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Added SunSpider's 3D Raytrace test (normalized).

John Resig 16 years ago
parent
commit
a657ea322e
2 changed files with 465 additions and 1 deletions
  1. 9 1
      tests/MANIFEST.json
  2. 456 0
      tests/sunspider-3d-raytrace.js

+ 9 - 1
tests/MANIFEST.json

@@ -91,10 +91,18 @@
 	file: "sunspider-3d-morph.js",
 	name: "3D Mesh Transformation",
 	origin: ["WebKit", "http://webkit.org/misc/morph.html"],
-	desc: "Transforming the points of a matrix. No rendering done.",
+	desc: "Transforming the points of a matrix. No visual output.",
 	category: "SunSpider JavaScript Tests",
 	tags: ["array", "looping", "math"]
 },
+"sunspider-3d-raytrace": {
+	file: "sunspider-3d-raytrace.js",
+	name: "3D Raytrace",
+	origin: ["Apple", "http://apple.com/"],
+	desc: "Rendering a scene using raytracing techniques. No visual output.",
+	category: "SunSpider JavaScript Tests",
+	tags: ["array", "functions", "math"]
+},
 "sunspider-access-binary-trees": {
 	file: "sunspider-access-binary-trees.js",
 	name: "Traversing Binary Trees",

+ 456 - 0
tests/sunspider-3d-raytrace.js

@@ -0,0 +1,456 @@
+/*
+ * Copyright (C) 2007 Apple Inc.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
+ */
+
+function createVector(x,y,z) {
+    return new Array(x,y,z);
+}
+
+function sqrLengthVector(self) {
+    return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
+}
+
+function lengthVector(self) {
+    return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
+}
+
+function addVector(self, v) {
+    self[0] += v[0];
+    self[1] += v[1];
+    self[2] += v[2];
+    return self;
+}
+
+function subVector(self, v) {
+    self[0] -= v[0];
+    self[1] -= v[1];
+    self[2] -= v[2];
+    return self;
+}
+
+function scaleVector(self, scale) {
+    self[0] *= scale;
+    self[1] *= scale;
+    self[2] *= scale;
+    return self;
+}
+
+function normaliseVector(self) {
+    var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
+    self[0] /= len;
+    self[1] /= len;
+    self[2] /= len;
+    return self;
+}
+
+function add(v1, v2) {
+    return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
+}
+
+function sub(v1, v2) {
+    return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
+}
+
+function scalev(v1, v2) {
+    return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
+}
+
+function dot(v1, v2) {
+    return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
+}
+
+function scale(v, scale) {
+    return [v[0] * scale, v[1] * scale, v[2] * scale];
+}
+
+function cross(v1, v2) {
+    return [v1[1] * v2[2] - v1[2] * v2[1], 
+            v1[2] * v2[0] - v1[0] * v2[2],
+            v1[0] * v2[1] - v1[1] * v2[0]];
+
+}
+
+function normalise(v) {
+    var len = lengthVector(v);
+    return [v[0] / len, v[1] / len, v[2] / len];
+}
+
+function transformMatrix(self, v) {
+    var vals = self;
+    var x  = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3];
+    var y  = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7];
+    var z  = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11];
+    return [x, y, z];
+}
+
+function invertMatrix(self) {
+    var temp = new Array(16);
+    var tx = -self[3];
+    var ty = -self[7];
+    var tz = -self[11];
+    for (h = 0; h < 3; h++) 
+        for (v = 0; v < 3; v++) 
+            temp[h + v * 4] = self[v + h * 4];
+    for (i = 0; i < 11; i++)
+        self[i] = temp[i];
+    self[3] = tx * self[0] + ty * self[1] + tz * self[2];
+    self[7] = tx * self[4] + ty * self[5] + tz * self[6];
+    self[11] = tx * self[8] + ty * self[9] + tz * self[10];
+    return self;
+}
+
+
+// Triangle intersection using barycentric coord method
+function Triangle(p1, p2, p3) {
+    var edge1 = sub(p3, p1);
+    var edge2 = sub(p2, p1);
+    var normal = cross(edge1, edge2);
+    if (Math.abs(normal[0]) > Math.abs(normal[1]))
+        if (Math.abs(normal[0]) > Math.abs(normal[2]))
+            this.axis = 0; 
+        else 
+            this.axis = 2;
+    else
+        if (Math.abs(normal[1]) > Math.abs(normal[2])) 
+            this.axis = 1;
+        else 
+            this.axis = 2;
+    var u = (this.axis + 1) % 3;
+    var v = (this.axis + 2) % 3;
+    var u1 = edge1[u];
+    var v1 = edge1[v];
+    
+    var u2 = edge2[u];
+    var v2 = edge2[v];
+    this.normal = normalise(normal);
+    this.nu = normal[u] / normal[this.axis];
+    this.nv = normal[v] / normal[this.axis];
+    this.nd = dot(normal, p1) / normal[this.axis];
+    var det = u1 * v2 - v1 * u2;
+    this.eu = p1[u];
+    this.ev = p1[v]; 
+    this.nu1 = u1 / det;
+    this.nv1 = -v1 / det;
+    this.nu2 = v2 / det;
+    this.nv2 = -u2 / det; 
+    this.material = [0.7, 0.7, 0.7];
+}
+
+Triangle.prototype.intersect = function(orig, dir, near, far) {
+    var u = (this.axis + 1) % 3;
+    var v = (this.axis + 2) % 3;
+    var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
+    var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
+    if (t < near || t > far)
+        return null;
+    var Pu = orig[u] + t * dir[u] - this.eu;
+    var Pv = orig[v] + t * dir[v] - this.ev;
+    var a2 = Pv * this.nu1 + Pu * this.nv1;
+    if (a2 < 0) 
+        return null;
+    var a3 = Pu * this.nu2 + Pv * this.nv2;
+    if (a3 < 0) 
+        return null;
+
+    if ((a2 + a3) > 1) 
+        return null;
+    return t;
+}
+
+function Scene(a_triangles) {
+    this.triangles = a_triangles;
+    this.lights = [];
+    this.ambient = [0,0,0];
+    this.background = [0.8,0.8,1];
+}
+var zero = new Array(0,0,0);
+
+Scene.prototype.intersect = function(origin, dir, near, far) {
+    var closest = null;
+    for (i = 0; i < this.triangles.length; i++) {
+        var triangle = this.triangles[i];   
+        var d = triangle.intersect(origin, dir, near, far);
+        if (d == null || d > far || d < near)
+            continue;
+        far = d;
+        closest = triangle;
+    }
+    
+    if (!closest)
+        return [this.background[0],this.background[1],this.background[2]];
+        
+    var normal = closest.normal;
+    var hit = add(origin, scale(dir, far)); 
+    if (dot(dir, normal) > 0)
+        normal = [-normal[0], -normal[1], -normal[2]];
+    
+    var colour = null;
+    if (closest.shader) {
+        colour = closest.shader(closest, hit, dir);
+    } else {
+        colour = closest.material;
+    }
+    
+    // do reflection
+    var reflected = null;
+    if (colour.reflection > 0.001) {
+        var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
+        reflected = this.intersect(hit, reflection, 0.0001, 1000000);
+        if (colour.reflection >= 0.999999)
+            return reflected;
+    }
+    
+    var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
+    for (var i = 0; i < this.lights.length; i++) {
+        var light = this.lights[i];
+        var toLight = sub(light, hit);
+        var distance = lengthVector(toLight);
+        scaleVector(toLight, 1.0/distance);
+        distance -= 0.0001;
+        if (this.blocked(hit, toLight, distance))
+            continue;
+        var nl = dot(normal, toLight);
+        if (nl > 0)
+            addVector(l, scale(light.colour, nl));
+    }
+    l = scalev(l, colour);
+    if (reflected) {
+        l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
+    }
+    return l;
+}
+
+Scene.prototype.blocked = function(O, D, far) {
+    var near = 0.0001;
+    var closest = null;
+    for (i = 0; i < this.triangles.length; i++) {
+        var triangle = this.triangles[i];   
+        var d = triangle.intersect(O, D, near, far);
+        if (d == null || d > far || d < near)
+            continue;
+        return true;
+    }
+    
+    return false;
+}
+
+
+// this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
+// that somewhere is
+function Camera(origin, lookat, up) {
+    var zaxis = normaliseVector(subVector(lookat, origin));
+    var xaxis = normaliseVector(cross(up, zaxis));
+    var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
+    var m = new Array(16);
+    m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
+    m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
+    m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
+    invertMatrix(m);
+    m[3] = 0; m[7] = 0; m[11] = 0;
+    this.origin = origin;
+    this.directions = new Array(4);
+    this.directions[0] = normalise([-0.7,  0.7, 1]);
+    this.directions[1] = normalise([ 0.7,  0.7, 1]);
+    this.directions[2] = normalise([ 0.7, -0.7, 1]);
+    this.directions[3] = normalise([-0.7, -0.7, 1]);
+    this.directions[0] = transformMatrix(m, this.directions[0]);
+    this.directions[1] = transformMatrix(m, this.directions[1]);
+    this.directions[2] = transformMatrix(m, this.directions[2]);
+    this.directions[3] = transformMatrix(m, this.directions[3]);
+}
+
+Camera.prototype.generateRayPair = function(y) {
+    rays = new Array(new Object(), new Object());
+    rays[0].origin = this.origin;
+    rays[1].origin = this.origin;
+    rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
+    rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
+    return rays;
+}
+
+function renderRows(camera, scene, pixels, width, height, starty, stopy) {
+    for (var y = starty; y < stopy; y++) {
+        var rays = camera.generateRayPair(y / height);
+        for (var x = 0; x < width; x++) {
+            var xp = x / width;
+            var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
+            var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
+            var l = scene.intersect(origin, dir);
+            pixels[y][x] = l;
+        }
+    }
+}
+
+Camera.prototype.render = function(scene, pixels, width, height) {
+    var cam = this;
+    var row = 0;
+    renderRows(cam, scene, pixels, width, height, 0, height);
+}
+
+
+
+function raytraceScene(size)
+{
+    var startDate = new Date().getTime();
+    var numTriangles = 2 * 6;
+    var triangles = new Array();//numTriangles);
+    var tfl = createVector(-10,  10, -10);
+    var tfr = createVector( 10,  10, -10);
+    var tbl = createVector(-10,  10,  10);
+    var tbr = createVector( 10,  10,  10);
+    var bfl = createVector(-10, -10, -10);
+    var bfr = createVector( 10, -10, -10);
+    var bbl = createVector(-10, -10,  10);
+    var bbr = createVector( 10, -10,  10);
+    
+    // cube!!!
+    // front
+    var i = 0;
+    
+    triangles[i++] = new Triangle(tfl, tfr, bfr);
+    triangles[i++] = new Triangle(tfl, bfr, bfl);
+    // back
+    triangles[i++] = new Triangle(tbl, tbr, bbr);
+    triangles[i++] = new Triangle(tbl, bbr, bbl);
+    //        triangles[i-1].material = [0.7,0.2,0.2];
+    //            triangles[i-1].material.reflection = 0.8;
+    // left
+    triangles[i++] = new Triangle(tbl, tfl, bbl);
+    //            triangles[i-1].reflection = 0.6;
+    triangles[i++] = new Triangle(tfl, bfl, bbl);
+    //            triangles[i-1].reflection = 0.6;
+    // right
+    triangles[i++] = new Triangle(tbr, tfr, bbr);
+    triangles[i++] = new Triangle(tfr, bfr, bbr);
+    // top
+    triangles[i++] = new Triangle(tbl, tbr, tfr);
+    triangles[i++] = new Triangle(tbl, tfr, tfl);
+    // bottom
+    triangles[i++] = new Triangle(bbl, bbr, bfr);
+    triangles[i++] = new Triangle(bbl, bfr, bfl);
+    
+    //Floor!!!!
+    var green = createVector(0.0, 0.4, 0.0);
+    var grey = createVector(0.4, 0.4, 0.4);
+    grey.reflection = 1.0;
+    var floorShader = function(tri, pos, view) {
+        var x = ((pos[0]/32) % 2 + 2) % 2;
+        var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
+        if (x < 1 != z < 1) {
+            //in the real world we use the fresnel term...
+            //    var angle = 1-dot(view, tri.normal);
+            //   angle *= angle;
+            //  angle *= angle;
+            // angle *= angle;
+            //grey.reflection = angle;
+            return grey;
+        } else 
+            return green;
+    }
+    var ffl = createVector(-1000, -30, -1000);
+    var ffr = createVector( 1000, -30, -1000);
+    var fbl = createVector(-1000, -30,  1000);
+    var fbr = createVector( 1000, -30,  1000);
+    triangles[i++] = new Triangle(fbl, fbr, ffr);
+    triangles[i-1].shader = floorShader;
+    triangles[i++] = new Triangle(fbl, ffr, ffl);
+    triangles[i-1].shader = floorShader;
+    
+    var _scene = new Scene(triangles);
+    _scene.lights[0] = createVector(20, 38, -22);
+    _scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
+    _scene.lights[1] = createVector(-23, 40, 17);
+    _scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
+    _scene.lights[2] = createVector(23, 20, 17);
+    _scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
+    _scene.ambient = createVector(0.1, 0.1, 0.1);
+    //  _scene.background = createVector(0.7, 0.7, 1.0);
+    
+    var 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();