Path tracing is a realistic lighting algorithm that simulates light bouncing around a scene. This path tracer uses WebGL for realtime performance and supports diffuse, mirrored, and glossy surfaces. The path tracer is continually rendering, so the scene will start off grainy and become smoother over time. Here's how to interact with it:
74 |
75 |
84 |
85 |
Please enable JavaScript.
86 |
87 |
88 | Select Light
89 | Add Sphere
90 | Add Cube
91 |
92 |
93 |
94 | Material:
95 |
96 | Diffuse
97 | Mirror
98 | Glossy
99 |
100 |
101 | with glossiness factor: 0 < < 1
102 |
103 |
104 |
105 | Environment:
106 |
107 | Cornell Box - Yellow and Blue
108 | Cornell Box - Red and Green
109 |
110 |
111 |
112 |
113 | Load preset scene:
114 | Sphere Column
115 | Sphere Pyramid
116 | Sphere and Cube
117 | Cube and Spheres
118 | Table and Chair
119 | Stacks
120 |
121 |
122 |
123 | The entire scene is dynamically compiled into a GLSL shader. Everything can be repositioned using the current shader, but any geometry or material change means a recompilation. To calculate a pixel color, a ray is shot into the scene and allowed to bounce around five times. At each bounce, the direct light incoming at that point (including shadows) is multiplied by all previous material colors and accumulated. Soft shadows are achieved by randomly jittering the light position per-pixel. The path tracing solution will only completely converge if your browser supports the OES_texture_float extension.
124 |
125 |
126 |
--------------------------------------------------------------------------------
/sylvester.src.js:
--------------------------------------------------------------------------------
1 | // === Sylvester ===
2 | // Vector and Matrix mathematics modules for JavaScript
3 | // Copyright (c) 2007 James Coglan
4 | //
5 | // Permission is hereby granted, free of charge, to any person obtaining
6 | // a copy of this software and associated documentation files (the "Software"),
7 | // to deal in the Software without restriction, including without limitation
8 | // the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 | // and/or sell copies of the Software, and to permit persons to whom the
10 | // Software is furnished to do so, subject to the following conditions:
11 | //
12 | // The above copyright notice and this permission notice shall be included
13 | // in all copies or substantial portions of the Software.
14 | //
15 | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
16 | // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 | // THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 | // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
21 | // DEALINGS IN THE SOFTWARE.
22 |
23 | var Sylvester = {
24 | version: '0.1.3',
25 | precision: 1e-6
26 | };
27 |
28 | function Vector() {}
29 | Vector.prototype = {
30 |
31 | // Returns element i of the vector
32 | e: function(i) {
33 | return (i < 1 || i > this.elements.length) ? null : this.elements[i-1];
34 | },
35 |
36 | // Returns the number of elements the vector has
37 | dimensions: function() {
38 | return this.elements.length;
39 | },
40 |
41 | // Returns the modulus ('length') of the vector
42 | modulus: function() {
43 | return Math.sqrt(this.dot(this));
44 | },
45 |
46 | // Returns true iff the vector is equal to the argument
47 | eql: function(vector) {
48 | var n = this.elements.length;
49 | var V = vector.elements || vector;
50 | if (n != V.length) { return false; }
51 | do {
52 | if (Math.abs(this.elements[n-1] - V[n-1]) > Sylvester.precision) { return false; }
53 | } while (--n);
54 | return true;
55 | },
56 |
57 | // Returns a copy of the vector
58 | dup: function() {
59 | return Vector.create(this.elements);
60 | },
61 |
62 | // Maps the vector to another vector according to the given function
63 | map: function(fn) {
64 | var elements = [];
65 | this.each(function(x, i) {
66 | elements.push(fn(x, i));
67 | });
68 | return Vector.create(elements);
69 | },
70 |
71 | // Calls the iterator for each element of the vector in turn
72 | each: function(fn) {
73 | var n = this.elements.length, k = n, i;
74 | do { i = k - n;
75 | fn(this.elements[i], i+1);
76 | } while (--n);
77 | },
78 |
79 | // Returns a new vector created by normalizing the receiver
80 | toUnitVector: function() {
81 | var r = this.modulus();
82 | if (r === 0) { return this.dup(); }
83 | return this.map(function(x) { return x/r; });
84 | },
85 |
86 | // Returns the angle between the vector and the argument (also a vector)
87 | angleFrom: function(vector) {
88 | var V = vector.elements || vector;
89 | var n = this.elements.length, k = n, i;
90 | if (n != V.length) { return null; }
91 | var dot = 0, mod1 = 0, mod2 = 0;
92 | // Work things out in parallel to save time
93 | this.each(function(x, i) {
94 | dot += x * V[i-1];
95 | mod1 += x * x;
96 | mod2 += V[i-1] * V[i-1];
97 | });
98 | mod1 = Math.sqrt(mod1); mod2 = Math.sqrt(mod2);
99 | if (mod1*mod2 === 0) { return null; }
100 | var theta = dot / (mod1*mod2);
101 | if (theta < -1) { theta = -1; }
102 | if (theta > 1) { theta = 1; }
103 | return Math.acos(theta);
104 | },
105 |
106 | // Returns true iff the vector is parallel to the argument
107 | isParallelTo: function(vector) {
108 | var angle = this.angleFrom(vector);
109 | return (angle === null) ? null : (angle <= Sylvester.precision);
110 | },
111 |
112 | // Returns true iff the vector is antiparallel to the argument
113 | isAntiparallelTo: function(vector) {
114 | var angle = this.angleFrom(vector);
115 | return (angle === null) ? null : (Math.abs(angle - Math.PI) <= Sylvester.precision);
116 | },
117 |
118 | // Returns true iff the vector is perpendicular to the argument
119 | isPerpendicularTo: function(vector) {
120 | var dot = this.dot(vector);
121 | return (dot === null) ? null : (Math.abs(dot) <= Sylvester.precision);
122 | },
123 |
124 | // Returns the result of adding the argument to the vector
125 | add: function(vector) {
126 | var V = vector.elements || vector;
127 | if (this.elements.length != V.length) { return null; }
128 | return this.map(function(x, i) { return x + V[i-1]; });
129 | },
130 |
131 | // Returns the result of subtracting the argument from the vector
132 | subtract: function(vector) {
133 | var V = vector.elements || vector;
134 | if (this.elements.length != V.length) { return null; }
135 | return this.map(function(x, i) { return x - V[i-1]; });
136 | },
137 |
138 | // Returns the result of multiplying the elements of the vector by the argument
139 | multiply: function(k) {
140 | return this.map(function(x) { return x*k; });
141 | },
142 |
143 | x: function(k) { return this.multiply(k); },
144 |
145 | // Returns the scalar product of the vector with the argument
146 | // Both vectors must have equal dimensionality
147 | dot: function(vector) {
148 | var V = vector.elements || vector;
149 | var i, product = 0, n = this.elements.length;
150 | if (n != V.length) { return null; }
151 | do { product += this.elements[n-1] * V[n-1]; } while (--n);
152 | return product;
153 | },
154 |
155 | // Returns the vector product of the vector with the argument
156 | // Both vectors must have dimensionality 3
157 | cross: function(vector) {
158 | var B = vector.elements || vector;
159 | if (this.elements.length != 3 || B.length != 3) { return null; }
160 | var A = this.elements;
161 | return Vector.create([
162 | (A[1] * B[2]) - (A[2] * B[1]),
163 | (A[2] * B[0]) - (A[0] * B[2]),
164 | (A[0] * B[1]) - (A[1] * B[0])
165 | ]);
166 | },
167 |
168 | // Returns the (absolute) largest element of the vector
169 | max: function() {
170 | var m = 0, n = this.elements.length, k = n, i;
171 | do { i = k - n;
172 | if (Math.abs(this.elements[i]) > Math.abs(m)) { m = this.elements[i]; }
173 | } while (--n);
174 | return m;
175 | },
176 |
177 | // Returns the index of the first match found
178 | indexOf: function(x) {
179 | var index = null, n = this.elements.length, k = n, i;
180 | do { i = k - n;
181 | if (index === null && this.elements[i] == x) {
182 | index = i + 1;
183 | }
184 | } while (--n);
185 | return index;
186 | },
187 |
188 | // Returns a diagonal matrix with the vector's elements as its diagonal elements
189 | toDiagonalMatrix: function() {
190 | return Matrix.Diagonal(this.elements);
191 | },
192 |
193 | // Returns the result of rounding the elements of the vector
194 | round: function() {
195 | return this.map(function(x) { return Math.round(x); });
196 | },
197 |
198 | // Returns a copy of the vector with elements set to the given value if they
199 | // differ from it by less than Sylvester.precision
200 | snapTo: function(x) {
201 | return this.map(function(y) {
202 | return (Math.abs(y - x) <= Sylvester.precision) ? x : y;
203 | });
204 | },
205 |
206 | // Returns the vector's distance from the argument, when considered as a point in space
207 | distanceFrom: function(obj) {
208 | if (obj.anchor) { return obj.distanceFrom(this); }
209 | var V = obj.elements || obj;
210 | if (V.length != this.elements.length) { return null; }
211 | var sum = 0, part;
212 | this.each(function(x, i) {
213 | part = x - V[i-1];
214 | sum += part * part;
215 | });
216 | return Math.sqrt(sum);
217 | },
218 |
219 | // Returns true if the vector is point on the given line
220 | liesOn: function(line) {
221 | return line.contains(this);
222 | },
223 |
224 | // Return true iff the vector is a point in the given plane
225 | liesIn: function(plane) {
226 | return plane.contains(this);
227 | },
228 |
229 | // Rotates the vector about the given object. The object should be a
230 | // point if the vector is 2D, and a line if it is 3D. Be careful with line directions!
231 | rotate: function(t, obj) {
232 | var V, R, x, y, z;
233 | switch (this.elements.length) {
234 | case 2:
235 | V = obj.elements || obj;
236 | if (V.length != 2) { return null; }
237 | R = Matrix.Rotation(t).elements;
238 | x = this.elements[0] - V[0];
239 | y = this.elements[1] - V[1];
240 | return Vector.create([
241 | V[0] + R[0][0] * x + R[0][1] * y,
242 | V[1] + R[1][0] * x + R[1][1] * y
243 | ]);
244 | break;
245 | case 3:
246 | if (!obj.direction) { return null; }
247 | var C = obj.pointClosestTo(this).elements;
248 | R = Matrix.Rotation(t, obj.direction).elements;
249 | x = this.elements[0] - C[0];
250 | y = this.elements[1] - C[1];
251 | z = this.elements[2] - C[2];
252 | return Vector.create([
253 | C[0] + R[0][0] * x + R[0][1] * y + R[0][2] * z,
254 | C[1] + R[1][0] * x + R[1][1] * y + R[1][2] * z,
255 | C[2] + R[2][0] * x + R[2][1] * y + R[2][2] * z
256 | ]);
257 | break;
258 | default:
259 | return null;
260 | }
261 | },
262 |
263 | // Returns the result of reflecting the point in the given point, line or plane
264 | reflectionIn: function(obj) {
265 | if (obj.anchor) {
266 | // obj is a plane or line
267 | var P = this.elements.slice();
268 | var C = obj.pointClosestTo(P).elements;
269 | return Vector.create([C[0] + (C[0] - P[0]), C[1] + (C[1] - P[1]), C[2] + (C[2] - (P[2] || 0))]);
270 | } else {
271 | // obj is a point
272 | var Q = obj.elements || obj;
273 | if (this.elements.length != Q.length) { return null; }
274 | return this.map(function(x, i) { return Q[i-1] + (Q[i-1] - x); });
275 | }
276 | },
277 |
278 | // Utility to make sure vectors are 3D. If they are 2D, a zero z-component is added
279 | to3D: function() {
280 | var V = this.dup();
281 | switch (V.elements.length) {
282 | case 3: break;
283 | case 2: V.elements.push(0); break;
284 | default: return null;
285 | }
286 | return V;
287 | },
288 |
289 | // Returns a string representation of the vector
290 | inspect: function() {
291 | return '[' + this.elements.join(', ') + ']';
292 | },
293 |
294 | // Set vector's elements from an array
295 | setElements: function(els) {
296 | this.elements = (els.elements || els).slice();
297 | return this;
298 | }
299 | };
300 |
301 | // Constructor function
302 | Vector.create = function(elements) {
303 | var V = new Vector();
304 | return V.setElements(elements);
305 | };
306 |
307 | // i, j, k unit vectors
308 | Vector.i = Vector.create([1,0,0]);
309 | Vector.j = Vector.create([0,1,0]);
310 | Vector.k = Vector.create([0,0,1]);
311 |
312 | // Random vector of size n
313 | Vector.Random = function(n) {
314 | var elements = [];
315 | do { elements.push(Math.random());
316 | } while (--n);
317 | return Vector.create(elements);
318 | };
319 |
320 | // Vector filled with zeros
321 | Vector.Zero = function(n) {
322 | var elements = [];
323 | do { elements.push(0);
324 | } while (--n);
325 | return Vector.create(elements);
326 | };
327 |
328 |
329 |
330 | function Matrix() {}
331 | Matrix.prototype = {
332 |
333 | // Returns element (i,j) of the matrix
334 | e: function(i,j) {
335 | if (i < 1 || i > this.elements.length || j < 1 || j > this.elements[0].length) { return null; }
336 | return this.elements[i-1][j-1];
337 | },
338 |
339 | // Returns row k of the matrix as a vector
340 | row: function(i) {
341 | if (i > this.elements.length) { return null; }
342 | return Vector.create(this.elements[i-1]);
343 | },
344 |
345 | // Returns column k of the matrix as a vector
346 | col: function(j) {
347 | if (j > this.elements[0].length) { return null; }
348 | var col = [], n = this.elements.length, k = n, i;
349 | do { i = k - n;
350 | col.push(this.elements[i][j-1]);
351 | } while (--n);
352 | return Vector.create(col);
353 | },
354 |
355 | // Returns the number of rows/columns the matrix has
356 | dimensions: function() {
357 | return {rows: this.elements.length, cols: this.elements[0].length};
358 | },
359 |
360 | // Returns the number of rows in the matrix
361 | rows: function() {
362 | return this.elements.length;
363 | },
364 |
365 | // Returns the number of columns in the matrix
366 | cols: function() {
367 | return this.elements[0].length;
368 | },
369 |
370 | // Returns true iff the matrix is equal to the argument. You can supply
371 | // a vector as the argument, in which case the receiver must be a
372 | // one-column matrix equal to the vector.
373 | eql: function(matrix) {
374 | var M = matrix.elements || matrix;
375 | if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
376 | if (this.elements.length != M.length ||
377 | this.elements[0].length != M[0].length) { return false; }
378 | var ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
379 | do { i = ki - ni;
380 | nj = kj;
381 | do { j = kj - nj;
382 | if (Math.abs(this.elements[i][j] - M[i][j]) > Sylvester.precision) { return false; }
383 | } while (--nj);
384 | } while (--ni);
385 | return true;
386 | },
387 |
388 | // Returns a copy of the matrix
389 | dup: function() {
390 | return Matrix.create(this.elements);
391 | },
392 |
393 | // Maps the matrix to another matrix (of the same dimensions) according to the given function
394 | map: function(fn) {
395 | var els = [], ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
396 | do { i = ki - ni;
397 | nj = kj;
398 | els[i] = [];
399 | do { j = kj - nj;
400 | els[i][j] = fn(this.elements[i][j], i + 1, j + 1);
401 | } while (--nj);
402 | } while (--ni);
403 | return Matrix.create(els);
404 | },
405 |
406 | // Returns true iff the argument has the same dimensions as the matrix
407 | isSameSizeAs: function(matrix) {
408 | var M = matrix.elements || matrix;
409 | if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
410 | return (this.elements.length == M.length &&
411 | this.elements[0].length == M[0].length);
412 | },
413 |
414 | // Returns the result of adding the argument to the matrix
415 | add: function(matrix) {
416 | var M = matrix.elements || matrix;
417 | if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
418 | if (!this.isSameSizeAs(M)) { return null; }
419 | return this.map(function(x, i, j) { return x + M[i-1][j-1]; });
420 | },
421 |
422 | // Returns the result of subtracting the argument from the matrix
423 | subtract: function(matrix) {
424 | var M = matrix.elements || matrix;
425 | if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
426 | if (!this.isSameSizeAs(M)) { return null; }
427 | return this.map(function(x, i, j) { return x - M[i-1][j-1]; });
428 | },
429 |
430 | // Returns true iff the matrix can multiply the argument from the left
431 | canMultiplyFromLeft: function(matrix) {
432 | var M = matrix.elements || matrix;
433 | if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
434 | // this.columns should equal matrix.rows
435 | return (this.elements[0].length == M.length);
436 | },
437 |
438 | // Returns the result of multiplying the matrix from the right by the argument.
439 | // If the argument is a scalar then just multiply all the elements. If the argument is
440 | // a vector, a vector is returned, which saves you having to remember calling
441 | // col(1) on the result.
442 | multiply: function(matrix) {
443 | if (!matrix.elements) {
444 | return this.map(function(x) { return x * matrix; });
445 | }
446 | var returnVector = matrix.modulus ? true : false;
447 | var M = matrix.elements || matrix;
448 | if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
449 | if (!this.canMultiplyFromLeft(M)) { return null; }
450 | var ni = this.elements.length, ki = ni, i, nj, kj = M[0].length, j;
451 | var cols = this.elements[0].length, elements = [], sum, nc, c;
452 | do { i = ki - ni;
453 | elements[i] = [];
454 | nj = kj;
455 | do { j = kj - nj;
456 | sum = 0;
457 | nc = cols;
458 | do { c = cols - nc;
459 | sum += this.elements[i][c] * M[c][j];
460 | } while (--nc);
461 | elements[i][j] = sum;
462 | } while (--nj);
463 | } while (--ni);
464 | var M = Matrix.create(elements);
465 | return returnVector ? M.col(1) : M;
466 | },
467 |
468 | x: function(matrix) { return this.multiply(matrix); },
469 |
470 | // Returns a submatrix taken from the matrix
471 | // Argument order is: start row, start col, nrows, ncols
472 | // Element selection wraps if the required index is outside the matrix's bounds, so you could
473 | // use this to perform row/column cycling or copy-augmenting.
474 | minor: function(a, b, c, d) {
475 | var elements = [], ni = c, i, nj, j;
476 | var rows = this.elements.length, cols = this.elements[0].length;
477 | do { i = c - ni;
478 | elements[i] = [];
479 | nj = d;
480 | do { j = d - nj;
481 | elements[i][j] = this.elements[(a+i-1)%rows][(b+j-1)%cols];
482 | } while (--nj);
483 | } while (--ni);
484 | return Matrix.create(elements);
485 | },
486 |
487 | // Returns the transpose of the matrix
488 | transpose: function() {
489 | var rows = this.elements.length, cols = this.elements[0].length;
490 | var elements = [], ni = cols, i, nj, j;
491 | do { i = cols - ni;
492 | elements[i] = [];
493 | nj = rows;
494 | do { j = rows - nj;
495 | elements[i][j] = this.elements[j][i];
496 | } while (--nj);
497 | } while (--ni);
498 | return Matrix.create(elements);
499 | },
500 |
501 | // Returns true iff the matrix is square
502 | isSquare: function() {
503 | return (this.elements.length == this.elements[0].length);
504 | },
505 |
506 | // Returns the (absolute) largest element of the matrix
507 | max: function() {
508 | var m = 0, ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
509 | do { i = ki - ni;
510 | nj = kj;
511 | do { j = kj - nj;
512 | if (Math.abs(this.elements[i][j]) > Math.abs(m)) { m = this.elements[i][j]; }
513 | } while (--nj);
514 | } while (--ni);
515 | return m;
516 | },
517 |
518 | // Returns the indeces of the first match found by reading row-by-row from left to right
519 | indexOf: function(x) {
520 | var index = null, ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
521 | do { i = ki - ni;
522 | nj = kj;
523 | do { j = kj - nj;
524 | if (this.elements[i][j] == x) { return {i: i+1, j: j+1}; }
525 | } while (--nj);
526 | } while (--ni);
527 | return null;
528 | },
529 |
530 | // If the matrix is square, returns the diagonal elements as a vector.
531 | // Otherwise, returns null.
532 | diagonal: function() {
533 | if (!this.isSquare) { return null; }
534 | var els = [], n = this.elements.length, k = n, i;
535 | do { i = k - n;
536 | els.push(this.elements[i][i]);
537 | } while (--n);
538 | return Vector.create(els);
539 | },
540 |
541 | // Make the matrix upper (right) triangular by Gaussian elimination.
542 | // This method only adds multiples of rows to other rows. No rows are
543 | // scaled up or switched, and the determinant is preserved.
544 | toRightTriangular: function() {
545 | var M = this.dup(), els;
546 | var n = this.elements.length, k = n, i, np, kp = this.elements[0].length, p;
547 | do { i = k - n;
548 | if (M.elements[i][i] == 0) {
549 | for (j = i + 1; j < k; j++) {
550 | if (M.elements[j][i] != 0) {
551 | els = []; np = kp;
552 | do { p = kp - np;
553 | els.push(M.elements[i][p] + M.elements[j][p]);
554 | } while (--np);
555 | M.elements[i] = els;
556 | break;
557 | }
558 | }
559 | }
560 | if (M.elements[i][i] != 0) {
561 | for (j = i + 1; j < k; j++) {
562 | var multiplier = M.elements[j][i] / M.elements[i][i];
563 | els = []; np = kp;
564 | do { p = kp - np;
565 | // Elements with column numbers up to an including the number
566 | // of the row that we're subtracting can safely be set straight to
567 | // zero, since that's the point of this routine and it avoids having
568 | // to loop over and correct rounding errors later
569 | els.push(p <= i ? 0 : M.elements[j][p] - M.elements[i][p] * multiplier);
570 | } while (--np);
571 | M.elements[j] = els;
572 | }
573 | }
574 | } while (--n);
575 | return M;
576 | },
577 |
578 | toUpperTriangular: function() { return this.toRightTriangular(); },
579 |
580 | // Returns the determinant for square matrices
581 | determinant: function() {
582 | if (!this.isSquare()) { return null; }
583 | var M = this.toRightTriangular();
584 | var det = M.elements[0][0], n = M.elements.length - 1, k = n, i;
585 | do { i = k - n + 1;
586 | det = det * M.elements[i][i];
587 | } while (--n);
588 | return det;
589 | },
590 |
591 | det: function() { return this.determinant(); },
592 |
593 | // Returns true iff the matrix is singular
594 | isSingular: function() {
595 | return (this.isSquare() && this.determinant() === 0);
596 | },
597 |
598 | // Returns the trace for square matrices
599 | trace: function() {
600 | if (!this.isSquare()) { return null; }
601 | var tr = this.elements[0][0], n = this.elements.length - 1, k = n, i;
602 | do { i = k - n + 1;
603 | tr += this.elements[i][i];
604 | } while (--n);
605 | return tr;
606 | },
607 |
608 | tr: function() { return this.trace(); },
609 |
610 | // Returns the rank of the matrix
611 | rank: function() {
612 | var M = this.toRightTriangular(), rank = 0;
613 | var ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
614 | do { i = ki - ni;
615 | nj = kj;
616 | do { j = kj - nj;
617 | if (Math.abs(M.elements[i][j]) > Sylvester.precision) { rank++; break; }
618 | } while (--nj);
619 | } while (--ni);
620 | return rank;
621 | },
622 |
623 | rk: function() { return this.rank(); },
624 |
625 | // Returns the result of attaching the given argument to the right-hand side of the matrix
626 | augment: function(matrix) {
627 | var M = matrix.elements || matrix;
628 | if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
629 | var T = this.dup(), cols = T.elements[0].length;
630 | var ni = T.elements.length, ki = ni, i, nj, kj = M[0].length, j;
631 | if (ni != M.length) { return null; }
632 | do { i = ki - ni;
633 | nj = kj;
634 | do { j = kj - nj;
635 | T.elements[i][cols + j] = M[i][j];
636 | } while (--nj);
637 | } while (--ni);
638 | return T;
639 | },
640 |
641 | // Returns the inverse (if one exists) using Gauss-Jordan
642 | inverse: function() {
643 | if (!this.isSquare() || this.isSingular()) { return null; }
644 | var ni = this.elements.length, ki = ni, i, j;
645 | var M = this.augment(Matrix.I(ni)).toRightTriangular();
646 | var np, kp = M.elements[0].length, p, els, divisor;
647 | var inverse_elements = [], new_element;
648 | // Matrix is non-singular so there will be no zeros on the diagonal
649 | // Cycle through rows from last to first
650 | do { i = ni - 1;
651 | // First, normalise diagonal elements to 1
652 | els = []; np = kp;
653 | inverse_elements[i] = [];
654 | divisor = M.elements[i][i];
655 | do { p = kp - np;
656 | new_element = M.elements[i][p] / divisor;
657 | els.push(new_element);
658 | // Shuffle of the current row of the right hand side into the results
659 | // array as it will not be modified by later runs through this loop
660 | if (p >= ki) { inverse_elements[i].push(new_element); }
661 | } while (--np);
662 | M.elements[i] = els;
663 | // Then, subtract this row from those above it to
664 | // give the identity matrix on the left hand side
665 | for (j = 0; j < i; j++) {
666 | els = []; np = kp;
667 | do { p = kp - np;
668 | els.push(M.elements[j][p] - M.elements[i][p] * M.elements[j][i]);
669 | } while (--np);
670 | M.elements[j] = els;
671 | }
672 | } while (--ni);
673 | return Matrix.create(inverse_elements);
674 | },
675 |
676 | inv: function() { return this.inverse(); },
677 |
678 | // Returns the result of rounding all the elements
679 | round: function() {
680 | return this.map(function(x) { return Math.round(x); });
681 | },
682 |
683 | // Returns a copy of the matrix with elements set to the given value if they
684 | // differ from it by less than Sylvester.precision
685 | snapTo: function(x) {
686 | return this.map(function(p) {
687 | return (Math.abs(p - x) <= Sylvester.precision) ? x : p;
688 | });
689 | },
690 |
691 | // Returns a string representation of the matrix
692 | inspect: function() {
693 | var matrix_rows = [];
694 | var n = this.elements.length, k = n, i;
695 | do { i = k - n;
696 | matrix_rows.push(Vector.create(this.elements[i]).inspect());
697 | } while (--n);
698 | return matrix_rows.join('\n');
699 | },
700 |
701 | // Set the matrix's elements from an array. If the argument passed
702 | // is a vector, the resulting matrix will be a single column.
703 | setElements: function(els) {
704 | var i, elements = els.elements || els;
705 | if (typeof(elements[0][0]) != 'undefined') {
706 | var ni = elements.length, ki = ni, nj, kj, j;
707 | this.elements = [];
708 | do { i = ki - ni;
709 | nj = elements[i].length; kj = nj;
710 | this.elements[i] = [];
711 | do { j = kj - nj;
712 | this.elements[i][j] = elements[i][j];
713 | } while (--nj);
714 | } while(--ni);
715 | return this;
716 | }
717 | var n = elements.length, k = n;
718 | this.elements = [];
719 | do { i = k - n;
720 | this.elements.push([elements[i]]);
721 | } while (--n);
722 | return this;
723 | }
724 | };
725 |
726 | // Constructor function
727 | Matrix.create = function(elements) {
728 | var M = new Matrix();
729 | return M.setElements(elements);
730 | };
731 |
732 | // Identity matrix of size n
733 | Matrix.I = function(n) {
734 | var els = [], k = n, i, nj, j;
735 | do { i = k - n;
736 | els[i] = []; nj = k;
737 | do { j = k - nj;
738 | els[i][j] = (i == j) ? 1 : 0;
739 | } while (--nj);
740 | } while (--n);
741 | return Matrix.create(els);
742 | };
743 |
744 | // Diagonal matrix - all off-diagonal elements are zero
745 | Matrix.Diagonal = function(elements) {
746 | var n = elements.length, k = n, i;
747 | var M = Matrix.I(n);
748 | do { i = k - n;
749 | M.elements[i][i] = elements[i];
750 | } while (--n);
751 | return M;
752 | };
753 |
754 | // Rotation matrix about some axis. If no axis is
755 | // supplied, assume we're after a 2D transform
756 | Matrix.Rotation = function(theta, a) {
757 | if (!a) {
758 | return Matrix.create([
759 | [Math.cos(theta), -Math.sin(theta)],
760 | [Math.sin(theta), Math.cos(theta)]
761 | ]);
762 | }
763 | var axis = a.dup();
764 | if (axis.elements.length != 3) { return null; }
765 | var mod = axis.modulus();
766 | var x = axis.elements[0]/mod, y = axis.elements[1]/mod, z = axis.elements[2]/mod;
767 | var s = Math.sin(theta), c = Math.cos(theta), t = 1 - c;
768 | // Formula derived here: http://www.gamedev.net/reference/articles/article1199.asp
769 | // That proof rotates the co-ordinate system so theta
770 | // becomes -theta and sin becomes -sin here.
771 | return Matrix.create([
772 | [ t*x*x + c, t*x*y - s*z, t*x*z + s*y ],
773 | [ t*x*y + s*z, t*y*y + c, t*y*z - s*x ],
774 | [ t*x*z - s*y, t*y*z + s*x, t*z*z + c ]
775 | ]);
776 | };
777 |
778 | // Special case rotations
779 | Matrix.RotationX = function(t) {
780 | var c = Math.cos(t), s = Math.sin(t);
781 | return Matrix.create([
782 | [ 1, 0, 0 ],
783 | [ 0, c, -s ],
784 | [ 0, s, c ]
785 | ]);
786 | };
787 | Matrix.RotationY = function(t) {
788 | var c = Math.cos(t), s = Math.sin(t);
789 | return Matrix.create([
790 | [ c, 0, s ],
791 | [ 0, 1, 0 ],
792 | [ -s, 0, c ]
793 | ]);
794 | };
795 | Matrix.RotationZ = function(t) {
796 | var c = Math.cos(t), s = Math.sin(t);
797 | return Matrix.create([
798 | [ c, -s, 0 ],
799 | [ s, c, 0 ],
800 | [ 0, 0, 1 ]
801 | ]);
802 | };
803 |
804 | // Random matrix of n rows, m columns
805 | Matrix.Random = function(n, m) {
806 | return Matrix.Zero(n, m).map(
807 | function() { return Math.random(); }
808 | );
809 | };
810 |
811 | // Matrix filled with zeros
812 | Matrix.Zero = function(n, m) {
813 | var els = [], ni = n, i, nj, j;
814 | do { i = n - ni;
815 | els[i] = [];
816 | nj = m;
817 | do { j = m - nj;
818 | els[i][j] = 0;
819 | } while (--nj);
820 | } while (--ni);
821 | return Matrix.create(els);
822 | };
823 |
824 |
825 |
826 | function Line() {}
827 | Line.prototype = {
828 |
829 | // Returns true if the argument occupies the same space as the line
830 | eql: function(line) {
831 | return (this.isParallelTo(line) && this.contains(line.anchor));
832 | },
833 |
834 | // Returns a copy of the line
835 | dup: function() {
836 | return Line.create(this.anchor, this.direction);
837 | },
838 |
839 | // Returns the result of translating the line by the given vector/array
840 | translate: function(vector) {
841 | var V = vector.elements || vector;
842 | return Line.create([
843 | this.anchor.elements[0] + V[0],
844 | this.anchor.elements[1] + V[1],
845 | this.anchor.elements[2] + (V[2] || 0)
846 | ], this.direction);
847 | },
848 |
849 | // Returns true if the line is parallel to the argument. Here, 'parallel to'
850 | // means that the argument's direction is either parallel or antiparallel to
851 | // the line's own direction. A line is parallel to a plane if the two do not
852 | // have a unique intersection.
853 | isParallelTo: function(obj) {
854 | if (obj.normal) { return obj.isParallelTo(this); }
855 | var theta = this.direction.angleFrom(obj.direction);
856 | return (Math.abs(theta) <= Sylvester.precision || Math.abs(theta - Math.PI) <= Sylvester.precision);
857 | },
858 |
859 | // Returns the line's perpendicular distance from the argument,
860 | // which can be a point, a line or a plane
861 | distanceFrom: function(obj) {
862 | if (obj.normal) { return obj.distanceFrom(this); }
863 | if (obj.direction) {
864 | // obj is a line
865 | if (this.isParallelTo(obj)) { return this.distanceFrom(obj.anchor); }
866 | var N = this.direction.cross(obj.direction).toUnitVector().elements;
867 | var A = this.anchor.elements, B = obj.anchor.elements;
868 | return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]);
869 | } else {
870 | // obj is a point
871 | var P = obj.elements || obj;
872 | var A = this.anchor.elements, D = this.direction.elements;
873 | var PA1 = P[0] - A[0], PA2 = P[1] - A[1], PA3 = (P[2] || 0) - A[2];
874 | var modPA = Math.sqrt(PA1*PA1 + PA2*PA2 + PA3*PA3);
875 | if (modPA === 0) return 0;
876 | // Assumes direction vector is normalized
877 | var cosTheta = (PA1 * D[0] + PA2 * D[1] + PA3 * D[2]) / modPA;
878 | var sin2 = 1 - cosTheta*cosTheta;
879 | return Math.abs(modPA * Math.sqrt(sin2 < 0 ? 0 : sin2));
880 | }
881 | },
882 |
883 | // Returns true iff the argument is a point on the line
884 | contains: function(point) {
885 | var dist = this.distanceFrom(point);
886 | return (dist !== null && dist <= Sylvester.precision);
887 | },
888 |
889 | // Returns true iff the line lies in the given plane
890 | liesIn: function(plane) {
891 | return plane.contains(this);
892 | },
893 |
894 | // Returns true iff the line has a unique point of intersection with the argument
895 | intersects: function(obj) {
896 | if (obj.normal) { return obj.intersects(this); }
897 | return (!this.isParallelTo(obj) && this.distanceFrom(obj) <= Sylvester.precision);
898 | },
899 |
900 | // Returns the unique intersection point with the argument, if one exists
901 | intersectionWith: function(obj) {
902 | if (obj.normal) { return obj.intersectionWith(this); }
903 | if (!this.intersects(obj)) { return null; }
904 | var P = this.anchor.elements, X = this.direction.elements,
905 | Q = obj.anchor.elements, Y = obj.direction.elements;
906 | var X1 = X[0], X2 = X[1], X3 = X[2], Y1 = Y[0], Y2 = Y[1], Y3 = Y[2];
907 | var PsubQ1 = P[0] - Q[0], PsubQ2 = P[1] - Q[1], PsubQ3 = P[2] - Q[2];
908 | var XdotQsubP = - X1*PsubQ1 - X2*PsubQ2 - X3*PsubQ3;
909 | var YdotPsubQ = Y1*PsubQ1 + Y2*PsubQ2 + Y3*PsubQ3;
910 | var XdotX = X1*X1 + X2*X2 + X3*X3;
911 | var YdotY = Y1*Y1 + Y2*Y2 + Y3*Y3;
912 | var XdotY = X1*Y1 + X2*Y2 + X3*Y3;
913 | var k = (XdotQsubP * YdotY / XdotX + XdotY * YdotPsubQ) / (YdotY - XdotY * XdotY);
914 | return Vector.create([P[0] + k*X1, P[1] + k*X2, P[2] + k*X3]);
915 | },
916 |
917 | // Returns the point on the line that is closest to the given point or line
918 | pointClosestTo: function(obj) {
919 | if (obj.direction) {
920 | // obj is a line
921 | if (this.intersects(obj)) { return this.intersectionWith(obj); }
922 | if (this.isParallelTo(obj)) { return null; }
923 | var D = this.direction.elements, E = obj.direction.elements;
924 | var D1 = D[0], D2 = D[1], D3 = D[2], E1 = E[0], E2 = E[1], E3 = E[2];
925 | // Create plane containing obj and the shared normal and intersect this with it
926 | // Thank you: http://www.cgafaq.info/wiki/Line-line_distance
927 | var x = (D3 * E1 - D1 * E3), y = (D1 * E2 - D2 * E1), z = (D2 * E3 - D3 * E2);
928 | var N = Vector.create([x * E3 - y * E2, y * E1 - z * E3, z * E2 - x * E1]);
929 | var P = Plane.create(obj.anchor, N);
930 | return P.intersectionWith(this);
931 | } else {
932 | // obj is a point
933 | var P = obj.elements || obj;
934 | if (this.contains(P)) { return Vector.create(P); }
935 | var A = this.anchor.elements, D = this.direction.elements;
936 | var D1 = D[0], D2 = D[1], D3 = D[2], A1 = A[0], A2 = A[1], A3 = A[2];
937 | var x = D1 * (P[1]-A2) - D2 * (P[0]-A1), y = D2 * ((P[2] || 0) - A3) - D3 * (P[1]-A2),
938 | z = D3 * (P[0]-A1) - D1 * ((P[2] || 0) - A3);
939 | var V = Vector.create([D2 * x - D3 * z, D3 * y - D1 * x, D1 * z - D2 * y]);
940 | var k = this.distanceFrom(P) / V.modulus();
941 | return Vector.create([
942 | P[0] + V.elements[0] * k,
943 | P[1] + V.elements[1] * k,
944 | (P[2] || 0) + V.elements[2] * k
945 | ]);
946 | }
947 | },
948 |
949 | // Returns a copy of the line rotated by t radians about the given line. Works by
950 | // finding the argument's closest point to this line's anchor point (call this C) and
951 | // rotating the anchor about C. Also rotates the line's direction about the argument's.
952 | // Be careful with this - the rotation axis' direction affects the outcome!
953 | rotate: function(t, line) {
954 | // If we're working in 2D
955 | if (typeof(line.direction) == 'undefined') { line = Line.create(line.to3D(), Vector.k); }
956 | var R = Matrix.Rotation(t, line.direction).elements;
957 | var C = line.pointClosestTo(this.anchor).elements;
958 | var A = this.anchor.elements, D = this.direction.elements;
959 | var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2];
960 | var x = A1 - C1, y = A2 - C2, z = A3 - C3;
961 | return Line.create([
962 | C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z,
963 | C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z,
964 | C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z
965 | ], [
966 | R[0][0] * D[0] + R[0][1] * D[1] + R[0][2] * D[2],
967 | R[1][0] * D[0] + R[1][1] * D[1] + R[1][2] * D[2],
968 | R[2][0] * D[0] + R[2][1] * D[1] + R[2][2] * D[2]
969 | ]);
970 | },
971 |
972 | // Returns the line's reflection in the given point or line
973 | reflectionIn: function(obj) {
974 | if (obj.normal) {
975 | // obj is a plane
976 | var A = this.anchor.elements, D = this.direction.elements;
977 | var A1 = A[0], A2 = A[1], A3 = A[2], D1 = D[0], D2 = D[1], D3 = D[2];
978 | var newA = this.anchor.reflectionIn(obj).elements;
979 | // Add the line's direction vector to its anchor, then mirror that in the plane
980 | var AD1 = A1 + D1, AD2 = A2 + D2, AD3 = A3 + D3;
981 | var Q = obj.pointClosestTo([AD1, AD2, AD3]).elements;
982 | var newD = [Q[0] + (Q[0] - AD1) - newA[0], Q[1] + (Q[1] - AD2) - newA[1], Q[2] + (Q[2] - AD3) - newA[2]];
983 | return Line.create(newA, newD);
984 | } else if (obj.direction) {
985 | // obj is a line - reflection obtained by rotating PI radians about obj
986 | return this.rotate(Math.PI, obj);
987 | } else {
988 | // obj is a point - just reflect the line's anchor in it
989 | var P = obj.elements || obj;
990 | return Line.create(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.direction);
991 | }
992 | },
993 |
994 | // Set the line's anchor point and direction.
995 | setVectors: function(anchor, direction) {
996 | // Need to do this so that line's properties are not
997 | // references to the arguments passed in
998 | anchor = Vector.create(anchor);
999 | direction = Vector.create(direction);
1000 | if (anchor.elements.length == 2) {anchor.elements.push(0); }
1001 | if (direction.elements.length == 2) { direction.elements.push(0); }
1002 | if (anchor.elements.length > 3 || direction.elements.length > 3) { return null; }
1003 | var mod = direction.modulus();
1004 | if (mod === 0) { return null; }
1005 | this.anchor = anchor;
1006 | this.direction = Vector.create([
1007 | direction.elements[0] / mod,
1008 | direction.elements[1] / mod,
1009 | direction.elements[2] / mod
1010 | ]);
1011 | return this;
1012 | }
1013 | };
1014 |
1015 |
1016 | // Constructor function
1017 | Line.create = function(anchor, direction) {
1018 | var L = new Line();
1019 | return L.setVectors(anchor, direction);
1020 | };
1021 |
1022 | // Axes
1023 | Line.X = Line.create(Vector.Zero(3), Vector.i);
1024 | Line.Y = Line.create(Vector.Zero(3), Vector.j);
1025 | Line.Z = Line.create(Vector.Zero(3), Vector.k);
1026 |
1027 |
1028 |
1029 | function Plane() {}
1030 | Plane.prototype = {
1031 |
1032 | // Returns true iff the plane occupies the same space as the argument
1033 | eql: function(plane) {
1034 | return (this.contains(plane.anchor) && this.isParallelTo(plane));
1035 | },
1036 |
1037 | // Returns a copy of the plane
1038 | dup: function() {
1039 | return Plane.create(this.anchor, this.normal);
1040 | },
1041 |
1042 | // Returns the result of translating the plane by the given vector
1043 | translate: function(vector) {
1044 | var V = vector.elements || vector;
1045 | return Plane.create([
1046 | this.anchor.elements[0] + V[0],
1047 | this.anchor.elements[1] + V[1],
1048 | this.anchor.elements[2] + (V[2] || 0)
1049 | ], this.normal);
1050 | },
1051 |
1052 | // Returns true iff the plane is parallel to the argument. Will return true
1053 | // if the planes are equal, or if you give a line and it lies in the plane.
1054 | isParallelTo: function(obj) {
1055 | var theta;
1056 | if (obj.normal) {
1057 | // obj is a plane
1058 | theta = this.normal.angleFrom(obj.normal);
1059 | return (Math.abs(theta) <= Sylvester.precision || Math.abs(Math.PI - theta) <= Sylvester.precision);
1060 | } else if (obj.direction) {
1061 | // obj is a line
1062 | return this.normal.isPerpendicularTo(obj.direction);
1063 | }
1064 | return null;
1065 | },
1066 |
1067 | // Returns true iff the receiver is perpendicular to the argument
1068 | isPerpendicularTo: function(plane) {
1069 | var theta = this.normal.angleFrom(plane.normal);
1070 | return (Math.abs(Math.PI/2 - theta) <= Sylvester.precision);
1071 | },
1072 |
1073 | // Returns the plane's distance from the given object (point, line or plane)
1074 | distanceFrom: function(obj) {
1075 | if (this.intersects(obj) || this.contains(obj)) { return 0; }
1076 | if (obj.anchor) {
1077 | // obj is a plane or line
1078 | var A = this.anchor.elements, B = obj.anchor.elements, N = this.normal.elements;
1079 | return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]);
1080 | } else {
1081 | // obj is a point
1082 | var P = obj.elements || obj;
1083 | var A = this.anchor.elements, N = this.normal.elements;
1084 | return Math.abs((A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]);
1085 | }
1086 | },
1087 |
1088 | // Returns true iff the plane contains the given point or line
1089 | contains: function(obj) {
1090 | if (obj.normal) { return null; }
1091 | if (obj.direction) {
1092 | return (this.contains(obj.anchor) && this.contains(obj.anchor.add(obj.direction)));
1093 | } else {
1094 | var P = obj.elements || obj;
1095 | var A = this.anchor.elements, N = this.normal.elements;
1096 | var diff = Math.abs(N[0]*(A[0] - P[0]) + N[1]*(A[1] - P[1]) + N[2]*(A[2] - (P[2] || 0)));
1097 | return (diff <= Sylvester.precision);
1098 | }
1099 | },
1100 |
1101 | // Returns true iff the plane has a unique point/line of intersection with the argument
1102 | intersects: function(obj) {
1103 | if (typeof(obj.direction) == 'undefined' && typeof(obj.normal) == 'undefined') { return null; }
1104 | return !this.isParallelTo(obj);
1105 | },
1106 |
1107 | // Returns the unique intersection with the argument, if one exists. The result
1108 | // will be a vector if a line is supplied, and a line if a plane is supplied.
1109 | intersectionWith: function(obj) {
1110 | if (!this.intersects(obj)) { return null; }
1111 | if (obj.direction) {
1112 | // obj is a line
1113 | var A = obj.anchor.elements, D = obj.direction.elements,
1114 | P = this.anchor.elements, N = this.normal.elements;
1115 | var multiplier = (N[0]*(P[0]-A[0]) + N[1]*(P[1]-A[1]) + N[2]*(P[2]-A[2])) / (N[0]*D[0] + N[1]*D[1] + N[2]*D[2]);
1116 | return Vector.create([A[0] + D[0]*multiplier, A[1] + D[1]*multiplier, A[2] + D[2]*multiplier]);
1117 | } else if (obj.normal) {
1118 | // obj is a plane
1119 | var direction = this.normal.cross(obj.normal).toUnitVector();
1120 | // To find an anchor point, we find one co-ordinate that has a value
1121 | // of zero somewhere on the intersection, and remember which one we picked
1122 | var N = this.normal.elements, A = this.anchor.elements,
1123 | O = obj.normal.elements, B = obj.anchor.elements;
1124 | var solver = Matrix.Zero(2,2), i = 0;
1125 | while (solver.isSingular()) {
1126 | i++;
1127 | solver = Matrix.create([
1128 | [ N[i%3], N[(i+1)%3] ],
1129 | [ O[i%3], O[(i+1)%3] ]
1130 | ]);
1131 | }
1132 | // Then we solve the simultaneous equations in the remaining dimensions
1133 | var inverse = solver.inverse().elements;
1134 | var x = N[0]*A[0] + N[1]*A[1] + N[2]*A[2];
1135 | var y = O[0]*B[0] + O[1]*B[1] + O[2]*B[2];
1136 | var intersection = [
1137 | inverse[0][0] * x + inverse[0][1] * y,
1138 | inverse[1][0] * x + inverse[1][1] * y
1139 | ];
1140 | var anchor = [];
1141 | for (var j = 1; j <= 3; j++) {
1142 | // This formula picks the right element from intersection by
1143 | // cycling depending on which element we set to zero above
1144 | anchor.push((i == j) ? 0 : intersection[(j + (5 - i)%3)%3]);
1145 | }
1146 | return Line.create(anchor, direction);
1147 | }
1148 | },
1149 |
1150 | // Returns the point in the plane closest to the given point
1151 | pointClosestTo: function(point) {
1152 | var P = point.elements || point;
1153 | var A = this.anchor.elements, N = this.normal.elements;
1154 | var dot = (A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2];
1155 | return Vector.create([P[0] + N[0] * dot, P[1] + N[1] * dot, (P[2] || 0) + N[2] * dot]);
1156 | },
1157 |
1158 | // Returns a copy of the plane, rotated by t radians about the given line
1159 | // See notes on Line#rotate.
1160 | rotate: function(t, line) {
1161 | var R = Matrix.Rotation(t, line.direction).elements;
1162 | var C = line.pointClosestTo(this.anchor).elements;
1163 | var A = this.anchor.elements, N = this.normal.elements;
1164 | var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2];
1165 | var x = A1 - C1, y = A2 - C2, z = A3 - C3;
1166 | return Plane.create([
1167 | C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z,
1168 | C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z,
1169 | C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z
1170 | ], [
1171 | R[0][0] * N[0] + R[0][1] * N[1] + R[0][2] * N[2],
1172 | R[1][0] * N[0] + R[1][1] * N[1] + R[1][2] * N[2],
1173 | R[2][0] * N[0] + R[2][1] * N[1] + R[2][2] * N[2]
1174 | ]);
1175 | },
1176 |
1177 | // Returns the reflection of the plane in the given point, line or plane.
1178 | reflectionIn: function(obj) {
1179 | if (obj.normal) {
1180 | // obj is a plane
1181 | var A = this.anchor.elements, N = this.normal.elements;
1182 | var A1 = A[0], A2 = A[1], A3 = A[2], N1 = N[0], N2 = N[1], N3 = N[2];
1183 | var newA = this.anchor.reflectionIn(obj).elements;
1184 | // Add the plane's normal to its anchor, then mirror that in the other plane
1185 | var AN1 = A1 + N1, AN2 = A2 + N2, AN3 = A3 + N3;
1186 | var Q = obj.pointClosestTo([AN1, AN2, AN3]).elements;
1187 | var newN = [Q[0] + (Q[0] - AN1) - newA[0], Q[1] + (Q[1] - AN2) - newA[1], Q[2] + (Q[2] - AN3) - newA[2]];
1188 | return Plane.create(newA, newN);
1189 | } else if (obj.direction) {
1190 | // obj is a line
1191 | return this.rotate(Math.PI, obj);
1192 | } else {
1193 | // obj is a point
1194 | var P = obj.elements || obj;
1195 | return Plane.create(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.normal);
1196 | }
1197 | },
1198 |
1199 | // Sets the anchor point and normal to the plane. If three arguments are specified,
1200 | // the normal is calculated by assuming the three points should lie in the same plane.
1201 | // If only two are sepcified, the second is taken to be the normal. Normal vector is
1202 | // normalised before storage.
1203 | setVectors: function(anchor, v1, v2) {
1204 | anchor = Vector.create(anchor);
1205 | anchor = anchor.to3D(); if (anchor === null) { return null; }
1206 | v1 = Vector.create(v1);
1207 | v1 = v1.to3D(); if (v1 === null) { return null; }
1208 | if (typeof(v2) == 'undefined') {
1209 | v2 = null;
1210 | } else {
1211 | v2 = Vector.create(v2);
1212 | v2 = v2.to3D(); if (v2 === null) { return null; }
1213 | }
1214 | var A1 = anchor.elements[0], A2 = anchor.elements[1], A3 = anchor.elements[2];
1215 | var v11 = v1.elements[0], v12 = v1.elements[1], v13 = v1.elements[2];
1216 | var normal, mod;
1217 | if (v2 !== null) {
1218 | var v21 = v2.elements[0], v22 = v2.elements[1], v23 = v2.elements[2];
1219 | normal = Vector.create([
1220 | (v12 - A2) * (v23 - A3) - (v13 - A3) * (v22 - A2),
1221 | (v13 - A3) * (v21 - A1) - (v11 - A1) * (v23 - A3),
1222 | (v11 - A1) * (v22 - A2) - (v12 - A2) * (v21 - A1)
1223 | ]);
1224 | mod = normal.modulus();
1225 | if (mod === 0) { return null; }
1226 | normal = Vector.create([normal.elements[0] / mod, normal.elements[1] / mod, normal.elements[2] / mod]);
1227 | } else {
1228 | mod = Math.sqrt(v11*v11 + v12*v12 + v13*v13);
1229 | if (mod === 0) { return null; }
1230 | normal = Vector.create([v1.elements[0] / mod, v1.elements[1] / mod, v1.elements[2] / mod]);
1231 | }
1232 | this.anchor = anchor;
1233 | this.normal = normal;
1234 | return this;
1235 | }
1236 | };
1237 |
1238 | // Constructor function
1239 | Plane.create = function(anchor, v1, v2) {
1240 | var P = new Plane();
1241 | return P.setVectors(anchor, v1, v2);
1242 | };
1243 |
1244 | // X-Y-Z planes
1245 | Plane.XY = Plane.create(Vector.Zero(3), Vector.k);
1246 | Plane.YZ = Plane.create(Vector.Zero(3), Vector.i);
1247 | Plane.ZX = Plane.create(Vector.Zero(3), Vector.j);
1248 | Plane.YX = Plane.XY; Plane.ZY = Plane.YZ; Plane.XZ = Plane.ZX;
1249 |
1250 | // Utility functions
1251 | var $V = Vector.create;
1252 | var $M = Matrix.create;
1253 | var $L = Line.create;
1254 | var $P = Plane.create;
1255 |
--------------------------------------------------------------------------------
/webgl-path-tracing.js:
--------------------------------------------------------------------------------
1 | /*
2 | WebGL Path Tracing (http://madebyevan.com/webgl-path-tracing/)
3 | License: MIT License (see below)
4 |
5 | Copyright (c) 2010 Evan Wallace
6 |
7 | Permission is hereby granted, free of charge, to any person
8 | obtaining a copy of this software and associated documentation
9 | files (the "Software"), to deal in the Software without
10 | restriction, including without limitation the rights to use,
11 | copy, modify, merge, publish, distribute, sublicense, and/or sell
12 | copies of the Software, and to permit persons to whom the
13 | Software is furnished to do so, subject to the following
14 | conditions:
15 |
16 | The above copyright notice and this permission notice shall be
17 | included in all copies or substantial portions of the Software.
18 |
19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
20 | EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
21 | OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
22 | NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
23 | HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
24 | WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
25 | FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
26 | OTHER DEALINGS IN THE SOFTWARE.
27 | */
28 |
29 | ////////////////////////////////////////////////////////////////////////////////
30 | // shader strings
31 | ////////////////////////////////////////////////////////////////////////////////
32 |
33 | // vertex shader for drawing a textured quad
34 | var renderVertexSource =
35 | ' attribute vec3 vertex;' +
36 | ' varying vec2 texCoord;' +
37 | ' void main() {' +
38 | ' texCoord = vertex.xy * 0.5 + 0.5;' +
39 | ' gl_Position = vec4(vertex, 1.0);' +
40 | ' }';
41 |
42 | // fragment shader for drawing a textured quad
43 | var renderFragmentSource =
44 | ' precision highp float;' +
45 | ' varying vec2 texCoord;' +
46 | ' uniform sampler2D texture;' +
47 | ' void main() {' +
48 | ' gl_FragColor = texture2D(texture, texCoord);' +
49 | ' }';
50 |
51 | // vertex shader for drawing a line
52 | var lineVertexSource =
53 | ' attribute vec3 vertex;' +
54 | ' uniform vec3 cubeMin;' +
55 | ' uniform vec3 cubeMax;' +
56 | ' uniform mat4 modelviewProjection;' +
57 | ' void main() {' +
58 | ' gl_Position = modelviewProjection * vec4(mix(cubeMin, cubeMax, vertex), 1.0);' +
59 | ' }';
60 |
61 | // fragment shader for drawing a line
62 | var lineFragmentSource =
63 | ' precision highp float;' +
64 | ' void main() {' +
65 | ' gl_FragColor = vec4(1.0);' +
66 | ' }';
67 |
68 | // constants for the shaders
69 | var bounces = '5';
70 | var epsilon = '0.0001';
71 | var infinity = '10000.0';
72 | var lightSize = 0.1;
73 | var lightVal = 0.5;
74 |
75 | // vertex shader, interpolate ray per-pixel
76 | var tracerVertexSource =
77 | ' attribute vec3 vertex;' +
78 | ' uniform vec3 eye, ray00, ray01, ray10, ray11;' +
79 | ' varying vec3 initialRay;' +
80 | ' void main() {' +
81 | ' vec2 percent = vertex.xy * 0.5 + 0.5;' +
82 | ' initialRay = mix(mix(ray00, ray01, percent.y), mix(ray10, ray11, percent.y), percent.x);' +
83 | ' gl_Position = vec4(vertex, 1.0);' +
84 | ' }';
85 |
86 | // start of fragment shader
87 | var tracerFragmentSourceHeader =
88 | ' precision highp float;' +
89 | ' uniform vec3 eye;' +
90 | ' varying vec3 initialRay;' +
91 | ' uniform float textureWeight;' +
92 | ' uniform float timeSinceStart;' +
93 | ' uniform sampler2D texture;' +
94 | ' uniform float glossiness;' +
95 | ' vec3 roomCubeMin = vec3(-1.0, -1.0, -1.0);' +
96 | ' vec3 roomCubeMax = vec3(1.0, 1.0, 1.0);';
97 |
98 | // compute the near and far intersections of the cube (stored in the x and y components) using the slab method
99 | // no intersection means vec.x > vec.y (really tNear > tFar)
100 | var intersectCubeSource =
101 | ' vec2 intersectCube(vec3 origin, vec3 ray, vec3 cubeMin, vec3 cubeMax) {' +
102 | ' vec3 tMin = (cubeMin - origin) / ray;' +
103 | ' vec3 tMax = (cubeMax - origin) / ray;' +
104 | ' vec3 t1 = min(tMin, tMax);' +
105 | ' vec3 t2 = max(tMin, tMax);' +
106 | ' float tNear = max(max(t1.x, t1.y), t1.z);' +
107 | ' float tFar = min(min(t2.x, t2.y), t2.z);' +
108 | ' return vec2(tNear, tFar);' +
109 | ' }';
110 |
111 | // given that hit is a point on the cube, what is the surface normal?
112 | // TODO: do this with fewer branches
113 | var normalForCubeSource =
114 | ' vec3 normalForCube(vec3 hit, vec3 cubeMin, vec3 cubeMax)' +
115 | ' {' +
116 | ' if(hit.x < cubeMin.x + ' + epsilon + ') return vec3(-1.0, 0.0, 0.0);' +
117 | ' else if(hit.x > cubeMax.x - ' + epsilon + ') return vec3(1.0, 0.0, 0.0);' +
118 | ' else if(hit.y < cubeMin.y + ' + epsilon + ') return vec3(0.0, -1.0, 0.0);' +
119 | ' else if(hit.y > cubeMax.y - ' + epsilon + ') return vec3(0.0, 1.0, 0.0);' +
120 | ' else if(hit.z < cubeMin.z + ' + epsilon + ') return vec3(0.0, 0.0, -1.0);' +
121 | ' else return vec3(0.0, 0.0, 1.0);' +
122 | ' }';
123 |
124 | // compute the near intersection of a sphere
125 | // no intersection returns a value of +infinity
126 | var intersectSphereSource =
127 | ' float intersectSphere(vec3 origin, vec3 ray, vec3 sphereCenter, float sphereRadius) {' +
128 | ' vec3 toSphere = origin - sphereCenter;' +
129 | ' float a = dot(ray, ray);' +
130 | ' float b = 2.0 * dot(toSphere, ray);' +
131 | ' float c = dot(toSphere, toSphere) - sphereRadius*sphereRadius;' +
132 | ' float discriminant = b*b - 4.0*a*c;' +
133 | ' if(discriminant > 0.0) {' +
134 | ' float t = (-b - sqrt(discriminant)) / (2.0 * a);' +
135 | ' if(t > 0.0) return t;' +
136 | ' }' +
137 | ' return ' + infinity + ';' +
138 | ' }';
139 |
140 | // given that hit is a point on the sphere, what is the surface normal?
141 | var normalForSphereSource =
142 | ' vec3 normalForSphere(vec3 hit, vec3 sphereCenter, float sphereRadius) {' +
143 | ' return (hit - sphereCenter) / sphereRadius;' +
144 | ' }';
145 |
146 | // use the fragment position for randomness
147 | var randomSource =
148 | ' float random(vec3 scale, float seed) {' +
149 | ' return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);' +
150 | ' }';
151 |
152 | // random cosine-weighted distributed vector
153 | // from http://www.rorydriscoll.com/2009/01/07/better-sampling/
154 | var cosineWeightedDirectionSource =
155 | ' vec3 cosineWeightedDirection(float seed, vec3 normal) {' +
156 | ' float u = random(vec3(12.9898, 78.233, 151.7182), seed);' +
157 | ' float v = random(vec3(63.7264, 10.873, 623.6736), seed);' +
158 | ' float r = sqrt(u);' +
159 | ' float angle = 6.283185307179586 * v;' +
160 | // compute basis from normal
161 | ' vec3 sdir, tdir;' +
162 | ' if (abs(normal.x)<.5) {' +
163 | ' sdir = cross(normal, vec3(1,0,0));' +
164 | ' } else {' +
165 | ' sdir = cross(normal, vec3(0,1,0));' +
166 | ' }' +
167 | ' tdir = cross(normal, sdir);' +
168 | ' return r*cos(angle)*sdir + r*sin(angle)*tdir + sqrt(1.-u)*normal;' +
169 | ' }';
170 |
171 | // random normalized vector
172 | var uniformlyRandomDirectionSource =
173 | ' vec3 uniformlyRandomDirection(float seed) {' +
174 | ' float u = random(vec3(12.9898, 78.233, 151.7182), seed);' +
175 | ' float v = random(vec3(63.7264, 10.873, 623.6736), seed);' +
176 | ' float z = 1.0 - 2.0 * u;' +
177 | ' float r = sqrt(1.0 - z * z);' +
178 | ' float angle = 6.283185307179586 * v;' +
179 | ' return vec3(r * cos(angle), r * sin(angle), z);' +
180 | ' }';
181 |
182 | // random vector in the unit sphere
183 | // note: this is probably not statistically uniform, saw raising to 1/3 power somewhere but that looks wrong?
184 | var uniformlyRandomVectorSource =
185 | ' vec3 uniformlyRandomVector(float seed) {' +
186 | ' return uniformlyRandomDirection(seed) * sqrt(random(vec3(36.7539, 50.3658, 306.2759), seed));' +
187 | ' }';
188 |
189 | // compute specular lighting contribution
190 | var specularReflection =
191 | ' vec3 reflectedLight = normalize(reflect(light - hit, normal));' +
192 | ' specularHighlight = max(0.0, dot(reflectedLight, normalize(hit - origin)));';
193 |
194 | // update ray using normal and bounce according to a diffuse reflection
195 | var newDiffuseRay =
196 | ' ray = cosineWeightedDirection(timeSinceStart + float(bounce), normal);';
197 |
198 | // update ray using normal according to a specular reflection
199 | var newReflectiveRay =
200 | ' ray = reflect(ray, normal);' +
201 | specularReflection +
202 | ' specularHighlight = 2.0 * pow(specularHighlight, 20.0);';
203 |
204 | // update ray using normal and bounce according to a glossy reflection
205 | var newGlossyRay =
206 | ' ray = normalize(reflect(ray, normal)) + uniformlyRandomVector(timeSinceStart + float(bounce)) * glossiness;' +
207 | specularReflection +
208 | ' specularHighlight = pow(specularHighlight, 3.0);';
209 |
210 | var yellowBlueCornellBox =
211 | ' if(hit.x < -0.9999) surfaceColor = vec3(0.1, 0.5, 1.0);' + // blue
212 | ' else if(hit.x > 0.9999) surfaceColor = vec3(1.0, 0.9, 0.1);'; // yellow
213 |
214 | var redGreenCornellBox =
215 | ' if(hit.x < -0.9999) surfaceColor = vec3(1.0, 0.3, 0.1);' + // red
216 | ' else if(hit.x > 0.9999) surfaceColor = vec3(0.3, 1.0, 0.1);'; // green
217 |
218 | function makeShadow(objects) {
219 | return '' +
220 | ' float shadow(vec3 origin, vec3 ray) {' +
221 | concat(objects, function(o){ return o.getShadowTestCode(); }) +
222 | ' return 1.0;' +
223 | ' }';
224 | }
225 |
226 | function makeCalculateColor(objects) {
227 | return '' +
228 | ' vec3 calculateColor(vec3 origin, vec3 ray, vec3 light) {' +
229 | ' vec3 colorMask = vec3(1.0);' +
230 | ' vec3 accumulatedColor = vec3(0.0);' +
231 |
232 | // main raytracing loop
233 | ' for(int bounce = 0; bounce < ' + bounces + '; bounce++) {' +
234 | // compute the intersection with everything
235 | ' vec2 tRoom = intersectCube(origin, ray, roomCubeMin, roomCubeMax);' +
236 | concat(objects, function(o){ return o.getIntersectCode(); }) +
237 |
238 | // find the closest intersection
239 | ' float t = ' + infinity + ';' +
240 | ' if(tRoom.x < tRoom.y) t = tRoom.y;' +
241 | concat(objects, function(o){ return o.getMinimumIntersectCode(); }) +
242 |
243 | // info about hit
244 | ' vec3 hit = origin + ray * t;' +
245 | ' vec3 surfaceColor = vec3(0.75);' +
246 | ' float specularHighlight = 0.0;' +
247 | ' vec3 normal;' +
248 |
249 | // calculate the normal (and change wall color)
250 | ' if(t == tRoom.y) {' +
251 | ' normal = -normalForCube(hit, roomCubeMin, roomCubeMax);' +
252 | [yellowBlueCornellBox, redGreenCornellBox][environment] +
253 | newDiffuseRay +
254 | ' } else if(t == ' + infinity + ') {' +
255 | ' break;' +
256 | ' } else {' +
257 | ' if(false) ;' + // hack to discard the first 'else' in 'else if'
258 | concat(objects, function(o){ return o.getNormalCalculationCode(); }) +
259 | [newDiffuseRay, newReflectiveRay, newGlossyRay][material] +
260 | ' }' +
261 |
262 | // compute diffuse lighting contribution
263 | ' vec3 toLight = light - hit;' +
264 | ' float diffuse = max(0.0, dot(normalize(toLight), normal));' +
265 |
266 | // trace a shadow ray to the light
267 | ' float shadowIntensity = shadow(hit + normal * ' + epsilon + ', toLight);' +
268 |
269 | // do light bounce
270 | ' colorMask *= surfaceColor;' +
271 | ' accumulatedColor += colorMask * (' + lightVal + ' * diffuse * shadowIntensity);' +
272 | ' accumulatedColor += colorMask * specularHighlight * shadowIntensity;' +
273 |
274 | // calculate next origin
275 | ' origin = hit;' +
276 | ' }' +
277 |
278 | ' return accumulatedColor;' +
279 | ' }';
280 | }
281 |
282 | function makeMain() {
283 | return '' +
284 | ' void main() {' +
285 | ' vec3 newLight = light + uniformlyRandomVector(timeSinceStart - 53.0) * ' + lightSize + ';' +
286 | ' vec3 texture = texture2D(texture, gl_FragCoord.xy / 512.0).rgb;' +
287 | ' gl_FragColor = vec4(mix(calculateColor(eye, initialRay, newLight), texture, textureWeight), 1.0);' +
288 | ' }';
289 | }
290 |
291 | function makeTracerFragmentSource(objects) {
292 | return tracerFragmentSourceHeader +
293 | concat(objects, function(o){ return o.getGlobalCode(); }) +
294 | intersectCubeSource +
295 | normalForCubeSource +
296 | intersectSphereSource +
297 | normalForSphereSource +
298 | randomSource +
299 | cosineWeightedDirectionSource +
300 | uniformlyRandomDirectionSource +
301 | uniformlyRandomVectorSource +
302 | makeShadow(objects) +
303 | makeCalculateColor(objects) +
304 | makeMain();
305 | }
306 |
307 | ////////////////////////////////////////////////////////////////////////////////
308 | // utility functions
309 | ////////////////////////////////////////////////////////////////////////////////
310 |
311 | function getEyeRay(matrix, x, y) {
312 | return matrix.multiply(Vector.create([x, y, 0, 1])).divideByW().ensure3().subtract(eye);
313 | }
314 |
315 | function setUniforms(program, uniforms) {
316 | for(var name in uniforms) {
317 | var value = uniforms[name];
318 | var location = gl.getUniformLocation(program, name);
319 | if(location == null) continue;
320 | if(value instanceof Vector) {
321 | gl.uniform3fv(location, new Float32Array([value.elements[0], value.elements[1], value.elements[2]]));
322 | } else if(value instanceof Matrix) {
323 | gl.uniformMatrix4fv(location, false, new Float32Array(value.flatten()));
324 | } else {
325 | gl.uniform1f(location, value);
326 | }
327 | }
328 | }
329 |
330 | function concat(objects, func) {
331 | var text = '';
332 | for(var i = 0; i < objects.length; i++) {
333 | text += func(objects[i]);
334 | }
335 | return text;
336 | }
337 |
338 | Vector.prototype.ensure3 = function() {
339 | return Vector.create([this.elements[0], this.elements[1], this.elements[2]]);
340 | };
341 |
342 | Vector.prototype.ensure4 = function(w) {
343 | return Vector.create([this.elements[0], this.elements[1], this.elements[2], w]);
344 | };
345 |
346 | Vector.prototype.divideByW = function() {
347 | var w = this.elements[this.elements.length - 1];
348 | var newElements = [];
349 | for(var i = 0; i < this.elements.length; i++) {
350 | newElements.push(this.elements[i] / w);
351 | }
352 | return Vector.create(newElements);
353 | };
354 |
355 | Vector.prototype.componentDivide = function(vector) {
356 | if(this.elements.length != vector.elements.length) {
357 | return null;
358 | }
359 | var newElements = [];
360 | for(var i = 0; i < this.elements.length; i++) {
361 | newElements.push(this.elements[i] / vector.elements[i]);
362 | }
363 | return Vector.create(newElements);
364 | };
365 |
366 | Vector.min = function(a, b) {
367 | if(a.length != b.length) {
368 | return null;
369 | }
370 | var newElements = [];
371 | for(var i = 0; i < a.elements.length; i++) {
372 | newElements.push(Math.min(a.elements[i], b.elements[i]));
373 | }
374 | return Vector.create(newElements);
375 | };
376 |
377 | Vector.max = function(a, b) {
378 | if(a.length != b.length) {
379 | return null;
380 | }
381 | var newElements = [];
382 | for(var i = 0; i < a.elements.length; i++) {
383 | newElements.push(Math.max(a.elements[i], b.elements[i]));
384 | }
385 | return Vector.create(newElements);
386 | };
387 |
388 | Vector.prototype.minComponent = function() {
389 | var value = Number.MAX_VALUE;
390 | for(var i = 0; i < this.elements.length; i++) {
391 | value = Math.min(value, this.elements[i]);
392 | }
393 | return value;
394 | };
395 |
396 | Vector.prototype.maxComponent = function() {
397 | var value = -Number.MAX_VALUE;
398 | for(var i = 0; i < this.elements.length; i++) {
399 | value = Math.max(value, this.elements[i]);
400 | }
401 | return value;
402 | };
403 |
404 | function compileSource(source, type) {
405 | var shader = gl.createShader(type);
406 | gl.shaderSource(shader, source);
407 | gl.compileShader(shader);
408 | if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
409 | throw 'compile error: ' + gl.getShaderInfoLog(shader);
410 | }
411 | return shader;
412 | }
413 |
414 | function compileShader(vertexSource, fragmentSource) {
415 | var shaderProgram = gl.createProgram();
416 | gl.attachShader(shaderProgram, compileSource(vertexSource, gl.VERTEX_SHADER));
417 | gl.attachShader(shaderProgram, compileSource(fragmentSource, gl.FRAGMENT_SHADER));
418 | gl.linkProgram(shaderProgram);
419 | if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
420 | throw 'link error: ' + gl.getProgramInfoLog(shaderProgram);
421 | }
422 | return shaderProgram;
423 | }
424 |
425 | ////////////////////////////////////////////////////////////////////////////////
426 | // class Sphere
427 | ////////////////////////////////////////////////////////////////////////////////
428 |
429 | function Sphere(center, radius, id) {
430 | this.center = center;
431 | this.radius = radius;
432 | this.centerStr = 'sphereCenter' + id;
433 | this.radiusStr = 'sphereRadius' + id;
434 | this.intersectStr = 'tSphere' + id;
435 | this.temporaryTranslation = Vector.create([0, 0, 0]);
436 | }
437 |
438 | Sphere.prototype.getGlobalCode = function() {
439 | return '' +
440 | ' uniform vec3 ' + this.centerStr + ';' +
441 | ' uniform float ' + this.radiusStr + ';';
442 | };
443 |
444 | Sphere.prototype.getIntersectCode = function() {
445 | return '' +
446 | ' float ' + this.intersectStr + ' = intersectSphere(origin, ray, ' + this.centerStr + ', ' + this.radiusStr + ');';
447 | };
448 |
449 | Sphere.prototype.getShadowTestCode = function() {
450 | return '' +
451 | this.getIntersectCode() +
452 | ' if(' + this.intersectStr + ' < 1.0) return 0.0;';
453 | };
454 |
455 | Sphere.prototype.getMinimumIntersectCode = function() {
456 | return '' +
457 | ' if(' + this.intersectStr + ' < t) t = ' + this.intersectStr + ';';
458 | };
459 |
460 | Sphere.prototype.getNormalCalculationCode = function() {
461 | return '' +
462 | ' else if(t == ' + this.intersectStr + ') normal = normalForSphere(hit, ' + this.centerStr + ', ' + this.radiusStr + ');';
463 | };
464 |
465 | Sphere.prototype.setUniforms = function(renderer) {
466 | renderer.uniforms[this.centerStr] = this.center.add(this.temporaryTranslation);
467 | renderer.uniforms[this.radiusStr] = this.radius;
468 | };
469 |
470 | Sphere.prototype.temporaryTranslate = function(translation) {
471 | this.temporaryTranslation = translation;
472 | };
473 |
474 | Sphere.prototype.translate = function(translation) {
475 | this.center = this.center.add(translation);
476 | };
477 |
478 | Sphere.prototype.getMinCorner = function() {
479 | return this.center.add(this.temporaryTranslation).subtract(Vector.create([this.radius, this.radius, this.radius]));
480 | };
481 |
482 | Sphere.prototype.getMaxCorner = function() {
483 | return this.center.add(this.temporaryTranslation).add(Vector.create([this.radius, this.radius, this.radius]));
484 | };
485 |
486 | Sphere.prototype.intersect = function(origin, ray) {
487 | return Sphere.intersect(origin, ray, this.center.add(this.temporaryTranslation), this.radius);
488 | };
489 |
490 | Sphere.intersect = function(origin, ray, center, radius) {
491 | var toSphere = origin.subtract(center);
492 | var a = ray.dot(ray);
493 | var b = 2*toSphere.dot(ray);
494 | var c = toSphere.dot(toSphere) - radius*radius;
495 | var discriminant = b*b - 4*a*c;
496 | if(discriminant > 0) {
497 | var t = (-b - Math.sqrt(discriminant)) / (2*a);
498 | if(t > 0) {
499 | return t;
500 | }
501 | }
502 | return Number.MAX_VALUE;
503 | };
504 |
505 | ////////////////////////////////////////////////////////////////////////////////
506 | // class Cube
507 | ////////////////////////////////////////////////////////////////////////////////
508 |
509 | function Cube(minCorner, maxCorner, id) {
510 | this.minCorner = minCorner;
511 | this.maxCorner = maxCorner;
512 | this.minStr = 'cubeMin' + id;
513 | this.maxStr = 'cubeMax' + id;
514 | this.intersectStr = 'tCube' + id;
515 | this.temporaryTranslation = Vector.create([0, 0, 0]);
516 | }
517 |
518 | Cube.prototype.getGlobalCode = function() {
519 | return '' +
520 | ' uniform vec3 ' + this.minStr + ';' +
521 | ' uniform vec3 ' + this.maxStr + ';';
522 | };
523 |
524 | Cube.prototype.getIntersectCode = function() {
525 | return '' +
526 | ' vec2 ' + this.intersectStr + ' = intersectCube(origin, ray, ' + this.minStr + ', ' + this.maxStr + ');';
527 | };
528 |
529 | Cube.prototype.getShadowTestCode = function() {
530 | return '' +
531 | this.getIntersectCode() +
532 | ' if(' + this.intersectStr + '.x > 0.0 && ' + this.intersectStr + '.x < 1.0 && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y) return 0.0;';
533 | };
534 |
535 | Cube.prototype.getMinimumIntersectCode = function() {
536 | return '' +
537 | ' if(' + this.intersectStr + '.x > 0.0 && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y && ' + this.intersectStr + '.x < t) t = ' + this.intersectStr + '.x;';
538 | };
539 |
540 | Cube.prototype.getNormalCalculationCode = function() {
541 | return '' +
542 | // have to compare intersectStr.x < intersectStr.y otherwise two coplanar
543 | // cubes will look wrong (one cube will "steal" the hit from the other)
544 | ' else if(t == ' + this.intersectStr + '.x && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y) normal = normalForCube(hit, ' + this.minStr + ', ' + this.maxStr + ');';
545 | };
546 |
547 | Cube.prototype.setUniforms = function(renderer) {
548 | renderer.uniforms[this.minStr] = this.getMinCorner();
549 | renderer.uniforms[this.maxStr] = this.getMaxCorner();
550 | };
551 |
552 | Cube.prototype.temporaryTranslate = function(translation) {
553 | this.temporaryTranslation = translation;
554 | };
555 |
556 | Cube.prototype.translate = function(translation) {
557 | this.minCorner = this.minCorner.add(translation);
558 | this.maxCorner = this.maxCorner.add(translation);
559 | };
560 |
561 | Cube.prototype.getMinCorner = function() {
562 | return this.minCorner.add(this.temporaryTranslation);
563 | };
564 |
565 | Cube.prototype.getMaxCorner = function() {
566 | return this.maxCorner.add(this.temporaryTranslation);
567 | };
568 |
569 | Cube.prototype.intersect = function(origin, ray) {
570 | return Cube.intersect(origin, ray, this.getMinCorner(), this.getMaxCorner());
571 | };
572 |
573 | Cube.intersect = function(origin, ray, cubeMin, cubeMax) {
574 | var tMin = cubeMin.subtract(origin).componentDivide(ray);
575 | var tMax = cubeMax.subtract(origin).componentDivide(ray);
576 | var t1 = Vector.min(tMin, tMax);
577 | var t2 = Vector.max(tMin, tMax);
578 | var tNear = t1.maxComponent();
579 | var tFar = t2.minComponent();
580 | if(tNear > 0 && tNear < tFar) {
581 | return tNear;
582 | }
583 | return Number.MAX_VALUE;
584 | };
585 |
586 | ////////////////////////////////////////////////////////////////////////////////
587 | // class Light
588 | ////////////////////////////////////////////////////////////////////////////////
589 |
590 | function Light() {
591 | this.temporaryTranslation = Vector.create([0, 0, 0]);
592 | }
593 |
594 | Light.prototype.getGlobalCode = function() {
595 | return 'uniform vec3 light;';
596 | };
597 |
598 | Light.prototype.getIntersectCode = function() {
599 | return '';
600 | };
601 |
602 | Light.prototype.getShadowTestCode = function() {
603 | return '';
604 | };
605 |
606 | Light.prototype.getMinimumIntersectCode = function() {
607 | return '';
608 | };
609 |
610 | Light.prototype.getNormalCalculationCode = function() {
611 | return '';
612 | };
613 |
614 | Light.prototype.setUniforms = function(renderer) {
615 | renderer.uniforms.light = light.add(this.temporaryTranslation);
616 | };
617 |
618 | Light.clampPosition = function(position) {
619 | for(var i = 0; i < position.elements.length; i++) {
620 | position.elements[i] = Math.max(lightSize - 1, Math.min(1 - lightSize, position.elements[i]));
621 | }
622 | };
623 |
624 | Light.prototype.temporaryTranslate = function(translation) {
625 | var tempLight = light.add(translation);
626 | Light.clampPosition(tempLight);
627 | this.temporaryTranslation = tempLight.subtract(light);
628 | };
629 |
630 | Light.prototype.translate = function(translation) {
631 | light = light.add(translation);
632 | Light.clampPosition(light);
633 | };
634 |
635 | Light.prototype.getMinCorner = function() {
636 | return light.add(this.temporaryTranslation).subtract(Vector.create([lightSize, lightSize, lightSize]));
637 | };
638 |
639 | Light.prototype.getMaxCorner = function() {
640 | return light.add(this.temporaryTranslation).add(Vector.create([lightSize, lightSize, lightSize]));
641 | };
642 |
643 | Light.prototype.intersect = function(origin, ray) {
644 | return Number.MAX_VALUE;
645 | };
646 |
647 | ////////////////////////////////////////////////////////////////////////////////
648 | // class PathTracer
649 | ////////////////////////////////////////////////////////////////////////////////
650 |
651 | function PathTracer() {
652 | var vertices = [
653 | -1, -1,
654 | -1, +1,
655 | +1, -1,
656 | +1, +1
657 | ];
658 |
659 | // create vertex buffer
660 | this.vertexBuffer = gl.createBuffer();
661 | gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
662 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
663 |
664 | // create framebuffer
665 | this.framebuffer = gl.createFramebuffer();
666 |
667 | // create textures
668 | var type = gl.getExtension('OES_texture_float') ? gl.FLOAT : gl.UNSIGNED_BYTE;
669 | this.textures = [];
670 | for(var i = 0; i < 2; i++) {
671 | this.textures.push(gl.createTexture());
672 | gl.bindTexture(gl.TEXTURE_2D, this.textures[i]);
673 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
674 | gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
675 | gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 512, 512, 0, gl.RGB, type, null);
676 | }
677 | gl.bindTexture(gl.TEXTURE_2D, null);
678 |
679 | // create render shader
680 | this.renderProgram = compileShader(renderVertexSource, renderFragmentSource);
681 | this.renderVertexAttribute = gl.getAttribLocation(this.renderProgram, 'vertex');
682 | gl.enableVertexAttribArray(this.renderVertexAttribute);
683 |
684 | // objects and shader will be filled in when setObjects() is called
685 | this.objects = [];
686 | this.sampleCount = 0;
687 | this.tracerProgram = null;
688 | }
689 |
690 | PathTracer.prototype.setObjects = function(objects) {
691 | this.uniforms = {};
692 | this.sampleCount = 0;
693 | this.objects = objects;
694 |
695 | // create tracer shader
696 | if(this.tracerProgram != null) {
697 | gl.deleteProgram(this.shaderProgram);
698 | }
699 | this.tracerProgram = compileShader(tracerVertexSource, makeTracerFragmentSource(objects));
700 | this.tracerVertexAttribute = gl.getAttribLocation(this.tracerProgram, 'vertex');
701 | gl.enableVertexAttribArray(this.tracerVertexAttribute);
702 | };
703 |
704 | PathTracer.prototype.update = function(matrix, timeSinceStart) {
705 | // calculate uniforms
706 | for(var i = 0; i < this.objects.length; i++) {
707 | this.objects[i].setUniforms(this);
708 | }
709 | this.uniforms.eye = eye;
710 | this.uniforms.glossiness = glossiness;
711 | this.uniforms.ray00 = getEyeRay(matrix, -1, -1);
712 | this.uniforms.ray01 = getEyeRay(matrix, -1, +1);
713 | this.uniforms.ray10 = getEyeRay(matrix, +1, -1);
714 | this.uniforms.ray11 = getEyeRay(matrix, +1, +1);
715 | this.uniforms.timeSinceStart = timeSinceStart;
716 | this.uniforms.textureWeight = this.sampleCount / (this.sampleCount + 1);
717 |
718 | // set uniforms
719 | gl.useProgram(this.tracerProgram);
720 | setUniforms(this.tracerProgram, this.uniforms);
721 |
722 | // render to texture
723 | gl.useProgram(this.tracerProgram);
724 | gl.bindTexture(gl.TEXTURE_2D, this.textures[0]);
725 | gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
726 | gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
727 | gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.textures[1], 0);
728 | gl.vertexAttribPointer(this.tracerVertexAttribute, 2, gl.FLOAT, false, 0, 0);
729 | gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
730 | gl.bindFramebuffer(gl.FRAMEBUFFER, null);
731 |
732 | // ping pong textures
733 | this.textures.reverse();
734 | this.sampleCount++;
735 | };
736 |
737 | PathTracer.prototype.render = function() {
738 | gl.useProgram(this.renderProgram);
739 | gl.bindTexture(gl.TEXTURE_2D, this.textures[0]);
740 | gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
741 | gl.vertexAttribPointer(this.renderVertexAttribute, 2, gl.FLOAT, false, 0, 0);
742 | gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
743 | };
744 |
745 | ////////////////////////////////////////////////////////////////////////////////
746 | // class Renderer
747 | ////////////////////////////////////////////////////////////////////////////////
748 |
749 | function Renderer() {
750 | var vertices = [
751 | 0, 0, 0,
752 | 1, 0, 0,
753 | 0, 1, 0,
754 | 1, 1, 0,
755 | 0, 0, 1,
756 | 1, 0, 1,
757 | 0, 1, 1,
758 | 1, 1, 1
759 | ];
760 | var indices = [
761 | 0, 1, 1, 3, 3, 2, 2, 0,
762 | 4, 5, 5, 7, 7, 6, 6, 4,
763 | 0, 4, 1, 5, 2, 6, 3, 7
764 | ];
765 |
766 | // create vertex buffer
767 | this.vertexBuffer = gl.createBuffer();
768 | gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
769 | gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
770 |
771 | // create index buffer
772 | this.indexBuffer = gl.createBuffer();
773 | gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
774 | gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
775 |
776 | // create line shader
777 | this.lineProgram = compileShader(lineVertexSource, lineFragmentSource);
778 | this.vertexAttribute = gl.getAttribLocation(this.lineProgram, 'vertex');
779 | gl.enableVertexAttribArray(this.vertexAttribute);
780 |
781 | this.objects = [];
782 | this.selectedObject = null;
783 | this.pathTracer = new PathTracer();
784 | }
785 |
786 | Renderer.prototype.setObjects = function(objects) {
787 | this.objects = objects;
788 | this.selectedObject = null;
789 | this.pathTracer.setObjects(objects);
790 | };
791 |
792 | Renderer.prototype.update = function(modelviewProjection, timeSinceStart) {
793 | var jitter = Matrix.Translation(Vector.create([Math.random() * 2 - 1, Math.random() * 2 - 1, 0]).multiply(1 / 512));
794 | var inverse = jitter.multiply(modelviewProjection).inverse();
795 | this.modelviewProjection = modelviewProjection;
796 | this.pathTracer.update(inverse, timeSinceStart);
797 | };
798 |
799 | Renderer.prototype.render = function() {
800 | this.pathTracer.render();
801 |
802 | if(this.selectedObject != null) {
803 | gl.useProgram(this.lineProgram);
804 | gl.bindTexture(gl.TEXTURE_2D, null);
805 | gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
806 | gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
807 | gl.vertexAttribPointer(this.vertexAttribute, 3, gl.FLOAT, false, 0, 0);
808 | setUniforms(this.lineProgram, {
809 | cubeMin: this.selectedObject.getMinCorner(),
810 | cubeMax: this.selectedObject.getMaxCorner(),
811 | modelviewProjection: this.modelviewProjection
812 | });
813 | gl.drawElements(gl.LINES, 24, gl.UNSIGNED_SHORT, 0);
814 | }
815 | };
816 |
817 | ////////////////////////////////////////////////////////////////////////////////
818 | // class UI
819 | ////////////////////////////////////////////////////////////////////////////////
820 |
821 | function UI() {
822 | this.renderer = new Renderer();
823 | this.moving = false;
824 | }
825 |
826 | UI.prototype.setObjects = function(objects) {
827 | this.objects = objects;
828 | this.objects.splice(0, 0, new Light());
829 | this.renderer.setObjects(this.objects);
830 | };
831 |
832 | UI.prototype.update = function(timeSinceStart) {
833 | this.modelview = makeLookAt(eye.elements[0], eye.elements[1], eye.elements[2], 0, 0, 0, 0, 1, 0);
834 | this.projection = makePerspective(55, 1, 0.1, 100);
835 | this.modelviewProjection = this.projection.multiply(this.modelview);
836 | this.renderer.update(this.modelviewProjection, timeSinceStart);
837 | };
838 |
839 | UI.prototype.mouseDown = function(x, y) {
840 | var t;
841 | var origin = eye;
842 | var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2);
843 |
844 | // test the selection box first
845 | if(this.renderer.selectedObject != null) {
846 | var minBounds = this.renderer.selectedObject.getMinCorner();
847 | var maxBounds = this.renderer.selectedObject.getMaxCorner();
848 | t = Cube.intersect(origin, ray, minBounds, maxBounds);
849 |
850 | if(t < Number.MAX_VALUE) {
851 | var hit = origin.add(ray.multiply(t));
852 |
853 | if(Math.abs(hit.elements[0] - minBounds.elements[0]) < 0.001) this.movementNormal = Vector.create([-1, 0, 0]);
854 | else if(Math.abs(hit.elements[0] - maxBounds.elements[0]) < 0.001) this.movementNormal = Vector.create([+1, 0, 0]);
855 | else if(Math.abs(hit.elements[1] - minBounds.elements[1]) < 0.001) this.movementNormal = Vector.create([0, -1, 0]);
856 | else if(Math.abs(hit.elements[1] - maxBounds.elements[1]) < 0.001) this.movementNormal = Vector.create([0, +1, 0]);
857 | else if(Math.abs(hit.elements[2] - minBounds.elements[2]) < 0.001) this.movementNormal = Vector.create([0, 0, -1]);
858 | else this.movementNormal = Vector.create([0, 0, +1]);
859 |
860 | this.movementDistance = this.movementNormal.dot(hit);
861 | this.originalHit = hit;
862 | this.moving = true;
863 |
864 | return true;
865 | }
866 | }
867 |
868 | t = Number.MAX_VALUE;
869 | this.renderer.selectedObject = null;
870 |
871 | for(var i = 0; i < this.objects.length; i++) {
872 | var objectT = this.objects[i].intersect(origin, ray);
873 | if(objectT < t) {
874 | t = objectT;
875 | this.renderer.selectedObject = this.objects[i];
876 | }
877 | }
878 |
879 | return (t < Number.MAX_VALUE);
880 | };
881 |
882 | UI.prototype.mouseMove = function(x, y) {
883 | if(this.moving) {
884 | var origin = eye;
885 | var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2);
886 |
887 | var t = (this.movementDistance - this.movementNormal.dot(origin)) / this.movementNormal.dot(ray);
888 | var hit = origin.add(ray.multiply(t));
889 | this.renderer.selectedObject.temporaryTranslate(hit.subtract(this.originalHit));
890 |
891 | // clear the sample buffer
892 | this.renderer.pathTracer.sampleCount = 0;
893 | }
894 | };
895 |
896 | UI.prototype.mouseUp = function(x, y) {
897 | if(this.moving) {
898 | var origin = eye;
899 | var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2);
900 |
901 | var t = (this.movementDistance - this.movementNormal.dot(origin)) / this.movementNormal.dot(ray);
902 | var hit = origin.add(ray.multiply(t));
903 | this.renderer.selectedObject.temporaryTranslate(Vector.create([0, 0, 0]));
904 | this.renderer.selectedObject.translate(hit.subtract(this.originalHit));
905 | this.moving = false;
906 | }
907 | };
908 |
909 | UI.prototype.render = function() {
910 | this.renderer.render();
911 | };
912 |
913 | UI.prototype.selectLight = function() {
914 | this.renderer.selectedObject = this.objects[0];
915 | };
916 |
917 | UI.prototype.addSphere = function() {
918 | this.objects.push(new Sphere(Vector.create([0, 0, 0]), 0.25, nextObjectId++));
919 | this.renderer.setObjects(this.objects);
920 | };
921 |
922 | UI.prototype.addCube = function() {
923 | this.objects.push(new Cube(Vector.create([-0.25, -0.25, -0.25]), Vector.create([0.25, 0.25, 0.25]), nextObjectId++));
924 | this.renderer.setObjects(this.objects);
925 | };
926 |
927 | UI.prototype.deleteSelection = function() {
928 | for(var i = 0; i < this.objects.length; i++) {
929 | if(this.renderer.selectedObject == this.objects[i]) {
930 | this.objects.splice(i, 1);
931 | this.renderer.selectedObject = null;
932 | this.renderer.setObjects(this.objects);
933 | break;
934 | }
935 | }
936 | };
937 |
938 | UI.prototype.updateMaterial = function() {
939 | var newMaterial = parseInt(document.getElementById('material').value, 10);
940 | if(material != newMaterial) {
941 | material = newMaterial;
942 | this.renderer.setObjects(this.objects);
943 | }
944 | };
945 |
946 | UI.prototype.updateEnvironment = function() {
947 | var newEnvironment = parseInt(document.getElementById('environment').value, 10);
948 | if(environment != newEnvironment) {
949 | environment = newEnvironment;
950 | this.renderer.setObjects(this.objects);
951 | }
952 | };
953 |
954 | UI.prototype.updateGlossiness = function() {
955 | var newGlossiness = parseFloat(document.getElementById('glossiness').value);
956 | if(isNaN(newGlossiness)) newGlossiness = 0;
957 | newGlossiness = Math.max(0, Math.min(1, newGlossiness));
958 | if(material == MATERIAL_GLOSSY && glossiness != newGlossiness) {
959 | this.renderer.pathTracer.sampleCount = 0;
960 | }
961 | glossiness = newGlossiness;
962 | };
963 |
964 | ////////////////////////////////////////////////////////////////////////////////
965 | // main program
966 | ////////////////////////////////////////////////////////////////////////////////
967 |
968 | var gl;
969 | var ui;
970 | var error;
971 | var canvas;
972 | var inputFocusCount = 0;
973 |
974 | var angleX = 0;
975 | var angleY = 0;
976 | var zoomZ = 2.5;
977 | var eye = Vector.create([0, 0, 0]);
978 | var light = Vector.create([0.4, 0.5, -0.6]);
979 |
980 | var nextObjectId = 0;
981 |
982 | var MATERIAL_DIFFUSE = 0;
983 | var MATERIAL_MIRROR = 1;
984 | var MATERIAL_GLOSSY = 2;
985 | var material = MATERIAL_DIFFUSE;
986 | var glossiness = 0.6;
987 |
988 | var YELLOW_BLUE_CORNELL_BOX = 0;
989 | var RED_GREEN_CORNELL_BOX = 1;
990 | var environment = YELLOW_BLUE_CORNELL_BOX;
991 |
992 | function tick(timeSinceStart) {
993 | eye.elements[0] = zoomZ * Math.sin(angleY) * Math.cos(angleX);
994 | eye.elements[1] = zoomZ * Math.sin(angleX);
995 | eye.elements[2] = zoomZ * Math.cos(angleY) * Math.cos(angleX);
996 |
997 | document.getElementById('glossiness-factor').style.display = (material == MATERIAL_GLOSSY) ? 'inline' : 'none';
998 |
999 | ui.updateMaterial();
1000 | ui.updateGlossiness();
1001 | ui.updateEnvironment();
1002 | ui.update(timeSinceStart);
1003 | ui.render();
1004 | }
1005 |
1006 | function makeStacks() {
1007 | var objects = [];
1008 |
1009 | // lower level
1010 | objects.push(new Cube(Vector.create([-0.5, -0.75, -0.5]), Vector.create([0.5, -0.7, 0.5]), nextObjectId++));
1011 |
1012 | // further poles
1013 | objects.push(new Cube(Vector.create([-0.45, -1, -0.45]), Vector.create([-0.4, -0.45, -0.4]), nextObjectId++));
1014 | objects.push(new Cube(Vector.create([0.4, -1, -0.45]), Vector.create([0.45, -0.45, -0.4]), nextObjectId++));
1015 | objects.push(new Cube(Vector.create([-0.45, -1, 0.4]), Vector.create([-0.4, -0.45, 0.45]), nextObjectId++));
1016 | objects.push(new Cube(Vector.create([0.4, -1, 0.4]), Vector.create([0.45, -0.45, 0.45]), nextObjectId++));
1017 |
1018 | // upper level
1019 | objects.push(new Cube(Vector.create([-0.3, -0.5, -0.3]), Vector.create([0.3, -0.45, 0.3]), nextObjectId++));
1020 |
1021 | // closer poles
1022 | objects.push(new Cube(Vector.create([-0.25, -0.7, -0.25]), Vector.create([-0.2, -0.25, -0.2]), nextObjectId++));
1023 | objects.push(new Cube(Vector.create([0.2, -0.7, -0.25]), Vector.create([0.25, -0.25, -0.2]), nextObjectId++));
1024 | objects.push(new Cube(Vector.create([-0.25, -0.7, 0.2]), Vector.create([-0.2, -0.25, 0.25]), nextObjectId++));
1025 | objects.push(new Cube(Vector.create([0.2, -0.7, 0.2]), Vector.create([0.25, -0.25, 0.25]), nextObjectId++));
1026 |
1027 | // upper level
1028 | objects.push(new Cube(Vector.create([-0.25, -0.25, -0.25]), Vector.create([0.25, -0.2, 0.25]), nextObjectId++));
1029 |
1030 | return objects;
1031 | }
1032 |
1033 | function makeTableAndChair() {
1034 | var objects = [];
1035 |
1036 | // table top
1037 | objects.push(new Cube(Vector.create([-0.5, -0.35, -0.5]), Vector.create([0.3, -0.3, 0.5]), nextObjectId++));
1038 |
1039 | // table legs
1040 | objects.push(new Cube(Vector.create([-0.45, -1, -0.45]), Vector.create([-0.4, -0.35, -0.4]), nextObjectId++));
1041 | objects.push(new Cube(Vector.create([0.2, -1, -0.45]), Vector.create([0.25, -0.35, -0.4]), nextObjectId++));
1042 | objects.push(new Cube(Vector.create([-0.45, -1, 0.4]), Vector.create([-0.4, -0.35, 0.45]), nextObjectId++));
1043 | objects.push(new Cube(Vector.create([0.2, -1, 0.4]), Vector.create([0.25, -0.35, 0.45]), nextObjectId++));
1044 |
1045 | // chair seat
1046 | objects.push(new Cube(Vector.create([0.3, -0.6, -0.2]), Vector.create([0.7, -0.55, 0.2]), nextObjectId++));
1047 |
1048 | // chair legs
1049 | objects.push(new Cube(Vector.create([0.3, -1, -0.2]), Vector.create([0.35, -0.6, -0.15]), nextObjectId++));
1050 | objects.push(new Cube(Vector.create([0.3, -1, 0.15]), Vector.create([0.35, -0.6, 0.2]), nextObjectId++));
1051 | objects.push(new Cube(Vector.create([0.65, -1, -0.2]), Vector.create([0.7, 0.1, -0.15]), nextObjectId++));
1052 | objects.push(new Cube(Vector.create([0.65, -1, 0.15]), Vector.create([0.7, 0.1, 0.2]), nextObjectId++));
1053 |
1054 | // chair back
1055 | objects.push(new Cube(Vector.create([0.65, 0.05, -0.15]), Vector.create([0.7, 0.1, 0.15]), nextObjectId++));
1056 | objects.push(new Cube(Vector.create([0.65, -0.55, -0.09]), Vector.create([0.7, 0.1, -0.03]), nextObjectId++));
1057 | objects.push(new Cube(Vector.create([0.65, -0.55, 0.03]), Vector.create([0.7, 0.1, 0.09]), nextObjectId++));
1058 |
1059 | // sphere on table
1060 | objects.push(new Sphere(Vector.create([-0.1, -0.05, 0]), 0.25, nextObjectId++));
1061 |
1062 | return objects;
1063 | }
1064 |
1065 | function makeSphereAndCube() {
1066 | var objects = [];
1067 | objects.push(new Cube(Vector.create([-0.25, -1, -0.25]), Vector.create([0.25, -0.75, 0.25]), nextObjectId++));
1068 | objects.push(new Sphere(Vector.create([0, -0.75, 0]), 0.25, nextObjectId++));
1069 | return objects;
1070 | }
1071 |
1072 | function makeSphereColumn() {
1073 | var objects = [];
1074 | objects.push(new Sphere(Vector.create([0, 0.75, 0]), 0.25, nextObjectId++));
1075 | objects.push(new Sphere(Vector.create([0, 0.25, 0]), 0.25, nextObjectId++));
1076 | objects.push(new Sphere(Vector.create([0, -0.25, 0]), 0.25, nextObjectId++));
1077 | objects.push(new Sphere(Vector.create([0, -0.75, 0]), 0.25, nextObjectId++));
1078 | return objects;
1079 | }
1080 |
1081 | function makeCubeAndSpheres() {
1082 | var objects = [];
1083 | objects.push(new Cube(Vector.create([-0.25, -0.25, -0.25]), Vector.create([0.25, 0.25, 0.25]), nextObjectId++));
1084 | objects.push(new Sphere(Vector.create([-0.25, 0, 0]), 0.25, nextObjectId++));
1085 | objects.push(new Sphere(Vector.create([+0.25, 0, 0]), 0.25, nextObjectId++));
1086 | objects.push(new Sphere(Vector.create([0, -0.25, 0]), 0.25, nextObjectId++));
1087 | objects.push(new Sphere(Vector.create([0, +0.25, 0]), 0.25, nextObjectId++));
1088 | objects.push(new Sphere(Vector.create([0, 0, -0.25]), 0.25, nextObjectId++));
1089 | objects.push(new Sphere(Vector.create([0, 0, +0.25]), 0.25, nextObjectId++));
1090 | return objects;
1091 | }
1092 |
1093 | function makeSpherePyramid() {
1094 | var root3_over4 = 0.433012701892219;
1095 | var root3_over6 = 0.288675134594813;
1096 | var root6_over6 = 0.408248290463863;
1097 | var objects = [];
1098 |
1099 | // first level
1100 | objects.push(new Sphere(Vector.create([-0.5, -0.75, -root3_over6]), 0.25, nextObjectId++));
1101 | objects.push(new Sphere(Vector.create([0.0, -0.75, -root3_over6]), 0.25, nextObjectId++));
1102 | objects.push(new Sphere(Vector.create([0.5, -0.75, -root3_over6]), 0.25, nextObjectId++));
1103 | objects.push(new Sphere(Vector.create([-0.25, -0.75, root3_over4 - root3_over6]), 0.25, nextObjectId++));
1104 | objects.push(new Sphere(Vector.create([0.25, -0.75, root3_over4 - root3_over6]), 0.25, nextObjectId++));
1105 | objects.push(new Sphere(Vector.create([0.0, -0.75, 2.0 * root3_over4 - root3_over6]), 0.25, nextObjectId++));
1106 |
1107 | // second level
1108 | objects.push(new Sphere(Vector.create([0.0, -0.75 + root6_over6, root3_over6]), 0.25, nextObjectId++));
1109 | objects.push(new Sphere(Vector.create([-0.25, -0.75 + root6_over6, -0.5 * root3_over6]), 0.25, nextObjectId++));
1110 | objects.push(new Sphere(Vector.create([0.25, -0.75 + root6_over6, -0.5 * root3_over6]), 0.25, nextObjectId++));
1111 |
1112 | // third level
1113 | objects.push(new Sphere(Vector.create([0.0, -0.75 + 2.0 * root6_over6, 0.0]), 0.25, nextObjectId++));
1114 |
1115 | return objects;
1116 | }
1117 |
1118 | var XNEG = 0, XPOS = 1, YNEG = 2, YPOS = 3, ZNEG = 4, ZPOS = 5;
1119 |
1120 | function addRecursiveSpheresBranch(objects, center, radius, depth, dir) {
1121 | objects.push(new Sphere(center, radius, nextObjectId++));
1122 | if(depth--) {
1123 | if(dir != XNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([radius * 1.5, 0, 0])), radius / 2, depth, XPOS);
1124 | if(dir != XPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([radius * 1.5, 0, 0])), radius / 2, depth, XNEG);
1125 |
1126 | if(dir != YNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([0, radius * 1.5, 0])), radius / 2, depth, YPOS);
1127 | if(dir != YPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([0, radius * 1.5, 0])), radius / 2, depth, YNEG);
1128 |
1129 | if(dir != ZNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([0, 0, radius * 1.5])), radius / 2, depth, ZPOS);
1130 | if(dir != ZPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([0, 0, radius * 1.5])), radius / 2, depth, ZNEG);
1131 | }
1132 | }
1133 |
1134 | function makeRecursiveSpheres() {
1135 | var objects = [];
1136 | addRecursiveSpheresBranch(objects, Vector.create([0, 0, 0]), 0.3, 2, -1);
1137 | return objects;
1138 | }
1139 |
1140 | window.onload = function() {
1141 | gl = null;
1142 | error = document.getElementById('error');
1143 | canvas = document.getElementById('canvas');
1144 | try { gl = canvas.getContext('experimental-webgl'); } catch(e) {}
1145 |
1146 | if(gl) {
1147 | error.innerHTML = 'Loading...';
1148 |
1149 | // keep track of whether an