| //////////////////////////////////////////////////////////////////////////////// |
| // base.js |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| // Copyright 2013 the V8 project authors. All rights reserved. |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are |
| // met: |
| // |
| // * Redistributions of source code must retain the above copyright |
| // notice, this list of conditions and the following disclaimer. |
| // * 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. |
| // * Neither the name of Google Inc. nor the names of its |
| // contributors may be used to endorse or promote products derived |
| // from this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| // "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 THE COPYRIGHT |
| // OWNER 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. |
| |
| if(typeof(WScript) === "undefined") |
| { |
| var WScript = { |
| Echo: print |
| } |
| } |
| |
| // Performance.now is used in latency benchmarks, the fallback is Date.now. |
| var performance = performance || {}; |
| performance.now = (function() { |
| return performance.now || |
| performance.mozNow || |
| performance.msNow || |
| performance.oNow || |
| performance.webkitNow || |
| Date.now; |
| })(); |
| |
| // Simple framework for running the benchmark suites and |
| // computing a score based on the timing measurements. |
| |
| |
| // A benchmark has a name (string) and a function that will be run to |
| // do the performance measurement. The optional setup and tearDown |
| // arguments are functions that will be invoked before and after |
| // running the benchmark, but the running time of these functions will |
| // not be accounted for in the benchmark score. |
| function Benchmark(name, doWarmup, doDeterministic, deterministicIterations, |
| run, setup, tearDown, rmsResult, minIterations) { |
| this.name = name; |
| this.doWarmup = doWarmup; |
| this.doDeterministic = doDeterministic; |
| this.deterministicIterations = deterministicIterations; |
| this.run = run; |
| this.Setup = setup ? setup : function() { }; |
| this.TearDown = tearDown ? tearDown : function() { }; |
| this.rmsResult = rmsResult ? rmsResult : null; |
| this.minIterations = minIterations ? minIterations : 32; |
| } |
| |
| |
| // Benchmark results hold the benchmark and the measured time used to |
| // run the benchmark. The benchmark score is computed later once a |
| // full benchmark suite has run to completion. If latency is set to 0 |
| // then there is no latency score for this benchmark. |
| function BenchmarkResult(benchmark, time, latency) { |
| this.benchmark = benchmark; |
| this.time = time; |
| this.latency = latency; |
| } |
| |
| |
| // Automatically convert results to numbers. Used by the geometric |
| // mean computation. |
| BenchmarkResult.prototype.valueOf = function() { |
| return this.time; |
| } |
| |
| |
| // Suites of benchmarks consist of a name and the set of benchmarks in |
| // addition to the reference timing that the final score will be based |
| // on. This way, all scores are relative to a reference run and higher |
| // scores implies better performance. |
| function BenchmarkSuite(name, reference, benchmarks) { |
| this.name = name; |
| this.reference = reference; |
| this.benchmarks = benchmarks; |
| BenchmarkSuite.suites.push(this); |
| } |
| |
| |
| // Keep track of all declared benchmark suites. |
| BenchmarkSuite.suites = []; |
| |
| // Scores are not comparable across versions. Bump the version if |
| // you're making changes that will affect that scores, e.g. if you add |
| // a new benchmark or change an existing one. |
| BenchmarkSuite.version = '9'; |
| |
| |
| // Defines global benchsuite running mode that overrides benchmark suite |
| // behavior. Intended to be set by the benchmark driver. Undefined |
| // values here allow a benchmark to define behaviour itself. |
| BenchmarkSuite.config = { |
| doWarmup: undefined, |
| doDeterministic: undefined |
| }; |
| |
| |
| // Override the alert function to throw an exception instead. |
| alert = function(s) { |
| throw "Alert called with argument: " + s; |
| }; |
| |
| |
| // To make the benchmark results predictable, we replace Math.random |
| // with a 100% deterministic alternative. |
| BenchmarkSuite.ResetRNG = function() { |
| Math.random = (function() { |
| var seed = 49734321; |
| return function() { |
| // Robert Jenkins' 32 bit integer hash function. |
| seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff; |
| seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff; |
| seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff; |
| seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff; |
| seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff; |
| seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff; |
| return (seed & 0xfffffff) / 0x10000000; |
| }; |
| })(); |
| } |
| |
| |
| // Runs all registered benchmark suites and optionally yields between |
| // each individual benchmark to avoid running for too long in the |
| // context of browsers. Once done, the final score is reported to the |
| // runner. |
| BenchmarkSuite.RunSuites = function(runner, skipBenchmarks) { |
| skipBenchmarks = typeof skipBenchmarks === 'undefined' ? [] : skipBenchmarks; |
| var continuation = null; |
| var suites = BenchmarkSuite.suites; |
| var length = suites.length; |
| BenchmarkSuite.scores = []; |
| var index = 0; |
| function RunStep() { |
| while (continuation || index < length) { |
| if (continuation) { |
| continuation = continuation(); |
| } else { |
| var suite = suites[index++]; |
| if (runner.NotifyStart) runner.NotifyStart(suite.name); |
| if (skipBenchmarks.indexOf(suite.name) > -1) { |
| suite.NotifySkipped(runner); |
| } else { |
| continuation = suite.RunStep(runner); |
| } |
| } |
| if (continuation && typeof window != 'undefined' && window.setTimeout) { |
| window.setTimeout(RunStep, 25); |
| return; |
| } |
| } |
| |
| // show final result |
| if (runner.NotifyScore) { |
| var score = BenchmarkSuite.GeometricMean(BenchmarkSuite.scores); |
| var formatted = BenchmarkSuite.FormatScore(100 * score); |
| runner.NotifyScore(formatted); |
| } |
| } |
| RunStep(); |
| } |
| |
| |
| // Counts the total number of registered benchmarks. Useful for |
| // showing progress as a percentage. |
| BenchmarkSuite.CountBenchmarks = function() { |
| var result = 0; |
| var suites = BenchmarkSuite.suites; |
| for (var i = 0; i < suites.length; i++) { |
| result += suites[i].benchmarks.length; |
| } |
| return result; |
| } |
| |
| |
| // Computes the geometric mean of a set of numbers. |
| BenchmarkSuite.GeometricMean = function(numbers) { |
| var log = 0; |
| for (var i = 0; i < numbers.length; i++) { |
| log += Math.log(numbers[i]); |
| } |
| return Math.pow(Math.E, log / numbers.length); |
| } |
| |
| |
| // Computes the geometric mean of a set of throughput time measurements. |
| BenchmarkSuite.GeometricMeanTime = function(measurements) { |
| var log = 0; |
| for (var i = 0; i < measurements.length; i++) { |
| log += Math.log(measurements[i].time); |
| } |
| return Math.pow(Math.E, log / measurements.length); |
| } |
| |
| |
| // Computes the geometric mean of a set of rms measurements. |
| BenchmarkSuite.GeometricMeanLatency = function(measurements) { |
| var log = 0; |
| var hasLatencyResult = false; |
| for (var i = 0; i < measurements.length; i++) { |
| if (measurements[i].latency != 0) { |
| log += Math.log(measurements[i].latency); |
| hasLatencyResult = true; |
| } |
| } |
| if (hasLatencyResult) { |
| return Math.pow(Math.E, log / measurements.length); |
| } else { |
| return 0; |
| } |
| } |
| |
| |
| // Converts a score value to a string with at least three significant |
| // digits. |
| BenchmarkSuite.FormatScore = function(value) { |
| if (value > 100) { |
| return value.toFixed(0); |
| } else { |
| return value.toPrecision(3); |
| } |
| } |
| |
| // Notifies the runner that we're done running a single benchmark in |
| // the benchmark suite. This can be useful to report progress. |
| BenchmarkSuite.prototype.NotifyStep = function(result) { |
| this.results.push(result); |
| if (this.runner.NotifyStep) this.runner.NotifyStep(result.benchmark.name); |
| } |
| |
| |
| // Notifies the runner that we're done with running a suite and that |
| // we have a result which can be reported to the user if needed. |
| BenchmarkSuite.prototype.NotifyResult = function() { |
| var mean = BenchmarkSuite.GeometricMeanTime(this.results); |
| var score = this.reference[0] / mean; |
| BenchmarkSuite.scores.push(score); |
| if (this.runner.NotifyResult) { |
| var formatted = BenchmarkSuite.FormatScore(100 * score); |
| this.runner.NotifyResult(this.name, formatted); |
| } |
| if (this.reference.length == 2) { |
| var meanLatency = BenchmarkSuite.GeometricMeanLatency(this.results); |
| if (meanLatency != 0) { |
| var scoreLatency = this.reference[1] / meanLatency; |
| BenchmarkSuite.scores.push(scoreLatency); |
| if (this.runner.NotifyResult) { |
| var formattedLatency = BenchmarkSuite.FormatScore(100 * scoreLatency) |
| this.runner.NotifyResult(this.name + "Latency", formattedLatency); |
| } |
| } |
| } |
| } |
| |
| |
| BenchmarkSuite.prototype.NotifySkipped = function(runner) { |
| BenchmarkSuite.scores.push(1); // push default reference score. |
| if (runner.NotifyResult) { |
| runner.NotifyResult(this.name, "Skipped"); |
| } |
| } |
| |
| |
| // Notifies the runner that running a benchmark resulted in an error. |
| BenchmarkSuite.prototype.NotifyError = function(error) { |
| if (this.runner.NotifyError) { |
| this.runner.NotifyError(this.name, error); |
| } |
| if (this.runner.NotifyStep) { |
| this.runner.NotifyStep(this.name); |
| } |
| } |
| |
| |
| // Runs a single benchmark for at least a second and computes the |
| // average time it takes to run a single iteration. |
| BenchmarkSuite.prototype.RunSingleBenchmark = function(benchmark, data) { |
| var config = BenchmarkSuite.config; |
| var doWarmup = config.doWarmup !== undefined |
| ? config.doWarmup |
| : benchmark.doWarmup; |
| var doDeterministic = config.doDeterministic !== undefined |
| ? config.doDeterministic |
| : benchmark.doDeterministic; |
| |
| function Measure(data) { |
| var elapsed = 0; |
| var start = new Date(); |
| |
| // Run either for 1 second or for the number of iterations specified |
| // by minIterations, depending on the config flag doDeterministic. |
| for (var i = 0; (doDeterministic ? |
| i<benchmark.deterministicIterations : elapsed < 1000); i++) { |
| benchmark.run(); |
| elapsed = new Date() - start; |
| } |
| if (data != null) { |
| data.runs += i; |
| data.elapsed += elapsed; |
| } |
| } |
| |
| // Sets up data in order to skip or not the warmup phase. |
| if (!doWarmup && data == null) { |
| data = { runs: 0, elapsed: 0 }; |
| } |
| |
| if (data == null) { |
| Measure(null); |
| return { runs: 0, elapsed: 0 }; |
| } else { |
| Measure(data); |
| // If we've run too few iterations, we continue for another second. |
| if (data.runs < benchmark.minIterations) return data; |
| var usec = (data.elapsed * 1000) / data.runs; |
| var rms = (benchmark.rmsResult != null) ? benchmark.rmsResult() : 0; |
| this.NotifyStep(new BenchmarkResult(benchmark, usec, rms)); |
| return null; |
| } |
| } |
| |
| |
| // This function starts running a suite, but stops between each |
| // individual benchmark in the suite and returns a continuation |
| // function which can be invoked to run the next benchmark. Once the |
| // last benchmark has been executed, null is returned. |
| BenchmarkSuite.prototype.RunStep = function(runner) { |
| BenchmarkSuite.ResetRNG(); |
| this.results = []; |
| this.runner = runner; |
| var length = this.benchmarks.length; |
| var index = 0; |
| var suite = this; |
| var data; |
| |
| // Run the setup, the actual benchmark, and the tear down in three |
| // separate steps to allow the framework to yield between any of the |
| // steps. |
| |
| function RunNextSetup() { |
| if (index < length) { |
| try { |
| suite.benchmarks[index].Setup(); |
| } catch (e) { |
| suite.NotifyError(e); |
| return null; |
| } |
| return RunNextBenchmark; |
| } |
| suite.NotifyResult(); |
| return null; |
| } |
| |
| function RunNextBenchmark() { |
| try { |
| data = suite.RunSingleBenchmark(suite.benchmarks[index], data); |
| } catch (e) { |
| suite.NotifyError(e); |
| return null; |
| } |
| // If data is null, we're done with this benchmark. |
| return (data == null) ? RunNextTearDown : RunNextBenchmark(); |
| } |
| |
| function RunNextTearDown() { |
| try { |
| suite.benchmarks[index++].TearDown(); |
| } catch (e) { |
| suite.NotifyError(e); |
| return null; |
| } |
| return RunNextSetup; |
| } |
| |
| // Start out running the setup. |
| return RunNextSetup(); |
| } |
| |
| ///////////////////////////////////////////////////////////// |
| // raytrace.js |
| ///////////////////////////////////////////////////////////// |
| |
| // The ray tracer code in this file is written by Adam Burmister. It |
| // is available in its original form from: |
| // |
| // http://labs.flog.nz.co/raytracer/ |
| // |
| // It has been modified slightly by Google to work as a standalone |
| // benchmark, but the all the computational code remains |
| // untouched. This file also contains a copy of parts of the Prototype |
| // JavaScript framework which is used by the ray tracer. |
| |
| var RayTrace = new BenchmarkSuite('RayTrace', [739989], [ |
| new Benchmark('RayTrace', true, false, 600, renderScene) |
| ]); |
| |
| |
| // Variable used to hold a number that can be used to verify that |
| // the scene was ray traced correctly. |
| var checkNumber; |
| |
| |
| // ------------------------------------------------------------------------ |
| // ------------------------------------------------------------------------ |
| |
| // The following is a copy of parts of the Prototype JavaScript library: |
| |
| // Prototype JavaScript framework, version 1.5.0 |
| // (c) 2005-2007 Sam Stephenson |
| // |
| // Prototype is freely distributable under the terms of an MIT-style license. |
| // For details, see the Prototype web site: http://prototype.conio.net/ |
| |
| |
| var Class = { |
| create: function() { |
| return function() { |
| this.initialize.apply(this, arguments); |
| } |
| } |
| }; |
| |
| |
| Object.extend = function(destination, source) { |
| for (var property in source) { |
| destination[property] = source[property]; |
| } |
| return destination; |
| }; |
| |
| |
| // ------------------------------------------------------------------------ |
| // ------------------------------------------------------------------------ |
| |
| // The rest of this file is the actual ray tracer written by Adam |
| // Burmister. It's a concatenation of the following files: |
| // |
| // flog/color.js |
| // flog/light.js |
| // flog/vector.js |
| // flog/ray.js |
| // flog/scene.js |
| // flog/material/basematerial.js |
| // flog/material/solid.js |
| // flog/material/chessboard.js |
| // flog/shape/baseshape.js |
| // flog/shape/sphere.js |
| // flog/shape/plane.js |
| // flog/intersectioninfo.js |
| // flog/camera.js |
| // flog/background.js |
| // flog/engine.js |
| |
| |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Color = Class.create(); |
| |
| Flog.RayTracer.Color.prototype = { |
| red : 0.0, |
| green : 0.0, |
| blue : 0.0, |
| |
| initialize : function(r, g, b) { |
| if(!r) r = 0.0; |
| if(!g) g = 0.0; |
| if(!b) b = 0.0; |
| |
| this.red = r; |
| this.green = g; |
| this.blue = b; |
| }, |
| |
| add : function(c1, c2){ |
| var result = new Flog.RayTracer.Color(0,0,0); |
| |
| result.red = c1.red + c2.red; |
| result.green = c1.green + c2.green; |
| result.blue = c1.blue + c2.blue; |
| |
| return result; |
| }, |
| |
| addScalar: function(c1, s){ |
| var result = new Flog.RayTracer.Color(0,0,0); |
| |
| result.red = c1.red + s; |
| result.green = c1.green + s; |
| result.blue = c1.blue + s; |
| |
| result.limit(); |
| |
| return result; |
| }, |
| |
| subtract: function(c1, c2){ |
| var result = new Flog.RayTracer.Color(0,0,0); |
| |
| result.red = c1.red - c2.red; |
| result.green = c1.green - c2.green; |
| result.blue = c1.blue - c2.blue; |
| |
| return result; |
| }, |
| |
| multiply : function(c1, c2) { |
| var result = new Flog.RayTracer.Color(0,0,0); |
| |
| result.red = c1.red * c2.red; |
| result.green = c1.green * c2.green; |
| result.blue = c1.blue * c2.blue; |
| |
| return result; |
| }, |
| |
| multiplyScalar : function(c1, f) { |
| var result = new Flog.RayTracer.Color(0,0,0); |
| |
| result.red = c1.red * f; |
| result.green = c1.green * f; |
| result.blue = c1.blue * f; |
| |
| return result; |
| }, |
| |
| divideFactor : function(c1, f) { |
| var result = new Flog.RayTracer.Color(0,0,0); |
| |
| result.red = c1.red / f; |
| result.green = c1.green / f; |
| result.blue = c1.blue / f; |
| |
| return result; |
| }, |
| |
| limit: function(){ |
| this.red = (this.red > 0.0) ? ( (this.red > 1.0) ? 1.0 : this.red ) : 0.0; |
| this.green = (this.green > 0.0) ? ( (this.green > 1.0) ? 1.0 : this.green ) : 0.0; |
| this.blue = (this.blue > 0.0) ? ( (this.blue > 1.0) ? 1.0 : this.blue ) : 0.0; |
| }, |
| |
| distance : function(color) { |
| var d = Math.abs(this.red - color.red) + Math.abs(this.green - color.green) + Math.abs(this.blue - color.blue); |
| return d; |
| }, |
| |
| blend: function(c1, c2, w){ |
| var result = new Flog.RayTracer.Color(0,0,0); |
| result = Flog.RayTracer.Color.prototype.add( |
| Flog.RayTracer.Color.prototype.multiplyScalar(c1, 1 - w), |
| Flog.RayTracer.Color.prototype.multiplyScalar(c2, w) |
| ); |
| return result; |
| }, |
| |
| brightness : function() { |
| var r = Math.floor(this.red*255); |
| var g = Math.floor(this.green*255); |
| var b = Math.floor(this.blue*255); |
| return (r * 77 + g * 150 + b * 29) >> 8; |
| }, |
| |
| toString : function () { |
| var r = Math.floor(this.red*255); |
| var g = Math.floor(this.green*255); |
| var b = Math.floor(this.blue*255); |
| |
| return "rgb("+ r +","+ g +","+ b +")"; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Light = Class.create(); |
| |
| Flog.RayTracer.Light.prototype = { |
| position: null, |
| color: null, |
| intensity: 10.0, |
| |
| initialize : function(pos, color, intensity) { |
| this.position = pos; |
| this.color = color; |
| this.intensity = (intensity ? intensity : 10.0); |
| }, |
| |
| toString : function () { |
| return 'Light [' + this.position.x + ',' + this.position.y + ',' + this.position.z + ']'; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Vector = Class.create(); |
| |
| Flog.RayTracer.Vector.prototype = { |
| x : 0.0, |
| y : 0.0, |
| z : 0.0, |
| |
| initialize : function(x, y, z) { |
| this.x = (x ? x : 0); |
| this.y = (y ? y : 0); |
| this.z = (z ? z : 0); |
| }, |
| |
| copy: function(vector){ |
| this.x = vector.x; |
| this.y = vector.y; |
| this.z = vector.z; |
| }, |
| |
| normalize : function() { |
| var m = this.magnitude(); |
| return new Flog.RayTracer.Vector(this.x / m, this.y / m, this.z / m); |
| }, |
| |
| magnitude : function() { |
| return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z)); |
| }, |
| |
| cross : function(w) { |
| return new Flog.RayTracer.Vector( |
| -this.z * w.y + this.y * w.z, |
| this.z * w.x - this.x * w.z, |
| -this.y * w.x + this.x * w.y); |
| }, |
| |
| dot : function(w) { |
| return this.x * w.x + this.y * w.y + this.z * w.z; |
| }, |
| |
| add : function(v, w) { |
| return new Flog.RayTracer.Vector(w.x + v.x, w.y + v.y, w.z + v.z); |
| }, |
| |
| subtract : function(v, w) { |
| if(!w || !v) throw 'Vectors must be defined [' + v + ',' + w + ']'; |
| return new Flog.RayTracer.Vector(v.x - w.x, v.y - w.y, v.z - w.z); |
| }, |
| |
| multiplyVector : function(v, w) { |
| return new Flog.RayTracer.Vector(v.x * w.x, v.y * w.y, v.z * w.z); |
| }, |
| |
| multiplyScalar : function(v, w) { |
| return new Flog.RayTracer.Vector(v.x * w, v.y * w, v.z * w); |
| }, |
| |
| toString : function () { |
| return 'Vector [' + this.x + ',' + this.y + ',' + this.z + ']'; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Ray = Class.create(); |
| |
| Flog.RayTracer.Ray.prototype = { |
| position : null, |
| direction : null, |
| initialize : function(pos, dir) { |
| this.position = pos; |
| this.direction = dir; |
| }, |
| |
| toString : function () { |
| return 'Ray [' + this.position + ',' + this.direction + ']'; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Scene = Class.create(); |
| |
| Flog.RayTracer.Scene.prototype = { |
| camera : null, |
| shapes : [], |
| lights : [], |
| background : null, |
| |
| initialize : function() { |
| this.camera = new Flog.RayTracer.Camera( |
| new Flog.RayTracer.Vector(0,0,-5), |
| new Flog.RayTracer.Vector(0,0,1), |
| new Flog.RayTracer.Vector(0,1,0) |
| ); |
| this.shapes = new Array(); |
| this.lights = new Array(); |
| this.background = new Flog.RayTracer.Background(new Flog.RayTracer.Color(0,0,0.5), 0.2); |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| if(typeof(Flog.RayTracer.Material) == 'undefined') Flog.RayTracer.Material = {}; |
| |
| Flog.RayTracer.Material.BaseMaterial = Class.create(); |
| |
| Flog.RayTracer.Material.BaseMaterial.prototype = { |
| |
| gloss: 2.0, // [0...infinity] 0 = matt |
| transparency: 0.0, // 0=opaque |
| reflection: 0.0, // [0...infinity] 0 = no reflection |
| refraction: 0.50, |
| hasTexture: false, |
| |
| initialize : function() { |
| |
| }, |
| |
| getColor: function(u, v){ |
| |
| }, |
| |
| wrapUp: function(t){ |
| t = t % 2.0; |
| if(t < -1) t += 2.0; |
| if(t >= 1) t -= 2.0; |
| return t; |
| }, |
| |
| toString : function () { |
| return 'Material [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']'; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Material.Solid = Class.create(); |
| |
| Flog.RayTracer.Material.Solid.prototype = Object.extend( |
| new Flog.RayTracer.Material.BaseMaterial(), { |
| initialize : function(color, reflection, refraction, transparency, gloss) { |
| this.color = color; |
| this.reflection = reflection; |
| this.transparency = transparency; |
| this.gloss = gloss; |
| this.hasTexture = false; |
| }, |
| |
| getColor: function(u, v){ |
| return this.color; |
| }, |
| |
| toString : function () { |
| return 'SolidMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']'; |
| } |
| } |
| ); |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Material.Chessboard = Class.create(); |
| |
| Flog.RayTracer.Material.Chessboard.prototype = Object.extend( |
| new Flog.RayTracer.Material.BaseMaterial(), { |
| colorEven: null, |
| colorOdd: null, |
| density: 0.5, |
| |
| initialize : function(colorEven, colorOdd, reflection, transparency, gloss, density) { |
| this.colorEven = colorEven; |
| this.colorOdd = colorOdd; |
| this.reflection = reflection; |
| this.transparency = transparency; |
| this.gloss = gloss; |
| this.density = density; |
| this.hasTexture = true; |
| }, |
| |
| getColor: function(u, v){ |
| var t = this.wrapUp(u * this.density) * this.wrapUp(v * this.density); |
| |
| if(t < 0.0) |
| return this.colorEven; |
| else |
| return this.colorOdd; |
| }, |
| |
| toString : function () { |
| return 'ChessMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']'; |
| } |
| } |
| ); |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {}; |
| |
| Flog.RayTracer.Shape.Sphere = Class.create(); |
| |
| Flog.RayTracer.Shape.Sphere.prototype = { |
| initialize : function(pos, radius, material) { |
| this.radius = radius; |
| this.position = pos; |
| this.material = material; |
| }, |
| |
| intersect: function(ray){ |
| var info = new Flog.RayTracer.IntersectionInfo(); |
| info.shape = this; |
| |
| var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position); |
| |
| var B = dst.dot(ray.direction); |
| var C = dst.dot(dst) - (this.radius * this.radius); |
| var D = (B * B) - C; |
| |
| if(D > 0){ // intersection! |
| info.isHit = true; |
| info.distance = (-B) - Math.sqrt(D); |
| info.position = Flog.RayTracer.Vector.prototype.add( |
| ray.position, |
| Flog.RayTracer.Vector.prototype.multiplyScalar( |
| ray.direction, |
| info.distance |
| ) |
| ); |
| info.normal = Flog.RayTracer.Vector.prototype.subtract( |
| info.position, |
| this.position |
| ).normalize(); |
| |
| info.color = this.material.getColor(0,0); |
| } else { |
| info.isHit = false; |
| } |
| return info; |
| }, |
| |
| toString : function () { |
| return 'Sphere [position=' + this.position + ', radius=' + this.radius + ']'; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {}; |
| |
| Flog.RayTracer.Shape.Plane = Class.create(); |
| |
| Flog.RayTracer.Shape.Plane.prototype = { |
| d: 0.0, |
| |
| initialize : function(pos, d, material) { |
| this.position = pos; |
| this.d = d; |
| this.material = material; |
| }, |
| |
| intersect: function(ray){ |
| var info = new Flog.RayTracer.IntersectionInfo(); |
| |
| var Vd = this.position.dot(ray.direction); |
| if(Vd == 0) return info; // no intersection |
| |
| var t = -(this.position.dot(ray.position) + this.d) / Vd; |
| if(t <= 0) return info; |
| |
| info.shape = this; |
| info.isHit = true; |
| info.position = Flog.RayTracer.Vector.prototype.add( |
| ray.position, |
| Flog.RayTracer.Vector.prototype.multiplyScalar( |
| ray.direction, |
| t |
| ) |
| ); |
| info.normal = this.position; |
| info.distance = t; |
| |
| if(this.material.hasTexture){ |
| var vU = new Flog.RayTracer.Vector(this.position.y, this.position.z, -this.position.x); |
| var vV = vU.cross(this.position); |
| var u = info.position.dot(vU); |
| var v = info.position.dot(vV); |
| info.color = this.material.getColor(u,v); |
| } else { |
| info.color = this.material.getColor(0,0); |
| } |
| |
| return info; |
| }, |
| |
| toString : function () { |
| return 'Plane [' + this.position + ', d=' + this.d + ']'; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.IntersectionInfo = Class.create(); |
| |
| Flog.RayTracer.IntersectionInfo.prototype = { |
| isHit: false, |
| hitCount: 0, |
| shape: null, |
| position: null, |
| normal: null, |
| color: null, |
| distance: null, |
| |
| initialize : function() { |
| this.color = new Flog.RayTracer.Color(0,0,0); |
| }, |
| |
| toString : function () { |
| return 'Intersection [' + this.position + ']'; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Camera = Class.create(); |
| |
| Flog.RayTracer.Camera.prototype = { |
| position: null, |
| lookAt: null, |
| equator: null, |
| up: null, |
| screen: null, |
| |
| initialize : function(pos, lookAt, up) { |
| this.position = pos; |
| this.lookAt = lookAt; |
| this.up = up; |
| this.equator = lookAt.normalize().cross(this.up); |
| this.screen = Flog.RayTracer.Vector.prototype.add(this.position, this.lookAt); |
| }, |
| |
| getRay: function(vx, vy){ |
| var pos = Flog.RayTracer.Vector.prototype.subtract( |
| this.screen, |
| Flog.RayTracer.Vector.prototype.subtract( |
| Flog.RayTracer.Vector.prototype.multiplyScalar(this.equator, vx), |
| Flog.RayTracer.Vector.prototype.multiplyScalar(this.up, vy) |
| ) |
| ); |
| pos.y = pos.y * -1; |
| var dir = Flog.RayTracer.Vector.prototype.subtract( |
| pos, |
| this.position |
| ); |
| |
| var ray = new Flog.RayTracer.Ray(pos, dir.normalize()); |
| |
| return ray; |
| }, |
| |
| toString : function () { |
| return 'Ray []'; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Background = Class.create(); |
| |
| Flog.RayTracer.Background.prototype = { |
| color : null, |
| ambience : 0.0, |
| |
| initialize : function(color, ambience) { |
| this.color = color; |
| this.ambience = ambience; |
| } |
| } |
| /* Fake a Flog.* namespace */ |
| if(typeof(Flog) == 'undefined') var Flog = {}; |
| if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {}; |
| |
| Flog.RayTracer.Engine = Class.create(); |
| |
| Flog.RayTracer.Engine.prototype = { |
| canvas: null, /* 2d context we can render to */ |
| |
| initialize: function(options){ |
| this.options = Object.extend({ |
| canvasHeight: 100, |
| canvasWidth: 100, |
| pixelWidth: 2, |
| pixelHeight: 2, |
| renderDiffuse: false, |
| renderShadows: false, |
| renderHighlights: false, |
| renderReflections: false, |
| rayDepth: 2 |
| }, options || {}); |
| |
| this.options.canvasHeight /= this.options.pixelHeight; |
| this.options.canvasWidth /= this.options.pixelWidth; |
| |
| /* TODO: dynamically include other scripts */ |
| }, |
| |
| setPixel: function(x, y, color){ |
| var pxW, pxH; |
| pxW = this.options.pixelWidth; |
| pxH = this.options.pixelHeight; |
| |
| if (this.canvas) { |
| this.canvas.fillStyle = color.toString(); |
| this.canvas.fillRect (x * pxW, y * pxH, pxW, pxH); |
| } else { |
| if (x === y) { |
| checkNumber += color.brightness(); |
| } |
| // print(x * pxW, y * pxH, pxW, pxH); |
| } |
| }, |
| |
| renderScene: function(scene, canvas){ |
| checkNumber = 0; |
| /* Get canvas */ |
| if (canvas) { |
| this.canvas = canvas.getContext("2d"); |
| } else { |
| this.canvas = null; |
| } |
| |
| var canvasHeight = this.options.canvasHeight; |
| var canvasWidth = this.options.canvasWidth; |
| |
| for(var y=0; y < canvasHeight; y++){ |
| for(var x=0; x < canvasWidth; x++){ |
| var yp = y * 1.0 / canvasHeight * 2 - 1; |
| var xp = x * 1.0 / canvasWidth * 2 - 1; |
| |
| var ray = scene.camera.getRay(xp, yp); |
| |
| var color = this.getPixelColor(ray, scene); |
| |
| this.setPixel(x, y, color); |
| } |
| } |
| if (checkNumber !== 2321) { |
| throw new Error("Scene rendered incorrectly"); |
| } |
| }, |
| |
| getPixelColor: function(ray, scene){ |
| var info = this.testIntersection(ray, scene, null); |
| if(info.isHit){ |
| var color = this.rayTrace(info, ray, scene, 0); |
| return color; |
| } |
| return scene.background.color; |
| }, |
| |
| testIntersection: function(ray, scene, exclude){ |
| var hits = 0; |
| var best = new Flog.RayTracer.IntersectionInfo(); |
| best.distance = 2000; |
| |
| for(var i=0; i<scene.shapes.length; i++){ |
| var shape = scene.shapes[i]; |
| |
| if(shape != exclude){ |
| var info = shape.intersect(ray); |
| if(info.isHit && info.distance >= 0 && info.distance < best.distance){ |
| best = info; |
| hits++; |
| } |
| } |
| } |
| best.hitCount = hits; |
| return best; |
| }, |
| |
| getReflectionRay: function(P,N,V){ |
| var c1 = -N.dot(V); |
| var R1 = Flog.RayTracer.Vector.prototype.add( |
| Flog.RayTracer.Vector.prototype.multiplyScalar(N, 2*c1), |
| V |
| ); |
| return new Flog.RayTracer.Ray(P, R1); |
| }, |
| |
| rayTrace: function(info, ray, scene, depth){ |
| // Calc ambient |
| var color = Flog.RayTracer.Color.prototype.multiplyScalar(info.color, scene.background.ambience); |
| var oldColor = color; |
| var shininess = Math.pow(10, info.shape.material.gloss + 1); |
| |
| for(var i=0; i<scene.lights.length; i++){ |
| var light = scene.lights[i]; |
| |
| // Calc diffuse lighting |
| var v = Flog.RayTracer.Vector.prototype.subtract( |
| light.position, |
| info.position |
| ).normalize(); |
| |
| if(this.options.renderDiffuse){ |
| var L = v.dot(info.normal); |
| if(L > 0.0){ |
| color = Flog.RayTracer.Color.prototype.add( |
| color, |
| Flog.RayTracer.Color.prototype.multiply( |
| info.color, |
| Flog.RayTracer.Color.prototype.multiplyScalar( |
| light.color, |
| L |
| ) |
| ) |
| ); |
| } |
| } |
| |
| // The greater the depth the more accurate the colours, but |
| // this is exponentially (!) expensive |
| if(depth <= this.options.rayDepth){ |
| // calculate reflection ray |
| if(this.options.renderReflections && info.shape.material.reflection > 0) |
| { |
| var reflectionRay = this.getReflectionRay(info.position, info.normal, ray.direction); |
| var refl = this.testIntersection(reflectionRay, scene, info.shape); |
| |
| if (refl.isHit && refl.distance > 0){ |
| refl.color = this.rayTrace(refl, reflectionRay, scene, depth + 1); |
| } else { |
| refl.color = scene.background.color; |
| } |
| |
| color = Flog.RayTracer.Color.prototype.blend( |
| color, |
| refl.color, |
| info.shape.material.reflection |
| ); |
| } |
| |
| // Refraction |
| /* TODO */ |
| } |
| |
| /* Render shadows and highlights */ |
| |
| var shadowInfo = new Flog.RayTracer.IntersectionInfo(); |
| |
| if(this.options.renderShadows){ |
| var shadowRay = new Flog.RayTracer.Ray(info.position, v); |
| |
| shadowInfo = this.testIntersection(shadowRay, scene, info.shape); |
| if(shadowInfo.isHit && shadowInfo.shape != info.shape /*&& shadowInfo.shape.type != 'PLANE'*/){ |
| var vA = Flog.RayTracer.Color.prototype.multiplyScalar(color, 0.5); |
| var dB = (0.5 * Math.pow(shadowInfo.shape.material.transparency, 0.5)); |
| color = Flog.RayTracer.Color.prototype.addScalar(vA,dB); |
| } |
| } |
| |
| // Phong specular highlights |
| if(this.options.renderHighlights && !shadowInfo.isHit && info.shape.material.gloss > 0){ |
| var Lv = Flog.RayTracer.Vector.prototype.subtract( |
| info.shape.position, |
| light.position |
| ).normalize(); |
| |
| var E = Flog.RayTracer.Vector.prototype.subtract( |
| scene.camera.position, |
| info.shape.position |
| ).normalize(); |
| |
| var H = Flog.RayTracer.Vector.prototype.subtract( |
| E, |
| Lv |
| ).normalize(); |
| |
| var glossWeight = Math.pow(Math.max(info.normal.dot(H), 0), shininess); |
| color = Flog.RayTracer.Color.prototype.add( |
| Flog.RayTracer.Color.prototype.multiplyScalar(light.color, glossWeight), |
| color |
| ); |
| } |
| } |
| color.limit(); |
| return color; |
| } |
| }; |
| |
| |
| function renderScene(){ |
| var scene = new Flog.RayTracer.Scene(); |
| |
| scene.camera = new Flog.RayTracer.Camera( |
| new Flog.RayTracer.Vector(0, 0, -15), |
| new Flog.RayTracer.Vector(-0.2, 0, 5), |
| new Flog.RayTracer.Vector(0, 1, 0) |
| ); |
| |
| scene.background = new Flog.RayTracer.Background( |
| new Flog.RayTracer.Color(0.5, 0.5, 0.5), |
| 0.4 |
| ); |
| |
| var sphere = new Flog.RayTracer.Shape.Sphere( |
| new Flog.RayTracer.Vector(-1.5, 1.5, 2), |
| 1.5, |
| new Flog.RayTracer.Material.Solid( |
| new Flog.RayTracer.Color(0,0.5,0.5), |
| 0.3, |
| 0.0, |
| 0.0, |
| 2.0 |
| ) |
| ); |
| |
| var sphere1 = new Flog.RayTracer.Shape.Sphere( |
| new Flog.RayTracer.Vector(1, 0.25, 1), |
| 0.5, |
| new Flog.RayTracer.Material.Solid( |
| new Flog.RayTracer.Color(0.9,0.9,0.9), |
| 0.1, |
| 0.0, |
| 0.0, |
| 1.5 |
| ) |
| ); |
| |
| var plane = new Flog.RayTracer.Shape.Plane( |
| new Flog.RayTracer.Vector(0.1, 0.9, -0.5).normalize(), |
| 1.2, |
| new Flog.RayTracer.Material.Chessboard( |
| new Flog.RayTracer.Color(1,1,1), |
| new Flog.RayTracer.Color(0,0,0), |
| 0.2, |
| 0.0, |
| 1.0, |
| 0.7 |
| ) |
| ); |
| |
| scene.shapes.push(plane); |
| scene.shapes.push(sphere); |
| scene.shapes.push(sphere1); |
| |
| var light = new Flog.RayTracer.Light( |
| new Flog.RayTracer.Vector(5, 10, -1), |
| new Flog.RayTracer.Color(0.8, 0.8, 0.8) |
| ); |
| |
| var light1 = new Flog.RayTracer.Light( |
| new Flog.RayTracer.Vector(-3, 5, -15), |
| new Flog.RayTracer.Color(0.8, 0.8, 0.8), |
| 100 |
| ); |
| |
| scene.lights.push(light); |
| scene.lights.push(light1); |
| |
| var imageWidth = 100; // $F('imageWidth'); |
| var imageHeight = 100; // $F('imageHeight'); |
| var pixelSize = "5,5".split(','); // $F('pixelSize').split(','); |
| var renderDiffuse = true; // $F('renderDiffuse'); |
| var renderShadows = true; // $F('renderShadows'); |
| var renderHighlights = true; // $F('renderHighlights'); |
| var renderReflections = true; // $F('renderReflections'); |
| var rayDepth = 2;//$F('rayDepth'); |
| |
| var raytracer = new Flog.RayTracer.Engine( |
| { |
| canvasWidth: imageWidth, |
| canvasHeight: imageHeight, |
| pixelWidth: pixelSize[0], |
| pixelHeight: pixelSize[1], |
| "renderDiffuse": renderDiffuse, |
| "renderHighlights": renderHighlights, |
| "renderShadows": renderShadows, |
| "renderReflections": renderReflections, |
| "rayDepth": rayDepth |
| } |
| ); |
| |
| raytracer.renderScene(scene, null, 0); |
| } |
| |
| //////////////////////////////////////////////////////////////////////////////// |
| // Runner |
| //////////////////////////////////////////////////////////////////////////////// |
| |
| var success = true; |
| |
| function NotifyStart(name) { |
| } |
| |
| function NotifyError(name, error) { |
| WScript.Echo(name + " : ERROR : " +error.stack); |
| success = false; |
| } |
| |
| function NotifyResult(name, score) { |
| if (success) { |
| WScript.Echo("### SCORE:", score); |
| } |
| } |
| |
| function NotifyScore(score) { |
| } |
| |
| BenchmarkSuite.RunSuites({ |
| NotifyStart : NotifyStart, |
| NotifyError : NotifyError, |
| NotifyResult : NotifyResult, |
| NotifyScore : NotifyScore |
| }); |