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diff --git a/build/pgo/js-input/sunspider/3d-cube.html b/build/pgo/js-input/sunspider/3d-cube.html new file mode 100644 index 0000000000..453167d44d --- /dev/null +++ b/build/pgo/js-input/sunspider/3d-cube.html @@ -0,0 +1,387 @@ +<!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> |