123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491 |
- <!DOCTYPE html>
- <head>
- <!--
- Copyright (C) 2007 Apple Inc. All rights reserved.
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions
- are met:
- 1. Redistributions of source code must retain the above copyright
- notice, this list of conditions and the following disclaimer.
- 2. Redistributions in binary form must reproduce the above copyright
- notice, this list of conditions and the following disclaimer in the
- documentation and/or other materials provided with the distribution.
- THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
- EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
- CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
- OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- -->
- <title>SunSpider 3d-raytrace</title>
- </head>
- <body>
- <h3>3d-raytrace</h3>
- <div id="console">
- </div>
- <script>
- var _sunSpiderStartDate = new Date();
- /*
- * Copyright (C) 2007 Apple Inc. All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions
- * are met:
- * 1. Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * 2. Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- *
- * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
- * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- function createVector(x,y,z) {
- return new Array(x,y,z);
- }
- function sqrLengthVector(self) {
- return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
- }
- function lengthVector(self) {
- return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
- }
- function addVector(self, v) {
- self[0] += v[0];
- self[1] += v[1];
- self[2] += v[2];
- return self;
- }
- function subVector(self, v) {
- self[0] -= v[0];
- self[1] -= v[1];
- self[2] -= v[2];
- return self;
- }
- function scaleVector(self, scale) {
- self[0] *= scale;
- self[1] *= scale;
- self[2] *= scale;
- return self;
- }
- function normaliseVector(self) {
- var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
- self[0] /= len;
- self[1] /= len;
- self[2] /= len;
- return self;
- }
- function add(v1, v2) {
- return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
- }
- function sub(v1, v2) {
- return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
- }
- function scalev(v1, v2) {
- return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
- }
- function dot(v1, v2) {
- return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
- }
- function scale(v, scale) {
- return [v[0] * scale, v[1] * scale, v[2] * scale];
- }
- function cross(v1, v2) {
- return [v1[1] * v2[2] - v1[2] * v2[1],
- v1[2] * v2[0] - v1[0] * v2[2],
- v1[0] * v2[1] - v1[1] * v2[0]];
- }
- function normalise(v) {
- var len = lengthVector(v);
- return [v[0] / len, v[1] / len, v[2] / len];
- }
- function transformMatrix(self, v) {
- var vals = self;
- var x = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3];
- var y = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7];
- var z = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11];
- return [x, y, z];
- }
- function invertMatrix(self) {
- var temp = new Array(16);
- var tx = -self[3];
- var ty = -self[7];
- var tz = -self[11];
- for (h = 0; h < 3; h++)
- for (v = 0; v < 3; v++)
- temp[h + v * 4] = self[v + h * 4];
- for (i = 0; i < 11; i++)
- self[i] = temp[i];
- self[3] = tx * self[0] + ty * self[1] + tz * self[2];
- self[7] = tx * self[4] + ty * self[5] + tz * self[6];
- self[11] = tx * self[8] + ty * self[9] + tz * self[10];
- return self;
- }
- // Triangle intersection using barycentric coord method
- function Triangle(p1, p2, p3) {
- var edge1 = sub(p3, p1);
- var edge2 = sub(p2, p1);
- var normal = cross(edge1, edge2);
- if (Math.abs(normal[0]) > Math.abs(normal[1]))
- if (Math.abs(normal[0]) > Math.abs(normal[2]))
- this.axis = 0;
- else
- this.axis = 2;
- else
- if (Math.abs(normal[1]) > Math.abs(normal[2]))
- this.axis = 1;
- else
- this.axis = 2;
- var u = (this.axis + 1) % 3;
- var v = (this.axis + 2) % 3;
- var u1 = edge1[u];
- var v1 = edge1[v];
-
- var u2 = edge2[u];
- var v2 = edge2[v];
- this.normal = normalise(normal);
- this.nu = normal[u] / normal[this.axis];
- this.nv = normal[v] / normal[this.axis];
- this.nd = dot(normal, p1) / normal[this.axis];
- var det = u1 * v2 - v1 * u2;
- this.eu = p1[u];
- this.ev = p1[v];
- this.nu1 = u1 / det;
- this.nv1 = -v1 / det;
- this.nu2 = v2 / det;
- this.nv2 = -u2 / det;
- this.material = [0.7, 0.7, 0.7];
- }
- Triangle.prototype.intersect = function(orig, dir, near, far) {
- var u = (this.axis + 1) % 3;
- var v = (this.axis + 2) % 3;
- var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
- var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
- if (t < near || t > far)
- return null;
- var Pu = orig[u] + t * dir[u] - this.eu;
- var Pv = orig[v] + t * dir[v] - this.ev;
- var a2 = Pv * this.nu1 + Pu * this.nv1;
- if (a2 < 0)
- return null;
- var a3 = Pu * this.nu2 + Pv * this.nv2;
- if (a3 < 0)
- return null;
- if ((a2 + a3) > 1)
- return null;
- return t;
- }
- function Scene(a_triangles) {
- this.triangles = a_triangles;
- this.lights = [];
- this.ambient = [0,0,0];
- this.background = [0.8,0.8,1];
- }
- var zero = new Array(0,0,0);
- Scene.prototype.intersect = function(origin, dir, near, far) {
- var closest = null;
- for (i = 0; i < this.triangles.length; i++) {
- var triangle = this.triangles[i];
- var d = triangle.intersect(origin, dir, near, far);
- if (d == null || d > far || d < near)
- continue;
- far = d;
- closest = triangle;
- }
-
- if (!closest)
- return [this.background[0],this.background[1],this.background[2]];
-
- var normal = closest.normal;
- var hit = add(origin, scale(dir, far));
- if (dot(dir, normal) > 0)
- normal = [-normal[0], -normal[1], -normal[2]];
-
- var colour = null;
- if (closest.shader) {
- colour = closest.shader(closest, hit, dir);
- } else {
- colour = closest.material;
- }
-
- // do reflection
- var reflected = null;
- if (colour.reflection > 0.001) {
- var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
- reflected = this.intersect(hit, reflection, 0.0001, 1000000);
- if (colour.reflection >= 0.999999)
- return reflected;
- }
-
- var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
- for (var i = 0; i < this.lights.length; i++) {
- var light = this.lights[i];
- var toLight = sub(light, hit);
- var distance = lengthVector(toLight);
- scaleVector(toLight, 1.0/distance);
- distance -= 0.0001;
- if (this.blocked(hit, toLight, distance))
- continue;
- var nl = dot(normal, toLight);
- if (nl > 0)
- addVector(l, scale(light.colour, nl));
- }
- l = scalev(l, colour);
- if (reflected) {
- l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
- }
- return l;
- }
- Scene.prototype.blocked = function(O, D, far) {
- var near = 0.0001;
- var closest = null;
- for (i = 0; i < this.triangles.length; i++) {
- var triangle = this.triangles[i];
- var d = triangle.intersect(O, D, near, far);
- if (d == null || d > far || d < near)
- continue;
- return true;
- }
-
- return false;
- }
- // this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
- // that somewhere is
- function Camera(origin, lookat, up) {
- var zaxis = normaliseVector(subVector(lookat, origin));
- var xaxis = normaliseVector(cross(up, zaxis));
- var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
- var m = new Array(16);
- m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
- m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
- m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
- invertMatrix(m);
- m[3] = 0; m[7] = 0; m[11] = 0;
- this.origin = origin;
- this.directions = new Array(4);
- this.directions[0] = normalise([-0.7, 0.7, 1]);
- this.directions[1] = normalise([ 0.7, 0.7, 1]);
- this.directions[2] = normalise([ 0.7, -0.7, 1]);
- this.directions[3] = normalise([-0.7, -0.7, 1]);
- this.directions[0] = transformMatrix(m, this.directions[0]);
- this.directions[1] = transformMatrix(m, this.directions[1]);
- this.directions[2] = transformMatrix(m, this.directions[2]);
- this.directions[3] = transformMatrix(m, this.directions[3]);
- }
- Camera.prototype.generateRayPair = function(y) {
- rays = new Array(new Object(), new Object());
- rays[0].origin = this.origin;
- rays[1].origin = this.origin;
- rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
- rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
- return rays;
- }
- function renderRows(camera, scene, pixels, width, height, starty, stopy) {
- for (var y = starty; y < stopy; y++) {
- var rays = camera.generateRayPair(y / height);
- for (var x = 0; x < width; x++) {
- var xp = x / width;
- var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
- var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
- var l = scene.intersect(origin, dir);
- pixels[y][x] = l;
- }
- }
- }
- Camera.prototype.render = function(scene, pixels, width, height) {
- var cam = this;
- var row = 0;
- renderRows(cam, scene, pixels, width, height, 0, height);
- }
- function raytraceScene()
- {
- var startDate = new Date().getTime();
- var numTriangles = 2 * 6;
- var triangles = new Array();//numTriangles);
- var tfl = createVector(-10, 10, -10);
- var tfr = createVector( 10, 10, -10);
- var tbl = createVector(-10, 10, 10);
- var tbr = createVector( 10, 10, 10);
- var bfl = createVector(-10, -10, -10);
- var bfr = createVector( 10, -10, -10);
- var bbl = createVector(-10, -10, 10);
- var bbr = createVector( 10, -10, 10);
-
- // cube!!!
- // front
- var i = 0;
-
- triangles[i++] = new Triangle(tfl, tfr, bfr);
- triangles[i++] = new Triangle(tfl, bfr, bfl);
- // back
- triangles[i++] = new Triangle(tbl, tbr, bbr);
- triangles[i++] = new Triangle(tbl, bbr, bbl);
- // triangles[i-1].material = [0.7,0.2,0.2];
- // triangles[i-1].material.reflection = 0.8;
- // left
- triangles[i++] = new Triangle(tbl, tfl, bbl);
- // triangles[i-1].reflection = 0.6;
- triangles[i++] = new Triangle(tfl, bfl, bbl);
- // triangles[i-1].reflection = 0.6;
- // right
- triangles[i++] = new Triangle(tbr, tfr, bbr);
- triangles[i++] = new Triangle(tfr, bfr, bbr);
- // top
- triangles[i++] = new Triangle(tbl, tbr, tfr);
- triangles[i++] = new Triangle(tbl, tfr, tfl);
- // bottom
- triangles[i++] = new Triangle(bbl, bbr, bfr);
- triangles[i++] = new Triangle(bbl, bfr, bfl);
-
- //Floor!!!!
- var green = createVector(0.0, 0.4, 0.0);
- var grey = createVector(0.4, 0.4, 0.4);
- grey.reflection = 1.0;
- var floorShader = function(tri, pos, view) {
- var x = ((pos[0]/32) % 2 + 2) % 2;
- var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
- if (x < 1 != z < 1) {
- //in the real world we use the fresnel term...
- // var angle = 1-dot(view, tri.normal);
- // angle *= angle;
- // angle *= angle;
- // angle *= angle;
- //grey.reflection = angle;
- return grey;
- } else
- return green;
- }
- var ffl = createVector(-1000, -30, -1000);
- var ffr = createVector( 1000, -30, -1000);
- var fbl = createVector(-1000, -30, 1000);
- var fbr = createVector( 1000, -30, 1000);
- triangles[i++] = new Triangle(fbl, fbr, ffr);
- triangles[i-1].shader = floorShader;
- triangles[i++] = new Triangle(fbl, ffr, ffl);
- triangles[i-1].shader = floorShader;
-
- var _scene = new Scene(triangles);
- _scene.lights[0] = createVector(20, 38, -22);
- _scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
- _scene.lights[1] = createVector(-23, 40, 17);
- _scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
- _scene.lights[2] = createVector(23, 20, 17);
- _scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
- _scene.ambient = createVector(0.1, 0.1, 0.1);
- // _scene.background = createVector(0.7, 0.7, 1.0);
-
- var size = 30;
- var pixels = new Array();
- for (var y = 0; y < size; y++) {
- pixels[y] = new Array();
- for (var x = 0; x < size; x++) {
- pixels[y][x] = 0;
- }
- }
- var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
- _camera.render(_scene, pixels, size, size);
- return pixels;
- }
- function arrayToCanvasCommands(pixels)
- {
- var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = [';
- var size = 30;
- for (var y = 0; y < size; y++) {
- s += "[";
- for (var x = 0; x < size; x++) {
- s += "[" + pixels[y][x] + "],";
- }
- s+= "],";
- }
- s += '];\n var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
- \n\
- \n\
- var size = 30;\n\
- canvas.fillStyle = "red";\n\
- canvas.fillRect(0, 0, size, size);\n\
- canvas.scale(1, -1);\n\
- canvas.translate(0, -size);\n\
- \n\
- if (!canvas.setFillColor)\n\
- canvas.setFillColor = function(r, g, b, a) {\n\
- this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n\
- }\n\
- \n\
- for (var y = 0; y < size; y++) {\n\
- for (var x = 0; x < size; x++) {\n\
- var l = pixels[y][x];\n\
- canvas.setFillColor(l[0], l[1], l[2], 1);\n\
- canvas.fillRect(x, y, 1, 1);\n\
- }\n\
- }</scr' + 'ipt>';
- return s;
- }
- testOutput = arrayToCanvasCommands(raytraceScene());
- var _sunSpiderInterval = new Date() - _sunSpiderStartDate;
- document.getElementById("console").innerHTML = _sunSpiderInterval;
- </script>
- </body>
- </html>
|