js/src/devtools/jint/sunspider/3d-raytrace.js

Wed, 31 Dec 2014 06:09:35 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Wed, 31 Dec 2014 06:09:35 +0100
changeset 0
6474c204b198
permissions
-rw-r--r--

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());

mercurial