/* * 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) { returnnew Array(x,y,z);
}
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];
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) returnnull; 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) returnnull; var a3 = Pu * this.nu2 + Pv * this.nv2; if (a3 < 0) returnnull;
if ((a2 + a3) > 1) returnnull; 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; returntrue;
}
returnfalse;
}
// 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]);
}
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;
}
}
}
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 = ' + '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>';
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Die Informationen auf dieser Webseite wurden
nach bestem Wissen sorgfältig zusammengestellt. Es wird jedoch weder Vollständigkeit, noch Richtigkeit,
noch Qualität der bereit gestellten Informationen zugesichert.
Bemerkung:
Die farbliche Syntaxdarstellung und die Messung sind noch experimentell.