1// The ray tracer code in this file is written by Adam Burmister. It
2// is available in its original form from:
3//
4//   http://labs.flog.nz.co/raytracer/
5//
6// It has been modified slightly by Google to work as a standalone
7// benchmark, but the all the computational code remains
8// untouched. This file also contains a copy of parts of the Prototype
9// JavaScript framework which is used by the ray tracer.
10
11var RayTrace = new BenchmarkSuite('RayTrace', 739989, [
12  new Benchmark('RayTrace', renderScene)
13]);
14
15
16// Variable used to hold a number that can be used to verify that
17// the scene was ray traced correctly.
18var checkNumber;
19
20
21// ------------------------------------------------------------------------
22// ------------------------------------------------------------------------
23
24// The following is a copy of parts of the Prototype JavaScript library:
25
26// Prototype JavaScript framework, version 1.5.0
27// (c) 2005-2007 Sam Stephenson
28//
29// Prototype is freely distributable under the terms of an MIT-style license.
30// For details, see the Prototype web site: http://prototype.conio.net/
31
32
33var Class = {
34  create: function() {
35    return function() {
36      this.initialize.apply(this, arguments);
37    }
38  }
39};
40
41
42Object.extend = function(destination, source) {
43  for (var property in source) {
44    destination[property] = source[property];
45  }
46  return destination;
47};
48
49
50// ------------------------------------------------------------------------
51// ------------------------------------------------------------------------
52
53// The rest of this file is the actual ray tracer written by Adam
54// Burmister. It's a concatenation of the following files:
55//
56//   flog/color.js
57//   flog/light.js
58//   flog/vector.js
59//   flog/ray.js
60//   flog/scene.js
61//   flog/material/basematerial.js
62//   flog/material/solid.js
63//   flog/material/chessboard.js
64//   flog/shape/baseshape.js
65//   flog/shape/sphere.js
66//   flog/shape/plane.js
67//   flog/intersectioninfo.js
68//   flog/camera.js
69//   flog/background.js
70//   flog/engine.js
71
72
73/* Fake a Flog.* namespace */
74if(typeof(Flog) == 'undefined') var Flog = {};
75if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
76
77Flog.RayTracer.Color = Class.create();
78
79Flog.RayTracer.Color.prototype = {
80    red : 0.0,
81    green : 0.0,
82    blue : 0.0,
83
84    initialize : function(r, g, b) {
85        if(!r) r = 0.0;
86        if(!g) g = 0.0;
87        if(!b) b = 0.0;
88
89        this.red = r;
90        this.green = g;
91        this.blue = b;
92    },
93
94    add : function(c1, c2){
95        var result = new Flog.RayTracer.Color(0,0,0);
96
97        result.red = c1.red + c2.red;
98        result.green = c1.green + c2.green;
99        result.blue = c1.blue + c2.blue;
100
101        return result;
102    },
103
104    addScalar: function(c1, s){
105        var result = new Flog.RayTracer.Color(0,0,0);
106
107        result.red = c1.red + s;
108        result.green = c1.green + s;
109        result.blue = c1.blue + s;
110
111        result.limit();
112
113        return result;
114    },
115
116    subtract: function(c1, c2){
117        var result = new Flog.RayTracer.Color(0,0,0);
118
119        result.red = c1.red - c2.red;
120        result.green = c1.green - c2.green;
121        result.blue = c1.blue - c2.blue;
122
123        return result;
124    },
125
126    multiply : function(c1, c2) {
127        var result = new Flog.RayTracer.Color(0,0,0);
128
129        result.red = c1.red * c2.red;
130        result.green = c1.green * c2.green;
131        result.blue = c1.blue * c2.blue;
132
133        return result;
134    },
135
136    multiplyScalar : function(c1, f) {
137        var result = new Flog.RayTracer.Color(0,0,0);
138
139        result.red = c1.red * f;
140        result.green = c1.green * f;
141        result.blue = c1.blue * f;
142
143        return result;
144    },
145
146    divideFactor : function(c1, f) {
147        var result = new Flog.RayTracer.Color(0,0,0);
148
149        result.red = c1.red / f;
150        result.green = c1.green / f;
151        result.blue = c1.blue / f;
152
153        return result;
154    },
155
156    limit: function(){
157        this.red = (this.red > 0.0) ? ( (this.red > 1.0) ? 1.0 : this.red ) : 0.0;
158        this.green = (this.green > 0.0) ? ( (this.green > 1.0) ? 1.0 : this.green ) : 0.0;
159        this.blue = (this.blue > 0.0) ? ( (this.blue > 1.0) ? 1.0 : this.blue ) : 0.0;
160    },
161
162    distance : function(color) {
163        var d = Math.abs(this.red - color.red) + Math.abs(this.green - color.green) + Math.abs(this.blue - color.blue);
164        return d;
165    },
166
167    blend: function(c1, c2, w){
168        var result = new Flog.RayTracer.Color(0,0,0);
169        result = Flog.RayTracer.Color.prototype.add(
170                    Flog.RayTracer.Color.prototype.multiplyScalar(c1, 1 - w),
171                    Flog.RayTracer.Color.prototype.multiplyScalar(c2, w)
172                  );
173        return result;
174    },
175
176    brightness : function() {
177        var r = Math.floor(this.red*255);
178        var g = Math.floor(this.green*255);
179        var b = Math.floor(this.blue*255);
180        return (r * 77 + g * 150 + b * 29) >> 8;
181    },
182
183    toString : function () {
184        var r = Math.floor(this.red*255);
185        var g = Math.floor(this.green*255);
186        var b = Math.floor(this.blue*255);
187
188        return "rgb("+ r +","+ g +","+ b +")";
189    }
190}
191/* Fake a Flog.* namespace */
192if(typeof(Flog) == 'undefined') var Flog = {};
193if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
194
195Flog.RayTracer.Light = Class.create();
196
197Flog.RayTracer.Light.prototype = {
198    position: null,
199    color: null,
200    intensity: 10.0,
201
202    initialize : function(pos, color, intensity) {
203        this.position = pos;
204        this.color = color;
205        this.intensity = (intensity ? intensity : 10.0);
206    },
207
208    toString : function () {
209        return 'Light [' + this.position.x + ',' + this.position.y + ',' + this.position.z + ']';
210    }
211}
212/* Fake a Flog.* namespace */
213if(typeof(Flog) == 'undefined') var Flog = {};
214if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
215
216Flog.RayTracer.Vector = Class.create();
217
218Flog.RayTracer.Vector.prototype = {
219    x : 0.0,
220    y : 0.0,
221    z : 0.0,
222
223    initialize : function(x, y, z) {
224        this.x = (x ? x : 0);
225        this.y = (y ? y : 0);
226        this.z = (z ? z : 0);
227    },
228
229    copy: function(vector){
230        this.x = vector.x;
231        this.y = vector.y;
232        this.z = vector.z;
233    },
234
235    normalize : function() {
236        var m = this.magnitude();
237        return new Flog.RayTracer.Vector(this.x / m, this.y / m, this.z / m);
238    },
239
240    magnitude : function() {
241        return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z));
242    },
243
244    cross : function(w) {
245        return new Flog.RayTracer.Vector(
246                                            -this.z * w.y + this.y * w.z,
247                                           this.z * w.x - this.x * w.z,
248                                          -this.y * w.x + this.x * w.y);
249    },
250
251    dot : function(w) {
252        return this.x * w.x + this.y * w.y + this.z * w.z;
253    },
254
255    add : function(v, w) {
256        return new Flog.RayTracer.Vector(w.x + v.x, w.y + v.y, w.z + v.z);
257    },
258
259    subtract : function(v, w) {
260        if(!w || !v) throw 'Vectors must be defined [' + v + ',' + w + ']';
261        return new Flog.RayTracer.Vector(v.x - w.x, v.y - w.y, v.z - w.z);
262    },
263
264    multiplyVector : function(v, w) {
265        return new Flog.RayTracer.Vector(v.x * w.x, v.y * w.y, v.z * w.z);
266    },
267
268    multiplyScalar : function(v, w) {
269        return new Flog.RayTracer.Vector(v.x * w, v.y * w, v.z * w);
270    },
271
272    toString : function () {
273        return 'Vector [' + this.x + ',' + this.y + ',' + this.z + ']';
274    }
275}
276/* Fake a Flog.* namespace */
277if(typeof(Flog) == 'undefined') var Flog = {};
278if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
279
280Flog.RayTracer.Ray = Class.create();
281
282Flog.RayTracer.Ray.prototype = {
283    position : null,
284    direction : null,
285    initialize : function(pos, dir) {
286        this.position = pos;
287        this.direction = dir;
288    },
289
290    toString : function () {
291        return 'Ray [' + this.position + ',' + this.direction + ']';
292    }
293}
294/* Fake a Flog.* namespace */
295if(typeof(Flog) == 'undefined') var Flog = {};
296if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
297
298Flog.RayTracer.Scene = Class.create();
299
300Flog.RayTracer.Scene.prototype = {
301    camera : null,
302    shapes : [],
303    lights : [],
304    background : null,
305
306    initialize : function() {
307        this.camera = new Flog.RayTracer.Camera(
308            new Flog.RayTracer.Vector(0,0,-5),
309            new Flog.RayTracer.Vector(0,0,1),
310            new Flog.RayTracer.Vector(0,1,0)
311        );
312        this.shapes = new Array();
313        this.lights = new Array();
314        this.background = new Flog.RayTracer.Background(new Flog.RayTracer.Color(0,0,0.5), 0.2);
315    }
316}
317/* Fake a Flog.* namespace */
318if(typeof(Flog) == 'undefined') var Flog = {};
319if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
320if(typeof(Flog.RayTracer.Material) == 'undefined') Flog.RayTracer.Material = {};
321
322Flog.RayTracer.Material.BaseMaterial = Class.create();
323
324Flog.RayTracer.Material.BaseMaterial.prototype = {
325
326    gloss: 2.0,             // [0...infinity] 0 = matt
327    transparency: 0.0,      // 0=opaque
328    reflection: 0.0,        // [0...infinity] 0 = no reflection
329    refraction: 0.50,
330    hasTexture: false,
331
332    initialize : function() {
333
334    },
335
336    getColor: function(u, v){
337
338    },
339
340    wrapUp: function(t){
341        t = t % 2.0;
342        if(t < -1) t += 2.0;
343        if(t >= 1) t -= 2.0;
344        return t;
345    },
346
347    toString : function () {
348        return 'Material [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
349    }
350}
351/* Fake a Flog.* namespace */
352if(typeof(Flog) == 'undefined') var Flog = {};
353if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
354
355Flog.RayTracer.Material.Solid = Class.create();
356
357Flog.RayTracer.Material.Solid.prototype = Object.extend(
358    new Flog.RayTracer.Material.BaseMaterial(), {
359        initialize : function(color, reflection, refraction, transparency, gloss) {
360            this.color = color;
361            this.reflection = reflection;
362            this.transparency = transparency;
363            this.gloss = gloss;
364            this.hasTexture = false;
365        },
366
367        getColor: function(u, v){
368            return this.color;
369        },
370
371        toString : function () {
372            return 'SolidMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
373        }
374    }
375);
376/* Fake a Flog.* namespace */
377if(typeof(Flog) == 'undefined') var Flog = {};
378if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
379
380Flog.RayTracer.Material.Chessboard = Class.create();
381
382Flog.RayTracer.Material.Chessboard.prototype = Object.extend(
383    new Flog.RayTracer.Material.BaseMaterial(), {
384        colorEven: null,
385        colorOdd: null,
386        density: 0.5,
387
388        initialize : function(colorEven, colorOdd, reflection, transparency, gloss, density) {
389            this.colorEven = colorEven;
390            this.colorOdd = colorOdd;
391            this.reflection = reflection;
392            this.transparency = transparency;
393            this.gloss = gloss;
394            this.density = density;
395            this.hasTexture = true;
396        },
397
398        getColor: function(u, v){
399            var t = this.wrapUp(u * this.density) * this.wrapUp(v * this.density);
400
401            if(t < 0.0)
402                return this.colorEven;
403            else
404                return this.colorOdd;
405        },
406
407        toString : function () {
408            return 'ChessMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
409        }
410    }
411);
412/* Fake a Flog.* namespace */
413if(typeof(Flog) == 'undefined') var Flog = {};
414if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
415if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};
416
417Flog.RayTracer.Shape.Sphere = Class.create();
418
419Flog.RayTracer.Shape.Sphere.prototype = {
420    initialize : function(pos, radius, material) {
421        this.radius = radius;
422        this.position = pos;
423        this.material = material;
424    },
425
426    intersect: function(ray){
427        var info = new Flog.RayTracer.IntersectionInfo();
428        info.shape = this;
429
430        var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position);
431
432        var B = dst.dot(ray.direction);
433        var C = dst.dot(dst) - (this.radius * this.radius);
434        var D = (B * B) - C;
435
436        if(D > 0){ // intersection!
437            info.isHit = true;
438            info.distance = (-B) - Math.sqrt(D);
439            info.position = Flog.RayTracer.Vector.prototype.add(
440                                                ray.position,
441                                                Flog.RayTracer.Vector.prototype.multiplyScalar(
442                                                    ray.direction,
443                                                    info.distance
444                                                )
445                                            );
446            info.normal = Flog.RayTracer.Vector.prototype.subtract(
447                                            info.position,
448                                            this.position
449                                        ).normalize();
450
451            info.color = this.material.getColor(0,0);
452        } else {
453            info.isHit = false;
454        }
455        return info;
456    },
457
458    toString : function () {
459        return 'Sphere [position=' + this.position + ', radius=' + this.radius + ']';
460    }
461}
462/* Fake a Flog.* namespace */
463if(typeof(Flog) == 'undefined') var Flog = {};
464if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
465if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};
466
467Flog.RayTracer.Shape.Plane = Class.create();
468
469Flog.RayTracer.Shape.Plane.prototype = {
470    d: 0.0,
471
472    initialize : function(pos, d, material) {
473        this.position = pos;
474        this.d = d;
475        this.material = material;
476    },
477
478    intersect: function(ray){
479        var info = new Flog.RayTracer.IntersectionInfo();
480
481        var Vd = this.position.dot(ray.direction);
482        if(Vd == 0) return info; // no intersection
483
484        var t = -(this.position.dot(ray.position) + this.d) / Vd;
485        if(t <= 0) return info;
486
487        info.shape = this;
488        info.isHit = true;
489        info.position = Flog.RayTracer.Vector.prototype.add(
490                                            ray.position,
491                                            Flog.RayTracer.Vector.prototype.multiplyScalar(
492                                                ray.direction,
493                                                t
494                                            )
495                                        );
496        info.normal = this.position;
497        info.distance = t;
498
499        if(this.material.hasTexture){
500            var vU = new Flog.RayTracer.Vector(this.position.y, this.position.z, -this.position.x);
501            var vV = vU.cross(this.position);
502            var u = info.position.dot(vU);
503            var v = info.position.dot(vV);
504            info.color = this.material.getColor(u,v);
505        } else {
506            info.color = this.material.getColor(0,0);
507        }
508
509        return info;
510    },
511
512    toString : function () {
513        return 'Plane [' + this.position + ', d=' + this.d + ']';
514    }
515}
516/* Fake a Flog.* namespace */
517if(typeof(Flog) == 'undefined') var Flog = {};
518if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
519
520Flog.RayTracer.IntersectionInfo = Class.create();
521
522Flog.RayTracer.IntersectionInfo.prototype = {
523    isHit: false,
524    hitCount: 0,
525    shape: null,
526    position: null,
527    normal: null,
528    color: null,
529    distance: null,
530
531    initialize : function() {
532        this.color = new Flog.RayTracer.Color(0,0,0);
533    },
534
535    toString : function () {
536        return 'Intersection [' + this.position + ']';
537    }
538}
539/* Fake a Flog.* namespace */
540if(typeof(Flog) == 'undefined') var Flog = {};
541if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
542
543Flog.RayTracer.Camera = Class.create();
544
545Flog.RayTracer.Camera.prototype = {
546    position: null,
547    lookAt: null,
548    equator: null,
549    up: null,
550    screen: null,
551
552    initialize : function(pos, lookAt, up) {
553        this.position = pos;
554        this.lookAt = lookAt;
555        this.up = up;
556        this.equator = lookAt.normalize().cross(this.up);
557        this.screen = Flog.RayTracer.Vector.prototype.add(this.position, this.lookAt);
558    },
559
560    getRay: function(vx, vy){
561        var pos = Flog.RayTracer.Vector.prototype.subtract(
562            this.screen,
563            Flog.RayTracer.Vector.prototype.subtract(
564                Flog.RayTracer.Vector.prototype.multiplyScalar(this.equator, vx),
565                Flog.RayTracer.Vector.prototype.multiplyScalar(this.up, vy)
566            )
567        );
568        pos.y = pos.y * -1;
569        var dir = Flog.RayTracer.Vector.prototype.subtract(
570            pos,
571            this.position
572        );
573
574        var ray = new Flog.RayTracer.Ray(pos, dir.normalize());
575
576        return ray;
577    },
578
579    toString : function () {
580        return 'Ray []';
581    }
582}
583/* Fake a Flog.* namespace */
584if(typeof(Flog) == 'undefined') var Flog = {};
585if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
586
587Flog.RayTracer.Background = Class.create();
588
589Flog.RayTracer.Background.prototype = {
590    color : null,
591    ambience : 0.0,
592
593    initialize : function(color, ambience) {
594        this.color = color;
595        this.ambience = ambience;
596    }
597}
598/* Fake a Flog.* namespace */
599if(typeof(Flog) == 'undefined') var Flog = {};
600if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
601
602Flog.RayTracer.Engine = Class.create();
603
604Flog.RayTracer.Engine.prototype = {
605    canvas: null, /* 2d context we can render to */
606
607    initialize: function(options){
608        this.options = Object.extend({
609                canvasHeight: 100,
610                canvasWidth: 100,
611                pixelWidth: 2,
612                pixelHeight: 2,
613                renderDiffuse: false,
614                renderShadows: false,
615                renderHighlights: false,
616                renderReflections: false,
617                rayDepth: 2
618            }, options || {});
619
620        this.options.canvasHeight /= this.options.pixelHeight;
621        this.options.canvasWidth /= this.options.pixelWidth;
622
623        /* TODO: dynamically include other scripts */
624    },
625
626    setPixel: function(x, y, color){
627        var pxW, pxH;
628        pxW = this.options.pixelWidth;
629        pxH = this.options.pixelHeight;
630
631        if (this.canvas) {
632          this.canvas.fillStyle = color.toString();
633          this.canvas.fillRect (x * pxW, y * pxH, pxW, pxH);
634        } else {
635          if (x ===  y) {
636            checkNumber += color.brightness();
637          }
638          // print(x * pxW, y * pxH, pxW, pxH);
639        }
640    },
641
642    renderScene: function(scene, canvas){
643        checkNumber = 0;
644        /* Get canvas */
645        if (canvas) {
646          this.canvas = canvas.getContext("2d");
647        } else {
648          this.canvas = null;
649        }
650
651        var canvasHeight = this.options.canvasHeight;
652        var canvasWidth = this.options.canvasWidth;
653
654        for(var y=0; y < canvasHeight; y++){
655            for(var x=0; x < canvasWidth; x++){
656                var yp = y * 1.0 / canvasHeight * 2 - 1;
657          		var xp = x * 1.0 / canvasWidth * 2 - 1;
658
659          		var ray = scene.camera.getRay(xp, yp);
660
661          		var color = this.getPixelColor(ray, scene);
662
663            	this.setPixel(x, y, color);
664            }
665        }
666        if (checkNumber !== 2321) {
667          throw new Error("Scene rendered incorrectly");
668        }
669    },
670
671    getPixelColor: function(ray, scene){
672        var info = this.testIntersection(ray, scene, null);
673        if(info.isHit){
674            var color = this.rayTrace(info, ray, scene, 0);
675            return color;
676        }
677        return scene.background.color;
678    },
679
680    testIntersection: function(ray, scene, exclude){
681        var hits = 0;
682        var best = new Flog.RayTracer.IntersectionInfo();
683        best.distance = 2000;
684
685        for(var i=0; i<scene.shapes.length; i++){
686            var shape = scene.shapes[i];
687
688            if(shape != exclude){
689                var info = shape.intersect(ray);
690                if(info.isHit && info.distance >= 0 && info.distance < best.distance){
691                    best = info;
692                    hits++;
693                }
694            }
695        }
696        best.hitCount = hits;
697        return best;
698    },
699
700    getReflectionRay: function(P,N,V){
701        var c1 = -N.dot(V);
702        var R1 = Flog.RayTracer.Vector.prototype.add(
703            Flog.RayTracer.Vector.prototype.multiplyScalar(N, 2*c1),
704            V
705        );
706        return new Flog.RayTracer.Ray(P, R1);
707    },
708
709    rayTrace: function(info, ray, scene, depth){
710        // Calc ambient
711        var color = Flog.RayTracer.Color.prototype.multiplyScalar(info.color, scene.background.ambience);
712        var oldColor = color;
713        var shininess = Math.pow(10, info.shape.material.gloss + 1);
714
715        for(var i=0; i<scene.lights.length; i++){
716            var light = scene.lights[i];
717
718            // Calc diffuse lighting
719            var v = Flog.RayTracer.Vector.prototype.subtract(
720                                light.position,
721                                info.position
722                            ).normalize();
723
724            if(this.options.renderDiffuse){
725                var L = v.dot(info.normal);
726                if(L > 0.0){
727                    color = Flog.RayTracer.Color.prototype.add(
728                                        color,
729                                        Flog.RayTracer.Color.prototype.multiply(
730                                            info.color,
731                                            Flog.RayTracer.Color.prototype.multiplyScalar(
732                                                light.color,
733                                                L
734                                            )
735                                        )
736                                    );
737                }
738            }
739
740            // The greater the depth the more accurate the colours, but
741            // this is exponentially (!) expensive
742            if(depth <= this.options.rayDepth){
743          // calculate reflection ray
744          if(this.options.renderReflections && info.shape.material.reflection > 0)
745          {
746              var reflectionRay = this.getReflectionRay(info.position, info.normal, ray.direction);
747              var refl = this.testIntersection(reflectionRay, scene, info.shape);
748
749              if (refl.isHit && refl.distance > 0){
750                  refl.color = this.rayTrace(refl, reflectionRay, scene, depth + 1);
751              } else {
752                  refl.color = scene.background.color;
753                        }
754
755                  color = Flog.RayTracer.Color.prototype.blend(
756                    color,
757                    refl.color,
758                    info.shape.material.reflection
759                  );
760          }
761
762                // Refraction
763                /* TODO */
764            }
765
766            /* Render shadows and highlights */
767
768            var shadowInfo = new Flog.RayTracer.IntersectionInfo();
769
770            if(this.options.renderShadows){
771                var shadowRay = new Flog.RayTracer.Ray(info.position, v);
772
773                shadowInfo = this.testIntersection(shadowRay, scene, info.shape);
774                if(shadowInfo.isHit && shadowInfo.shape != info.shape /*&& shadowInfo.shape.type != 'PLANE'*/){
775                    var vA = Flog.RayTracer.Color.prototype.multiplyScalar(color, 0.5);
776                    var dB = (0.5 * Math.pow(shadowInfo.shape.material.transparency, 0.5));
777                    color = Flog.RayTracer.Color.prototype.addScalar(vA,dB);
778                }
779            }
780
781      // Phong specular highlights
782      if(this.options.renderHighlights && !shadowInfo.isHit && info.shape.material.gloss > 0){
783        var Lv = Flog.RayTracer.Vector.prototype.subtract(
784                            info.shape.position,
785                            light.position
786                        ).normalize();
787
788        var E = Flog.RayTracer.Vector.prototype.subtract(
789                            scene.camera.position,
790                            info.shape.position
791                        ).normalize();
792
793        var H = Flog.RayTracer.Vector.prototype.subtract(
794                            E,
795                            Lv
796                        ).normalize();
797
798        var glossWeight = Math.pow(Math.max(info.normal.dot(H), 0), shininess);
799        color = Flog.RayTracer.Color.prototype.add(
800                            Flog.RayTracer.Color.prototype.multiplyScalar(light.color, glossWeight),
801                            color
802                        );
803      }
804        }
805        color.limit();
806        return color;
807    }
808};
809
810
811function renderScene(){
812    var scene = new Flog.RayTracer.Scene();
813
814    scene.camera = new Flog.RayTracer.Camera(
815                        new Flog.RayTracer.Vector(0, 0, -15),
816                        new Flog.RayTracer.Vector(-0.2, 0, 5),
817                        new Flog.RayTracer.Vector(0, 1, 0)
818                    );
819
820    scene.background = new Flog.RayTracer.Background(
821                                new Flog.RayTracer.Color(0.5, 0.5, 0.5),
822                                0.4
823                            );
824
825    var sphere = new Flog.RayTracer.Shape.Sphere(
826        new Flog.RayTracer.Vector(-1.5, 1.5, 2),
827        1.5,
828        new Flog.RayTracer.Material.Solid(
829            new Flog.RayTracer.Color(0,0.5,0.5),
830            0.3,
831            0.0,
832            0.0,
833            2.0
834        )
835    );
836
837    var sphere1 = new Flog.RayTracer.Shape.Sphere(
838        new Flog.RayTracer.Vector(1, 0.25, 1),
839        0.5,
840        new Flog.RayTracer.Material.Solid(
841            new Flog.RayTracer.Color(0.9,0.9,0.9),
842            0.1,
843            0.0,
844            0.0,
845            1.5
846        )
847    );
848
849    var plane = new Flog.RayTracer.Shape.Plane(
850                                new Flog.RayTracer.Vector(0.1, 0.9, -0.5).normalize(),
851                                1.2,
852                                new Flog.RayTracer.Material.Chessboard(
853                                    new Flog.RayTracer.Color(1,1,1),
854                                    new Flog.RayTracer.Color(0,0,0),
855                                    0.2,
856                                    0.0,
857                                    1.0,
858                                    0.7
859                                )
860                            );
861
862    scene.shapes.push(plane);
863    scene.shapes.push(sphere);
864    scene.shapes.push(sphere1);
865
866    var light = new Flog.RayTracer.Light(
867        new Flog.RayTracer.Vector(5, 10, -1),
868        new Flog.RayTracer.Color(0.8, 0.8, 0.8)
869    );
870
871    var light1 = new Flog.RayTracer.Light(
872        new Flog.RayTracer.Vector(-3, 5, -15),
873        new Flog.RayTracer.Color(0.8, 0.8, 0.8),
874        100
875    );
876
877    scene.lights.push(light);
878    scene.lights.push(light1);
879
880    var imageWidth = 100; // $F('imageWidth');
881    var imageHeight = 100; // $F('imageHeight');
882    var pixelSize = "5,5".split(','); //  $F('pixelSize').split(',');
883    var renderDiffuse = true; // $F('renderDiffuse');
884    var renderShadows = true; // $F('renderShadows');
885    var renderHighlights = true; // $F('renderHighlights');
886    var renderReflections = true; // $F('renderReflections');
887    var rayDepth = 2;//$F('rayDepth');
888
889    var raytracer = new Flog.RayTracer.Engine(
890        {
891            canvasWidth: imageWidth,
892            canvasHeight: imageHeight,
893            pixelWidth: pixelSize[0],
894            pixelHeight: pixelSize[1],
895            "renderDiffuse": renderDiffuse,
896            "renderHighlights": renderHighlights,
897            "renderShadows": renderShadows,
898            "renderReflections": renderReflections,
899            "rayDepth": rayDepth
900        }
901    );
902
903    raytracer.renderScene(scene, null, 0);
904}
905