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// The ray tracer code in this file is written by Adam Burmister. It
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// is available in its original form from:
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//
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// http://labs.flog.nz.co/raytracer/
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//
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// It has been modified slightly by Google to work as a standalone
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// benchmark, but the all the computational code remains
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// untouched. This file also contains a copy of parts of the Prototype
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// JavaScript framework which is used by the ray tracer.
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var RayTrace = new BenchmarkSuite('RayTrace', 932666, [
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new Benchmark('RayTrace', renderScene)
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]);
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// Variable used to hold a number that can be used to verify that
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// the scene was ray traced correctly.
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var checkNumber;
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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// The following is a copy of parts of the Prototype JavaScript library:
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// Prototype JavaScript framework, version 1.5.0
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// (c) 2005-2007 Sam Stephenson
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//
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// Prototype is freely distributable under the terms of an MIT-style license.
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// For details, see the Prototype web site: http://prototype.conio.net/
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var Class = {
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create: function() {
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return function() {
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this.initialize.apply(this, arguments);
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}
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}
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};
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Object.extend = function(destination, source) {
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for (var property in source) {
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destination[property] = source[property];
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}
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return destination;
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};
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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// The rest of this file is the actual ray tracer written by Adam
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// Burmister. It's a concatenation of the following files:
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//
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// flog/color.js
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// flog/light.js
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// flog/vector.js
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// flog/ray.js
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// flog/scene.js
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// flog/material/basematerial.js
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// flog/material/solid.js
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// flog/material/chessboard.js
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// flog/shape/baseshape.js
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// flog/shape/sphere.js
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// flog/shape/plane.js
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// flog/intersectioninfo.js
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// flog/camera.js
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// flog/background.js
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// flog/engine.js
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/* Fake a Flog.* namespace */
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if(typeof(Flog) == 'undefined') var Flog = {};
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if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
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Flog.RayTracer.Color = Class.create();
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Flog.RayTracer.Color.prototype = {
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red : 0.0,
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green : 0.0,
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blue : 0.0,
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initialize : function(r, g, b) {
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if(!r) r = 0.0;
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if(!g) g = 0.0;
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if(!b) b = 0.0;
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this.red = r;
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this.green = g;
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this.blue = b;
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},
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add : function(c1, c2){
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var result = new Flog.RayTracer.Color(0,0,0);
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result.red = c1.red + c2.red;
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result.green = c1.green + c2.green;
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result.blue = c1.blue + c2.blue;
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return result;
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},
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addScalar: function(c1, s){
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var result = new Flog.RayTracer.Color(0,0,0);
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result.red = c1.red + s;
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result.green = c1.green + s;
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result.blue = c1.blue + s;
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result.limit();
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return result;
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},
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subtract: function(c1, c2){
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var result = new Flog.RayTracer.Color(0,0,0);
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result.red = c1.red - c2.red;
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result.green = c1.green - c2.green;
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result.blue = c1.blue - c2.blue;
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return result;
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},
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multiply : function(c1, c2) {
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var result = new Flog.RayTracer.Color(0,0,0);
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result.red = c1.red * c2.red;
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result.green = c1.green * c2.green;
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result.blue = c1.blue * c2.blue;
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return result;
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},
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multiplyScalar : function(c1, f) {
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var result = new Flog.RayTracer.Color(0,0,0);
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result.red = c1.red * f;
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result.green = c1.green * f;
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result.blue = c1.blue * f;
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return result;
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},
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divideFactor : function(c1, f) {
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var result = new Flog.RayTracer.Color(0,0,0);
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result.red = c1.red / f;
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result.green = c1.green / f;
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result.blue = c1.blue / f;
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return result;
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},
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limit: function(){
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this.red = (this.red > 0.0) ? ( (this.red > 1.0) ? 1.0 : this.red ) : 0.0;
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this.green = (this.green > 0.0) ? ( (this.green > 1.0) ? 1.0 : this.green ) : 0.0;
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this.blue = (this.blue > 0.0) ? ( (this.blue > 1.0) ? 1.0 : this.blue ) : 0.0;
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},
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distance : function(color) {
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var d = Math.abs(this.red - color.red) + Math.abs(this.green - color.green) + Math.abs(this.blue - color.blue);
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return d;
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},
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blend: function(c1, c2, w){
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var result = new Flog.RayTracer.Color(0,0,0);
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result = Flog.RayTracer.Color.prototype.add(
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Flog.RayTracer.Color.prototype.multiplyScalar(c1, 1 - w),
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Flog.RayTracer.Color.prototype.multiplyScalar(c2, w)
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);
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return result;
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},
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brightness : function() {
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var r = Math.floor(this.red*255);
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var g = Math.floor(this.green*255);
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var b = Math.floor(this.blue*255);
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return (r * 77 + g * 150 + b * 29) >> 8;
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},
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toString : function () {
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var r = Math.floor(this.red*255);
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var g = Math.floor(this.green*255);
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var b = Math.floor(this.blue*255);
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return "rgb("+ r +","+ g +","+ b +")";
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}
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}
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/* Fake a Flog.* namespace */
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if(typeof(Flog) == 'undefined') var Flog = {};
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if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
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Flog.RayTracer.Light = Class.create();
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Flog.RayTracer.Light.prototype = {
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position: null,
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color: null,
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intensity: 10.0,
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initialize : function(pos, color, intensity) {
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this.position = pos;
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this.color = color;
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this.intensity = (intensity ? intensity : 10.0);
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},
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toString : function () {
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return 'Light [' + this.position.x + ',' + this.position.y + ',' + this.position.z + ']';
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}
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}
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/* Fake a Flog.* namespace */
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if(typeof(Flog) == 'undefined') var Flog = {};
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if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
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Flog.RayTracer.Vector = Class.create();
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Flog.RayTracer.Vector.prototype = {
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x : 0.0,
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y : 0.0,
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z : 0.0,
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initialize : function(x, y, z) {
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this.x = (x ? x : 0);
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this.y = (y ? y : 0);
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this.z = (z ? z : 0);
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},
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copy: function(vector){
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this.x = vector.x;
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this.y = vector.y;
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this.z = vector.z;
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},
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normalize : function() {
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var m = this.magnitude();
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return new Flog.RayTracer.Vector(this.x / m, this.y / m, this.z / m);
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},
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magnitude : function() {
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return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z));
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},
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cross : function(w) {
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return new Flog.RayTracer.Vector(
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-this.z * w.y + this.y * w.z,
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this.z * w.x - this.x * w.z,
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-this.y * w.x + this.x * w.y);
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},
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dot : function(w) {
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return this.x * w.x + this.y * w.y + this.z * w.z;
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},
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add : function(v, w) {
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return new Flog.RayTracer.Vector(w.x + v.x, w.y + v.y, w.z + v.z);
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},
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subtract : function(v, w) {
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if(!w || !v) throw 'Vectors must be defined [' + v + ',' + w + ']';
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return new Flog.RayTracer.Vector(v.x - w.x, v.y - w.y, v.z - w.z);
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},
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multiplyVector : function(v, w) {
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return new Flog.RayTracer.Vector(v.x * w.x, v.y * w.y, v.z * w.z);
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},
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multiplyScalar : function(v, w) {
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return new Flog.RayTracer.Vector(v.x * w, v.y * w, v.z * w);
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},
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toString : function () {
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return 'Vector [' + this.x + ',' + this.y + ',' + this.z + ']';
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}
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}
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/* Fake a Flog.* namespace */
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if(typeof(Flog) == 'undefined') var Flog = {};
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if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
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Flog.RayTracer.Ray = Class.create();
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Flog.RayTracer.Ray.prototype = {
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position : null,
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direction : null,
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initialize : function(pos, dir) {
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this.position = pos;
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this.direction = dir;
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},
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toString : function () {
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return 'Ray [' + this.position + ',' + this.direction + ']';
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}
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}
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/* Fake a Flog.* namespace */
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if(typeof(Flog) == 'undefined') var Flog = {};
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if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
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Flog.RayTracer.Scene = Class.create();
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Flog.RayTracer.Scene.prototype = {
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camera : null,
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shapes : [],
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lights : [],
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background : null,
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initialize : function() {
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this.camera = new Flog.RayTracer.Camera(
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new Flog.RayTracer.Vector(0,0,-5),
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new Flog.RayTracer.Vector(0,0,1),
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new Flog.RayTracer.Vector(0,1,0)
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);
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this.shapes = new Array();
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this.lights = new Array();
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|
this.background = new Flog.RayTracer.Background(new Flog.RayTracer.Color(0,0,0.5), 0.2);
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}
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}
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|
|
/* Fake a Flog.* namespace */
|
|
|
|
if(typeof(Flog) == 'undefined') var Flog = {};
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|
|
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
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|
|
if(typeof(Flog.RayTracer.Material) == 'undefined') Flog.RayTracer.Material = {};
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|
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|
Flog.RayTracer.Material.BaseMaterial = Class.create();
|
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|
|
|
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|
|
Flog.RayTracer.Material.BaseMaterial.prototype = {
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|
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|
gloss: 2.0, // [0...infinity] 0 = matt
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|
|
transparency: 0.0, // 0=opaque
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|
|
reflection: 0.0, // [0...infinity] 0 = no reflection
|
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|
|
refraction: 0.50,
|
|
|
|
hasTexture: false,
|
|
|
|
|
|
|
|
initialize : function() {
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|
|
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|
|
},
|
|
|
|
|
|
|
|
getColor: function(u, v){
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|
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|
},
|
|
|
|
|
|
|
|
wrapUp: function(t){
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|
|
t = t % 2.0;
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|
|
if(t < -1) t += 2.0;
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|
|
if(t >= 1) t -= 2.0;
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|
|
return t;
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|
|
},
|
|
|
|
|
|
|
|
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();
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|
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|
Flog.RayTracer.Material.Chessboard.prototype = Object.extend(
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|
new Flog.RayTracer.Material.BaseMaterial(), {
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colorEven: null,
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|
colorOdd: null,
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|
density: 0.5,
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|
initialize : function(colorEven, colorOdd, reflection, transparency, gloss, density) {
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this.colorEven = colorEven;
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this.colorOdd = colorOdd;
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|
this.reflection = reflection;
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|
this.transparency = transparency;
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|
this.gloss = gloss;
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|
this.density = density;
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|
this.hasTexture = true;
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|
},
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|
getColor: function(u, v){
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var t = this.wrapUp(u * this.density) * this.wrapUp(v * this.density);
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if(t < 0.0)
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return this.colorEven;
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else
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|
return this.colorOdd;
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},
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toString : function () {
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|
return 'ChessMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
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}
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|
}
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);
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|
|
|
/* Fake a Flog.* namespace */
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|
|
if(typeof(Flog) == 'undefined') var Flog = {};
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|
|
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
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|
|
|
if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};
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|
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Flog.RayTracer.Shape.Sphere = Class.create();
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Flog.RayTracer.Shape.Sphere.prototype = {
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|
initialize : function(pos, radius, material) {
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this.radius = radius;
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this.position = pos;
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|
this.material = material;
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},
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intersect: function(ray){
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var info = new Flog.RayTracer.IntersectionInfo();
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info.shape = this;
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var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position);
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var B = dst.dot(ray.direction);
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var C = dst.dot(dst) - (this.radius * this.radius);
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var D = (B * B) - C;
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if(D > 0){ // intersection!
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info.isHit = true;
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info.distance = (-B) - Math.sqrt(D);
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|
info.position = Flog.RayTracer.Vector.prototype.add(
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|
ray.position,
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|
|
Flog.RayTracer.Vector.prototype.multiplyScalar(
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|
|
ray.direction,
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|
|
info.distance
|
|
|
|
)
|
|
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|
);
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|
info.normal = Flog.RayTracer.Vector.prototype.subtract(
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|
|
info.position,
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|
|
this.position
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|
|
).normalize();
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|
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|
|
info.color = this.material.getColor(0,0);
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|
|
|
} else {
|
|
|
|
info.isHit = false;
|
|
|
|
}
|
|
|
|
return info;
|
|
|
|
},
|
|
|
|
|
|
|
|
toString : function () {
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|
|
return 'Sphere [position=' + this.position + ', radius=' + this.radius + ']';
|
|
|
|
}
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|
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|
}
|
|
|
|
/* 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();
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|
|
|
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|
|
Flog.RayTracer.Shape.Plane.prototype = {
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|
|
d: 0.0,
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|
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|
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|
|
initialize : function(pos, d, material) {
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|
|
this.position = pos;
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|
|
|
this.d = d;
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|
|
|
this.material = material;
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|
|
|
},
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|
|
|
|
|
|
|
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;
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|
|
|
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();
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|
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if(this.options.renderShadows){
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var shadowRay = new Flog.RayTracer.Ray(info.position, v);
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|
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shadowInfo = this.testIntersection(shadowRay, scene, info.shape);
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if(shadowInfo.isHit && shadowInfo.shape != info.shape /*&& shadowInfo.shape.type != 'PLANE'*/){
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var vA = Flog.RayTracer.Color.prototype.multiplyScalar(color, 0.5);
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var dB = (0.5 * Math.pow(shadowInfo.shape.material.transparency, 0.5));
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color = Flog.RayTracer.Color.prototype.addScalar(vA,dB);
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}
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}
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// Phong specular highlights
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|
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if(this.options.renderHighlights && !shadowInfo.isHit && info.shape.material.gloss > 0){
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var Lv = Flog.RayTracer.Vector.prototype.subtract(
|
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|
info.shape.position,
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|
light.position
|
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|
).normalize();
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|
|
|
|
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|
var E = Flog.RayTracer.Vector.prototype.subtract(
|
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|
scene.camera.position,
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|
|
|
info.shape.position
|
|
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|
).normalize();
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|
|
|
|
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var H = Flog.RayTracer.Vector.prototype.subtract(
|
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|
E,
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|
Lv
|
|
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|
).normalize();
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|
|
|
|
|
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|
var glossWeight = Math.pow(Math.max(info.normal.dot(H), 0), shininess);
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|
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|
color = Flog.RayTracer.Color.prototype.add(
|
|
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|
Flog.RayTracer.Color.prototype.multiplyScalar(light.color, glossWeight),
|
|
|
|
color
|
|
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|
);
|
|
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|
}
|
|
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}
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|
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|
color.limit();
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|
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|
return color;
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|
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|
}
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|
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};
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|
|
|
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|
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);
|
|
|
|
}
|