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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+}
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ if (!closest)
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+ return [this.background[0],this.background[1],this.background[2]];
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ return false;
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+}
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+
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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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+
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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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+
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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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+
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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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+
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+
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+
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+function raytraceScene(size)
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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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+
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+ // cube!!!
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+ // front
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+ var i = 0;
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+
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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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+
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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
|
|
|
+ return green;
|
|
|
+ }
|
|
|
+ var ffl = createVector(-1000, -30, -1000);
|
|
|
+ var ffr = createVector( 1000, -30, -1000);
|
|
|
+ var fbl = createVector(-1000, -30, 1000);
|
|
|
+ var fbr = createVector( 1000, -30, 1000);
|
|
|
+ triangles[i++] = new Triangle(fbl, fbr, ffr);
|
|
|
+ triangles[i-1].shader = floorShader;
|
|
|
+ triangles[i++] = new Triangle(fbl, ffr, ffl);
|
|
|
+ triangles[i-1].shader = floorShader;
|
|
|
+
|
|
|
+ var _scene = new Scene(triangles);
|
|
|
+ _scene.lights[0] = createVector(20, 38, -22);
|
|
|
+ _scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
|
|
|
+ _scene.lights[1] = createVector(-23, 40, 17);
|
|
|
+ _scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
|
|
|
+ _scene.lights[2] = createVector(23, 20, 17);
|
|
|
+ _scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
|
|
|
+ _scene.ambient = createVector(0.1, 0.1, 0.1);
|
|
|
+ // _scene.background = createVector(0.7, 0.7, 1.0);
|
|
|
+
|
|
|
+ var pixels = new Array();
|
|
|
+ for (var y = 0; y < size; y++) {
|
|
|
+ pixels[y] = new Array();
|
|
|
+ for (var x = 0; x < size; x++) {
|
|
|
+ pixels[y][x] = 0;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
|
|
|
+ _camera.render(_scene, pixels, size, size);
|
|
|
+
|
|
|
+ return pixels;
|
|
|
+}
|
|
|
+
|
|
|
+function arrayToCanvasCommands(pixels, size)
|
|
|
+{
|
|
|
+ var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = [';
|
|
|
+ for (var y = 0; y < size; y++) {
|
|
|
+ s += "[";
|
|
|
+ for (var x = 0; x < size; x++) {
|
|
|
+ s += "[" + pixels[y][x] + "],";
|
|
|
+ }
|
|
|
+ s+= "],";
|
|
|
+ }
|
|
|
+ s += '];\n var canvas = document.getElementById("renderCanvas").getContext("2d");\n\
|
|
|
+\n\
|
|
|
+\n\
|
|
|
+ var size = 20;\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;
|
|
|
+}
|
|
|
+
|
|
|
+startTest("sunspider-3d-raytrace");
|
|
|
+
|
|
|
+var rayoutput;
|
|
|
+
|
|
|
+for ( var i = 0; i < 4; i++ ) {
|
|
|
+
|
|
|
+test("3D Raytrace", i, function(){
|
|
|
+ rayoutput = raytraceScene(15);
|
|
|
+});
|
|
|
+
|
|
|
+test("Convert pixels to canvas", i, function(){
|
|
|
+ for ( var i = 0; i < 10; i++ )
|
|
|
+ testOutput = arrayToCanvasCommands(rayoutput, 15);
|
|
|
+});
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+endTest();
|