blob: cf5f327d3e7eaac577240ff5ca5698f49a7f09ee [file] [log] [blame]
////////////////////////////////////////////////////////////////////////////////
// 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
});