summaryrefslogtreecommitdiffstats
path: root/build/pgo/js-input/sunspider/3d-raytrace.html
diff options
context:
space:
mode:
authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 19:33:14 +0000
commit36d22d82aa202bb199967e9512281e9a53db42c9 (patch)
tree105e8c98ddea1c1e4784a60a5a6410fa416be2de /build/pgo/js-input/sunspider/3d-raytrace.html
parentInitial commit. (diff)
downloadfirefox-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.html490
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>