--- /dev/null
+// 3D Cube Rotation
+// http://www.speich.net/computer/moztesting/3d.htm
+// Created by Simon Speich
+
+var Q = new Array();
+var MTrans = new Array(); // transformation matrix
+var MQube = new Array(); // position information of qube
+var I = new Array(); // entity matrix
+var Origin = new Object();
+var Testing = new Object();
+var LoopTimer;
+
+var DisplArea = new Object();
+DisplArea.Width = 300;
+DisplArea.Height = 300;
+
+function DrawLine(From, To) {
+ var x1 = From.V[0];
+ var x2 = To.V[0];
+ var y1 = From.V[1];
+ var y2 = To.V[1];
+ var dx = Math.abs(x2 - x1);
+ var dy = Math.abs(y2 - y1);
+ var x = x1;
+ var y = y1;
+ var IncX1, IncY1;
+ var IncX2, IncY2;
+ var Den;
+ var Num;
+ var NumAdd;
+ var NumPix;
+
+ if (x2 >= x1) { IncX1 = 1; IncX2 = 1; }
+ else { IncX1 = -1; IncX2 = -1; }
+ if (y2 >= y1) { IncY1 = 1; IncY2 = 1; }
+ else { IncY1 = -1; IncY2 = -1; }
+ if (dx >= dy) {
+ IncX1 = 0;
+ IncY2 = 0;
+ Den = dx;
+ Num = dx / 2;
+ NumAdd = dy;
+ NumPix = dx;
+ }
+ else {
+ IncX2 = 0;
+ IncY1 = 0;
+ Den = dy;
+ Num = dy / 2;
+ NumAdd = dx;
+ NumPix = dy;
+ }
+
+ NumPix = Math.round(Q.LastPx + NumPix);
+
+ var i = Q.LastPx;
+ for (; i < NumPix; i++) {
+ Num += NumAdd;
+ if (Num >= Den) {
+ Num -= Den;
+ x += IncX1;
+ y += IncY1;
+ }
+ x += IncX2;
+ y += IncY2;
+ }
+ Q.LastPx = NumPix;
+}
+
+function CalcCross(V0, V1) {
+ var Cross = new Array();
+ Cross[0] = V0[1]*V1[2] - V0[2]*V1[1];
+ Cross[1] = V0[2]*V1[0] - V0[0]*V1[2];
+ Cross[2] = V0[0]*V1[1] - V0[1]*V1[0];
+ return Cross;
+}
+
+function CalcNormal(V0, V1, V2) {
+ var A = new Array(); var B = new Array();
+ for (var i = 0; i < 3; i++) {
+ A[i] = V0[i] - V1[i];
+ B[i] = V2[i] - V1[i];
+ }
+ A = CalcCross(A, B);
+ var Length = Math.sqrt(A[0]*A[0] + A[1]*A[1] + A[2]*A[2]);
+ for (var i = 0; i < 3; i++) A[i] = A[i] / Length;
+ A[3] = 1;
+ return A;
+}
+
+function CreateP(X,Y,Z) {
+ this.V = [X,Y,Z,1];
+}
+
+// multiplies two matrices
+function MMulti(M1, M2) {
+ var M = [[],[],[],[]];
+ var i = 0;
+ var j = 0;
+ for (; i < 4; i++) {
+ j = 0;
+ for (; j < 4; j++) M[i][j] = M1[i][0] * M2[0][j] + M1[i][1] * M2[1][j] + M1[i][2] * M2[2][j] + M1[i][3] * M2[3][j];
+ }
+ return M;
+}
+
+//multiplies matrix with vector
+function VMulti(M, V) {
+ var Vect = new Array();
+ var i = 0;
+ for (;i < 4; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2] + M[i][3] * V[3];
+ return Vect;
+}
+
+function VMulti2(M, V) {
+ var Vect = new Array();
+ var i = 0;
+ for (;i < 3; i++) Vect[i] = M[i][0] * V[0] + M[i][1] * V[1] + M[i][2] * V[2];
+ return Vect;
+}
+
+// add to matrices
+function MAdd(M1, M2) {
+ var M = [[],[],[],[]];
+ var i = 0;
+ var j = 0;
+ for (; i < 4; i++) {
+ j = 0;
+ for (; j < 4; j++) M[i][j] = M1[i][j] + M2[i][j];
+ }
+ return M;
+}
+
+function Translate(M, Dx, Dy, Dz) {
+ var T = [
+ [1,0,0,Dx],
+ [0,1,0,Dy],
+ [0,0,1,Dz],
+ [0,0,0,1]
+ ];
+ return MMulti(T, M);
+}
+
+function RotateX(M, Phi) {
+ var a = Phi;
+ a *= Math.PI / 180;
+ var Cos = Math.cos(a);
+ var Sin = Math.sin(a);
+ var R = [
+ [1,0,0,0],
+ [0,Cos,-Sin,0],
+ [0,Sin,Cos,0],
+ [0,0,0,1]
+ ];
+ return MMulti(R, M);
+}
+
+function RotateY(M, Phi) {
+ var a = Phi;
+ a *= Math.PI / 180;
+ var Cos = Math.cos(a);
+ var Sin = Math.sin(a);
+ var R = [
+ [Cos,0,Sin,0],
+ [0,1,0,0],
+ [-Sin,0,Cos,0],
+ [0,0,0,1]
+ ];
+ return MMulti(R, M);
+}
+
+function RotateZ(M, Phi) {
+ var a = Phi;
+ a *= Math.PI / 180;
+ var Cos = Math.cos(a);
+ var Sin = Math.sin(a);
+ var R = [
+ [Cos,-Sin,0,0],
+ [Sin,Cos,0,0],
+ [0,0,1,0],
+ [0,0,0,1]
+ ];
+ return MMulti(R, M);
+}
+
+function DrawQube() {
+ // calc current normals
+ var CurN = new Array();
+ var i = 5;
+ Q.LastPx = 0;
+ for (; i > -1; i--) CurN[i] = VMulti2(MQube, Q.Normal[i]);
+ if (CurN[0][2] < 0) {
+ if (!Q.Line[0]) { DrawLine(Q[0], Q[1]); Q.Line[0] = true; };
+ if (!Q.Line[1]) { DrawLine(Q[1], Q[2]); Q.Line[1] = true; };
+ if (!Q.Line[2]) { DrawLine(Q[2], Q[3]); Q.Line[2] = true; };
+ if (!Q.Line[3]) { DrawLine(Q[3], Q[0]); Q.Line[3] = true; };
+ }
+ if (CurN[1][2] < 0) {
+ if (!Q.Line[2]) { DrawLine(Q[3], Q[2]); Q.Line[2] = true; };
+ if (!Q.Line[9]) { DrawLine(Q[2], Q[6]); Q.Line[9] = true; };
+ if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
+ if (!Q.Line[10]) { DrawLine(Q[7], Q[3]); Q.Line[10] = true; };
+ }
+ if (CurN[2][2] < 0) {
+ if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
+ if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
+ if (!Q.Line[6]) { DrawLine(Q[6], Q[7]); Q.Line[6] = true; };
+ if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
+ }
+ if (CurN[3][2] < 0) {
+ if (!Q.Line[4]) { DrawLine(Q[4], Q[5]); Q.Line[4] = true; };
+ if (!Q.Line[8]) { DrawLine(Q[5], Q[1]); Q.Line[8] = true; };
+ if (!Q.Line[0]) { DrawLine(Q[1], Q[0]); Q.Line[0] = true; };
+ if (!Q.Line[11]) { DrawLine(Q[0], Q[4]); Q.Line[11] = true; };
+ }
+ if (CurN[4][2] < 0) {
+ if (!Q.Line[11]) { DrawLine(Q[4], Q[0]); Q.Line[11] = true; };
+ if (!Q.Line[3]) { DrawLine(Q[0], Q[3]); Q.Line[3] = true; };
+ if (!Q.Line[10]) { DrawLine(Q[3], Q[7]); Q.Line[10] = true; };
+ if (!Q.Line[7]) { DrawLine(Q[7], Q[4]); Q.Line[7] = true; };
+ }
+ if (CurN[5][2] < 0) {
+ if (!Q.Line[8]) { DrawLine(Q[1], Q[5]); Q.Line[8] = true; };
+ if (!Q.Line[5]) { DrawLine(Q[5], Q[6]); Q.Line[5] = true; };
+ if (!Q.Line[9]) { DrawLine(Q[6], Q[2]); Q.Line[9] = true; };
+ if (!Q.Line[1]) { DrawLine(Q[2], Q[1]); Q.Line[1] = true; };
+ }
+ Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
+ Q.LastPx = 0;
+}
+
+function Loop() {
+ if (Testing.LoopCount > Testing.LoopMax) return;
+ var TestingStr = String(Testing.LoopCount);
+ while (TestingStr.length < 3) TestingStr = "0" + TestingStr;
+ MTrans = Translate(I, -Q[8].V[0], -Q[8].V[1], -Q[8].V[2]);
+ MTrans = RotateX(MTrans, 1);
+ MTrans = RotateY(MTrans, 3);
+ MTrans = RotateZ(MTrans, 5);
+ MTrans = Translate(MTrans, Q[8].V[0], Q[8].V[1], Q[8].V[2]);
+ MQube = MMulti(MTrans, MQube);
+ var i = 8;
+ for (; i > -1; i--) {
+ Q[i].V = VMulti(MTrans, Q[i].V);
+ }
+ DrawQube();
+ Testing.LoopCount++;
+ Loop();
+}
+
+function Init(CubeSize) {
+ // init/reset vars
+ Origin.V = [150,150,20,1];
+ Testing.LoopCount = 0;
+ Testing.LoopMax = 50;
+ Testing.TimeMax = 0;
+ Testing.TimeAvg = 0;
+ Testing.TimeMin = 0;
+ Testing.TimeTemp = 0;
+ Testing.TimeTotal = 0;
+ Testing.Init = false;
+
+ // transformation matrix
+ MTrans = [
+ [1,0,0,0],
+ [0,1,0,0],
+ [0,0,1,0],
+ [0,0,0,1]
+ ];
+
+ // position information of qube
+ MQube = [
+ [1,0,0,0],
+ [0,1,0,0],
+ [0,0,1,0],
+ [0,0,0,1]
+ ];
+
+ // entity matrix
+ I = [
+ [1,0,0,0],
+ [0,1,0,0],
+ [0,0,1,0],
+ [0,0,0,1]
+ ];
+
+ // create qube
+ Q[0] = new CreateP(-CubeSize,-CubeSize, CubeSize);
+ Q[1] = new CreateP(-CubeSize, CubeSize, CubeSize);
+ Q[2] = new CreateP( CubeSize, CubeSize, CubeSize);
+ Q[3] = new CreateP( CubeSize,-CubeSize, CubeSize);
+ Q[4] = new CreateP(-CubeSize,-CubeSize,-CubeSize);
+ Q[5] = new CreateP(-CubeSize, CubeSize,-CubeSize);
+ Q[6] = new CreateP( CubeSize, CubeSize,-CubeSize);
+ Q[7] = new CreateP( CubeSize,-CubeSize,-CubeSize);
+
+ // center of gravity
+ Q[8] = new CreateP(0, 0, 0);
+
+ // anti-clockwise edge check
+ Q.Edge = [[0,1,2],[3,2,6],[7,6,5],[4,5,1],[4,0,3],[1,5,6]];
+
+ // calculate squad normals
+ Q.Normal = new Array();
+ for (var i = 0; i < Q.Edge.length; i++) Q.Normal[i] = CalcNormal(Q[Q.Edge[i][0]].V, Q[Q.Edge[i][1]].V, Q[Q.Edge[i][2]].V);
+
+ // line drawn ?
+ Q.Line = [false,false,false,false,false,false,false,false,false,false,false,false];
+
+ // create line pixels
+ Q.NumPx = 9 * 2 * CubeSize;
+ for (var i = 0; i < Q.NumPx; i++) CreateP(0,0,0);
+
+ MTrans = Translate(MTrans, Origin.V[0], Origin.V[1], Origin.V[2]);
+ MQube = MMulti(MTrans, MQube);
+
+ var i = 0;
+ for (; i < 9; i++) {
+ Q[i].V = VMulti(MTrans, Q[i].V);
+ }
+ DrawQube();
+ Testing.Init = true;
+ Loop();
+}
+
+for ( var i = 20; i <= 160; i *= 2 ) {
+ Init(i);
+}
--- /dev/null
+/*
+ * Copyright (C) 2007 Apple Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+function createVector(x,y,z) {
+ return new Array(x,y,z);
+}
+
+function sqrLengthVector(self) {
+ return self[0] * self[0] + self[1] * self[1] + self[2] * self[2];
+}
+
+function lengthVector(self) {
+ return Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
+}
+
+function addVector(self, v) {
+ self[0] += v[0];
+ self[1] += v[1];
+ self[2] += v[2];
+ return self;
+}
+
+function subVector(self, v) {
+ self[0] -= v[0];
+ self[1] -= v[1];
+ self[2] -= v[2];
+ return self;
+}
+
+function scaleVector(self, scale) {
+ self[0] *= scale;
+ self[1] *= scale;
+ self[2] *= scale;
+ return self;
+}
+
+function normaliseVector(self) {
+ var len = Math.sqrt(self[0] * self[0] + self[1] * self[1] + self[2] * self[2]);
+ self[0] /= len;
+ self[1] /= len;
+ self[2] /= len;
+ return self;
+}
+
+function add(v1, v2) {
+ return new Array(v1[0] + v2[0], v1[1] + v2[1], v1[2] + v2[2]);
+}
+
+function sub(v1, v2) {
+ return new Array(v1[0] - v2[0], v1[1] - v2[1], v1[2] - v2[2]);
+}
+
+function scalev(v1, v2) {
+ return new Array(v1[0] * v2[0], v1[1] * v2[1], v1[2] * v2[2]);
+}
+
+function dot(v1, v2) {
+ return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
+}
+
+function scale(v, scale) {
+ return [v[0] * scale, v[1] * scale, v[2] * scale];
+}
+
+function cross(v1, v2) {
+ return [v1[1] * v2[2] - v1[2] * v2[1],
+ v1[2] * v2[0] - v1[0] * v2[2],
+ v1[0] * v2[1] - v1[1] * v2[0]];
+
+}
+
+function normalise(v) {
+ var len = lengthVector(v);
+ return [v[0] / len, v[1] / len, v[2] / len];
+}
+
+function transformMatrix(self, v) {
+ var vals = self;
+ var x = vals[0] * v[0] + vals[1] * v[1] + vals[2] * v[2] + vals[3];
+ var y = vals[4] * v[0] + vals[5] * v[1] + vals[6] * v[2] + vals[7];
+ var z = vals[8] * v[0] + vals[9] * v[1] + vals[10] * v[2] + vals[11];
+ return [x, y, z];
+}
+
+function invertMatrix(self) {
+ var temp = new Array(16);
+ var tx = -self[3];
+ var ty = -self[7];
+ var tz = -self[11];
+ for (h = 0; h < 3; h++)
+ for (v = 0; v < 3; v++)
+ temp[h + v * 4] = self[v + h * 4];
+ for (i = 0; i < 11; i++)
+ self[i] = temp[i];
+ self[3] = tx * self[0] + ty * self[1] + tz * self[2];
+ self[7] = tx * self[4] + ty * self[5] + tz * self[6];
+ self[11] = tx * self[8] + ty * self[9] + tz * self[10];
+ return self;
+}
+
+
+// Triangle intersection using barycentric coord method
+function Triangle(p1, p2, p3) {
+ var edge1 = sub(p3, p1);
+ var edge2 = sub(p2, p1);
+ var normal = cross(edge1, edge2);
+ if (Math.abs(normal[0]) > Math.abs(normal[1]))
+ if (Math.abs(normal[0]) > Math.abs(normal[2]))
+ this.axis = 0;
+ else
+ this.axis = 2;
+ else
+ if (Math.abs(normal[1]) > Math.abs(normal[2]))
+ this.axis = 1;
+ else
+ this.axis = 2;
+ var u = (this.axis + 1) % 3;
+ var v = (this.axis + 2) % 3;
+ var u1 = edge1[u];
+ var v1 = edge1[v];
+
+ var u2 = edge2[u];
+ var v2 = edge2[v];
+ this.normal = normalise(normal);
+ this.nu = normal[u] / normal[this.axis];
+ this.nv = normal[v] / normal[this.axis];
+ this.nd = dot(normal, p1) / normal[this.axis];
+ var det = u1 * v2 - v1 * u2;
+ this.eu = p1[u];
+ this.ev = p1[v];
+ this.nu1 = u1 / det;
+ this.nv1 = -v1 / det;
+ this.nu2 = v2 / det;
+ this.nv2 = -u2 / det;
+ this.material = [0.7, 0.7, 0.7];
+}
+
+Triangle.prototype.intersect = function(orig, dir, near, far) {
+ var u = (this.axis + 1) % 3;
+ var v = (this.axis + 2) % 3;
+ var d = dir[this.axis] + this.nu * dir[u] + this.nv * dir[v];
+ var t = (this.nd - orig[this.axis] - this.nu * orig[u] - this.nv * orig[v]) / d;
+ if (t < near || t > far)
+ return null;
+ var Pu = orig[u] + t * dir[u] - this.eu;
+ var Pv = orig[v] + t * dir[v] - this.ev;
+ var a2 = Pv * this.nu1 + Pu * this.nv1;
+ if (a2 < 0)
+ return null;
+ var a3 = Pu * this.nu2 + Pv * this.nv2;
+ if (a3 < 0)
+ return null;
+
+ if ((a2 + a3) > 1)
+ return null;
+ return t;
+}
+
+function Scene(a_triangles) {
+ this.triangles = a_triangles;
+ this.lights = [];
+ this.ambient = [0,0,0];
+ this.background = [0.8,0.8,1];
+}
+var zero = new Array(0,0,0);
+
+Scene.prototype.intersect = function(origin, dir, near, far) {
+ var closest = null;
+ for (i = 0; i < this.triangles.length; i++) {
+ var triangle = this.triangles[i];
+ var d = triangle.intersect(origin, dir, near, far);
+ if (d == null || d > far || d < near)
+ continue;
+ far = d;
+ closest = triangle;
+ }
+
+ if (!closest)
+ return [this.background[0],this.background[1],this.background[2]];
+
+ var normal = closest.normal;
+ var hit = add(origin, scale(dir, far));
+ if (dot(dir, normal) > 0)
+ normal = [-normal[0], -normal[1], -normal[2]];
+
+ var colour = null;
+ if (closest.shader) {
+ colour = closest.shader(closest, hit, dir);
+ } else {
+ colour = closest.material;
+ }
+
+ // do reflection
+ var reflected = null;
+ if (colour.reflection > 0.001) {
+ var reflection = addVector(scale(normal, -2*dot(dir, normal)), dir);
+ reflected = this.intersect(hit, reflection, 0.0001, 1000000);
+ if (colour.reflection >= 0.999999)
+ return reflected;
+ }
+
+ var l = [this.ambient[0], this.ambient[1], this.ambient[2]];
+ for (var i = 0; i < this.lights.length; i++) {
+ var light = this.lights[i];
+ var toLight = sub(light, hit);
+ var distance = lengthVector(toLight);
+ scaleVector(toLight, 1.0/distance);
+ distance -= 0.0001;
+ if (this.blocked(hit, toLight, distance))
+ continue;
+ var nl = dot(normal, toLight);
+ if (nl > 0)
+ addVector(l, scale(light.colour, nl));
+ }
+ l = scalev(l, colour);
+ if (reflected) {
+ l = addVector(scaleVector(l, 1 - colour.reflection), scaleVector(reflected, colour.reflection));
+ }
+ return l;
+}
+
+Scene.prototype.blocked = function(O, D, far) {
+ var near = 0.0001;
+ var closest = null;
+ for (i = 0; i < this.triangles.length; i++) {
+ var triangle = this.triangles[i];
+ var d = triangle.intersect(O, D, near, far);
+ if (d == null || d > far || d < near)
+ continue;
+ return true;
+ }
+
+ return false;
+}
+
+
+// this camera code is from notes i made ages ago, it is from *somewhere* -- i cannot remember where
+// that somewhere is
+function Camera(origin, lookat, up) {
+ var zaxis = normaliseVector(subVector(lookat, origin));
+ var xaxis = normaliseVector(cross(up, zaxis));
+ var yaxis = normaliseVector(cross(xaxis, subVector([0,0,0], zaxis)));
+ var m = new Array(16);
+ m[0] = xaxis[0]; m[1] = xaxis[1]; m[2] = xaxis[2];
+ m[4] = yaxis[0]; m[5] = yaxis[1]; m[6] = yaxis[2];
+ m[8] = zaxis[0]; m[9] = zaxis[1]; m[10] = zaxis[2];
+ invertMatrix(m);
+ m[3] = 0; m[7] = 0; m[11] = 0;
+ this.origin = origin;
+ this.directions = new Array(4);
+ this.directions[0] = normalise([-0.7, 0.7, 1]);
+ this.directions[1] = normalise([ 0.7, 0.7, 1]);
+ this.directions[2] = normalise([ 0.7, -0.7, 1]);
+ this.directions[3] = normalise([-0.7, -0.7, 1]);
+ this.directions[0] = transformMatrix(m, this.directions[0]);
+ this.directions[1] = transformMatrix(m, this.directions[1]);
+ this.directions[2] = transformMatrix(m, this.directions[2]);
+ this.directions[3] = transformMatrix(m, this.directions[3]);
+}
+
+Camera.prototype.generateRayPair = function(y) {
+ rays = new Array(new Object(), new Object());
+ rays[0].origin = this.origin;
+ rays[1].origin = this.origin;
+ rays[0].dir = addVector(scale(this.directions[0], y), scale(this.directions[3], 1 - y));
+ rays[1].dir = addVector(scale(this.directions[1], y), scale(this.directions[2], 1 - y));
+ return rays;
+}
+
+function renderRows(camera, scene, pixels, width, height, starty, stopy) {
+ for (var y = starty; y < stopy; y++) {
+ var rays = camera.generateRayPair(y / height);
+ for (var x = 0; x < width; x++) {
+ var xp = x / width;
+ var origin = addVector(scale(rays[0].origin, xp), scale(rays[1].origin, 1 - xp));
+ var dir = normaliseVector(addVector(scale(rays[0].dir, xp), scale(rays[1].dir, 1 - xp)));
+ var l = scene.intersect(origin, dir);
+ pixels[y][x] = l;
+ }
+ }
+}
+
+Camera.prototype.render = function(scene, pixels, width, height) {
+ var cam = this;
+ var row = 0;
+ renderRows(cam, scene, pixels, width, height, 0, height);
+}
+
+
+
+var startDate = new Date().getTime();
+var numTriangles = 2 * 6;
+var triangles = new Array();//numTriangles);
+var tfl = createVector(-10, 10, -10);
+var tfr = createVector( 10, 10, -10);
+var tbl = createVector(-10, 10, 10);
+var tbr = createVector( 10, 10, 10);
+var bfl = createVector(-10, -10, -10);
+var bfr = createVector( 10, -10, -10);
+var bbl = createVector(-10, -10, 10);
+var bbr = createVector( 10, -10, 10);
+
+// cube!!!
+// front
+var i = 0;
+
+triangles[i++] = new Triangle(tfl, tfr, bfr);
+triangles[i++] = new Triangle(tfl, bfr, bfl);
+// back
+triangles[i++] = new Triangle(tbl, tbr, bbr);
+triangles[i++] = new Triangle(tbl, bbr, bbl);
+// triangles[i-1].material = [0.7,0.2,0.2];
+// triangles[i-1].material.reflection = 0.8;
+// left
+triangles[i++] = new Triangle(tbl, tfl, bbl);
+// triangles[i-1].reflection = 0.6;
+triangles[i++] = new Triangle(tfl, bfl, bbl);
+// triangles[i-1].reflection = 0.6;
+// right
+triangles[i++] = new Triangle(tbr, tfr, bbr);
+triangles[i++] = new Triangle(tfr, bfr, bbr);
+// top
+triangles[i++] = new Triangle(tbl, tbr, tfr);
+triangles[i++] = new Triangle(tbl, tfr, tfl);
+// bottom
+triangles[i++] = new Triangle(bbl, bbr, bfr);
+triangles[i++] = new Triangle(bbl, bfr, bfl);
+
+//Floor!!!!
+var green = createVector(0.0, 0.4, 0.0);
+var grey = createVector(0.4, 0.4, 0.4);
+grey.reflection = 1.0;
+var floorShader = function(tri, pos, view) {
+ var x = ((pos[0]/32) % 2 + 2) % 2;
+ var z = ((pos[2]/32 + 0.3) % 2 + 2) % 2;
+ if (x < 1 != z < 1) {
+ //in the real world we use the fresnel term...
+ // var angle = 1-dot(view, tri.normal);
+ // angle *= angle;
+ // angle *= angle;
+ // angle *= angle;
+ //grey.reflection = angle;
+ return grey;
+ } else
+ return green;
+}
+var ffl = createVector(-1000, -30, -1000);
+var ffr = createVector( 1000, -30, -1000);
+var fbl = createVector(-1000, -30, 1000);
+var fbr = createVector( 1000, -30, 1000);
+triangles[i++] = new Triangle(fbl, fbr, ffr);
+triangles[i-1].shader = floorShader;
+triangles[i++] = new Triangle(fbl, ffr, ffl);
+triangles[i-1].shader = floorShader;
+
+var _scene = new Scene(triangles);
+_scene.lights[0] = createVector(20, 38, -22);
+_scene.lights[0].colour = createVector(0.7, 0.3, 0.3);
+_scene.lights[1] = createVector(-23, 40, 17);
+_scene.lights[1].colour = createVector(0.7, 0.3, 0.3);
+_scene.lights[2] = createVector(23, 20, 17);
+_scene.lights[2].colour = createVector(0.7, 0.7, 0.7);
+_scene.ambient = createVector(0.1, 0.1, 0.1);
+// _scene.background = createVector(0.7, 0.7, 1.0);
+
+var size = 50;
+var pixels = new Array();
+for (var y = 0; y < size; y++) {
+ pixels[y] = new Array();
+ for (var x = 0; x < size; x++) {
+ pixels[y][x] = 0;
+ }
+}
+
+
+var _camera = new Camera(createVector(-40, 40, 40), createVector(0, 0, 0), createVector(0, 1, 0));
+_camera.render(_scene, pixels, size, size);