angle;
384 return grey;
385 } else
386 return green;
387 }
388 var ffl = createVector(-1000, -30, -1000);
389 var ffr = createVector( 1000, -30, -1000);
390 var fbl = createVector(-1000, -30, 1000);
391 var fbr = createVector( 1000, -30, 1000);
392 triangles[i++] = new Triangle(fbl, fbr, ffr);
393 triangles[i-1].shader = floorShader;
394 triangles[i++] = new Triangle(fbl, ffr, ffl);
395 triangles[i-1].shader = floorShader;
397 var _scene = new Scene(triangles);
398 _scene.lights[0] = createVector(20, 38, -22);
399 _scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
400 _scene.lights[1] = createVector(-23, 40, 17);
401 _scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
402 _scene.lights[2] = createVector(23, 20, 17);
403 _scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
404 _scene.ambient = createVector(0.1, 0.1, 0.1);
405 // _scene.background = createVector(0.7, 0.7, 1.0);
407 var size = 30;
408 var pixels = new Array();
409 /* BEGIN LOOP */
410 for (var y = 0; y < size; y++) {
411 pixels[y] = new Array();
412 /* BEGIN LOOP */
413 for (var x = 0; x < size; x++) {
414 pixels[y][x] = 0;
415 }
416 /* END LOOP */
417 }
418 /* END LOOP */
420 var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
421 _camera.render(_scene, pixels, size, size);
423 return pixels;
424 }
426 function arrayToCanvasCommands(pixels)
427 {
428 var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = [';
429 var size = 30;
430 /* BEGIN LOOP */
431 for (var y = 0; y < size; y++) {
432 s += "[";
433 /* BEGIN LOOP */
434 for (var x = 0; x < size; x++) {
435 s += "[" + pixels[y][x] + "],";
436 }
437 /* END LOOP */
438 s+= "],";
439 }
440 /* END LOOP */
441 s += '];\n var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
442 \n\
443 \n\
444 var size = 30;\n\
445 canvas.fillStyle = "red";\n\
446 canvas.fillRect(0, 0, size, size);\n\
447 canvas.scale(1, -1);\n\
448 canvas.translate(0, -size);\n\
449 \n\
450 if (!canvas.setFillColor)\n\
451 canvas.setFillColor = function(r, g, b, a) {\n\
452 this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n\
453 }\n\
454 \n\
455 for (var y = 0; y < size; y++) {\n\
456 for (var x = 0; x < size; x++) {\n\
457 var l = pixels[y][x];\n\
458 canvas.setFillColor(l[0], l[1], l[2], 1);\n\
459 canvas.fillRect(x, y, 1, 1);\n\
460 }\n\
461 }</scr' + 'ipt>';
463 return s;
464 }
466 testOutput = arrayToCanvasCommands(raytraceScene());