// 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', 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);
}

for (var i = 1; i <= 2000; i++) { renderScene(); };
