Mercurial > projects > ldc
comparison demos/ray.d @ 94:61615fa85940 trunk
[svn r98] Added support for std.c.stdlib.alloca via pragma(LLVM_internal, "alloca").
Added support for array .sort and .reverse properties.
Fixed some bugs with pointer arithmetic.
Disabled some DMD AST optimizations that was messing things up, destroying valuable information.
Added a KDevelop project file, this is what I use for coding LLVMDC now :)
Other minor stuff.
author | lindquist |
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date | Mon, 12 Nov 2007 06:32:46 +0100 |
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93:08508eebbb3e | 94:61615fa85940 |
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1 //import std.stdio, std.math, std.string; | |
2 //import tools.base; | |
3 | |
4 double delta; | |
5 static this() { delta=sqrt(real.epsilon); } | |
6 | |
7 struct Vec { | |
8 double x, y, z; | |
9 Vec opAdd(ref Vec other) { return Vec(x+other.x, y+other.y, z+other.z); } | |
10 Vec opSub(ref Vec other) { return Vec(x-other.x, y-other.y, z-other.z); } | |
11 Vec opMul(double a) { return Vec(x*a, y*a, z*a); } | |
12 double dot(ref Vec other) { return x*other.x+y*other.y+z*other.z; } | |
13 Vec unitise() { return opMul(1.0/sqrt(dot(*this))); } | |
14 } | |
15 | |
16 struct Pair(T, U) { T first; U second; } | |
17 typedef Pair!(double, Vec) Hit; | |
18 | |
19 struct Ray { Vec orig, dir; } | |
20 | |
21 class Scene { | |
22 abstract void intersect(ref Hit, ref Ray); | |
23 } | |
24 | |
25 class Sphere : Scene { | |
26 Vec center; | |
27 double radius; | |
28 this(ref Vec c, double r) | |
29 { | |
30 center = c; | |
31 radius = r; | |
32 } | |
33 double ray_sphere(ref Ray ray) { | |
34 auto v = center - ray.orig, b = v.dot(ray.dir), disc=b*b - v.dot(v) + radius*radius; | |
35 if (disc < 0) return double.infinity; | |
36 auto d = sqrt(disc), t2 = b + d; | |
37 if (t2 < 0) return double.infinity; | |
38 auto t1 = b - d; | |
39 return (t1 > 0 ? t1 : t2); | |
40 } | |
41 void intersect(ref Hit hit, ref Ray ray) { | |
42 auto lambda = ray_sphere(ray); | |
43 if (lambda < hit.first) | |
44 hit = Hit(lambda, (ray.orig + lambda*ray.dir - center).unitise); | |
45 } | |
46 } | |
47 | |
48 class Group : Scene { | |
49 Sphere bound; | |
50 Scene[] children; | |
51 mixin This!("bound, children"); | |
52 void intersect(ref Hit hit, ref Ray ray) { | |
53 auto l = bound.ray_sphere(ray); | |
54 if (l < hit.first) foreach (child; children) child.intersect(hit, ray); | |
55 } | |
56 } | |
57 | |
58 double ray_trace(ref Vec light, ref Ray ray, Scene s) { | |
59 auto hit=Hit(double.infinity, Vec(0, 0, 0)); | |
60 s.intersect(hit, ray); | |
61 if (hit.first == double.infinity) return 0.0; | |
62 auto g = hit.second.dot(light); | |
63 if (g >= 0) return 0.0; | |
64 auto p = ray.orig + ray.dir*hit.first + hit.second*delta; | |
65 auto hit2=Hit(double.infinity, Vec(0, 0, 0)); | |
66 s.intersect(hit2, Ray(p, light*-1.0)); | |
67 return (hit2.first < double.infinity ? 0 : -g); | |
68 } | |
69 | |
70 Scene create(int level, ref Vec c, double r) { | |
71 auto s = new Sphere(c, r); | |
72 if (level == 1) return s; | |
73 Scene[] children=[s]; | |
74 double rn = 3*r/sqrt(12.0); | |
75 for (int dz=-1; dz<=1; dz+=2) | |
76 for (int dx=-1; dx<=1; dx+=2) | |
77 children~=create(level-1, c + Vec(dx, 1, dz)*rn, r/2); | |
78 return new Group(new Sphere(c, 3*r), children); | |
79 } | |
80 | |
81 void main(string[] args) { | |
82 int level = (args.length==3 ? args[1].atoi() : 9), | |
83 n = (args.length==3 ? args[2].atoi() : 512), ss = 4; | |
84 auto light = Vec(-1, -3, 2).unitise(); | |
85 auto s=create(level, Vec(0, -1, 0), 1); | |
86 writefln("P5\n", n, " ", n, "\n255"); | |
87 for (int y=n-1; y>=0; --y) | |
88 for (int x=0; x<n; ++x) { | |
89 double g=0; | |
90 for (int d=0; d<ss*ss; ++d) { | |
91 auto dir=Vec(x+(d%ss)*1.0/ss-n/2.0, y+(d/ss)*1.0/ss-n/2.0, n).unitise(); | |
92 g += ray_trace(light, Ray(Vec(0, 0, -4), dir), s); | |
93 } | |
94 printf("%c", cast(ubyte)(0.5 + 255.0 * g / (ss*ss))); | |
95 } | |
96 } |