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📄 3d-raytrace.js

📁 linux下开源浏览器WebKit的源码,市面上的很多商用浏览器都是移植自WebKit
💻 JS
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/* * 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 methodfunction 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 isfunction 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());

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