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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /build/pgo/js-input/sunspider/3d-raytrace.html | |
parent | Initial commit. (diff) | |
download | firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.tar.xz firefox-esr-36d22d82aa202bb199967e9512281e9a53db42c9.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esr
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'build/pgo/js-input/sunspider/3d-raytrace.html')
-rw-r--r-- | build/pgo/js-input/sunspider/3d-raytrace.html | 490 |
1 files changed, 490 insertions, 0 deletions
diff --git a/build/pgo/js-input/sunspider/3d-raytrace.html b/build/pgo/js-input/sunspider/3d-raytrace.html new file mode 100644 index 0000000000..2097d4238d --- /dev/null +++ b/build/pgo/js-input/sunspider/3d-raytrace.html @@ -0,0 +1,490 @@ +<!DOCTYPE html> +<head> +<!-- + 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. +--> + +<title>SunSpider 3d-raytrace</title> +</head> + +<body> +<h3>3d-raytrace</h3> +<div id="console"> +</div> + +<script> + +var _sunSpiderStartDate = new Date(); + +/* + * 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() +{ + 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 size = 30; + 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) +{ + var s = '<canvas id="renderCanvas" width="30px" height="30px"></canvas><scr' + 'ipt>\nvar pixels = ['; + var size = 30; + 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 = 30;\n\ + canvas.fillStyle = "red";\n\ + canvas.fillRect(0, 0, size, size);\n\ + canvas.scale(1, -1);\n\ + canvas.translate(0, -size);\n\ +\n\ + if (!canvas.setFillColor)\n\ + canvas.setFillColor = function(r, g, b, a) {\n\ + this.fillStyle = "rgb("+[Math.floor(r * 255), Math.floor(g * 255), Math.floor(b * 255)]+")";\n\ + }\n\ +\n\ +for (var y = 0; y < size; y++) {\n\ + for (var x = 0; x < size; x++) {\n\ + var l = pixels[y][x];\n\ + canvas.setFillColor(l[0], l[1], l[2], 1);\n\ + canvas.fillRect(x, y, 1, 1);\n\ + }\n\ +}</scr' + 'ipt>'; + + return s; +} + +testOutput = arrayToCanvasCommands(raytraceScene()); + + +var _sunSpiderInterval = new Date() - _sunSpiderStartDate; + +document.getElementById("console").innerHTML = _sunSpiderInterval; +</script> + + +</body> +</html> |