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