| <!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 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 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> |
| <link rel="stylesheet" href="sunspider.css"> |
| </head> |
| |
| <body> |
| <h3>3d-raytrace</h3> |
| <div id="console"> |
| </div> |
| <script src="sunspider-record-result.js"></script> |
| <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 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 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; |
| |
| record(_sunSpiderInterval); |
| </script> |
| |
| |
| </body> |
| </html> |