////////////////////////////////////////////////////////////////////////////////
// base.js
////////////////////////////////////////////////////////////////////////////////

// Copyright 2013 the V8 project authors. All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
//
//     * Redistributions of source code must retain the above copyright
//       notice, this list of conditions and the following disclaimer.
//     * 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.
//     * Neither the name of Google Inc. nor the names of its
//       contributors may be used to endorse or promote products derived
//       from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "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 THE COPYRIGHT
// OWNER 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.

if(typeof(WScript) === "undefined")
{
    var WScript = {
        Echo: print
    }
}

// Performance.now is used in latency benchmarks, the fallback is Date.now.
var performance = performance || {};
performance.now = (function() {
  return performance.now       ||
         performance.mozNow    ||
         performance.msNow     ||
         performance.oNow      ||
         performance.webkitNow ||
         Date.now;
})();

// Simple framework for running the benchmark suites and
// computing a score based on the timing measurements.


// A benchmark has a name (string) and a function that will be run to
// do the performance measurement. The optional setup and tearDown
// arguments are functions that will be invoked before and after
// running the benchmark, but the running time of these functions will
// not be accounted for in the benchmark score.
function Benchmark(name, doWarmup, doDeterministic, run, setup, tearDown, rmsResult, minIterations) {
  this.name = name;
  this.doWarmup = doWarmup;
  this.doDeterministic = doDeterministic;
  this.run = run;
  this.Setup = setup ? setup : function() { };
  this.TearDown = tearDown ? tearDown : function() { };
  this.rmsResult = rmsResult ? rmsResult : null; 
  this.minIterations = minIterations ? minIterations : 32;
}


// Benchmark results hold the benchmark and the measured time used to
// run the benchmark. The benchmark score is computed later once a
// full benchmark suite has run to completion. If latency is set to 0
// then there is no latency score for this benchmark.
function BenchmarkResult(benchmark, time, latency) {
  this.benchmark = benchmark;
  this.time = time;
  this.latency = latency;
}


// Automatically convert results to numbers. Used by the geometric
// mean computation.
BenchmarkResult.prototype.valueOf = function() {
  return this.time;
}


// Suites of benchmarks consist of a name and the set of benchmarks in
// addition to the reference timing that the final score will be based
// on. This way, all scores are relative to a reference run and higher
// scores implies better performance.
function BenchmarkSuite(name, reference, benchmarks) {
  this.name = name;
  this.reference = reference;
  this.benchmarks = benchmarks;
  BenchmarkSuite.suites.push(this);
}


// Keep track of all declared benchmark suites.
BenchmarkSuite.suites = [];

// Scores are not comparable across versions. Bump the version if
// you're making changes that will affect that scores, e.g. if you add
// a new benchmark or change an existing one.
BenchmarkSuite.version = '9';

// Override the alert function to throw an exception instead.
alert = function(s) {
  throw "Alert called with argument: " + s;
};


// To make the benchmark results predictable, we replace Math.random
// with a 100% deterministic alternative.
BenchmarkSuite.ResetRNG = function() {
  Math.random = (function() {
    var seed = 49734321;
    return function() {
      // Robert Jenkins' 32 bit integer hash function.
      seed = ((seed + 0x7ed55d16) + (seed << 12))  & 0xffffffff;
      seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff;
      seed = ((seed + 0x165667b1) + (seed << 5))   & 0xffffffff;
      seed = ((seed + 0xd3a2646c) ^ (seed << 9))   & 0xffffffff;
      seed = ((seed + 0xfd7046c5) + (seed << 3))   & 0xffffffff;
      seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff;
      return (seed & 0xfffffff) / 0x10000000;
    };
  })();
}


// Runs all registered benchmark suites and optionally yields between
// each individual benchmark to avoid running for too long in the
// context of browsers. Once done, the final score is reported to the
// runner.
BenchmarkSuite.RunSuites = function(runner) {
  var continuation = null;
  var suites = BenchmarkSuite.suites;
  var length = suites.length;
  BenchmarkSuite.scores = [];
  var index = 0;
  function RunStep() {
    while (continuation || index < length) {
      if (continuation) {
        continuation = continuation();
      } else {
        var suite = suites[index++];
        if (runner.NotifyStart) runner.NotifyStart(suite.name);
        continuation = suite.RunStep(runner);
      }
      if (continuation && typeof window != 'undefined' && window.setTimeout) {
        window.setTimeout(RunStep, 25);
        return;
      }
    }

    // show final result
    if (runner.NotifyScore) {
      var score = BenchmarkSuite.GeometricMean(BenchmarkSuite.scores);
      var formatted = BenchmarkSuite.FormatScore(100 * score);
      runner.NotifyScore(formatted);
    }
  }
  RunStep();
}


// Counts the total number of registered benchmarks. Useful for
// showing progress as a percentage.
BenchmarkSuite.CountBenchmarks = function() {
  var result = 0;
  var suites = BenchmarkSuite.suites;
  for (var i = 0; i < suites.length; i++) {
    result += suites[i].benchmarks.length;
  }
  return result;
}


// Computes the geometric mean of a set of numbers.
BenchmarkSuite.GeometricMean = function(numbers) {
  var log = 0;
  for (var i = 0; i < numbers.length; i++) {
    log += Math.log(numbers[i]);
  }
  return Math.pow(Math.E, log / numbers.length);
}


// Computes the geometric mean of a set of throughput time measurements.
BenchmarkSuite.GeometricMeanTime = function(measurements) {
  var log = 0;
  for (var i = 0; i < measurements.length; i++) {
    log += Math.log(measurements[i].time);
  }
  return Math.pow(Math.E, log / measurements.length);
}


// Computes the geometric mean of a set of rms measurements.
BenchmarkSuite.GeometricMeanLatency = function(measurements) {
  var log = 0;
  var hasLatencyResult = false;
  for (var i = 0; i < measurements.length; i++) {
    if (measurements[i].latency != 0) {
      log += Math.log(measurements[i].latency);
      hasLatencyResult = true;
    }
  }
  if (hasLatencyResult) {
    return Math.pow(Math.E, log / measurements.length);
  } else {
    return 0;
  }
}


// Converts a score value to a string with at least three significant
// digits.
BenchmarkSuite.FormatScore = function(value) {
  if (value > 100) {
    return value.toFixed(0);
  } else {
    return value.toPrecision(3);
  }
}

// Notifies the runner that we're done running a single benchmark in
// the benchmark suite. This can be useful to report progress.
BenchmarkSuite.prototype.NotifyStep = function(result) {
  this.results.push(result);
  if (this.runner.NotifyStep) this.runner.NotifyStep(result.benchmark.name);
}


// Notifies the runner that we're done with running a suite and that
// we have a result which can be reported to the user if needed.
BenchmarkSuite.prototype.NotifyResult = function() {
  var mean = BenchmarkSuite.GeometricMeanTime(this.results);
  var score = this.reference[0] / mean;
  BenchmarkSuite.scores.push(score);
  if (this.runner.NotifyResult) {
    var formatted = BenchmarkSuite.FormatScore(100 * score);
    this.runner.NotifyResult(this.name, formatted);
  }
  if (this.reference.length == 2) {
    var meanLatency = BenchmarkSuite.GeometricMeanLatency(this.results);
    if (meanLatency != 0) {
      var scoreLatency = this.reference[1] / meanLatency;
      BenchmarkSuite.scores.push(scoreLatency);
      if (this.runner.NotifyResult) {
        var formattedLatency = BenchmarkSuite.FormatScore(100 * scoreLatency)
        this.runner.NotifyResult(this.name + "Latency", formattedLatency);
      }
    }
  }
}


// Notifies the runner that running a benchmark resulted in an error.
BenchmarkSuite.prototype.NotifyError = function(error) {
  if (this.runner.NotifyError) {
    this.runner.NotifyError(this.name, error);
  }
  if (this.runner.NotifyStep) {
    this.runner.NotifyStep(this.name);
  }
}


// Runs a single benchmark for at least a second and computes the
// average time it takes to run a single iteration.
BenchmarkSuite.prototype.RunSingleBenchmark = function(benchmark, data) {
  function Measure(data) {
    var elapsed = 0;
    var start = new Date();
  
  // Run either for 1 second or for the number of iterations specified
  // by minIterations, depending on the config flag doDeterministic.
    for (var i = 0; (benchmark.doDeterministic ? 
      i<benchmark.minIterations : elapsed < 1000); i++) {
      benchmark.run();
      elapsed = new Date() - start;
    }
    if (data != null) {
      data.runs += i;
      data.elapsed += elapsed;
    }
  }

  // Sets up data in order to skip or not the warmup phase.
  if (!benchmark.doWarmup && data == null) {
    data = { runs: 0, elapsed: 0 };
  }

  if (data == null) {
    Measure(null);
    return { runs: 0, elapsed: 0 };
  } else {
    Measure(data);
    // If we've run too few iterations, we continue for another second.
    if (data.runs < benchmark.minIterations) return data;
    var usec = (data.elapsed * 1000) / data.runs;
    var rms = (benchmark.rmsResult != null) ? benchmark.rmsResult() : 0;
    this.NotifyStep(new BenchmarkResult(benchmark, usec, rms));
    return null;
  }
}


// This function starts running a suite, but stops between each
// individual benchmark in the suite and returns a continuation
// function which can be invoked to run the next benchmark. Once the
// last benchmark has been executed, null is returned.
BenchmarkSuite.prototype.RunStep = function(runner) {
  BenchmarkSuite.ResetRNG();
  this.results = [];
  this.runner = runner;
  var length = this.benchmarks.length;
  var index = 0;
  var suite = this;
  var data;

  // Run the setup, the actual benchmark, and the tear down in three
  // separate steps to allow the framework to yield between any of the
  // steps.

  function RunNextSetup() {
    if (index < length) {
      try {
        suite.benchmarks[index].Setup();
      } catch (e) {
        suite.NotifyError(e);
        return null;
      }
      return RunNextBenchmark;
    }
    suite.NotifyResult();
    return null;
  }

  function RunNextBenchmark() {
    try {
      data = suite.RunSingleBenchmark(suite.benchmarks[index], data);
    } catch (e) {
      suite.NotifyError(e);
      return null;
    }
    // If data is null, we're done with this benchmark.
    return (data == null) ? RunNextTearDown : RunNextBenchmark();
  }

  function RunNextTearDown() {
    try {
      suite.benchmarks[index++].TearDown();
    } catch (e) {
      suite.NotifyError(e);
      return null;
    }
    return RunNextSetup;
  }

  // Start out running the setup.
  return RunNextSetup();
}

/////////////////////////////////////////////////////////////
// raytrace.js
/////////////////////////////////////////////////////////////

// The ray tracer code in this file is written by Adam Burmister. It
// is available in its original form from:
//
//   http://labs.flog.nz.co/raytracer/
//
// It has been modified slightly by Google to work as a standalone
// benchmark, but the all the computational code remains
// untouched. This file also contains a copy of parts of the Prototype
// JavaScript framework which is used by the ray tracer.

var RayTrace = new BenchmarkSuite('RayTrace', [739989], [
  new Benchmark('RayTrace', true, false, renderScene)
]);


// Variable used to hold a number that can be used to verify that
// the scene was ray traced correctly.
var checkNumber;


// ------------------------------------------------------------------------
// ------------------------------------------------------------------------

// The following is a copy of parts of the Prototype JavaScript library:

// Prototype JavaScript framework, version 1.5.0
// (c) 2005-2007 Sam Stephenson
//
// Prototype is freely distributable under the terms of an MIT-style license.
// For details, see the Prototype web site: http://prototype.conio.net/


var Class = {
  create: function() {
    return function() {
      this.initialize.apply(this, arguments);
    }
  }
};


Object.extend = function(destination, source) {
  for (var property in source) {
    destination[property] = source[property];
  }
  return destination;
};


// ------------------------------------------------------------------------
// ------------------------------------------------------------------------

// The rest of this file is the actual ray tracer written by Adam
// Burmister. It's a concatenation of the following files:
//
//   flog/color.js
//   flog/light.js
//   flog/vector.js
//   flog/ray.js
//   flog/scene.js
//   flog/material/basematerial.js
//   flog/material/solid.js
//   flog/material/chessboard.js
//   flog/shape/baseshape.js
//   flog/shape/sphere.js
//   flog/shape/plane.js
//   flog/intersectioninfo.js
//   flog/camera.js
//   flog/background.js
//   flog/engine.js


/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Color = Class.create();

Flog.RayTracer.Color.prototype = {
    red : 0.0,
    green : 0.0,
    blue : 0.0,

    initialize : function(r, g, b) {
        if(!r) r = 0.0;
        if(!g) g = 0.0;
        if(!b) b = 0.0;

        this.red = r;
        this.green = g;
        this.blue = b;
    },

    add : function(c1, c2){
        var result = new Flog.RayTracer.Color(0,0,0);

        result.red = c1.red + c2.red;
        result.green = c1.green + c2.green;
        result.blue = c1.blue + c2.blue;

        return result;
    },

    addScalar: function(c1, s){
        var result = new Flog.RayTracer.Color(0,0,0);

        result.red = c1.red + s;
        result.green = c1.green + s;
        result.blue = c1.blue + s;

        result.limit();

        return result;
    },

    subtract: function(c1, c2){
        var result = new Flog.RayTracer.Color(0,0,0);

        result.red = c1.red - c2.red;
        result.green = c1.green - c2.green;
        result.blue = c1.blue - c2.blue;

        return result;
    },

    multiply : function(c1, c2) {
        var result = new Flog.RayTracer.Color(0,0,0);

        result.red = c1.red * c2.red;
        result.green = c1.green * c2.green;
        result.blue = c1.blue * c2.blue;

        return result;
    },

    multiplyScalar : function(c1, f) {
        var result = new Flog.RayTracer.Color(0,0,0);

        result.red = c1.red * f;
        result.green = c1.green * f;
        result.blue = c1.blue * f;

        return result;
    },

    divideFactor : function(c1, f) {
        var result = new Flog.RayTracer.Color(0,0,0);

        result.red = c1.red / f;
        result.green = c1.green / f;
        result.blue = c1.blue / f;

        return result;
    },

    limit: function(){
        this.red = (this.red > 0.0) ? ( (this.red > 1.0) ? 1.0 : this.red ) : 0.0;
        this.green = (this.green > 0.0) ? ( (this.green > 1.0) ? 1.0 : this.green ) : 0.0;
        this.blue = (this.blue > 0.0) ? ( (this.blue > 1.0) ? 1.0 : this.blue ) : 0.0;
    },

    distance : function(color) {
        var d = Math.abs(this.red - color.red) + Math.abs(this.green - color.green) + Math.abs(this.blue - color.blue);
        return d;
    },

    blend: function(c1, c2, w){
        var result = new Flog.RayTracer.Color(0,0,0);
        result = Flog.RayTracer.Color.prototype.add(
                    Flog.RayTracer.Color.prototype.multiplyScalar(c1, 1 - w),
                    Flog.RayTracer.Color.prototype.multiplyScalar(c2, w)
                  );
        return result;
    },

    brightness : function() {
        var r = Math.floor(this.red*255);
        var g = Math.floor(this.green*255);
        var b = Math.floor(this.blue*255);
        return (r * 77 + g * 150 + b * 29) >> 8;
    },

    toString : function () {
        var r = Math.floor(this.red*255);
        var g = Math.floor(this.green*255);
        var b = Math.floor(this.blue*255);

        return "rgb("+ r +","+ g +","+ b +")";
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Light = Class.create();

Flog.RayTracer.Light.prototype = {
    position: null,
    color: null,
    intensity: 10.0,

    initialize : function(pos, color, intensity) {
        this.position = pos;
        this.color = color;
        this.intensity = (intensity ? intensity : 10.0);
    },

    toString : function () {
        return 'Light [' + this.position.x + ',' + this.position.y + ',' + this.position.z + ']';
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Vector = Class.create();

Flog.RayTracer.Vector.prototype = {
    x : 0.0,
    y : 0.0,
    z : 0.0,

    initialize : function(x, y, z) {
        this.x = (x ? x : 0);
        this.y = (y ? y : 0);
        this.z = (z ? z : 0);
    },

    copy: function(vector){
        this.x = vector.x;
        this.y = vector.y;
        this.z = vector.z;
    },

    normalize : function() {
        var m = this.magnitude();
        return new Flog.RayTracer.Vector(this.x / m, this.y / m, this.z / m);
    },

    magnitude : function() {
        return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z));
    },

    cross : function(w) {
        return new Flog.RayTracer.Vector(
                                            -this.z * w.y + this.y * w.z,
                                           this.z * w.x - this.x * w.z,
                                          -this.y * w.x + this.x * w.y);
    },

    dot : function(w) {
        return this.x * w.x + this.y * w.y + this.z * w.z;
    },

    add : function(v, w) {
        return new Flog.RayTracer.Vector(w.x + v.x, w.y + v.y, w.z + v.z);
    },

    subtract : function(v, w) {
        if(!w || !v) throw 'Vectors must be defined [' + v + ',' + w + ']';
        return new Flog.RayTracer.Vector(v.x - w.x, v.y - w.y, v.z - w.z);
    },

    multiplyVector : function(v, w) {
        return new Flog.RayTracer.Vector(v.x * w.x, v.y * w.y, v.z * w.z);
    },

    multiplyScalar : function(v, w) {
        return new Flog.RayTracer.Vector(v.x * w, v.y * w, v.z * w);
    },

    toString : function () {
        return 'Vector [' + this.x + ',' + this.y + ',' + this.z + ']';
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Ray = Class.create();

Flog.RayTracer.Ray.prototype = {
    position : null,
    direction : null,
    initialize : function(pos, dir) {
        this.position = pos;
        this.direction = dir;
    },

    toString : function () {
        return 'Ray [' + this.position + ',' + this.direction + ']';
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Scene = Class.create();

Flog.RayTracer.Scene.prototype = {
    camera : null,
    shapes : [],
    lights : [],
    background : null,

    initialize : function() {
        this.camera = new Flog.RayTracer.Camera(
            new Flog.RayTracer.Vector(0,0,-5),
            new Flog.RayTracer.Vector(0,0,1),
            new Flog.RayTracer.Vector(0,1,0)
        );
        this.shapes = new Array();
        this.lights = new Array();
        this.background = new Flog.RayTracer.Background(new Flog.RayTracer.Color(0,0,0.5), 0.2);
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
if(typeof(Flog.RayTracer.Material) == 'undefined') Flog.RayTracer.Material = {};

Flog.RayTracer.Material.BaseMaterial = Class.create();

Flog.RayTracer.Material.BaseMaterial.prototype = {

    gloss: 2.0,             // [0...infinity] 0 = matt
    transparency: 0.0,      // 0=opaque
    reflection: 0.0,        // [0...infinity] 0 = no reflection
    refraction: 0.50,
    hasTexture: false,

    initialize : function() {

    },

    getColor: function(u, v){

    },

    wrapUp: function(t){
        t = t % 2.0;
        if(t < -1) t += 2.0;
        if(t >= 1) t -= 2.0;
        return t;
    },

    toString : function () {
        return 'Material [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Material.Solid = Class.create();

Flog.RayTracer.Material.Solid.prototype = Object.extend(
    new Flog.RayTracer.Material.BaseMaterial(), {
        initialize : function(color, reflection, refraction, transparency, gloss) {
            this.color = color;
            this.reflection = reflection;
            this.transparency = transparency;
            this.gloss = gloss;
            this.hasTexture = false;
        },

        getColor: function(u, v){
            return this.color;
        },

        toString : function () {
            return 'SolidMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
        }
    }
);
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Material.Chessboard = Class.create();

Flog.RayTracer.Material.Chessboard.prototype = Object.extend(
    new Flog.RayTracer.Material.BaseMaterial(), {
        colorEven: null,
        colorOdd: null,
        density: 0.5,

        initialize : function(colorEven, colorOdd, reflection, transparency, gloss, density) {
            this.colorEven = colorEven;
            this.colorOdd = colorOdd;
            this.reflection = reflection;
            this.transparency = transparency;
            this.gloss = gloss;
            this.density = density;
            this.hasTexture = true;
        },

        getColor: function(u, v){
            var t = this.wrapUp(u * this.density) * this.wrapUp(v * this.density);

            if(t < 0.0)
                return this.colorEven;
            else
                return this.colorOdd;
        },

        toString : function () {
            return 'ChessMaterial [gloss=' + this.gloss + ', transparency=' + this.transparency + ', hasTexture=' + this.hasTexture +']';
        }
    }
);
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};

Flog.RayTracer.Shape.Sphere = Class.create();

Flog.RayTracer.Shape.Sphere.prototype = {
    initialize : function(pos, radius, material) {
        this.radius = radius;
        this.position = pos;
        this.material = material;
    },

    intersect: function(ray){
        var info = new Flog.RayTracer.IntersectionInfo();
        info.shape = this;

        var dst = Flog.RayTracer.Vector.prototype.subtract(ray.position, this.position);

        var B = dst.dot(ray.direction);
        var C = dst.dot(dst) - (this.radius * this.radius);
        var D = (B * B) - C;

        if(D > 0){ // intersection!
            info.isHit = true;
            info.distance = (-B) - Math.sqrt(D);
            info.position = Flog.RayTracer.Vector.prototype.add(
                                                ray.position,
                                                Flog.RayTracer.Vector.prototype.multiplyScalar(
                                                    ray.direction,
                                                    info.distance
                                                )
                                            );
            info.normal = Flog.RayTracer.Vector.prototype.subtract(
                                            info.position,
                                            this.position
                                        ).normalize();

            info.color = this.material.getColor(0,0);
        } else {
            info.isHit = false;
        }
        return info;
    },

    toString : function () {
        return 'Sphere [position=' + this.position + ', radius=' + this.radius + ']';
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};
if(typeof(Flog.RayTracer.Shape) == 'undefined') Flog.RayTracer.Shape = {};

Flog.RayTracer.Shape.Plane = Class.create();

Flog.RayTracer.Shape.Plane.prototype = {
    d: 0.0,

    initialize : function(pos, d, material) {
        this.position = pos;
        this.d = d;
        this.material = material;
    },

    intersect: function(ray){
        var info = new Flog.RayTracer.IntersectionInfo();

        var Vd = this.position.dot(ray.direction);
        if(Vd == 0) return info; // no intersection

        var t = -(this.position.dot(ray.position) + this.d) / Vd;
        if(t <= 0) return info;

        info.shape = this;
        info.isHit = true;
        info.position = Flog.RayTracer.Vector.prototype.add(
                                            ray.position,
                                            Flog.RayTracer.Vector.prototype.multiplyScalar(
                                                ray.direction,
                                                t
                                            )
                                        );
        info.normal = this.position;
        info.distance = t;

        if(this.material.hasTexture){
            var vU = new Flog.RayTracer.Vector(this.position.y, this.position.z, -this.position.x);
            var vV = vU.cross(this.position);
            var u = info.position.dot(vU);
            var v = info.position.dot(vV);
            info.color = this.material.getColor(u,v);
        } else {
            info.color = this.material.getColor(0,0);
        }

        return info;
    },

    toString : function () {
        return 'Plane [' + this.position + ', d=' + this.d + ']';
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.IntersectionInfo = Class.create();

Flog.RayTracer.IntersectionInfo.prototype = {
    isHit: false,
    hitCount: 0,
    shape: null,
    position: null,
    normal: null,
    color: null,
    distance: null,

    initialize : function() {
        this.color = new Flog.RayTracer.Color(0,0,0);
    },

    toString : function () {
        return 'Intersection [' + this.position + ']';
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Camera = Class.create();

Flog.RayTracer.Camera.prototype = {
    position: null,
    lookAt: null,
    equator: null,
    up: null,
    screen: null,

    initialize : function(pos, lookAt, up) {
        this.position = pos;
        this.lookAt = lookAt;
        this.up = up;
        this.equator = lookAt.normalize().cross(this.up);
        this.screen = Flog.RayTracer.Vector.prototype.add(this.position, this.lookAt);
    },

    getRay: function(vx, vy){
        var pos = Flog.RayTracer.Vector.prototype.subtract(
            this.screen,
            Flog.RayTracer.Vector.prototype.subtract(
                Flog.RayTracer.Vector.prototype.multiplyScalar(this.equator, vx),
                Flog.RayTracer.Vector.prototype.multiplyScalar(this.up, vy)
            )
        );
        pos.y = pos.y * -1;
        var dir = Flog.RayTracer.Vector.prototype.subtract(
            pos,
            this.position
        );

        var ray = new Flog.RayTracer.Ray(pos, dir.normalize());

        return ray;
    },

    toString : function () {
        return 'Ray []';
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Background = Class.create();

Flog.RayTracer.Background.prototype = {
    color : null,
    ambience : 0.0,

    initialize : function(color, ambience) {
        this.color = color;
        this.ambience = ambience;
    }
}
/* Fake a Flog.* namespace */
if(typeof(Flog) == 'undefined') var Flog = {};
if(typeof(Flog.RayTracer) == 'undefined') Flog.RayTracer = {};

Flog.RayTracer.Engine = Class.create();

Flog.RayTracer.Engine.prototype = {
    canvas: null, /* 2d context we can render to */

    initialize: function(options){
        this.options = Object.extend({
                canvasHeight: 100,
                canvasWidth: 100,
                pixelWidth: 2,
                pixelHeight: 2,
                renderDiffuse: false,
                renderShadows: false,
                renderHighlights: false,
                renderReflections: false,
                rayDepth: 2
            }, options || {});

        this.options.canvasHeight /= this.options.pixelHeight;
        this.options.canvasWidth /= this.options.pixelWidth;

        /* TODO: dynamically include other scripts */
    },

    setPixel: function(x, y, color){
        var pxW, pxH;
        pxW = this.options.pixelWidth;
        pxH = this.options.pixelHeight;

        if (this.canvas) {
          this.canvas.fillStyle = color.toString();
          this.canvas.fillRect (x * pxW, y * pxH, pxW, pxH);
        } else {
          if (x ===  y) {
            checkNumber += color.brightness();
          }
          // print(x * pxW, y * pxH, pxW, pxH);
        }
    },

    renderScene: function(scene, canvas){
        checkNumber = 0;
        /* Get canvas */
        if (canvas) {
          this.canvas = canvas.getContext("2d");
        } else {
          this.canvas = null;
        }

        var canvasHeight = this.options.canvasHeight;
        var canvasWidth = this.options.canvasWidth;

        for(var y=0; y < canvasHeight; y++){
            for(var x=0; x < canvasWidth; x++){
                var yp = y * 1.0 / canvasHeight * 2 - 1;
          		var xp = x * 1.0 / canvasWidth * 2 - 1;

          		var ray = scene.camera.getRay(xp, yp);

          		var color = this.getPixelColor(ray, scene);

            	this.setPixel(x, y, color);
            }
        }
        if (checkNumber !== 2321) {
          throw new Error("Scene rendered incorrectly");
        }
    },

    getPixelColor: function(ray, scene){
        var info = this.testIntersection(ray, scene, null);
        if(info.isHit){
            var color = this.rayTrace(info, ray, scene, 0);
            return color;
        }
        return scene.background.color;
    },

    testIntersection: function(ray, scene, exclude){
        var hits = 0;
        var best = new Flog.RayTracer.IntersectionInfo();
        best.distance = 2000;

        for(var i=0; i<scene.shapes.length; i++){
            var shape = scene.shapes[i];

            if(shape != exclude){
                var info = shape.intersect(ray);
                if(info.isHit && info.distance >= 0 && info.distance < best.distance){
                    best = info;
                    hits++;
                }
            }
        }
        best.hitCount = hits;
        return best;
    },

    getReflectionRay: function(P,N,V){
        var c1 = -N.dot(V);
        var R1 = Flog.RayTracer.Vector.prototype.add(
            Flog.RayTracer.Vector.prototype.multiplyScalar(N, 2*c1),
            V
        );
        return new Flog.RayTracer.Ray(P, R1);
    },

    rayTrace: function(info, ray, scene, depth){
        // Calc ambient
        var color = Flog.RayTracer.Color.prototype.multiplyScalar(info.color, scene.background.ambience);
        var oldColor = color;
        var shininess = Math.pow(10, info.shape.material.gloss + 1);

        for(var i=0; i<scene.lights.length; i++){
            var light = scene.lights[i];

            // Calc diffuse lighting
            var v = Flog.RayTracer.Vector.prototype.subtract(
                                light.position,
                                info.position
                            ).normalize();

            if(this.options.renderDiffuse){
                var L = v.dot(info.normal);
                if(L > 0.0){
                    color = Flog.RayTracer.Color.prototype.add(
                                        color,
                                        Flog.RayTracer.Color.prototype.multiply(
                                            info.color,
                                            Flog.RayTracer.Color.prototype.multiplyScalar(
                                                light.color,
                                                L
                                            )
                                        )
                                    );
                }
            }

            // The greater the depth the more accurate the colours, but
            // this is exponentially (!) expensive
            if(depth <= this.options.rayDepth){
          // calculate reflection ray
          if(this.options.renderReflections && info.shape.material.reflection > 0)
          {
              var reflectionRay = this.getReflectionRay(info.position, info.normal, ray.direction);
              var refl = this.testIntersection(reflectionRay, scene, info.shape);

              if (refl.isHit && refl.distance > 0){
                  refl.color = this.rayTrace(refl, reflectionRay, scene, depth + 1);
              } else {
                  refl.color = scene.background.color;
                        }

                  color = Flog.RayTracer.Color.prototype.blend(
                    color,
                    refl.color,
                    info.shape.material.reflection
                  );
          }

                // Refraction
                /* TODO */
            }

            /* Render shadows and highlights */

            var shadowInfo = new Flog.RayTracer.IntersectionInfo();

            if(this.options.renderShadows){
                var shadowRay = new Flog.RayTracer.Ray(info.position, v);

                shadowInfo = this.testIntersection(shadowRay, scene, info.shape);
                if(shadowInfo.isHit && shadowInfo.shape != info.shape /*&& shadowInfo.shape.type != 'PLANE'*/){
                    var vA = Flog.RayTracer.Color.prototype.multiplyScalar(color, 0.5);
                    var dB = (0.5 * Math.pow(shadowInfo.shape.material.transparency, 0.5));
                    color = Flog.RayTracer.Color.prototype.addScalar(vA,dB);
                }
            }

      // Phong specular highlights
      if(this.options.renderHighlights && !shadowInfo.isHit && info.shape.material.gloss > 0){
        var Lv = Flog.RayTracer.Vector.prototype.subtract(
                            info.shape.position,
                            light.position
                        ).normalize();

        var E = Flog.RayTracer.Vector.prototype.subtract(
                            scene.camera.position,
                            info.shape.position
                        ).normalize();

        var H = Flog.RayTracer.Vector.prototype.subtract(
                            E,
                            Lv
                        ).normalize();

        var glossWeight = Math.pow(Math.max(info.normal.dot(H), 0), shininess);
        color = Flog.RayTracer.Color.prototype.add(
                            Flog.RayTracer.Color.prototype.multiplyScalar(light.color, glossWeight),
                            color
                        );
      }
        }
        color.limit();
        return color;
    }
};


function renderScene(){
    var scene = new Flog.RayTracer.Scene();

    scene.camera = new Flog.RayTracer.Camera(
                        new Flog.RayTracer.Vector(0, 0, -15),
                        new Flog.RayTracer.Vector(-0.2, 0, 5),
                        new Flog.RayTracer.Vector(0, 1, 0)
                    );

    scene.background = new Flog.RayTracer.Background(
                                new Flog.RayTracer.Color(0.5, 0.5, 0.5),
                                0.4
                            );

    var sphere = new Flog.RayTracer.Shape.Sphere(
        new Flog.RayTracer.Vector(-1.5, 1.5, 2),
        1.5,
        new Flog.RayTracer.Material.Solid(
            new Flog.RayTracer.Color(0,0.5,0.5),
            0.3,
            0.0,
            0.0,
            2.0
        )
    );

    var sphere1 = new Flog.RayTracer.Shape.Sphere(
        new Flog.RayTracer.Vector(1, 0.25, 1),
        0.5,
        new Flog.RayTracer.Material.Solid(
            new Flog.RayTracer.Color(0.9,0.9,0.9),
            0.1,
            0.0,
            0.0,
            1.5
        )
    );

    var plane = new Flog.RayTracer.Shape.Plane(
                                new Flog.RayTracer.Vector(0.1, 0.9, -0.5).normalize(),
                                1.2,
                                new Flog.RayTracer.Material.Chessboard(
                                    new Flog.RayTracer.Color(1,1,1),
                                    new Flog.RayTracer.Color(0,0,0),
                                    0.2,
                                    0.0,
                                    1.0,
                                    0.7
                                )
                            );

    scene.shapes.push(plane);
    scene.shapes.push(sphere);
    scene.shapes.push(sphere1);

    var light = new Flog.RayTracer.Light(
        new Flog.RayTracer.Vector(5, 10, -1),
        new Flog.RayTracer.Color(0.8, 0.8, 0.8)
    );

    var light1 = new Flog.RayTracer.Light(
        new Flog.RayTracer.Vector(-3, 5, -15),
        new Flog.RayTracer.Color(0.8, 0.8, 0.8),
        100
    );

    scene.lights.push(light);
    scene.lights.push(light1);

    var imageWidth = 100; // $F('imageWidth');
    var imageHeight = 100; // $F('imageHeight');
    var pixelSize = "5,5".split(','); //  $F('pixelSize').split(',');
    var renderDiffuse = true; // $F('renderDiffuse');
    var renderShadows = true; // $F('renderShadows');
    var renderHighlights = true; // $F('renderHighlights');
    var renderReflections = true; // $F('renderReflections');
    var rayDepth = 2;//$F('rayDepth');

    var raytracer = new Flog.RayTracer.Engine(
        {
            canvasWidth: imageWidth,
            canvasHeight: imageHeight,
            pixelWidth: pixelSize[0],
            pixelHeight: pixelSize[1],
            "renderDiffuse": renderDiffuse,
            "renderHighlights": renderHighlights,
            "renderShadows": renderShadows,
            "renderReflections": renderReflections,
            "rayDepth": rayDepth
        }
    );

    raytracer.renderScene(scene, null, 0);
}

////////////////////////////////////////////////////////////////////////////////
// Runner
////////////////////////////////////////////////////////////////////////////////

var success = true;

function NotifyStart(name) {
}

function NotifyError(name, error) {
  WScript.Echo(name + " : ERROR : " +error.stack);
  success = false;
}

function NotifyResult(name, score) {
  if (success) {
    WScript.Echo("### SCORE:", score);
  }
}

function NotifyScore(score) {
}

BenchmarkSuite.RunSuites({
	NotifyStart : NotifyStart,
    NotifyError : NotifyError,
    NotifyResult : NotifyResult,
    NotifyScore : NotifyScore
});
