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javascript.js
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javascript.js
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var Javascript = (function() {
function dot(vecA, vecB) {
return (vecA[0] * vecB[0]) + (vecA[1] * vecB[1]) + (vecA[2] * vecB[2]);
}
function length(vecA) {
return Math.sqrt(dot(vecA, vecA));
}
function normalize(vecA) {
var fltLength = Math.max(0.00001, length(vecA));
vecA[0] /= fltLength;
vecA[1] /= fltLength;
vecA[2] /= fltLength;
}
function cross(vecA, vecB, vecC) {
vecA[0] = (vecB[1] * vecC[2]) - (vecB[2] * vecC[1]);
vecA[1] = (vecB[2] * vecC[0]) - (vecB[0] * vecC[2]);
vecA[2] = (vecB[0] * vecC[1]) - (vecB[1] * vecC[0]);
}
function intersection(objIntersection, vecOrigin, vecDirection, fltMin, fltMax, boolPeek) {
var fltIntersection = Infinity;
normalize(vecDirection);
for (var intPlane = 0; intPlane < objPlanes.length; intPlane += 1) {
var vecDifference = [ 0.0, 0.0, 0.0 ];
vecDifference[0] = objPlanes[intPlane].vecLocation[0] - vecOrigin[0];
vecDifference[1] = objPlanes[intPlane].vecLocation[1] - vecOrigin[1];
vecDifference[2] = objPlanes[intPlane].vecLocation[2] - vecOrigin[2];
var fltDenominator = dot(vecDirection, objPlanes[intPlane].vecNormal);
if (Math.abs(fltDenominator) < 0.01) {
continue;
}
var fltDistance = dot(vecDifference, objPlanes[intPlane].vecNormal) / fltDenominator;
if (fltDistance < fltMin) {
continue;
} else if (fltDistance > fltMax) {
continue;
} else if (fltDistance > fltIntersection) {
continue;
}
if (boolPeek == true) {
return fltDistance;
}
fltIntersection = fltDistance;
objIntersection.fltDistance = fltDistance;
objIntersection.vecLocation = [ 0.0, 0.0, 0.0 ];
objIntersection.vecLocation[0] = vecOrigin[0] + (fltDistance * vecDirection[0]);
objIntersection.vecLocation[1] = vecOrigin[1] + (fltDistance * vecDirection[1]);
objIntersection.vecLocation[2] = vecOrigin[2] + (fltDistance * vecDirection[2]);
objIntersection.vecNormal = [ 0.0, 0.0, 0.0 ];
objIntersection.vecNormal[0] = objPlanes[intPlane].vecNormal[0];
objIntersection.vecNormal[1] = objPlanes[intPlane].vecNormal[1];
objIntersection.vecNormal[2] = objPlanes[intPlane].vecNormal[2];
objIntersection.vecColor = [ 0.0, 0.0, 0.0 ];
objIntersection.vecColor[0] = objPlanes[intPlane].vecColor[0];
objIntersection.vecColor[1] = objPlanes[intPlane].vecColor[1];
objIntersection.vecColor[2] = objPlanes[intPlane].vecColor[2];
objIntersection.fltSpecular = objPlanes[intPlane].fltSpecular;
objIntersection.fltReflect = objPlanes[intPlane].fltReflect;
var fltCheckerboard = Math.abs(Math.floor(objIntersection.vecLocation[0]) + Math.floor(objIntersection.vecLocation[2])) % 2.0;
objIntersection.vecColor[0] *= 0.5 + (0.5 * fltCheckerboard);
objIntersection.vecColor[1] *= 0.5 + (0.5 * fltCheckerboard);
objIntersection.vecColor[2] *= 0.5 + (0.5 * fltCheckerboard);
}
for (var intSphere = 0; intSphere < objSpheres.length; intSphere += 1) {
var vecDifference = [ 0.0, 0.0, 0.0 ];
vecDifference[0] = vecOrigin[0] - objSpheres[intSphere].vecLocation[0];
vecDifference[1] = vecOrigin[1] - objSpheres[intSphere].vecLocation[1];
vecDifference[2] = vecOrigin[2] - objSpheres[intSphere].vecLocation[2];
var fltAlpha = dot(vecDirection, vecDifference);
var fltDiscriminant = (fltAlpha * fltAlpha) - dot(vecDifference, vecDifference) + (objSpheres[intSphere].fltRadius * objSpheres[intSphere].fltRadius);
if (fltDiscriminant < 0.01) {
continue;
}
var fltFirst = (-1.0 * fltAlpha) - Math.sqrt(fltDiscriminant);
var fltSecond = (-1.0 * fltAlpha) + Math.sqrt(fltDiscriminant);
var fltDistance = Infinity;
if (fltFirst > fltMin) {
if (fltFirst < fltMax) {
fltDistance = Math.min(fltDistance, fltFirst);
}
}
if (fltSecond > fltMin) {
if (fltSecond < fltMax) {
fltDistance = Math.min(fltDistance, fltSecond);
}
}
if (fltDistance == Infinity) {
continue;
} else if (fltDistance > fltIntersection) {
continue;
}
if (boolPeek == true) {
return fltDistance;
}
fltIntersection = fltDistance;
objIntersection.fltDistance = fltDistance;
objIntersection.vecLocation = [ 0.0, 0.0, 0.0 ];
objIntersection.vecLocation[0] = vecOrigin[0] + (fltDistance * vecDirection[0]);
objIntersection.vecLocation[1] = vecOrigin[1] + (fltDistance * vecDirection[1]);
objIntersection.vecLocation[2] = vecOrigin[2] + (fltDistance * vecDirection[2]);
objIntersection.vecNormal = [ 0.0, 0.0, 0.0 ];
objIntersection.vecNormal[0] = objIntersection.vecLocation[0] - objSpheres[intSphere].vecLocation[0];
objIntersection.vecNormal[1] = objIntersection.vecLocation[1] - objSpheres[intSphere].vecLocation[1];
objIntersection.vecNormal[2] = objIntersection.vecLocation[2] - objSpheres[intSphere].vecLocation[2];
objIntersection.vecColor = [ 0.0, 0.0, 0.0 ];
objIntersection.vecColor[0] = objSpheres[intSphere].vecColor[0];
objIntersection.vecColor[1] = objSpheres[intSphere].vecColor[1];
objIntersection.vecColor[2] = objSpheres[intSphere].vecColor[2];
objIntersection.fltSpecular = objSpheres[intSphere].fltSpecular;
objIntersection.fltReflect = objSpheres[intSphere].fltReflect;
}
if (boolPeek != true) {
if (fltIntersection < fltMax) {
normalize(objIntersection.vecNormal);
}
}
return fltIntersection;
}
function raytrace(vecColor, vecOrigin, vecDirection, fltMin, fltMax) {
vecColor[0] = 0.0;
vecColor[1] = 0.0;
vecColor[2] = 0.0;
var fltReflect = 1.0;
for (var intRecurse = 0; intRecurse < 8; intRecurse += 1) {
var objIntersection = {};
if (intersection(objIntersection, vecOrigin, vecDirection, fltMin, fltMax, false) > 10000.0) {
return;
}
var fltAngle = Math.abs(dot(vecDirection, objIntersection.vecNormal));
var fltSchlick = (1.0 - objIntersection.fltReflect) + (objIntersection.fltReflect * Math.pow(1.0 - fltAngle, 5.0));
for (var intLight = 0; intLight < objLights.length; intLight += 1) {
var vecLight = [ 0.0, 0.0, 0.0 ];
vecLight[0] = objLights[intLight].vecLocation[0] - objIntersection.vecLocation[0];
vecLight[1] = objLights[intLight].vecLocation[1] - objIntersection.vecLocation[1];
vecLight[2] = objLights[intLight].vecLocation[2] - objIntersection.vecLocation[2];
if (intersection(objIntersection, objIntersection.vecLocation, vecLight, 0.01, 10000.0, true) < 10000.0) {
continue;
}
var fltDiffuse = dot(vecLight, objIntersection.vecNormal);
var vecSpecular = [ 0.0, 0.0, 0.0 ];
vecSpecular[0] = vecLight[0] - (2.0 * fltDiffuse * objIntersection.vecNormal[0]);
vecSpecular[1] = vecLight[1] - (2.0 * fltDiffuse * objIntersection.vecNormal[1]);
vecSpecular[2] = vecLight[2] - (2.0 * fltDiffuse * objIntersection.vecNormal[2]);
var fltSpecular = Math.max(0.01, Math.pow(dot(vecDirection, vecSpecular), objIntersection.fltSpecular));
vecColor[0] += fltReflect * fltSchlick * (fltDiffuse + fltSpecular) * objIntersection.vecColor[0] * objLights[intLight].vecIntensity[0];
vecColor[1] += fltReflect * fltSchlick * (fltDiffuse + fltSpecular) * objIntersection.vecColor[1] * objLights[intLight].vecIntensity[1];
vecColor[2] += fltReflect * fltSchlick * (fltDiffuse + fltSpecular) * objIntersection.vecColor[2] * objLights[intLight].vecIntensity[2];
}
vecColor[0] += fltReflect * fltSchlick * objIntersection.vecColor[0] * vecAmbient[0];
vecColor[1] += fltReflect * fltSchlick * objIntersection.vecColor[1] * vecAmbient[1];
vecColor[2] += fltReflect * fltSchlick * objIntersection.vecColor[2] * vecAmbient[2];
fltReflect *= 1.0 - fltSchlick;
if (fltReflect < 0.01) {
break;
}
var fltReflection = dot(vecDirection, objIntersection.vecNormal);
vecOrigin[0] = objIntersection.vecLocation[0];
vecOrigin[1] = objIntersection.vecLocation[1];
vecOrigin[2] = objIntersection.vecLocation[2];
vecDirection[0] = vecDirection[0] - (2.0 * fltReflection * objIntersection.vecNormal[0]);
vecDirection[1] = vecDirection[1] - (2.0 * fltReflection * objIntersection.vecNormal[1]);
vecDirection[2] = vecDirection[2] - (2.0 * fltReflection * objIntersection.vecNormal[2]);
fltMin = 0.01;
fltMax = 10000.0;
}
}
function render(charPixels) {
for (var intY = 0; intY < intHeight; intY += 1) {
for (var intX = 0; intX < intWidth; intX += 1) {
var fltX = (intX / intWidth) - 0.5;
var fltY = 0.5 - (intY / intHeight);
var vecColor = [ 0.0, 0.0, 0.0 ];
var vecOrigin = [ 6.0 * Math.cos(fltTime), 5.0, 6.0 * Math.sin(fltTime) ];
var vecDirection = [ 0.0 - vecOrigin[0], 1.0 - vecOrigin[1], 0.0 - vecOrigin[2] ];
normalize(vecDirection);
var vecRight = [ 0.0, 0.0, 0.0 ];
var vecUp = [ 0.0, 1.0, 0.0 ];
cross(vecRight, vecDirection, vecUp);
cross(vecUp, vecRight, vecDirection);
vecDirection[0] += (fltX * vecRight[0]) + (fltY * vecUp[0]);
vecDirection[1] += (fltX * vecRight[1]) + (fltY * vecUp[1]);
vecDirection[2] += (fltX * vecRight[2]) + (fltY * vecUp[2]);
raytrace(vecColor, vecOrigin, vecDirection, 1.0, 10000.0);
charPixels[(intY * intWidth * 4) + (intX * 4) + 0] = Math.min(255.0, 255.0 * vecColor[0]);
charPixels[(intY * intWidth * 4) + (intX * 4) + 1] = Math.min(255.0, 255.0 * vecColor[1]);
charPixels[(intY * intWidth * 4) + (intX * 4) + 2] = Math.min(255.0, 255.0 * vecColor[2]);
charPixels[(intY * intWidth * 4) + (intX * 4) + 3] = 255;
}
}
}
return {
'render': render
}
})();