// augment Sylvester some
Matrix.Translation = function (v) {
if (v.elements.length == 2) {
var r = Matrix.I(3);
r.elements[2][0] = v.elements[0];
r.elements[2][1] = v.elements[1];
return r;
}
if (v.elements.length == 3) {
var r = Matrix.I(4);
r.elements[0][3] = v.elements[0];
r.elements[1][3] = v.elements[1];
r.elements[2][3] = v.elements[2];
return r;
}
throw "Invalid length for Translation";
}
Matrix.prototype.flatten = function () {
var result = [];
if (this.elements.length == 0)
return [];
for (var j = 0; j < this.elements[0].length; j++)
for (var i = 0; i < this.elements.length; i++)
result.push(this.elements[i][j]);
return result;
}
Matrix.prototype.ensure4x4 = function () {
if (this.elements.length == 4 &&
this.elements[0].length == 4)
return this;
if (this.elements.length > 4 ||
this.elements[0].length > 4)
return null;
for (var i = 0; i < this.elements.length; i++) {
for (var j = this.elements[i].length; j < 4; j++) {
if (i == j)
this.elements[i].push(1);
else
this.elements[i].push(0);
}
}
for (var i = this.elements.length; i < 4; i++) {
if (i == 0)
this.elements.push([1, 0, 0, 0]);
else if (i == 1)
this.elements.push([0, 1, 0, 0]);
else if (i == 2)
this.elements.push([0, 0, 1, 0]);
else if (i == 3)
this.elements.push([0, 0, 0, 1]);
}
return this;
};
Matrix.prototype.make3x3 = function () {
if (this.elements.length != 4 ||
this.elements[0].length != 4)
return null;
return Matrix.create([[this.elements[0][0], this.elements[0][1], this.elements[0][2]],
[this.elements[1][0], this.elements[1][1], this.elements[1][2]],
[this.elements[2][0], this.elements[2][1], this.elements[2][2]]]);
};
Vector.prototype.flatten = function () {
return this.elements;
};
function mht(m) {
var s = "";
if (m.length == 16) {
for (var i = 0; i < 4; i++) {
s += "[" + m[i * 4 + 0].toFixed(4) + "," + m[i * 4 + 1].toFixed(4) + "," + m[i * 4 + 2].toFixed(4) + "," + m[i * 4 + 3].toFixed(4) + "] ";
}
} else if (m.length == 9) {
for (var i = 0; i < 3; i++) {
s += "[" + m[i * 3 + 0].toFixed(4) + "," + m[i * 3 + 1].toFixed(4) + "," + m[i * 3 + 2].toFixed(4) + "] ";
}
} else {
return m.toString();
}
return s;
}
//
// gluLookAt
//
function makeLookAt(ex, ey, ez,
cx, cy, cz,
ux, uy, uz) {
var eye = $V([ex, ey, ez]);
var center = $V([cx, cy, cz]);
var up = $V([ux, uy, uz]);
var mag;
var z = eye.subtract(center).toUnitVector();
var x = up.cross(z).toUnitVector();
var y = z.cross(x).toUnitVector();
var m = $M([[x.e(1), x.e(2), x.e(3), 0],
[y.e(1), y.e(2), y.e(3), 0],
[z.e(1), z.e(2), z.e(3), 0],
[0, 0, 0, 1]]);
var t = $M([[1, 0, 0, -ex],
[0, 1, 0, -ey],
[0, 0, 1, -ez],
[0, 0, 0, 1]]);
return m.x(t);
}
//
// glOrtho
//
function makeOrtho(left, right,
bottom, top,
znear, zfar) {
var tx = -(right + left) / (right - left);
var ty = -(top + bottom) / (top - bottom);
var tz = -(zfar + znear) / (zfar - znear);
return $M([[2 / (right - left), 0, 0, tx],
[0, 2 / (top - bottom), 0, ty],
[0, 0, -2 / (zfar - znear), tz],
[0, 0, 0, 1]]);
}
//
// gluPerspective
//
function makePerspective(fovy, aspect, znear, zfar) {
var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
var ymin = -ymax;
var xmin = ymin * aspect;
var xmax = ymax * aspect;
return makeFrustum(xmin, xmax, ymin, ymax, znear, zfar);
}
//
// glFrustum
//
function makeFrustum(left, right,
bottom, top,
znear, zfar) {
var X = 2 * znear / (right - left);
var Y = 2 * znear / (top - bottom);
var A = (right + left) / (right - left);
var B = (top + bottom) / (top - bottom);
var C = -(zfar + znear) / (zfar - znear);
var D = -2 * zfar * znear / (zfar - znear);
return $M([[X, 0, A, 0],
[0, Y, B, 0],
[0, 0, C, D],
[0, 0, -1, 0]]);
}
//
// glOrtho
//
function makeOrtho(left, right, bottom, top, znear, zfar) {
var tx = - (right + left) / (right - left);
var ty = - (top + bottom) / (top - bottom);
var tz = - (zfar + znear) / (zfar - znear);
return $M([[2 / (right - left), 0, 0, tx],
[0, 2 / (top - bottom), 0, ty],
[0, 0, -2 / (zfar - znear), tz],
[0, 0, 0, 1]]);
}
// === Sylvester ===
// Vector and Matrix mathematics modules for JavaScript
// Copyright (c) 2007 James Coglan
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
// DEALINGS IN THE SOFTWARE.
var Sylvester = {
version: '0.1.3',
precision: 1e-6
};
function Vector() { }
Vector.prototype = {
// Returns element i of the vector
e: function (i) {
return (i < 1 || i > this.elements.length) ? null : this.elements[i - 1];
},
// Returns the number of elements the vector has
dimensions: function () {
return this.elements.length;
},
// Returns the modulus ('length') of the vector
modulus: function () {
return Math.sqrt(this.dot(this));
},
// Returns true iff the vector is equal to the argument
eql: function (vector) {
var n = this.elements.length;
var V = vector.elements || vector;
if (n != V.length) { return false; }
do {
if (Math.abs(this.elements[n - 1] - V[n - 1]) > Sylvester.precision) { return false; }
} while (--n);
return true;
},
// Returns a copy of the vector
dup: function () {
return Vector.create(this.elements);
},
// Maps the vector to another vector according to the given function
map: function (fn) {
var elements = [];
this.each(function (x, i) {
elements.push(fn(x, i));
});
return Vector.create(elements);
},
// Calls the iterator for each element of the vector in turn
each: function (fn) {
var n = this.elements.length, k = n, i;
do {
i = k - n;
fn(this.elements[i], i + 1);
} while (--n);
},
// Returns a new vector created by normalizing the receiver
toUnitVector: function () {
var r = this.modulus();
if (r === 0) { return this.dup(); }
return this.map(function (x) { return x / r; });
},
// Returns the angle between the vector and the argument (also a vector)
angleFrom: function (vector) {
var V = vector.elements || vector;
var n = this.elements.length, k = n, i;
if (n != V.length) { return null; }
var dot = 0, mod1 = 0, mod2 = 0;
// Work things out in parallel to save time
this.each(function (x, i) {
dot += x * V[i - 1];
mod1 += x * x;
mod2 += V[i - 1] * V[i - 1];
});
mod1 = Math.sqrt(mod1); mod2 = Math.sqrt(mod2);
if (mod1 * mod2 === 0) { return null; }
var theta = dot / (mod1 * mod2);
if (theta < -1) { theta = -1; }
if (theta > 1) { theta = 1; }
return Math.acos(theta);
},
// Returns true iff the vector is parallel to the argument
isParallelTo: function (vector) {
var angle = this.angleFrom(vector);
return (angle === null) ? null : (angle <= Sylvester.precision);
},
// Returns true iff the vector is antiparallel to the argument
isAntiparallelTo: function (vector) {
var angle = this.angleFrom(vector);
return (angle === null) ? null : (Math.abs(angle - Math.PI) <= Sylvester.precision);
},
// Returns true iff the vector is perpendicular to the argument
isPerpendicularTo: function (vector) {
var dot = this.dot(vector);
return (dot === null) ? null : (Math.abs(dot) <= Sylvester.precision);
},
// Returns the result of adding the argument to the vector
add: function (vector) {
var V = vector.elements || vector;
if (this.elements.length != V.length) { return null; }
return this.map(function (x, i) { return x + V[i - 1]; });
},
// Returns the result of subtracting the argument from the vector
subtract: function (vector) {
var V = vector.elements || vector;
if (this.elements.length != V.length) { return null; }
return this.map(function (x, i) { return x - V[i - 1]; });
},
// Returns the result of multiplying the elements of the vector by the argument
multiply: function (k) {
return this.map(function (x) { return x * k; });
},
x: function (k) { return this.multiply(k); },
// Returns the scalar product of the vector with the argument
// Both vectors must have equal dimensionality
dot: function (vector) {
var V = vector.elements || vector;
var i, product = 0, n = this.elements.length;
if (n != V.length) { return null; }
do { product += this.elements[n - 1] * V[n - 1]; } while (--n);
return product;
},
// Returns the vector product of the vector with the argument
// Both vectors must have dimensionality 3
cross: function (vector) {
var B = vector.elements || vector;
if (this.elements.length != 3 || B.length != 3) { return null; }
var A = this.elements;
return Vector.create([
(A[1] * B[2]) - (A[2] * B[1]),
(A[2] * B[0]) - (A[0] * B[2]),
(A[0] * B[1]) - (A[1] * B[0])
]);
},
// Returns the (absolute) largest element of the vector
max: function () {
var m = 0, n = this.elements.length, k = n, i;
do {
i = k - n;
if (Math.abs(this.elements[i]) > Math.abs(m)) { m = this.elements[i]; }
} while (--n);
return m;
},
// Returns the index of the first match found
indexOf: function (x) {
var index = null, n = this.elements.length, k = n, i;
do {
i = k - n;
if (index === null && this.elements[i] == x) {
index = i + 1;
}
} while (--n);
return index;
},
// Returns a diagonal matrix with the vector's elements as its diagonal elements
toDiagonalMatrix: function () {
return Matrix.Diagonal(this.elements);
},
// Returns the result of rounding the elements of the vector
round: function () {
return this.map(function (x) { return Math.round(x); });
},
// Returns a copy of the vector with elements set to the given value if they
// differ from it by less than Sylvester.precision
snapTo: function (x) {
return this.map(function (y) {
return (Math.abs(y - x) <= Sylvester.precision) ? x : y;
});
},
// Returns the vector's distance from the argument, when considered as a point in space
distanceFrom: function (obj) {
if (obj.anchor) { return obj.distanceFrom(this); }
var V = obj.elements || obj;
if (V.length != this.elements.length) { return null; }
var sum = 0, part;
this.each(function (x, i) {
part = x - V[i - 1];
sum += part * part;
});
return Math.sqrt(sum);
},
// Returns true if the vector is point on the given line
liesOn: function (line) {
return line.contains(this);
},
// Return true iff the vector is a point in the given plane
liesIn: function (plane) {
return plane.contains(this);
},
// Rotates the vector about the given object. The object should be a
// point if the vector is 2D, and a line if it is 3D. Be careful with line directions!
rotate: function (t, obj) {
var V, R, x, y, z;
switch (this.elements.length) {
case 2:
V = obj.elements || obj;
if (V.length != 2) { return null; }
R = Matrix.Rotation(t).elements;
x = this.elements[0] - V[0];
y = this.elements[1] - V[1];
return Vector.create([
V[0] + R[0][0] * x + R[0][1] * y,
V[1] + R[1][0] * x + R[1][1] * y
]);
break;
case 3:
if (!obj.direction) { return null; }
var C = obj.pointClosestTo(this).elements;
R = Matrix.Rotation(t, obj.direction).elements;
x = this.elements[0] - C[0];
y = this.elements[1] - C[1];
z = this.elements[2] - C[2];
return Vector.create([
C[0] + R[0][0] * x + R[0][1] * y + R[0][2] * z,
C[1] + R[1][0] * x + R[1][1] * y + R[1][2] * z,
C[2] + R[2][0] * x + R[2][1] * y + R[2][2] * z
]);
break;
default:
return null;
}
},
// Returns the result of reflecting the point in the given point, line or plane
reflectionIn: function (obj) {
if (obj.anchor) {
// obj is a plane or line
var P = this.elements.slice();
var C = obj.pointClosestTo(P).elements;
return Vector.create([C[0] + (C[0] - P[0]), C[1] + (C[1] - P[1]), C[2] + (C[2] - (P[2] || 0))]);
} else {
// obj is a point
var Q = obj.elements || obj;
if (this.elements.length != Q.length) { return null; }
return this.map(function (x, i) { return Q[i - 1] + (Q[i - 1] - x); });
}
},
// Utility to make sure vectors are 3D. If they are 2D, a zero z-component is added
to3D: function () {
var V = this.dup();
switch (V.elements.length) {
case 3: break;
case 2: V.elements.push(0); break;
default: return null;
}
return V;
},
// Returns a string representation of the vector
inspect: function () {
return '[' + this.elements.join(', ') + ']';
},
// Set vector's elements from an array
setElements: function (els) {
this.elements = (els.elements || els).slice();
return this;
}
};
// Constructor function
Vector.create = function (elements) {
var V = new Vector();
return V.setElements(elements);
};
// i, j, k unit vectors
Vector.i = Vector.create([1, 0, 0]);
Vector.j = Vector.create([0, 1, 0]);
Vector.k = Vector.create([0, 0, 1]);
// Random vector of size n
Vector.Random = function (n) {
var elements = [];
do {
elements.push(Math.random());
} while (--n);
return Vector.create(elements);
};
// Vector filled with zeros
Vector.Zero = function (n) {
var elements = [];
do {
elements.push(0);
} while (--n);
return Vector.create(elements);
};
function Matrix() { }
Matrix.prototype = {
// Returns element (i,j) of the matrix
e: function (i, j) {
if (i < 1 || i > this.elements.length || j < 1 || j > this.elements[0].length) { return null; }
return this.elements[i - 1][j - 1];
},
// Returns row k of the matrix as a vector
row: function (i) {
if (i > this.elements.length) { return null; }
return Vector.create(this.elements[i - 1]);
},
// Returns column k of the matrix as a vector
col: function (j) {
if (j > this.elements[0].length) { return null; }
var col = [], n = this.elements.length, k = n, i;
do {
i = k - n;
col.push(this.elements[i][j - 1]);
} while (--n);
return Vector.create(col);
},
// Returns the number of rows/columns the matrix has
dimensions: function () {
return { rows: this.elements.length, cols: this.elements[0].length };
},
// Returns the number of rows in the matrix
rows: function () {
return this.elements.length;
},
// Returns the number of columns in the matrix
cols: function () {
return this.elements[0].length;
},
// Returns true iff the matrix is equal to the argument. You can supply
// a vector as the argument, in which case the receiver must be a
// one-column matrix equal to the vector.
eql: function (matrix) {
var M = matrix.elements || matrix;
if (typeof (M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
if (this.elements.length != M.length ||
this.elements[0].length != M[0].length) { return false; }
var ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
do {
i = ki - ni;
nj = kj;
do {
j = kj - nj;
if (Math.abs(this.elements[i][j] - M[i][j]) > Sylvester.precision) { return false; }
} while (--nj);
} while (--ni);
return true;
},
// Returns a copy of the matrix
dup: function () {
return Matrix.create(this.elements);
},
// Maps the matrix to another matrix (of the same dimensions) according to the given function
map: function (fn) {
var els = [], ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
do {
i = ki - ni;
nj = kj;
els[i] = [];
do {
j = kj - nj;
els[i][j] = fn(this.elements[i][j], i + 1, j + 1);
} while (--nj);
} while (--ni);
return Matrix.create(els);
},
// Returns true iff the argument has the same dimensions as the matrix
isSameSizeAs: function (matrix) {
var M = matrix.elements || matrix;
if (typeof (M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
return (this.elements.length == M.length &&
this.elements[0].length == M[0].length);
},
// Returns the result of adding the argument to the matrix
add: function (matrix) {
var M = matrix.elements || matrix;
if (typeof (M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
if (!this.isSameSizeAs(M)) { return null; }
return this.map(function (x, i, j) { return x + M[i - 1][j - 1]; });
},
// Returns the result of subtracting the argument from the matrix
subtract: function (matrix) {
var M = matrix.elements || matrix;
if (typeof (M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
if (!this.isSameSizeAs(M)) { return null; }
return this.map(function (x, i, j) { return x - M[i - 1][j - 1]; });
},
// Returns true iff the matrix can multiply the argument from the left
canMultiplyFromLeft: function (matrix) {
var M = matrix.elements || matrix;
if (typeof (M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
// this.columns should equal matrix.rows
return (this.elements[0].length == M.length);
},
// Returns the result of multiplying the matrix from the right by the argument.
// If the argument is a scalar then just multiply all the elements. If the argument is
// a vector, a vector is returned, which saves you having to remember calling
// col(1) on the result.
multiply: function (matrix) {
if (!matrix.elements) {
return this.map(function (x) { return x * matrix; });
}
var returnVector = matrix.modulus ? true : false;
var M = matrix.elements || matrix;
if (typeof (M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
if (!this.canMultiplyFromLeft(M)) { return null; }
var ni = this.elements.length, ki = ni, i, nj, kj = M[0].length, j;
var cols = this.elements[0].length, elements = [], sum, nc, c;
do {
i = ki - ni;
elements[i] = [];
nj = kj;
do {
j = kj - nj;
sum = 0;
nc = cols;
do {
c = cols - nc;
sum += this.elements[i][c] * M[c][j];
} while (--nc);
elements[i][j] = sum;
} while (--nj);
} while (--ni);
var M = Matrix.create(elements);
return returnVector ? M.col(1) : M;
},
x: function (matrix) { return this.multiply(matrix); },
// Returns a submatrix taken from the matrix
// Argument order is: start row, start col, nrows, ncols
// Element selection wraps if the required index is outside the matrix's bounds, so you could
// use this to perform row/column cycling or copy-augmenting.
minor: function (a, b, c, d) {
var elements = [], ni = c, i, nj, j;
var rows = this.elements.length, cols = this.elements[0].length;
do {
i = c - ni;
elements[i] = [];
nj = d;
do {
j = d - nj;
elements[i][j] = this.elements[(a + i - 1) % rows][(b + j - 1) % cols];
} while (--nj);
} while (--ni);
return Matrix.create(elements);
},
// Returns the transpose of the matrix
transpose: function () {
var rows = this.elements.length, cols = this.elements[0].length;
var elements = [], ni = cols, i, nj, j;
do {
i = cols - ni;
elements[i] = [];
nj = rows;
do {
j = rows - nj;
elements[i][j] = this.elements[j][i];
} while (--nj);
} while (--ni);
return Matrix.create(elements);
},
// Returns true iff the matrix is square
isSquare: function () {
return (this.elements.length == this.elements[0].length);
},
// Returns the (absolute) largest element of the matrix
max: function () {
var m = 0, ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
do {
i = ki - ni;
nj = kj;
do {
j = kj - nj;
if (Math.abs(this.elements[i][j]) > Math.abs(m)) { m = this.elements[i][j]; }
} while (--nj);
} while (--ni);
return m;
},
// Returns the indeces of the first match found by reading row-by-row from left to right
indexOf: function (x) {
var index = null, ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
do {
i = ki - ni;
nj = kj;
do {
j = kj - nj;
if (this.elements[i][j] == x) { return { i: i + 1, j: j + 1 }; }
} while (--nj);
} while (--ni);
return null;
},
// If the matrix is square, returns the diagonal elements as a vector.
// Otherwise, returns null.
diagonal: function () {
if (!this.isSquare) { return null; }
var els = [], n = this.elements.length, k = n, i;
do {
i = k - n;
els.push(this.elements[i][i]);
} while (--n);
return Vector.create(els);
},
// Make the matrix upper (right) triangular by Gaussian elimination.
// This method only adds multiples of rows to other rows. No rows are
// scaled up or switched, and the determinant is preserved.
toRightTriangular: function () {
var M = this.dup(), els;
var n = this.elements.length, k = n, i, np, kp = this.elements[0].length, p;
do {
i = k - n;
if (M.elements[i][i] == 0) {
for (j = i + 1; j < k; j++) {
if (M.elements[j][i] != 0) {
els = []; np = kp;
do {
p = kp - np;
els.push(M.elements[i][p] + M.elements[j][p]);
} while (--np);
M.elements[i] = els;
break;
}
}
}
if (M.elements[i][i] != 0) {
for (j = i + 1; j < k; j++) {
var multiplier = M.elements[j][i] / M.elements[i][i];
els = []; np = kp;
do {
p = kp - np;
// Elements with column numbers up to an including the number
// of the row that we're subtracting can safely be set straight to
// zero, since that's the point of this routine and it avoids having
// to loop over and correct rounding errors later
els.push(p <= i ? 0 : M.elements[j][p] - M.elements[i][p] * multiplier);
} while (--np);
M.elements[j] = els;
}
}
} while (--n);
return M;
},
toUpperTriangular: function () { return this.toRightTriangular(); },
// Returns the determinant for square matrices
determinant: function () {
if (!this.isSquare()) { return null; }
var M = this.toRightTriangular();
var det = M.elements[0][0], n = M.elements.length - 1, k = n, i;
do {
i = k - n + 1;
det = det * M.elements[i][i];
} while (--n);
return det;
},
det: function () { return this.determinant(); },
// Returns true iff the matrix is singular
isSingular: function () {
return (this.isSquare() && this.determinant() === 0);
},
// Returns the trace for square matrices
trace: function () {
if (!this.isSquare()) { return null; }
var tr = this.elements[0][0], n = this.elements.length - 1, k = n, i;
do {
i = k - n + 1;
tr += this.elements[i][i];
} while (--n);
return tr;
},
tr: function () { return this.trace(); },
// Returns the rank of the matrix
rank: function () {
var M = this.toRightTriangular(), rank = 0;
var ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j;
do {
i = ki - ni;
nj = kj;
do {
j = kj - nj;
if (Math.abs(M.elements[i][j]) > Sylvester.precision) { rank++; break; }
} while (--nj);
} while (--ni);
return rank;
},
rk: function () { return this.rank(); },
// Returns the result of attaching the given argument to the right-hand side of the matrix
augment: function (matrix) {
var M = matrix.elements || matrix;
if (typeof (M[0][0]) == 'undefined') { M = Matrix.create(M).elements; }
var T = this.dup(), cols = T.elements[0].length;
var ni = T.elements.length, ki = ni, i, nj, kj = M[0].length, j;
if (ni != M.length) { return null; }
do {
i = ki - ni;
nj = kj;
do {
j = kj - nj;
T.elements[i][cols + j] = M[i][j];
} while (--nj);
} while (--ni);
return T;
},
// Returns the inverse (if one exists) using Gauss-Jordan
inverse: function () {
if (!this.isSquare() || this.isSingular()) { return null; }
var ni = this.elements.length, ki = ni, i, j;
var M = this.augment(Matrix.I(ni)).toRightTriangular();
var np, kp = M.elements[0].length, p, els, divisor;
var inverse_elements = [], new_element;
// Matrix is non-singular so there will be no zeros on the diagonal
// Cycle through rows from last to first
do {
i = ni - 1;
// First, normalise diagonal elements to 1
els = []; np = kp;
inverse_elements[i] = [];
divisor = M.elements[i][i];
do {
p = kp - np;
new_element = M.elements[i][p] / divisor;
els.push(new_element);
// Shuffle of the current row of the right hand side into the results
// array as it will not be modified by later runs through this loop
if (p >= ki) { inverse_elements[i].push(new_element); }
} while (--np);
M.elements[i] = els;
// Then, subtract this row from those above it to
// give the identity matrix on the left hand side
for (j = 0; j < i; j++) {
els = []; np = kp;
do {
p = kp - np;
els.push(M.elements[j][p] - M.elements[i][p] * M.elements[j][i]);
} while (--np);
M.elements[j] = els;
}
} while (--ni);
return Matrix.create(inverse_elements);
},
inv: function () { return this.inverse(); },
// Returns the result of rounding all the elements
round: function () {
return this.map(function (x) { return Math.round(x); });
},
// Returns a copy of the matrix with elements set to the given value if they
// differ from it by less than Sylvester.precision
snapTo: function (x) {
return this.map(function (p) {
return (Math.abs(p - x) <= Sylvester.precision) ? x : p;
});
},
// Returns a string representation of the matrix
inspect: function () {
var matrix_rows = [];
var n = this.elements.length, k = n, i;
do {
i = k - n;
matrix_rows.push(Vector.create(this.elements[i]).inspect());
} while (--n);
return matrix_rows.join('\n');
},
// Set the matrix's elements from an array. If the argument passed
// is a vector, the resulting matrix will be a single column.
setElements: function (els) {
var i, elements = els.elements || els;
if (typeof (elements[0][0]) != 'undefined') {
var ni = elements.length, ki = ni, nj, kj, j;
this.elements = [];
do {
i = ki - ni;
nj = elements[i].length; kj = nj;
this.elements[i] = [];
do {
j = kj - nj;
this.elements[i][j] = elements[i][j];
} while (--nj);
} while (--ni);
return this;
}
var n = elements.length, k = n;
this.elements = [];
do {
i = k - n;
this.elements.push([elements[i]]);
} while (--n);
return this;
}
};
// Constructor function
Matrix.create = function (elements) {
var M = new Matrix();
return M.setElements(elements);
};
// Identity matrix of size n
Matrix.I = function (n) {
var els = [], k = n, i, nj, j;
do {
i = k - n;
els[i] = []; nj = k;
do {
j = k - nj;
els[i][j] = (i == j) ? 1 : 0;
} while (--nj);
} while (--n);
return Matrix.create(els);
};
// Diagonal matrix - all off-diagonal elements are zero
Matrix.Diagonal = function (elements) {
var n = elements.length, k = n, i;
var M = Matrix.I(n);
do {
i = k - n;
M.elements[i][i] = elements[i];
} while (--n);
return M;
};
// Rotation matrix about some axis. If no axis is
// supplied, assume we're after a 2D transform
Matrix.Rotation = function (theta, a) {
if (!a) {
return Matrix.create([
[Math.cos(theta), -Math.sin(theta)],
[Math.sin(theta), Math.cos(theta)]
]);
}
var axis = a.dup();
if (axis.elements.length != 3) { return null; }
var mod = axis.modulus();
var x = axis.elements[0] / mod, y = axis.elements[1] / mod, z = axis.elements[2] / mod;
var s = Math.sin(theta), c = Math.cos(theta), t = 1 - c;
// Formula derived here: http://www.gamedev.net/reference/articles/article1199.asp
// That proof rotates the co-ordinate system so theta
// becomes -theta and sin becomes -sin here.
return Matrix.create([
[t * x * x + c, t * x * y - s * z, t * x * z + s * y],
[t * x * y + s * z, t * y * y + c, t * y * z - s * x],
[t * x * z - s * y, t * y * z + s * x, t * z * z + c]
]);
};
// Special case rotations
Matrix.RotationX = function (t) {
var c = Math.cos(t), s = Math.sin(t);
return Matrix.create([
[1, 0, 0],
[0, c, -s],
[0, s, c]
]);
};
Matrix.RotationY = function (t) {
var c = Math.cos(t), s = Math.sin(t);
return Matrix.create([
[c, 0, s],
[0, 1, 0],
[-s, 0, c]
]);
};
Matrix.RotationZ = function (t) {
var c = Math.cos(t), s = Math.sin(t);
return Matrix.create([
[c, -s, 0],
[s, c, 0],
[0, 0, 1]
]);
};
// Random matrix of n rows, m columns
Matrix.Random = function (n, m) {
return Matrix.Zero(n, m).map(
function () { return Math.random(); }
);
};
// Matrix filled with zeros
Matrix.Zero = function (n, m) {
var els = [], ni = n, i, nj, j;
do {
i = n - ni;
els[i] = [];
nj = m;
do {
j = m - nj;
els[i][j] = 0;
} while (--nj);
} while (--ni);
return Matrix.create(els);
};
function Line() { }
Line.prototype = {
// Returns true if the argument occupies the same space as the line
eql: function (line) {
return (this.isParallelTo(line) && this.contains(line.anchor));
},
// Returns a copy of the line
dup: function () {
return Line.create(this.anchor, this.direction);
},
// Returns the result of translating the line by the given vector/array
translate: function (vector) {
var V = vector.elements || vector;
return Line.create([
this.anchor.elements[0] + V[0],
this.anchor.elements[1] + V[1],
this.anchor.elements[2] + (V[2] || 0)
], this.direction);
},
// Returns true if the line is parallel to the argument. Here, 'parallel to'
// means that the argument's direction is either parallel or antiparallel to
// the line's own direction. A line is parallel to a plane if the two do not
// have a unique intersection.
isParallelTo: function (obj) {
if (obj.normal) { return obj.isParallelTo(this); }
var theta = this.direction.angleFrom(obj.direction);
return (Math.abs(theta) <= Sylvester.precision || Math.abs(theta - Math.PI) <= Sylvester.precision);
},
// Returns the line's perpendicular distance from the argument,
// which can be a point, a line or a plane
distanceFrom: function (obj) {
if (obj.normal) { return obj.distanceFrom(this); }
if (obj.direction) {
// obj is a line
if (this.isParallelTo(obj)) { return this.distanceFrom(obj.anchor); }
var N = this.direction.cross(obj.direction).toUnitVector().elements;
var A = this.anchor.elements, B = obj.anchor.elements;
return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]);
} else {
// obj is a point
var P = obj.elements || obj;
var A = this.anchor.elements, D = this.direction.elements;
var PA1 = P[0] - A[0], PA2 = P[1] - A[1], PA3 = (P[2] || 0) - A[2];
var modPA = Math.sqrt(PA1 * PA1 + PA2 * PA2 + PA3 * PA3);
if (modPA === 0) return 0;
// Assumes direction vector is normalized
var cosTheta = (PA1 * D[0] + PA2 * D[1] + PA3 * D[2]) / modPA;
var sin2 = 1 - cosTheta * cosTheta;
return Math.abs(modPA * Math.sqrt(sin2 < 0 ? 0 : sin2));
}
},
// Returns true iff the argument is a point on the line
contains: function (point) {
var dist = this.distanceFrom(point);
return (dist !== null && dist <= Sylvester.precision);
},
// Returns true iff the line lies in the given plane
liesIn: function (plane) {
return plane.contains(this);
},
// Returns true iff the line has a unique point of intersection with the argument
intersects: function (obj) {
if (obj.normal) { return obj.intersects(this); }
return (!this.isParallelTo(obj) && this.distanceFrom(obj) <= Sylvester.precision);
},
// Returns the unique intersection point with the argument, if one exists
intersectionWith: function (obj) {
if (obj.normal) { return obj.intersectionWith(this); }
if (!this.intersects(obj)) { return null; }
var P = this.anchor.elements, X = this.direction.elements,
Q = obj.anchor.elements, Y = obj.direction.elements;
var X1 = X[0], X2 = X[1], X3 = X[2], Y1 = Y[0], Y2 = Y[1], Y3 = Y[2];
var PsubQ1 = P[0] - Q[0], PsubQ2 = P[1] - Q[1], PsubQ3 = P[2] - Q[2];
var XdotQsubP = - X1 * PsubQ1 - X2 * PsubQ2 - X3 * PsubQ3;
var YdotPsubQ = Y1 * PsubQ1 + Y2 * PsubQ2 + Y3 * PsubQ3;
var XdotX = X1 * X1 + X2 * X2 + X3 * X3;
var YdotY = Y1 * Y1 + Y2 * Y2 + Y3 * Y3;
var XdotY = X1 * Y1 + X2 * Y2 + X3 * Y3;
var k = (XdotQsubP * YdotY / XdotX + XdotY * YdotPsubQ) / (YdotY - XdotY * XdotY);
return Vector.create([P[0] + k * X1, P[1] + k * X2, P[2] + k * X3]);
},
// Returns the point on the line that is closest to the given point or line
pointClosestTo: function (obj) {
if (obj.direction) {
// obj is a line
if (this.intersects(obj)) { return this.intersectionWith(obj); }
if (this.isParallelTo(obj)) { return null; }
var D = this.direction.elements, E = obj.direction.elements;
var D1 = D[0], D2 = D[1], D3 = D[2], E1 = E[0], E2 = E[1], E3 = E[2];
// Create plane containing obj and the shared normal and intersect this with it
// Thank you: http://www.cgafaq.info/wiki/Line-line_distance
var x = (D3 * E1 - D1 * E3), y = (D1 * E2 - D2 * E1), z = (D2 * E3 - D3 * E2);
var N = Vector.create([x * E3 - y * E2, y * E1 - z * E3, z * E2 - x * E1]);
var P = Plane.create(obj.anchor, N);
return P.intersectionWith(this);
} else {
// obj is a point
var P = obj.elements || obj;
if (this.contains(P)) { return Vector.create(P); }
var A = this.anchor.elements, D = this.direction.elements;
var D1 = D[0], D2 = D[1], D3 = D[2], A1 = A[0], A2 = A[1], A3 = A[2];
var x = D1 * (P[1] - A2) - D2 * (P[0] - A1), y = D2 * ((P[2] || 0) - A3) - D3 * (P[1] - A2),
z = D3 * (P[0] - A1) - D1 * ((P[2] || 0) - A3);
var V = Vector.create([D2 * x - D3 * z, D3 * y - D1 * x, D1 * z - D2 * y]);
var k = this.distanceFrom(P) / V.modulus();
return Vector.create([
P[0] + V.elements[0] * k,
P[1] + V.elements[1] * k,
(P[2] || 0) + V.elements[2] * k
]);
}
},
// Returns a copy of the line rotated by t radians about the given line. Works by
// finding the argument's closest point to this line's anchor point (call this C) and
// rotating the anchor about C. Also rotates the line's direction about the argument's.
// Be careful with this - the rotation axis' direction affects the outcome!
rotate: function (t, line) {
// If we're working in 2D
if (typeof (line.direction) == 'undefined') { line = Line.create(line.to3D(), Vector.k); }
var R = Matrix.Rotation(t, line.direction).elements;
var C = line.pointClosestTo(this.anchor).elements;
var A = this.anchor.elements, D = this.direction.elements;
var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2];
var x = A1 - C1, y = A2 - C2, z = A3 - C3;
return Line.create([
C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z,
C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z,
C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z
], [
R[0][0] * D[0] + R[0][1] * D[1] + R[0][2] * D[2],
R[1][0] * D[0] + R[1][1] * D[1] + R[1][2] * D[2],
R[2][0] * D[0] + R[2][1] * D[1] + R[2][2] * D[2]
]);
},
// Returns the line's reflection in the given point or line
reflectionIn: function (obj) {
if (obj.normal) {
// obj is a plane
var A = this.anchor.elements, D = this.direction.elements;
var A1 = A[0], A2 = A[1], A3 = A[2], D1 = D[0], D2 = D[1], D3 = D[2];
var newA = this.anchor.reflectionIn(obj).elements;
// Add the line's direction vector to its anchor, then mirror that in the plane
var AD1 = A1 + D1, AD2 = A2 + D2, AD3 = A3 + D3;
var Q = obj.pointClosestTo([AD1, AD2, AD3]).elements;
var newD = [Q[0] + (Q[0] - AD1) - newA[0], Q[1] + (Q[1] - AD2) - newA[1], Q[2] + (Q[2] - AD3) - newA[2]];
return Line.create(newA, newD);
} else if (obj.direction) {
// obj is a line - reflection obtained by rotating PI radians about obj
return this.rotate(Math.PI, obj);
} else {
// obj is a point - just reflect the line's anchor in it
var P = obj.elements || obj;
return Line.create(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.direction);
}
},
// Set the line's anchor point and direction.
setVectors: function (anchor, direction) {
// Need to do this so that line's properties are not
// references to the arguments passed in
anchor = Vector.create(anchor);
direction = Vector.create(direction);
if (anchor.elements.length == 2) { anchor.elements.push(0); }
if (direction.elements.length == 2) { direction.elements.push(0); }
if (anchor.elements.length > 3 || direction.elements.length > 3) { return null; }
var mod = direction.modulus();
if (mod === 0) { return null; }
this.anchor = anchor;
this.direction = Vector.create([
direction.elements[0] / mod,
direction.elements[1] / mod,
direction.elements[2] / mod
]);
return this;
}
};
// Constructor function
Line.create = function (anchor, direction) {
var L = new Line();
return L.setVectors(anchor, direction);
};
// Axes
Line.X = Line.create(Vector.Zero(3), Vector.i);
Line.Y = Line.create(Vector.Zero(3), Vector.j);
Line.Z = Line.create(Vector.Zero(3), Vector.k);
function Plane() { }
Plane.prototype = {
// Returns true iff the plane occupies the same space as the argument
eql: function (plane) {
return (this.contains(plane.anchor) && this.isParallelTo(plane));
},
// Returns a copy of the plane
dup: function () {
return Plane.create(this.anchor, this.normal);
},
// Returns the result of translating the plane by the given vector
translate: function (vector) {
var V = vector.elements || vector;
return Plane.create([
this.anchor.elements[0] + V[0],
this.anchor.elements[1] + V[1],
this.anchor.elements[2] + (V[2] || 0)
], this.normal);
},
// Returns true iff the plane is parallel to the argument. Will return true
// if the planes are equal, or if you give a line and it lies in the plane.
isParallelTo: function (obj) {
var theta;
if (obj.normal) {
// obj is a plane
theta = this.normal.angleFrom(obj.normal);
return (Math.abs(theta) <= Sylvester.precision || Math.abs(Math.PI - theta) <= Sylvester.precision);
} else if (obj.direction) {
// obj is a line
return this.normal.isPerpendicularTo(obj.direction);
}
return null;
},
// Returns true iff the receiver is perpendicular to the argument
isPerpendicularTo: function (plane) {
var theta = this.normal.angleFrom(plane.normal);
return (Math.abs(Math.PI / 2 - theta) <= Sylvester.precision);
},
// Returns the plane's distance from the given object (point, line or plane)
distanceFrom: function (obj) {
if (this.intersects(obj) || this.contains(obj)) { return 0; }
if (obj.anchor) {
// obj is a plane or line
var A = this.anchor.elements, B = obj.anchor.elements, N = this.normal.elements;
return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]);
} else {
// obj is a point
var P = obj.elements || obj;
var A = this.anchor.elements, N = this.normal.elements;
return Math.abs((A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]);
}
},
// Returns true iff the plane contains the given point or line
contains: function (obj) {
if (obj.normal) { return null; }
if (obj.direction) {
return (this.contains(obj.anchor) && this.contains(obj.anchor.add(obj.direction)));
} else {
var P = obj.elements || obj;
var A = this.anchor.elements, N = this.normal.elements;
var diff = Math.abs(N[0] * (A[0] - P[0]) + N[1] * (A[1] - P[1]) + N[2] * (A[2] - (P[2] || 0)));
return (diff <= Sylvester.precision);
}
},
// Returns true iff the plane has a unique point/line of intersection with the argument
intersects: function (obj) {
if (typeof (obj.direction) == 'undefined' && typeof (obj.normal) == 'undefined') { return null; }
return !this.isParallelTo(obj);
},
// Returns the unique intersection with the argument, if one exists. The result
// will be a vector if a line is supplied, and a line if a plane is supplied.
intersectionWith: function (obj) {
if (!this.intersects(obj)) { return null; }
if (obj.direction) {
// obj is a line
var A = obj.anchor.elements, D = obj.direction.elements,
P = this.anchor.elements, N = this.normal.elements;
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]);
return Vector.create([A[0] + D[0] * multiplier, A[1] + D[1] * multiplier, A[2] + D[2] * multiplier]);
} else if (obj.normal) {
// obj is a plane
var direction = this.normal.cross(obj.normal).toUnitVector();
// To find an anchor point, we find one co-ordinate that has a value
// of zero somewhere on the intersection, and remember which one we picked
var N = this.normal.elements, A = this.anchor.elements,
O = obj.normal.elements, B = obj.anchor.elements;
var solver = Matrix.Zero(2, 2), i = 0;
while (solver.isSingular()) {
i++;
solver = Matrix.create([
[N[i % 3], N[(i + 1) % 3]],
[O[i % 3], O[(i + 1) % 3]]
]);
}
// Then we solve the simultaneous equations in the remaining dimensions
var inverse = solver.inverse().elements;
var x = N[0] * A[0] + N[1] * A[1] + N[2] * A[2];
var y = O[0] * B[0] + O[1] * B[1] + O[2] * B[2];
var intersection = [
inverse[0][0] * x + inverse[0][1] * y,
inverse[1][0] * x + inverse[1][1] * y
];
var anchor = [];
for (var j = 1; j <= 3; j++) {
// This formula picks the right element from intersection by
// cycling depending on which element we set to zero above
anchor.push((i == j) ? 0 : intersection[(j + (5 - i) % 3) % 3]);
}
return Line.create(anchor, direction);
}
},
// Returns the point in the plane closest to the given point
pointClosestTo: function (point) {
var P = point.elements || point;
var A = this.anchor.elements, N = this.normal.elements;
var dot = (A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2];
return Vector.create([P[0] + N[0] * dot, P[1] + N[1] * dot, (P[2] || 0) + N[2] * dot]);
},
// Returns a copy of the plane, rotated by t radians about the given line
// See notes on Line#rotate.
rotate: function (t, line) {
var R = Matrix.Rotation(t, line.direction).elements;
var C = line.pointClosestTo(this.anchor).elements;
var A = this.anchor.elements, N = this.normal.elements;
var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2];
var x = A1 - C1, y = A2 - C2, z = A3 - C3;
return Plane.create([
C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z,
C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z,
C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z
], [
R[0][0] * N[0] + R[0][1] * N[1] + R[0][2] * N[2],
R[1][0] * N[0] + R[1][1] * N[1] + R[1][2] * N[2],
R[2][0] * N[0] + R[2][1] * N[1] + R[2][2] * N[2]
]);
},
// Returns the reflection of the plane in the given point, line or plane.
reflectionIn: function (obj) {
if (obj.normal) {
// obj is a plane
var A = this.anchor.elements, N = this.normal.elements;
var A1 = A[0], A2 = A[1], A3 = A[2], N1 = N[0], N2 = N[1], N3 = N[2];
var newA = this.anchor.reflectionIn(obj).elements;
// Add the plane's normal to its anchor, then mirror that in the other plane
var AN1 = A1 + N1, AN2 = A2 + N2, AN3 = A3 + N3;
var Q = obj.pointClosestTo([AN1, AN2, AN3]).elements;
var newN = [Q[0] + (Q[0] - AN1) - newA[0], Q[1] + (Q[1] - AN2) - newA[1], Q[2] + (Q[2] - AN3) - newA[2]];
return Plane.create(newA, newN);
} else if (obj.direction) {
// obj is a line
return this.rotate(Math.PI, obj);
} else {
// obj is a point
var P = obj.elements || obj;
return Plane.create(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.normal);
}
},
// Sets the anchor point and normal to the plane. If three arguments are specified,
// the normal is calculated by assuming the three points should lie in the same plane.
// If only two are sepcified, the second is taken to be the normal. Normal vector is
// normalised before storage.
setVectors: function (anchor, v1, v2) {
anchor = Vector.create(anchor);
anchor = anchor.to3D(); if (anchor === null) { return null; }
v1 = Vector.create(v1);
v1 = v1.to3D(); if (v1 === null) { return null; }
if (typeof (v2) == 'undefined') {
v2 = null;
} else {
v2 = Vector.create(v2);
v2 = v2.to3D(); if (v2 === null) { return null; }
}
var A1 = anchor.elements[0], A2 = anchor.elements[1], A3 = anchor.elements[2];
var v11 = v1.elements[0], v12 = v1.elements[1], v13 = v1.elements[2];
var normal, mod;
if (v2 !== null) {
var v21 = v2.elements[0], v22 = v2.elements[1], v23 = v2.elements[2];
normal = Vector.create([
(v12 - A2) * (v23 - A3) - (v13 - A3) * (v22 - A2),
(v13 - A3) * (v21 - A1) - (v11 - A1) * (v23 - A3),
(v11 - A1) * (v22 - A2) - (v12 - A2) * (v21 - A1)
]);
mod = normal.modulus();
if (mod === 0) { return null; }
normal = Vector.create([normal.elements[0] / mod, normal.elements[1] / mod, normal.elements[2] / mod]);
} else {
mod = Math.sqrt(v11 * v11 + v12 * v12 + v13 * v13);
if (mod === 0) { return null; }
normal = Vector.create([v1.elements[0] / mod, v1.elements[1] / mod, v1.elements[2] / mod]);
}
this.anchor = anchor;
this.normal = normal;
return this;
}
};
// Constructor function
Plane.create = function (anchor, v1, v2) {
var P = new Plane();
return P.setVectors(anchor, v1, v2);
};
// X-Y-Z planes
Plane.XY = Plane.create(Vector.Zero(3), Vector.k);
Plane.YZ = Plane.create(Vector.Zero(3), Vector.i);
Plane.ZX = Plane.create(Vector.Zero(3), Vector.j);
Plane.YX = Plane.XY; Plane.ZY = Plane.YZ; Plane.XZ = Plane.ZX;
// Utility functions
var $V = Vector.create;
var $M = Matrix.create;
var $L = Line.create;
var $P = Plane.create;
/*
WebGL Path Tracing (http://madebyevan.com/webgl-path-tracing/)
License: MIT License (see below)
Copyright (c) 2010 Evan Wallace
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
////////////////////////////////////////////////////////////////////////////////
// shader strings
////////////////////////////////////////////////////////////////////////////////
// vertex shader for drawing a textured quad
var renderVertexSource =
' attribute vec3 vertex;' +
' varying vec2 texCoord;' +
' void main() {' +
' texCoord = vertex.xy * 0.5 + 0.5;' +
' gl_Position = vec4(vertex, 1.0);' +
' }';
// fragment shader for drawing a textured quad
var renderFragmentSource =
' precision highp float;' +
' varying vec2 texCoord;' +
' uniform sampler2D texture;' +
' void main() {' +
' gl_FragColor = texture2D(texture, texCoord);' +
' }';
// vertex shader for drawing a line
var lineVertexSource =
' attribute vec3 vertex;' +
' uniform vec3 cubeMin;' +
' uniform vec3 cubeMax;' +
' uniform mat4 modelviewProjection;' +
' void main() {' +
' gl_Position = modelviewProjection * vec4(mix(cubeMin, cubeMax, vertex), 1.0);' +
' }';
// fragment shader for drawing a line
var lineFragmentSource =
' precision highp float;' +
' void main() {' +
' gl_FragColor = vec4(1.0);' +
' }';
// constants for the shaders
var bounces = '5';
var epsilon = '0.0001';
var infinity = '10000.0';
var lightSize = 0.1;
var lightVal = 0.5;
// vertex shader, interpolate ray per-pixel
var tracerVertexSource =
' attribute vec3 vertex;' +
' uniform vec3 eye, ray00, ray01, ray10, ray11;' +
' varying vec3 initialRay;' +
' void main() {' +
' vec2 percent = vertex.xy * 0.5 + 0.5;' +
' initialRay = mix(mix(ray00, ray01, percent.y), mix(ray10, ray11, percent.y), percent.x);' +
' gl_Position = vec4(vertex, 1.0);' +
' }';
// start of fragment shader
var tracerFragmentSourceHeader =
' precision highp float;' +
' uniform vec3 eye;' +
' varying vec3 initialRay;' +
' uniform float textureWeight;' +
' uniform float timeSinceStart;' +
' uniform sampler2D texture;' +
' uniform float glossiness;' +
' vec3 roomCubeMin = vec3(-1.0, -1.0, -1.0);' +
' vec3 roomCubeMax = vec3(1.0, 1.0, 1.0);';
// compute the near and far intersections of the cube (stored in the x and y components) using the slab method
// no intersection means vec.x > vec.y (really tNear > tFar)
var intersectCubeSource =
' vec2 intersectCube(vec3 origin, vec3 ray, vec3 cubeMin, vec3 cubeMax) {' +
' vec3 tMin = (cubeMin - origin) / ray;' +
' vec3 tMax = (cubeMax - origin) / ray;' +
' vec3 t1 = min(tMin, tMax);' +
' vec3 t2 = max(tMin, tMax);' +
' float tNear = max(max(t1.x, t1.y), t1.z);' +
' float tFar = min(min(t2.x, t2.y), t2.z);' +
' return vec2(tNear, tFar);' +
' }';
// given that hit is a point on the cube, what is the surface normal?
// TODO: do this with fewer branches
var normalForCubeSource =
' vec3 normalForCube(vec3 hit, vec3 cubeMin, vec3 cubeMax)' +
' {' +
' if(hit.x < cubeMin.x + ' + epsilon + ') return vec3(-1.0, 0.0, 0.0);' +
' else if(hit.x > cubeMax.x - ' + epsilon + ') return vec3(1.0, 0.0, 0.0);' +
' else if(hit.y < cubeMin.y + ' + epsilon + ') return vec3(0.0, -1.0, 0.0);' +
' else if(hit.y > cubeMax.y - ' + epsilon + ') return vec3(0.0, 1.0, 0.0);' +
' else if(hit.z < cubeMin.z + ' + epsilon + ') return vec3(0.0, 0.0, -1.0);' +
' else return vec3(0.0, 0.0, 1.0);' +
' }';
// compute the near intersection of a sphere
// no intersection returns a value of +infinity
var intersectSphereSource =
' float intersectSphere(vec3 origin, vec3 ray, vec3 sphereCenter, float sphereRadius) {' +
' vec3 toSphere = origin - sphereCenter;' +
' float a = dot(ray, ray);' +
' float b = 2.0 * dot(toSphere, ray);' +
' float c = dot(toSphere, toSphere) - sphereRadius*sphereRadius;' +
' float discriminant = b*b - 4.0*a*c;' +
' if(discriminant > 0.0) {' +
' float t = (-b - sqrt(discriminant)) / (2.0 * a);' +
' if(t > 0.0) return t;' +
' }' +
' return ' + infinity + ';' +
' }';
// given that hit is a point on the sphere, what is the surface normal?
var normalForSphereSource =
' vec3 normalForSphere(vec3 hit, vec3 sphereCenter, float sphereRadius) {' +
' return (hit - sphereCenter) / sphereRadius;' +
' }';
// use the fragment position for randomness
var randomSource =
' float random(vec3 scale, float seed) {' +
' return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);' +
' }';
// random cosine-weighted distributed vector
// from http://www.rorydriscoll.com/2009/01/07/better-sampling/
var cosineWeightedDirectionSource =
' vec3 cosineWeightedDirection(float seed, vec3 normal) {' +
' float u = random(vec3(12.9898, 78.233, 151.7182), seed);' +
' float v = random(vec3(63.7264, 10.873, 623.6736), seed);' +
' float r = sqrt(u);' +
' float angle = 6.283185307179586 * v;' +
// compute basis from normal
' vec3 sdir, tdir;' +
' if (abs(normal.x)<.5) {' +
' sdir = cross(normal, vec3(1,0,0));' +
' } else {' +
' sdir = cross(normal, vec3(0,1,0));' +
' }' +
' tdir = cross(normal, sdir);' +
' return r*cos(angle)*sdir + r*sin(angle)*tdir + sqrt(1.-u)*normal;' +
' }';
// random normalized vector
var uniformlyRandomDirectionSource =
' vec3 uniformlyRandomDirection(float seed) {' +
' float u = random(vec3(12.9898, 78.233, 151.7182), seed);' +
' float v = random(vec3(63.7264, 10.873, 623.6736), seed);' +
' float z = 1.0 - 2.0 * u;' +
' float r = sqrt(1.0 - z * z);' +
' float angle = 6.283185307179586 * v;' +
' return vec3(r * cos(angle), r * sin(angle), z);' +
' }';
// random vector in the unit sphere
// note: this is probably not statistically uniform, saw raising to 1/3 power somewhere but that looks wrong?
var uniformlyRandomVectorSource =
' vec3 uniformlyRandomVector(float seed) {' +
' return uniformlyRandomDirection(seed) * sqrt(random(vec3(36.7539, 50.3658, 306.2759), seed));' +
' }';
// compute specular lighting contribution
var specularReflection =
' vec3 reflectedLight = normalize(reflect(light - hit, normal));' +
' specularHighlight = max(0.0, dot(reflectedLight, normalize(hit - origin)));';
// update ray using normal and bounce according to a diffuse reflection
var newDiffuseRay =
' ray = cosineWeightedDirection(timeSinceStart + float(bounce), normal);';
// update ray using normal according to a specular reflection
var newReflectiveRay =
' ray = reflect(ray, normal);' +
specularReflection +
' specularHighlight = 2.0 * pow(specularHighlight, 20.0);';
// update ray using normal and bounce according to a glossy reflection
var newGlossyRay =
' ray = normalize(reflect(ray, normal)) + uniformlyRandomVector(timeSinceStart + float(bounce)) * glossiness;' +
specularReflection +
' specularHighlight = pow(specularHighlight, 3.0);';
var yellowBlueCornellBox =
' if(hit.x < -0.9999) surfaceColor = vec3(0.1, 0.5, 1.0);' + // blue
' else if(hit.x > 0.9999) surfaceColor = vec3(1.0, 0.9, 0.1);'; // yellow
var redGreenCornellBox =
' if(hit.x < -0.9999) surfaceColor = vec3(1.0, 0.3, 0.1);' + // red
' else if(hit.x > 0.9999) surfaceColor = vec3(0.3, 1.0, 0.1);'; // green
function makeShadow(objects) {
return '' +
' float shadow(vec3 origin, vec3 ray) {' +
concat(objects, function (o) { return o.getShadowTestCode(); }) +
' return 1.0;' +
' }';
}
function makeCalculateColor(objects) {
return '' +
' vec3 calculateColor(vec3 origin, vec3 ray, vec3 light) {' +
' vec3 colorMask = vec3(1.0);' +
' vec3 accumulatedColor = vec3(0.0);' +
// main raytracing loop
' for(int bounce = 0; bounce < ' + bounces + '; bounce++) {' +
// compute the intersection with everything
' vec2 tRoom = intersectCube(origin, ray, roomCubeMin, roomCubeMax);' +
concat(objects, function (o) { return o.getIntersectCode(); }) +
// find the closest intersection
' float t = ' + infinity + ';' +
' if(tRoom.x < tRoom.y) t = tRoom.y;' +
concat(objects, function (o) { return o.getMinimumIntersectCode(); }) +
// info about hit
' vec3 hit = origin + ray * t;' +
' vec3 surfaceColor = vec3(0.75);' +
' float specularHighlight = 0.0;' +
' vec3 normal;' +
// calculate the normal (and change wall color)
' if(t == tRoom.y) {' +
' normal = -normalForCube(hit, roomCubeMin, roomCubeMax);' +
[yellowBlueCornellBox, redGreenCornellBox][environment] +
newDiffuseRay +
' } else if(t == ' + infinity + ') {' +
' break;' +
' } else {' +
' if(false) ;' + // hack to discard the first 'else' in 'else if'
concat(objects, function (o) { return o.getNormalCalculationCode(); }) +
[newDiffuseRay, newReflectiveRay, newGlossyRay][material] +
' }' +
// compute diffuse lighting contribution
' vec3 toLight = light - hit;' +
' float diffuse = max(0.0, dot(normalize(toLight), normal));' +
// trace a shadow ray to the light
' float shadowIntensity = shadow(hit + normal * ' + epsilon + ', toLight);' +
// do light bounce
' colorMask *= surfaceColor;' +
' accumulatedColor += colorMask * (' + lightVal + ' * diffuse * shadowIntensity);' +
' accumulatedColor += colorMask * specularHighlight * shadowIntensity;' +
// calculate next origin
' origin = hit;' +
' }' +
' return accumulatedColor;' +
' }';
}
function makeMain() {
return '' +
' void main() {' +
' vec3 newLight = light + uniformlyRandomVector(timeSinceStart - 53.0) * ' + lightSize + ';' +
' vec3 texture = texture2D(texture, gl_FragCoord.xy / 512.0).rgb;' +
' gl_FragColor = vec4(mix(calculateColor(eye, initialRay, newLight), texture, textureWeight), 1.0);' +
' }';
}
function makeTracerFragmentSource(objects) {
return tracerFragmentSourceHeader +
concat(objects, function (o) { return o.getGlobalCode(); }) +
intersectCubeSource +
normalForCubeSource +
intersectSphereSource +
normalForSphereSource +
randomSource +
cosineWeightedDirectionSource +
uniformlyRandomDirectionSource +
uniformlyRandomVectorSource +
makeShadow(objects) +
makeCalculateColor(objects) +
makeMain();
}
////////////////////////////////////////////////////////////////////////////////
// utility functions
////////////////////////////////////////////////////////////////////////////////
function getEyeRay(matrix, x, y) {
return matrix.multiply(Vector.create([x, y, 0, 1])).divideByW().ensure3().subtract(eye);
}
function setUniforms(program, uniforms) {
for (var name in uniforms) {
var value = uniforms[name];
var location = gl.getUniformLocation(program, name);
if (location == null) continue;
if (value instanceof Vector) {
gl.uniform3fv(location, new Float32Array([value.elements[0], value.elements[1], value.elements[2]]));
} else if (value instanceof Matrix) {
gl.uniformMatrix4fv(location, false, new Float32Array(value.flatten()));
} else {
gl.uniform1f(location, value);
}
}
}
function concat(objects, func) {
var text = '';
for (var i = 0; i < objects.length; i++) {
text += func(objects[i]);
}
return text;
}
Vector.prototype.ensure3 = function () {
return Vector.create([this.elements[0], this.elements[1], this.elements[2]]);
};
Vector.prototype.ensure4 = function (w) {
return Vector.create([this.elements[0], this.elements[1], this.elements[2], w]);
};
Vector.prototype.divideByW = function () {
var w = this.elements[this.elements.length - 1];
var newElements = [];
for (var i = 0; i < this.elements.length; i++) {
newElements.push(this.elements[i] / w);
}
return Vector.create(newElements);
};
Vector.prototype.componentDivide = function (vector) {
if (this.elements.length != vector.elements.length) {
return null;
}
var newElements = [];
for (var i = 0; i < this.elements.length; i++) {
newElements.push(this.elements[i] / vector.elements[i]);
}
return Vector.create(newElements);
};
Vector.min = function (a, b) {
if (a.length != b.length) {
return null;
}
var newElements = [];
for (var i = 0; i < a.elements.length; i++) {
newElements.push(Math.min(a.elements[i], b.elements[i]));
}
return Vector.create(newElements);
};
Vector.max = function (a, b) {
if (a.length != b.length) {
return null;
}
var newElements = [];
for (var i = 0; i < a.elements.length; i++) {
newElements.push(Math.max(a.elements[i], b.elements[i]));
}
return Vector.create(newElements);
};
Vector.prototype.minComponent = function () {
var value = Number.MAX_VALUE;
for (var i = 0; i < this.elements.length; i++) {
value = Math.min(value, this.elements[i]);
}
return value;
};
Vector.prototype.maxComponent = function () {
var value = -Number.MAX_VALUE;
for (var i = 0; i < this.elements.length; i++) {
value = Math.max(value, this.elements[i]);
}
return value;
};
function compileSource(source, type) {
var shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
throw 'compile error: ' + gl.getShaderInfoLog(shader);
}
return shader;
}
function compileShader(vertexSource, fragmentSource) {
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, compileSource(vertexSource, gl.VERTEX_SHADER));
gl.attachShader(shaderProgram, compileSource(fragmentSource, gl.FRAGMENT_SHADER));
gl.linkProgram(shaderProgram);
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
throw 'link error: ' + gl.getProgramInfoLog(shaderProgram);
}
return shaderProgram;
}
////////////////////////////////////////////////////////////////////////////////
// class Sphere
////////////////////////////////////////////////////////////////////////////////
function Sphere(center, radius, id) {
this.center = center;
this.radius = radius;
this.centerStr = 'sphereCenter' + id;
this.radiusStr = 'sphereRadius' + id;
this.intersectStr = 'tSphere' + id;
this.temporaryTranslation = Vector.create([0, 0, 0]);
}
Sphere.prototype.getGlobalCode = function () {
return '' +
' uniform vec3 ' + this.centerStr + ';' +
' uniform float ' + this.radiusStr + ';';
};
Sphere.prototype.getIntersectCode = function () {
return '' +
' float ' + this.intersectStr + ' = intersectSphere(origin, ray, ' + this.centerStr + ', ' + this.radiusStr + ');';
};
Sphere.prototype.getShadowTestCode = function () {
return '' +
this.getIntersectCode() +
' if(' + this.intersectStr + ' < 1.0) return 0.0;';
};
Sphere.prototype.getMinimumIntersectCode = function () {
return '' +
' if(' + this.intersectStr + ' < t) t = ' + this.intersectStr + ';';
};
Sphere.prototype.getNormalCalculationCode = function () {
return '' +
' else if(t == ' + this.intersectStr + ') normal = normalForSphere(hit, ' + this.centerStr + ', ' + this.radiusStr + ');';
};
Sphere.prototype.setUniforms = function (renderer) {
renderer.uniforms[this.centerStr] = this.center.add(this.temporaryTranslation);
renderer.uniforms[this.radiusStr] = this.radius;
};
Sphere.prototype.temporaryTranslate = function (translation) {
this.temporaryTranslation = translation;
};
Sphere.prototype.translate = function (translation) {
this.center = this.center.add(translation);
};
Sphere.prototype.getMinCorner = function () {
return this.center.add(this.temporaryTranslation).subtract(Vector.create([this.radius, this.radius, this.radius]));
};
Sphere.prototype.getMaxCorner = function () {
return this.center.add(this.temporaryTranslation).add(Vector.create([this.radius, this.radius, this.radius]));
};
Sphere.prototype.intersect = function (origin, ray) {
return Sphere.intersect(origin, ray, this.center.add(this.temporaryTranslation), this.radius);
};
Sphere.intersect = function (origin, ray, center, radius) {
var toSphere = origin.subtract(center);
var a = ray.dot(ray);
var b = 2 * toSphere.dot(ray);
var c = toSphere.dot(toSphere) - radius * radius;
var discriminant = b * b - 4 * a * c;
if (discriminant > 0) {
var t = (-b - Math.sqrt(discriminant)) / (2 * a);
if (t > 0) {
return t;
}
}
return Number.MAX_VALUE;
};
////////////////////////////////////////////////////////////////////////////////
// class Cube
////////////////////////////////////////////////////////////////////////////////
function Cube(minCorner, maxCorner, id) {
this.minCorner = minCorner;
this.maxCorner = maxCorner;
this.minStr = 'cubeMin' + id;
this.maxStr = 'cubeMax' + id;
this.intersectStr = 'tCube' + id;
this.temporaryTranslation = Vector.create([0, 0, 0]);
}
Cube.prototype.getGlobalCode = function () {
return '' +
' uniform vec3 ' + this.minStr + ';' +
' uniform vec3 ' + this.maxStr + ';';
};
Cube.prototype.getIntersectCode = function () {
return '' +
' vec2 ' + this.intersectStr + ' = intersectCube(origin, ray, ' + this.minStr + ', ' + this.maxStr + ');';
};
Cube.prototype.getShadowTestCode = function () {
return '' +
this.getIntersectCode() +
' if(' + this.intersectStr + '.x > 0.0 && ' + this.intersectStr + '.x < 1.0 && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y) return 0.0;';
};
Cube.prototype.getMinimumIntersectCode = function () {
return '' +
' if(' + this.intersectStr + '.x > 0.0 && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y && ' + this.intersectStr + '.x < t) t = ' + this.intersectStr + '.x;';
};
Cube.prototype.getNormalCalculationCode = function () {
return '' +
// have to compare intersectStr.x < intersectStr.y otherwise two coplanar
// cubes will look wrong (one cube will "steal" the hit from the other)
' else if(t == ' + this.intersectStr + '.x && ' + this.intersectStr + '.x < ' + this.intersectStr + '.y) normal = normalForCube(hit, ' + this.minStr + ', ' + this.maxStr + ');';
};
Cube.prototype.setUniforms = function (renderer) {
renderer.uniforms[this.minStr] = this.getMinCorner();
renderer.uniforms[this.maxStr] = this.getMaxCorner();
};
Cube.prototype.temporaryTranslate = function (translation) {
this.temporaryTranslation = translation;
};
Cube.prototype.translate = function (translation) {
this.minCorner = this.minCorner.add(translation);
this.maxCorner = this.maxCorner.add(translation);
};
Cube.prototype.getMinCorner = function () {
return this.minCorner.add(this.temporaryTranslation);
};
Cube.prototype.getMaxCorner = function () {
return this.maxCorner.add(this.temporaryTranslation);
};
Cube.prototype.intersect = function (origin, ray) {
return Cube.intersect(origin, ray, this.getMinCorner(), this.getMaxCorner());
};
Cube.intersect = function (origin, ray, cubeMin, cubeMax) {
var tMin = cubeMin.subtract(origin).componentDivide(ray);
var tMax = cubeMax.subtract(origin).componentDivide(ray);
var t1 = Vector.min(tMin, tMax);
var t2 = Vector.max(tMin, tMax);
var tNear = t1.maxComponent();
var tFar = t2.minComponent();
if (tNear > 0 && tNear < tFar) {
return tNear;
}
return Number.MAX_VALUE;
};
////////////////////////////////////////////////////////////////////////////////
// class Light
////////////////////////////////////////////////////////////////////////////////
function Light() {
this.temporaryTranslation = Vector.create([0, 0, 0]);
}
Light.prototype.getGlobalCode = function () {
return 'uniform vec3 light;';
};
Light.prototype.getIntersectCode = function () {
return '';
};
Light.prototype.getShadowTestCode = function () {
return '';
};
Light.prototype.getMinimumIntersectCode = function () {
return '';
};
Light.prototype.getNormalCalculationCode = function () {
return '';
};
Light.prototype.setUniforms = function (renderer) {
renderer.uniforms.light = light.add(this.temporaryTranslation);
};
Light.clampPosition = function (position) {
for (var i = 0; i < position.elements.length; i++) {
position.elements[i] = Math.max(lightSize - 1, Math.min(1 - lightSize, position.elements[i]));
}
};
Light.prototype.temporaryTranslate = function (translation) {
var tempLight = light.add(translation);
Light.clampPosition(tempLight);
this.temporaryTranslation = tempLight.subtract(light);
};
Light.prototype.translate = function (translation) {
light = light.add(translation);
Light.clampPosition(light);
};
Light.prototype.getMinCorner = function () {
return light.add(this.temporaryTranslation).subtract(Vector.create([lightSize, lightSize, lightSize]));
};
Light.prototype.getMaxCorner = function () {
return light.add(this.temporaryTranslation).add(Vector.create([lightSize, lightSize, lightSize]));
};
Light.prototype.intersect = function (origin, ray) {
return Number.MAX_VALUE;
};
////////////////////////////////////////////////////////////////////////////////
// class PathTracer
////////////////////////////////////////////////////////////////////////////////
function PathTracer() {
var vertices = [
-1, -1,
-1, +1,
+1, -1,
+1, +1
];
// create vertex buffer
this.vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// create framebuffer
this.framebuffer = gl.createFramebuffer();
// create textures
var type = gl.getExtension('OES_texture_float') ? gl.FLOAT : gl.UNSIGNED_BYTE;
this.textures = [];
for (var i = 0; i < 2; i++) {
this.textures.push(gl.createTexture());
gl.bindTexture(gl.TEXTURE_2D, this.textures[i]);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGB, 512, 512, 0, gl.RGB, type, null);
}
gl.bindTexture(gl.TEXTURE_2D, null);
// create render shader
this.renderProgram = compileShader(renderVertexSource, renderFragmentSource);
this.renderVertexAttribute = gl.getAttribLocation(this.renderProgram, 'vertex');
gl.enableVertexAttribArray(this.renderVertexAttribute);
// objects and shader will be filled in when setObjects() is called
this.objects = [];
this.sampleCount = 0;
this.tracerProgram = null;
}
PathTracer.prototype.setObjects = function (objects) {
this.uniforms = {};
this.sampleCount = 0;
this.objects = objects;
// create tracer shader
if (this.tracerProgram != null) {
gl.deleteProgram(this.shaderProgram);
}
this.tracerProgram = compileShader(tracerVertexSource, makeTracerFragmentSource(objects));
this.tracerVertexAttribute = gl.getAttribLocation(this.tracerProgram, 'vertex');
gl.enableVertexAttribArray(this.tracerVertexAttribute);
};
PathTracer.prototype.update = function (matrix, timeSinceStart) {
// calculate uniforms
for (var i = 0; i < this.objects.length; i++) {
this.objects[i].setUniforms(this);
}
this.uniforms.eye = eye;
this.uniforms.glossiness = glossiness;
this.uniforms.ray00 = getEyeRay(matrix, -1, -1);
this.uniforms.ray01 = getEyeRay(matrix, -1, +1);
this.uniforms.ray10 = getEyeRay(matrix, +1, -1);
this.uniforms.ray11 = getEyeRay(matrix, +1, +1);
this.uniforms.timeSinceStart = timeSinceStart;
this.uniforms.textureWeight = this.sampleCount / (this.sampleCount + 1);
// set uniforms
gl.useProgram(this.tracerProgram);
setUniforms(this.tracerProgram, this.uniforms);
// render to texture
gl.useProgram(this.tracerProgram);
gl.bindTexture(gl.TEXTURE_2D, this.textures[0]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, this.textures[1], 0);
gl.vertexAttribPointer(this.tracerVertexAttribute, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
// ping pong textures
this.textures.reverse();
this.sampleCount++;
};
PathTracer.prototype.render = function () {
gl.useProgram(this.renderProgram);
gl.bindTexture(gl.TEXTURE_2D, this.textures[0]);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.vertexAttribPointer(this.renderVertexAttribute, 2, gl.FLOAT, false, 0, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
};
////////////////////////////////////////////////////////////////////////////////
// class Renderer
////////////////////////////////////////////////////////////////////////////////
function Renderer() {
var vertices = [
0, 0, 0,
1, 0, 0,
0, 1, 0,
1, 1, 0,
0, 0, 1,
1, 0, 1,
0, 1, 1,
1, 1, 1
];
var indices = [
0, 1, 1, 3, 3, 2, 2, 0,
4, 5, 5, 7, 7, 6, 6, 4,
0, 4, 1, 5, 2, 6, 3, 7
];
// create vertex buffer
this.vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// create index buffer
this.indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
// create line shader
this.lineProgram = compileShader(lineVertexSource, lineFragmentSource);
this.vertexAttribute = gl.getAttribLocation(this.lineProgram, 'vertex');
gl.enableVertexAttribArray(this.vertexAttribute);
this.objects = [];
this.selectedObject = null;
this.pathTracer = new PathTracer();
}
Renderer.prototype.setObjects = function (objects) {
this.objects = objects;
this.selectedObject = null;
this.pathTracer.setObjects(objects);
};
Renderer.prototype.update = function (modelviewProjection, timeSinceStart) {
var jitter = Matrix.Translation(Vector.create([Math.random() * 2 - 1, Math.random() * 2 - 1, 0]).multiply(1 / 512));
var inverse = jitter.multiply(modelviewProjection).inverse();
this.modelviewProjection = modelviewProjection;
this.pathTracer.update(inverse, timeSinceStart);
};
Renderer.prototype.render = function () {
this.pathTracer.render();
if (this.selectedObject != null) {
gl.isEnabled(gl.DITHER);
gl.useProgram(this.lineProgram);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.vertexAttribPointer(this.vertexAttribute, 3, gl.FLOAT, false, 0, 0);
setUniforms(this.lineProgram, {
cubeMin: this.selectedObject.getMinCorner(),
cubeMax: this.selectedObject.getMaxCorner(),
modelviewProjection: this.modelviewProjection
});
gl.drawElements(gl.LINES, 24, gl.UNSIGNED_SHORT, 0);
gl.enable(gl.DEPTH_TEST);
}
};
////////////////////////////////////////////////////////////////////////////////
// class UI
////////////////////////////////////////////////////////////////////////////////
function UI() {
this.renderer = new Renderer();
this.moving = true;
}
UI.prototype.setObjects = function (objects) {
this.objects = objects;
this.objects.splice(0, 0, new Light());
this.renderer.setObjects(this.objects);
};
UI.prototype.update = function (timeSinceStart) {
this.modelview = makeLookAt(eye.elements[0], eye.elements[1], eye.elements[2], 0, 0, 0, 0, 1, 0);
this.projection = makePerspective(55, 1, 0.1, 100);
this.modelviewProjection = this.projection.multiply(this.modelview);
this.renderer.update(this.modelviewProjection, timeSinceStart);
};
UI.prototype.mouseDown = function (x, y) {
var t;
var origin = eye;
var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2);
// test the selection box first
if (this.renderer.selectedObject != null) {
var minBounds = this.renderer.selectedObject.getMinCorner();
var maxBounds = this.renderer.selectedObject.getMaxCorner();
t = Cube.intersect(origin, ray, minBounds, maxBounds);
if (t < Number.MAX_VALUE) {
var hit = origin.add(ray.multiply(t));
if (Math.abs(hit.elements[0] - minBounds.elements[0]) < 0.001) this.movementNormal = Vector.create([-1, 0, 0]);
else if (Math.abs(hit.elements[0] - maxBounds.elements[0]) < 0.001) this.movementNormal = Vector.create([+1, 0, 0]);
else if (Math.abs(hit.elements[1] - minBounds.elements[1]) < 0.001) this.movementNormal = Vector.create([0, -1, 0]);
else if (Math.abs(hit.elements[1] - maxBounds.elements[1]) < 0.001) this.movementNormal = Vector.create([0, +1, 0]);
else if (Math.abs(hit.elements[2] - minBounds.elements[2]) < 0.001) this.movementNormal = Vector.create([0, 0, -1]);
else this.movementNormal = Vector.create([0, 0, +1]);
this.movementDistance = this.movementNormal.dot(hit);
this.originalHit = hit;
this.moving = true;
return true;
}
}
t = Number.MAX_VALUE;
this.renderer.selectedObject = null;
for (var i = 0; i < this.objects.length; i++) {
var objectT = this.objects[i].intersect(origin, ray);
if (objectT < t) {
t = objectT;
this.renderer.selectedObject = this.objects[i];
}
}
return (t < Number.MAX_VALUE);
};
UI.prototype.mouseMove = function (x, y) {
if (this.moving) {
var origin = eye;
var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2);
var t = (this.movementDistance - this.movementNormal.dot(origin)) / this.movementNormal.dot(ray);
var hit = origin.add(ray.multiply(t));
this.renderer.selectedObject.temporaryTranslate(hit.subtract(this.originalHit));
// clear the sample buffer
this.renderer.pathTracer.sampleCount = 0;
}
};
UI.prototype.mouseUp = function (x, y) {
if (this.moving) {
var origin = eye;
var ray = getEyeRay(this.modelviewProjection.inverse(), (x / 512) * 2 - 1, 1 - (y / 512) * 2);
var t = (this.movementDistance - this.movementNormal.dot(origin)) / this.movementNormal.dot(ray);
var hit = origin.add(ray.multiply(t));
this.renderer.selectedObject.temporaryTranslate(Vector.create([0, 0, 0]));
this.renderer.selectedObject.translate(hit.subtract(this.originalHit));
this.moving = false;
}
};
UI.prototype.render = function () {
this.renderer.render();
};
UI.prototype.selectLight = function () {
this.renderer.selectedObject = this.objects[0];
};
UI.prototype.addSphere = function () {
this.objects.push(new Sphere(Vector.create([0, 0, 0]), 0.25, nextObjectId++));
this.renderer.setObjects(this.objects);
};
UI.prototype.addCube = function () {
this.objects.push(new Cube(Vector.create([-0.25, -0.25, -0.25]), Vector.create([0.25, 0.25, 0.25]), nextObjectId++));
this.renderer.setObjects(this.objects);
};
UI.prototype.deleteSelection = function () {
for (var i = 0; i < this.objects.length; i++) {
if (this.renderer.selectedObject == this.objects[i]) {
this.objects.splice(i, 1);
this.renderer.selectedObject = null;
this.renderer.setObjects(this.objects);
break;
}
}
};
UI.prototype.updateMaterial = function () {
var newMaterial = parseInt(document.getElementById('material').value, 10);
if (material != newMaterial) {
material = newMaterial;
this.renderer.setObjects(this.objects);
}
};
UI.prototype.updateEnvironment = function () {
var newEnvironment = parseInt(document.getElementById('environment').value, 10);
if (environment != newEnvironment) {
environment = newEnvironment;
this.renderer.setObjects(this.objects);
}
};
UI.prototype.updateGlossiness = function () {
var newGlossiness = parseFloat(document.getElementById('glossiness').value);
if (isNaN(newGlossiness)) newGlossiness = 0;
newGlossiness = Math.max(0, Math.min(1, newGlossiness));
if (material == MATERIAL_GLOSSY && glossiness != newGlossiness) {
this.renderer.pathTracer.sampleCount = 0;
}
glossiness = newGlossiness;
};
////////////////////////////////////////////////////////////////////////////////
// main program
////////////////////////////////////////////////////////////////////////////////
var gl;
var ui;
var error;
var canvas;
var inputFocusCount = 0;
var angleX = 0;
var angleY = 0;
var zoomZ = 2.5;
var eye = Vector.create([0, 0, 0]);
var light = Vector.create([0.1, 0.1, -0.16]);
var nextObjectId = 0;
var MATERIAL_DIFFUSE = 0;
var MATERIAL_MIRROR = 1;
var MATERIAL_GLOSSY = 2;
var material = MATERIAL_DIFFUSE;
var glossiness = 0.6;
var YELLOW_BLUE_CORNELL_BOX = 0;
var RED_GREEN_CORNELL_BOX = 1;
var environment = YELLOW_BLUE_CORNELL_BOX;
function tick(timeSinceStart) {
eye.elements[0] = zoomZ * Math.sin(angleY) * Math.cos(angleX);
eye.elements[1] = zoomZ * Math.sin(angleX);
eye.elements[2] = zoomZ * Math.cos(angleY) * Math.cos(angleX);
document.getElementById('glossiness-factor').style.display = (material == MATERIAL_GLOSSY) ? 'inline' : 'none';
ui.updateMaterial();
ui.updateGlossiness();
ui.updateEnvironment();
ui.update(timeSinceStart);
ui.render();
}
function makePotionBottle() {
var objects = [];
//stem
objects.push(new Cube(Vector.create([-0.45, -0.0, -0.05]), Vector.create([-0.35, -0.5, 0.05]), nextObjectId++));
//bottle
objects.push(new Sphere(Vector.create([-0.4, -0.6, 0]), 0.25, nextObjectId++));
//chest
objects.push(new Cube(Vector.create([0, -0.6, 0.0]), Vector.create([0.15, -0.8, 0.05]), nextObjectId++));
//left leg
objects.push(new Cube(Vector.create([0, -1, 0.0]), Vector.create([0.06, -0.8, 0.05]), nextObjectId++));
//right leg
objects.push(new Cube(Vector.create([0.15, -1, 0.0]), Vector.create([0.09, -0.8, 0.05]), nextObjectId++));
//left arm
objects.push(new Cube(Vector.create([0, -0.65, 0.0]), Vector.create([-0.06, -0.45, 0.05]), nextObjectId++));
//right arm
objects.push(new Cube(Vector.create([0.15, -0.6, 0.0]), Vector.create([0.21, -0.8, 0.05]), nextObjectId++));
//head
objects.push(new Cube(Vector.create([0.04, -0.6, 0.0]), Vector.create([0.13, -0.52, 0.05]), nextObjectId++));
//left horn
objects.push(new Cube(Vector.create([0.045, -0.52, 0.01]), Vector.create([0.06, -0.48, 0.04]), nextObjectId++));
//right horn
objects.push(new Cube(Vector.create([0.125, -0.52, 0.01]), Vector.create([0.110, -0.48, 0.04]), nextObjectId++));
return objects;
}
var XNEG = 0, XPOS = 1, YNEG = 2, YPOS = 3, ZNEG = 4, ZPOS = 5;
function addRecursiveSpheresBranch(objects, center, radius, depth, dir) {
objects.push(new Sphere(center, radius, nextObjectId++));
if (depth--) {
if (dir != XNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([radius * 1.5, 0, 0])), radius / 2, depth, XPOS);
if (dir != XPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([radius * 1.5, 0, 0])), radius / 2, depth, XNEG);
if (dir != YNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([0, radius * 1.5, 0])), radius / 2, depth, YPOS);
if (dir != YPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([0, radius * 1.5, 0])), radius / 2, depth, YNEG);
if (dir != ZNEG) addRecursiveSpheresBranch(objects, center.subtract(Vector.create([0, 0, radius * 1.5])), radius / 2, depth, ZPOS);
if (dir != ZPOS) addRecursiveSpheresBranch(objects, center.add(Vector.create([0, 0, radius * 1.5])), radius / 2, depth, ZNEG);
}
}
function makeRecursiveSpheres() {
var objects = [];
addRecursiveSpheresBranch(objects, Vector.create([0, 0, 0]), 0.3, 2, -1);
return objects;
}
window.onload = function () {
gl = null;
error = document.getElementById('error');
canvas = document.getElementById('canvas');
try { gl = canvas.getContext('experimental-webgl'); } catch (e) { }
if (gl) {
error.innerHTML = 'Loading...';
// keep track of whether an is focused or not (will be no only if inputFocusCount == 0)
var inputs = document.getElementsByTagName('input');
for (var i = 0; i < inputs.length; i++) {
inputs[i].onfocus = function () { inputFocusCount++; };
inputs[i].onblur = function () { inputFocusCount--; };
}
material = parseInt(document.getElementById('material').value, 10);
environment = parseInt(document.getElementById('environment').value, 10);
ui = new UI();
ui.setObjects(makePotionBottle());
var start = new Date();
error.style.zIndex = -1;
setInterval(function () { tick((new Date() - start) * 0.001); }, 1000 / 60);
} else {
error.innerHTML = 'Your browser does not support WebGL. Please see Getting a WebGL Implementation.';
}
};
function elementPos(element) {
var x = 0, y = 0;
while (element.offsetParent) {
x += element.offsetLeft;
y += element.offsetTop;
element = element.offsetParent;
}
return { x: x, y: y };
}
function eventPos(event) {
return {
x: event.clientX + document.body.scrollLeft + document.documentElement.scrollLeft,
y: event.clientY + document.body.scrollTop + document.documentElement.scrollTop
};
}
function canvasMousePos(event) {
var mousePos = eventPos(event);
var canvasPos = elementPos(canvas);
return {
x: mousePos.x - canvasPos.x,
y: mousePos.y - canvasPos.y
};
}
var mouseDown = false, oldX, oldY;
document.onmousedown = function (event) {
var mouse = canvasMousePos(event);
oldX = mouse.x;
oldY = mouse.y;
if (mouse.x >= 0 && mouse.x < 512 && mouse.y >= 0 && mouse.y < 512) {
mouseDown = !ui.mouseDown(mouse.x, mouse.y);
// disable selection because dragging is used for rotating the camera and moving objects
return false;
}
return true;
};
document.onmousemove = function (event) {
var mouse = canvasMousePos(event);
if (mouseDown) {
// update the angles based on how far we moved since last time
angleY -= (mouse.x - oldX) * 0.01;
angleX += (mouse.y - oldY) * 0.01;
// don't go upside down
angleX = Math.max(angleX, -Math.PI / 2 + 0.01);
angleX = Math.min(angleX, Math.PI / 2 - 0.01);
// clear the sample buffer
ui.renderer.pathTracer.sampleCount = 0;
// remember this coordinate
oldX = mouse.x;
oldY = mouse.y;
} else {
var canvasPos = elementPos(canvas);
ui.mouseMove(mouse.x, mouse.y);
}
};
document.onmouseup = function (event) {
mouseDown = false;
var mouse = canvasMousePos(event);
ui.mouseUp(mouse.x, mouse.y);
};
document.onkeydown = function (event) {
// if there are no elements focused
if (inputFocusCount == 0) {
// if backspace or delete was pressed
if (event.keyCode == 8 || event.keyCode == 46) {
ui.deleteSelection();
// don't let the backspace key go back a page
return false;
}
}
};