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+<!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-cube</title>
+
+</head>
+
+<body>
+<h3>3d-cube</h3>
+<div id="console">
+</div>
+
+<script>
+
+var _sunSpiderStartDate = new Date();
+
+// 3D Cube Rotation
+// http://www.speich.net/computer/moztesting/3d.htm
+// Created by Simon Speich
+
+var Q = new Array();
+var MTrans = new Array(); // transformation matrix
+var MQube = new Array(); // position information of qube
+var I = new Array(); // entity matrix
+var Origin = new Object();
+var Testing = new Object();
+var LoopTimer;
+
+var DisplArea = new Object();
+DisplArea.Width = 300;
+DisplArea.Height = 300;
+
+function DrawLine(From, To) {
+ var x1 = From.V[0];
+ var x2 = To.V[0];
+ var y1 = From.V[1];
+ var y2 = To.V[1];
+ var dx = Math.abs(x2 - x1);
+ var dy = Math.abs(y2 - y1);
+ var x = x1;
+ var y = y1;
+ var IncX1, IncY1;
+ var IncX2, IncY2;
+ var Den;
+ var Num;
+ var NumAdd;
+ var NumPix;
+
+ if (x2 >= x1) { IncX1 = 1; IncX2 = 1; }
+ else { IncX1 = -1; IncX2 = -1; }
+ if (y2 >= y1) { IncY1 = 1; IncY2 = 1; }
+ else { IncY1 = -1; IncY2 = -1; }
+ if (dx >= dy) {
+ IncX1 = 0;
+ IncY2 = 0;
+ Den = dx;
+ Num = dx / 2;
+ NumAdd = dy;
+ NumPix = dx;
+ }
+ else {
+ IncX2 = 0;
+ IncY1 = 0;
+ Den = dy;
+ Num = dy / 2;
+ NumAdd = dx;
+ NumPix = dy;
+ }
+
+ NumPix = Math.round(Q.LastPx + NumPix);
+
+ var i = Q.LastPx;
+ for (; i < NumPix; i++) {
+ Num += NumAdd;
+ if (Num >= Den) {
+ Num -= Den;
+ x += IncX1;
+ y += IncY1;
+ }
+ x += IncX2;
+ y += IncY2;
+ }
+ Q.LastPx = NumPix;
+}
+
+function CalcCross(V0, V1) {
+ var Cross = new Array();
+ Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
+ Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
+ Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
+ return Cross;
+}
+
+function CalcNormal(V0, V1, V2) {
+ var A = new Array(); var B = new Array();
+ for (var i = 0; i < 3; i++) {
+ A[i] = V0[i] - V1[i];
+ B[i] = V2[i] - V1[i];
+ }
+ A = CalcCross(A, B);
+ var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
+ for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
+ A[3] = 1;
+ return A;
+}
+
+function CreateP(X,Y,Z) {
+ this.V = [X,Y,Z,1];
+}
+
+// multiplies two matrices
+function MMulti(M1, M2) {
+ var M = [[],[],[],[]];
+ var i = 0;
+ var j = 0;
+ for (; i < 4; i++) {
+ j = 0;
+ for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j];
+ }
+ return M;
+}
+
+//multiplies matrix with vector
+function VMulti(M, V) {
+ var Vect = new Array();
+ var i = 0;
+ for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3];
+ return Vect;
+}
+
+function VMulti2(M, V) {
+ var Vect = new Array();
+ var i = 0;
+ for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
+ return Vect;
+}
+
+// add to matrices
+function MAdd(M1, M2) {
+ var M = [[],[],[],[]];
+ var i = 0;
+ var j = 0;
+ for (; i < 4; i++) {
+ j = 0;
+ for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
+ }
+ return M;
+}
+
+function Translate(M, Dx, Dy, Dz) {
+ var T = [
+ [1,0,0,Dx],
+ [0,1,0,Dy],
+ [0,0,1,Dz],
+ [0,0,0,1]
+ ];
+ return MMulti(T, M);
+}
+
+function RotateX(M, Phi) {
+ var a = Phi;
+ a *= Math.PI / 180;
+ var Cos = Math.cos(a);
+ var Sin = Math.sin(a);
+ var R = [
+ [1,0,0,0],
+ [0,Cos,-Sin,0],
+ [0,Sin,Cos,0],
+ [0,0,0,1]
+ ];
+ return MMulti(R, M);
+}
+
+function RotateY(M, Phi) {
+ var a = Phi;
+ a *= Math.PI / 180;
+ var Cos = Math.cos(a);
+ var Sin = Math.sin(a);
+ var R = [
+ [Cos,0,Sin,0],
+ [0,1,0,0],
+ [-Sin,0,Cos,0],
+ [0,0,0,1]
+ ];
+ return MMulti(R, M);
+}
+
+function RotateZ(M, Phi) {
+ var a = Phi;
+ a *= Math.PI / 180;
+ var Cos = Math.cos(a);
+ var Sin = Math.sin(a);
+ var R = [
+ [Cos,-Sin,0,0],
+ [Sin,Cos,0,0],
+ [0,0,1,0],
+ [0,0,0,1]
+ ];
+ return MMulti(R, M);
+}
+
+function DrawQube() {
+ // calc current normals
+ var CurN = new Array();
+ var i = 5;
+ Q.LastPx = 0;
+ for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]);
+ if (CurN[0][2] < 0) {
+ if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; };
+ if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; };
+ if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; };
+ if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; };
+ }
+ if (CurN[1][2] < 0) {
+ if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; };
+ if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; };
+ if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
+ if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; };
+ }
+ if (CurN[2][2] < 0) {
+ if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
+ if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
+ if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
+ if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
+ }
+ if (CurN[3][2] < 0) {
+ if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
+ if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; };
+ if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; };
+ if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; };
+ }
+ if (CurN[4][2] < 0) {
+ if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; };
+ if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; };
+ if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; };
+ if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
+ }
+ if (CurN[5][2] < 0) {
+ if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; };
+ if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
+ if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; };
+ if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; };
+ }
+ Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
+ Q.LastPx = 0;
+}
+
+function Loop() {
+ if (Testing.LoopCount > Testing.LoopMax) return;
+ var TestingStr = String(Testing.LoopCount);
+ while (TestingStr.length < 3) TestingStr = "0" + TestingStr;
+ MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]);
+ MTrans = RotateX(MTrans, 1);
+ MTrans = RotateY(MTrans, 3);
+ MTrans = RotateZ(MTrans, 5);
+ MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]);
+ MQube = MMulti(MTrans, MQube);
+ var i = 8;
+ for (; i > -1; i--) {
+ Q[i].V = VMulti(MTrans, Q[i].V);
+ }
+ DrawQube();
+ Testing.LoopCount++;
+ Loop();
+}
+
+function Init(CubeSize) {
+ // init/reset vars
+ Origin.V = [150,150,20,1];
+ Testing.LoopCount = 0;
+ Testing.LoopMax = 50;
+ Testing.TimeMax = 0;
+ Testing.TimeAvg = 0;
+ Testing.TimeMin = 0;
+ Testing.TimeTemp = 0;
+ Testing.TimeTotal = 0;
+ Testing.Init = false;
+
+ // transformation matrix
+ MTrans = [
+ [1,0,0,0],
+ [0,1,0,0],
+ [0,0,1,0],
+ [0,0,0,1]
+ ];
+
+ // position information of qube
+ MQube = [
+ [1,0,0,0],
+ [0,1,0,0],
+ [0,0,1,0],
+ [0,0,0,1]
+ ];
+
+ // entity matrix
+ I = [
+ [1,0,0,0],
+ [0,1,0,0],
+ [0,0,1,0],
+ [0,0,0,1]
+ ];
+
+ // create qube
+ Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize);
+ Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize);
+ Q[2] = new CreateP( CubeSize, CubeSize, CubeSize);
+ Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize);
+ Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize);
+ Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize);
+ Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize);
+ Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize);
+
+ // center of gravity
+ Q[8] = new CreateP(0, 0, 0);
+
+ // anti-clockwise edge check
+ Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]];
+
+ // calculate squad normals
+ Q.Normal = new Array();
+ for (var i = 0; i < Q.Edge.length; i++) Q.Normal[i] = CalcNormal(Q[Q.Edge[i][0]].V, Q[Q.Edge[i][1]].V, Q[Q.Edge[i][2]].V);
+
+ // line drawn ?
+ Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
+
+ // create line pixels
+ Q.NumPx = 9 * 2 * CubeSize;
+ for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0);
+
+ MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]);
+ MQube = MMulti(MTrans, MQube);
+
+ var i = 0;
+ for (; i < 9; i++) {
+ Q[i].V = VMulti(MTrans, Q[i].V);
+ }
+ DrawQube();
+ Testing.Init = true;
+ Loop();
+}
+
+for ( var i = 20; i <= 160; i *= 2 ) {
+ Init(i);
+}
+
+Q = null;
+MTrans = null;
+MQube = null;
+I = null;
+Origin = null;
+Testing = null;
+LoopTime = null;
+DisplArea = null;
+
+
+var _sunSpiderInterval = new Date() - _sunSpiderStartDate;
+
+document.getElementById("console").innerHTML = _sunSpiderInterval;
+</script>
+
+
+</body>
+</html>