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non_webcl.js
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// JavaScript Document
/* OpenCL Raytracing Kernel
* For SE195B Project by:
* Cameron Brown
* Mark Becker
*/
var tracedepth = 5;
var MAX_RAY_COUNT = 64;
// Intersection method return values
var HIT = 1; // Ray hit primitive
var MISS = 0; // Ray missed primitive
var INPRIM = -1; // Ray started inside primitive
var ORIGIN = 0;
var REFLECTED = 1;
var REFRACTED = 2;
var PLANE = 0;
var SPHERE = 1;
var EPSILON = 0.001;
var X_M_COLOR_0 = 0;
var X_M_COLOR_1 = 1;
var X_M_COLOR_2 = 2;
var X_M_COLOR_3 = 3; //ALWAYS EMPTY
var X_M_REFL = 4 ;
var X_M_DIFF = 5;
var X_M_REFR = 6;
var X_M_REFR_INDEX = 7;
var X_M_SPEC = 8;
var X_DUMMY_3 = 9;
var X_TYPE = 10;
var X_IS_LIGHT = 11;
var X_NORMAL_0 = 12;
var X_NORMAL_1 = 13;
var X_NORMAL_2 = 14;
var X_NORMAL_3 = 15; //ALWAYS EMPTY
var X_CENTER_0 = 16;
var X_CENTER_1 = 17;
var X_CENTER_2 = 18;
var X_CENTER_3 = 19; //ALWAYS EMPTY
var X_DEPTH = 20;
var X_RADIUS = 21;
var X_SQ_RADIUS = 22;
var X_R_RADIUS = 23;
var ROW_W = 24;
var prim_list = prim_list_float32View;
var prim_cnt = n_primitives;
function soft_normalize(vec){ //float4 arg, float4 return
var ret = new Array(vec[0], vec[1], vec[2], 0);
var s = Math.sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]);
var l = 1/s;
ret[0] *= l;
ret[1] *= l;
ret[2] *= l;
return ret;
}
function soft_dot(vec_a, vec_b){//float4 arg, float return
var ret = vec_a[0] * vec_b[0] + vec_a[1] * vec_b[1] + vec_a[2] * vec_b[2];
return ret;
}
function soft_length(vec){//float4 arg, float return
var ret = Math.sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]);
return ret;
}
// ray queue to simulate recursion
//function PUSH_RAY(q, r, c, n){
// if (c >= MAX_RAY_COUNT)
// c = 0;
// q[c++] = r;
// n++;
//}
//function POP_RAY(q, r, c, n) {
// if (c >= MAX_RAY_COUNT)
// c = 0;
// r = q[c++];
// n--;
//}
//float4 origin; float4 direction; float weight; float depth; int origin_primitive; ray_type type; float r_index; Color transparency;
function Ray(origin, direction, weight, depth, origin_primitive, type, r_index, transparency){
this.origin = origin;
this.direction = direction;
this.weight = weight;
this.depth = depth;
this.origin_primitive = origin_primitive;
this.type = type;
this.r_index = r_index;
this.transparency = transparency;
}
// functions
function plane_intersect(prim_index, ray, cumu_distArr ){ // local Primitive * p, Ray * ray, float * cumu_dist
var ret = MISS;
var tempArr = new Array(prim_list[prim_index * ROW_W + X_NORMAL_0],
prim_list[prim_index * ROW_W + X_NORMAL_1],
prim_list[prim_index * ROW_W + X_NORMAL_2]);
var d = soft_dot( tempArr, ray.direction);
if ( d != 0 ){
var dist = - ( soft_dot( tempArr, ray.origin ) + prim_list[prim_index * ROW_W + X_DEPTH] ) / d;
if (dist > 0 && dist < cumu_distArr[0]){
cumu_distArr[0] = dist;
ret = HIT;
}
}
return ret;
}
function sphere_intersect(prim_index, ray, cumu_distArr ){// local Primitive * p, Ray * ray, float * cumu_dist
var v = new Array(ray.origin[0] - prim_list[prim_index * ROW_W + X_CENTER_0],
ray.origin[1] - prim_list[prim_index * ROW_W + X_CENTER_1],
ray.origin[2] - prim_list[prim_index * ROW_W + X_CENTER_2]);
var b = -soft_dot( v, ray.direction );
var softV = soft_dot(v, v);
var det = (b * b) - softV + prim_list[prim_index * ROW_W + X_SQ_RADIUS];
var retval = MISS;
if (det > 0){
det = Math.sqrt(det);
var i1 = b - det;
var i2 = b + det;
if (i2 > 0){
if (i1 < 0){
if (i2 < cumu_distArr[0]){
cumu_distArr[0] = i2;
retval = INPRIM;
}
}else{
if (i1 < cumu_distArr[0]){
cumu_distArr[0] = i1;
retval = HIT;
}
}
}
}
return retval;
}
function intersect(prim_index, ray, cumu_distArr ){ // local Primitive * p, Ray * ray, float * cumu_dist
var ret = MISS;
if(prim_list[prim_index * ROW_W + X_TYPE] == 0){
ret = plane_intersect(prim_index, ray, cumu_distArr);
}else if(prim_list[prim_index * ROW_W + X_TYPE] == 1){
ret = sphere_intersect(prim_index, ray, cumu_distArr);
}
return ret;
}
function get_normal(prim_index, point){ //local Primitive * p, float4 point
var ret = new Array(0, 0, 0, 0);
if(prim_list[prim_index * ROW_W + X_TYPE]==0.0){
ret[0] = prim_list[prim_index * ROW_W + X_NORMAL_0];
ret[1] = prim_list[prim_index * ROW_W + X_NORMAL_1];
ret[2] = prim_list[prim_index * ROW_W + X_NORMAL_2];
}else if(prim_list[prim_index * ROW_W + X_TYPE]==1.0){
ret[0] = (point[0] - prim_list[prim_index * ROW_W + X_CENTER_0]) * prim_list[prim_index * ROW_W + X_R_RADIUS];
ret[1] = (point[1] - prim_list[prim_index * ROW_W + X_CENTER_1]) * prim_list[prim_index * ROW_W + X_R_RADIUS];
ret[2] = (point[2] - prim_list[prim_index * ROW_W + X_CENTER_2]) * prim_list[prim_index * ROW_W + X_R_RADIUS];
}
return ret;
}
//Ray * a_ray, Color * a_acc, float * a_dist, float4 * point_intersect, int * result, local Primitive * primitives, int n_primitives
function raytrace(a_ray, a_acc, a_distArr, point_intersect, resultArr){
//a_distArr = new Array();
a_distArr[0] = 900719925474099.0;
var prim_index = -1;
// find nearest intersection
for ( var s = 0; s < prim_cnt; s++ ){
var res;
res = intersect(s, a_ray, a_distArr);
if (res != MISS){
prim_index = s;
resultArr[0] = res;
}
}
// no hit
if (prim_index == -1) return -1;
// handle hit
if (prim_list[prim_index * ROW_W + X_IS_LIGHT] == 1.0){
a_acc[0] = prim_list[prim_index * ROW_W + X_M_COLOR_0];
a_acc[1] = prim_list[prim_index * ROW_W + X_M_COLOR_1];
a_acc[2] = prim_list[prim_index * ROW_W + X_M_COLOR_2];
}else{
point_intersect[0] = a_ray.origin[0] + (a_ray.direction[0] * a_distArr[0]);
point_intersect[1] = a_ray.origin[1] + (a_ray.direction[1] * a_distArr[0]);
point_intersect[2] = a_ray.origin[2] + (a_ray.direction[2] * a_distArr[0]);
// trace lights
for (var l = 0; l < prim_cnt; l++){
if (prim_list[l * ROW_W + X_IS_LIGHT] == 1.0) {
// point light source shadows
var shade = 1.0;
var tempArr = new Array();
tempArr[0] = prim_list[l * ROW_W + X_CENTER_0] - point_intersect[0];
tempArr[1] = prim_list[l * ROW_W + X_CENTER_1] - point_intersect[1];
tempArr[2] = prim_list[l * ROW_W + X_CENTER_2] - point_intersect[2];
var L_LENArr = new Array();
L_LENArr[0] = soft_length(tempArr);
var L = new Array();
L = soft_normalize(tempArr);
if (prim_list[l * ROW_W + X_TYPE] == 1.0){
var tempOrig = new Array(0, 0, 0, 0);
var tempDir = new Array(0, 0, 0, 0);
var tempTrans = new Array(0, 0, 0);
var r = new Ray(tempOrig, tempDir, 0.0, 0.0, 0, 0, 0.0, tempTrans);
r.origin[0] = point_intersect[0] + L[0] * EPSILON;
r.origin[1] = point_intersect[1] + L[1] * EPSILON;
r.origin[2] = point_intersect[2] + L[2] * EPSILON;
r.direction[0] = L[0];
r.direction[1] = L[1];
r.direction[2] = L[2];
var s = 0;
while ( s < prim_cnt ){
if ((s != l) && !(prim_list[s * ROW_W + X_IS_LIGHT] == 1.0) &&
(intersect(s, r, L_LENArr) != MISS)){
shade = 0;
}
s++;
}
}
// Calculate diffuse shading
var N = new Array();
N = get_normal(prim_index, point_intersect);
if (prim_list[prim_index * ROW_W + X_M_DIFF] > 0){
var dot_prod = soft_dot( N, L );
if (dot_prod > 0){
var diff = dot_prod * prim_list[prim_index * ROW_W + X_M_DIFF] * shade;
a_acc[0] += diff * prim_list[prim_index * ROW_W + X_M_COLOR_0] * prim_list[l * ROW_W + X_M_COLOR_0];
a_acc[1] += diff * prim_list[prim_index * ROW_W + X_M_COLOR_1] * prim_list[l * ROW_W + X_M_COLOR_1];
a_acc[2] += diff * prim_list[prim_index * ROW_W + X_M_COLOR_2] * prim_list[l * ROW_W + X_M_COLOR_2];
}
}
// Calculate specular shading
if (prim_list[prim_index * ROW_W + X_M_SPEC] > 0){
var V = new Array(a_ray.direction[0], a_ray.direction[1], a_ray.direction[2]);
var dot_temp = soft_dot( L, N );
var R = new Array(L[0] - 1.5 * dot_temp * N[0], L[1] - 1.5 * dot_temp * N[1], L[2] - 1.5 * dot_temp * N[2]);
var dot_prod = soft_dot( V, R );
if (dot_prod > 0){
var spec = Math.pow( dot_prod, 20 ) * prim_list[prim_index * ROW_W + X_M_SPEC] * shade;
a_acc[0] += spec * prim_list[l * ROW_W + X_M_COLOR_0];
a_acc[1] += spec * prim_list[l * ROW_W + X_M_COLOR_1];
a_acc[2] += spec * prim_list[l * ROW_W + X_M_COLOR_2];
}
}
}
}
}
return prim_index;
}
function non_webcl_raytracer(x_pos, y_pos, pixels_data, td){
prim_list = prim_list_float32View;
prim_cnt = n_primitives;
tracedepth = parseInt(td);
if(tracedepth < 0){
tracedepth = 0;
}else if(tracedepth > 5){
tracedepth = 5;
}
// Determine this thread's pixel
var x = x_pos;
var y = y_pos;
var c = y * screenWidth + x;
// Out of bounds guard
if (x >= screenWidth || y >= screenHeight)
return;
// Our viewport size can be different than the image size. This lets us calculate
// the stepping within the viewport relative to the stepping within the image.
// IE with a viewport width of 6.0f and an image width of 800, each pixel is 1/800 of 6.0f
// or 0.0075f.
// x stepping, left -> right
var dx = viewport_x / screenWidth;
// y stepping, top -> bottom
var dy = -viewport_y / screenHeight;
// this pixel's viewport x
var sx = -(viewport_x / 2.0) + x * dx;
// this pixel's viewport y
var sy = (viewport_y / 2.0) + y * dy;
// Initializes the ray queue. OpenCL has no support for recursion, so recursive ray tracing calls
// were replaced by a queue of rays that is processed in sequence. Since the recursive calls were
// additive, this works.
var queue = new Array(); // of Ray objects
var rays_in_queue = 0;
var front_ray_ptr = 0;
var back_ray_ptr = 0;
var camera = new Array( camera_x, camera_y, camera_z, 0 ); // float4
var acc = new Array( 0, 0, 0, 0 ); // float4
// We use 3x supersampling to smooth out the edges in the image. This means each pixel actually
// fires 9 initial rays, plus the recursion and refraction.
for (var tx = -1; tx < 2; tx++ ){
for (var ty = -1; ty < 2; ty++ ){
// Create initial ray.
//float4 dir = NORMALIZE( (float4)(sx + dx * (tx / 2.0f), sy + dy * (ty / 2.0f), 0, 0) - camera);
var dir = new Array();
dir[0] = (sx + dx * (tx / 2.0)) - camera[0];
dir[1] = (sy + dy * (ty / 2.0)) - camera[1];
dir[2] = 0 - camera[2];
dir[3] = 0;
var tempDir = soft_normalize(dir);
//Ray r;
//r.origin = camera;
//r.direction = dir;
//r.weight = 1.0f;
//r.depth = 0;
//r.origin_primitive = -1;
//r.type = ORIGIN;
//r.r_index = 1.0f;
//r.transparency = (Color) (1, 1, 1, 0);
var tempTrans = new Array(1,1,1,0)
var r = new Ray(camera, tempDir, 1.0, 0, -1, 0, 1.0, tempTrans)
// Populate queue and start the processing loop.
//PUSH_RAY(queue, r, back_ray_ptr, rays_in_queue)
if (back_ray_ptr >= MAX_RAY_COUNT){
back_ray_ptr = 0;
}
queue[back_ray_ptr++] = r;
rays_in_queue++;
while (rays_in_queue > 0){
var distArr = new Array(); // float
distArr[0] = 0.0;
//Ray cur_ray;
var tempOrig = new Array(0,0,0,0);
var tempDir = new Array(0,0,0,0);
var tempTrans = new Array(0,0,0,0);
var cur_ray = new Ray(tempOrig, tempDir, 1.0, 0.0, 0, 0, 1.0, tempTrans);
//POP_RAY(queue, cur_ray, front_ray_ptr, rays_in_queue)
if (front_ray_ptr >= MAX_RAY_COUNT){
front_ray_ptr = 0;
}
cur_ray = queue[front_ray_ptr++];
rays_in_queue--;
var ray_col = new Array( 0, 0, 0, 0 ); //Color ray_col = (Color)( 0, 0, 0, 0 );
var point_intersect = new Array( 0, 0, 0, 0 ); //float4 point_intersect;
var resultArr = new Array();
resultArr[0] = 0;
// raytrace performs the actual tracing and returns useful information
var prim_index = raytrace( cur_ray, ray_col, distArr, point_intersect, resultArr);
// reflected/refracted rays have different modifiers on the color of the object
if(cur_ray.type == ORIGIN){ // 0
acc[0] += ray_col[0] * cur_ray.weight;
acc[1] += ray_col[1] * cur_ray.weight;
acc[2] += ray_col[2] * cur_ray.weight;
}else if(cur_ray.type == REFLECTED){// 1
acc[0] += ray_col[0] * cur_ray.weight * prim_list[cur_ray.origin_primitive * ROW_W + X_M_COLOR_0] * cur_ray.transparency[0];
acc[1] += ray_col[1] * cur_ray.weight * prim_list[cur_ray.origin_primitive * ROW_W + X_M_COLOR_1] * cur_ray.transparency[1];
acc[2] += ray_col[2] * cur_ray.weight * prim_list[cur_ray.origin_primitive * ROW_W + X_M_COLOR_2] * cur_ray.transparency[2];
}else if(cur_ray.type == REFRACTED){// 2
acc[0] += ray_col[0] * cur_ray.weight * cur_ray.transparency[0];
acc[1] += ray_col[1] * cur_ray.weight * cur_ray.transparency[1];
acc[2] += ray_col[2] * cur_ray.weight * cur_ray.transparency[2];
}
// handle reflection & refraction
if (cur_ray.depth < tracedepth){
// reflection
var refl = prim_list[prim_index * ROW_W + X_M_REFL];
if (refl > 0.0){
var N = get_normal(prim_index, point_intersect); // float4
//float4 R = cur_ray.direction - 2.0 * DOT( cur_ray.direction, N ) * N; // float4
var R = new Array();
var dotTemp = soft_dot( cur_ray.direction, N );
R[0] = cur_ray.direction[0] - 2.0 * dotTemp * N[0];
R[1] = cur_ray.direction[1] - 2.0 * dotTemp * N[1];
R[2] = cur_ray.direction[2] - 2.0 * dotTemp * N[2];
//Ray new_ray;
var tempOrig = new Array(0,0,0,0);
var tempDir = new Array(0,0,0,0);
var tempTrans = new Array(0,0,0,0);
var new_ray = new Ray(tempOrig, tempDir, 1.0, 0.0, 0, 0, 1.0, tempTrans);
new_ray.origin[0] = point_intersect[0] + R[0] * EPSILON;
new_ray.origin[1] = point_intersect[1] + R[1] * EPSILON;
new_ray.origin[2] = point_intersect[2] + R[2] * EPSILON;
new_ray.direction = R;
new_ray.depth = cur_ray.depth + 1;
new_ray.weight = refl * cur_ray.weight;
new_ray.type = REFLECTED;
new_ray.origin_primitive = prim_index;
new_ray.r_index = cur_ray.r_index;
new_ray.transparency = cur_ray.transparency;
//PUSH_RAY(queue, new_ray, back_ray_ptr, rays_in_queue)
if (back_ray_ptr >= MAX_RAY_COUNT){
back_ray_ptr = 0;
}
queue[back_ray_ptr++] = new_ray;
rays_in_queue++;
}
// refraction
var refr = prim_list[prim_index * ROW_W + X_M_REFR];
if (refr > 0.0){
var m_rindex = prim_list[prim_index * ROW_W + X_M_REFR_INDEX];
var n = cur_ray.r_index / m_rindex;
//float4 N = get_normal(&primitives[prim_index], point_intersect) * (float) result;
var N = get_normal(prim_index, point_intersect);
N[0] *= resultArr[0];
N[1] *= resultArr[0];
N[2] *= resultArr[0];
var cosI = - soft_dot( N, cur_ray.direction );
var cosT2 = 1.0 - n * n * (1.0 - cosI * cosI);
if (cosT2 > 0.0){
//float4 T = (n * cur_ray.direction) + (n * cosI - SQRT( cosT2 )) * N;
var T = new Array();
T[0] = (n * cur_ray.direction[0]) + (n * cosI - Math.sqrt( cosT2 )) * N[0];
T[1] = (n * cur_ray.direction[1]) + (n * cosI - Math.sqrt( cosT2 )) * N[1];
T[2] = (n * cur_ray.direction[2]) + (n * cosI - Math.sqrt( cosT2 )) * N[2];
//Ray new_ray;
var tempOrig = new Array(0,0,0,0);
var tempDir = new Array(0,0,0,0);
var tempTrans = new Array(0,0,0,0);
var new_ray = new Ray(tempOrig, tempDir, 0.0, 0.0, 0, 0, 0.0, tempTrans);
new_ray.origin[0] = point_intersect[0] + T[0] * EPSILON;
new_ray.origin[1] = point_intersect[1] + T[1] * EPSILON;
new_ray.origin[2] = point_intersect[2] + T[2] * EPSILON;
new_ray.direction = T;
new_ray.depth = cur_ray.depth + 1;
new_ray.weight = cur_ray.weight;
new_ray.type = REFRACTED;
new_ray.origin_primitive = prim_index;
new_ray.r_index = m_rindex;
new_ray.transparency[0] = cur_ray.transparency[0] * (Math.exp(prim_list[prim_index * ROW_W + X_M_COLOR_0] * 0.15 * (-distArr[0])));
new_ray.transparency[1] = cur_ray.transparency[1] * (Math.exp(prim_list[prim_index * ROW_W + X_M_COLOR_1] * 0.15 * (-distArr[0])));
new_ray.transparency[2] = cur_ray.transparency[2] * (Math.exp(prim_list[prim_index * ROW_W + X_M_COLOR_2] * 0.15 * (-distArr[0])));
//PUSH_RAY(queue, new_ray, back_ray_ptr, rays_in_queue)
if (back_ray_ptr >= MAX_RAY_COUNT){
back_ray_ptr = 0;
}
queue[back_ray_ptr++] = new_ray;
rays_in_queue++;
}
}
}
}
}
}
// Since we supersample 3x, we have to divide the total color by 9 to average it.
var red = acc[0] * (256 / 9);
if(red > 255) red = 255;
if(red < 0) red = 0;
var green = acc[1] * (256 / 9);
if(green > 255) green = 255;
if(green < 0) green = 0;
var blue = acc[2] * (256 / 9);
if(blue > 255) blue = 255;
if(blue < 0) blue = 0;
pixels_data[c*4] = red;
pixels_data[c*4+1] = green;
pixels_data[c*4+2] = blue;
pixels_data[c*4+3] = 255;
return 1;
}