view demos/ray.d @ 945:03d7c4aac654

SWITCHED TO LLVM 2.5 ! Applied patch from ticket #129 to compile against latest LLVM. Thanks Frits van Bommel. Fixed implicit return by asm block at the end of a function on x86-32. Other architectures will produce an error at the moment. Adding support for new targets is fairly simple. Fixed return calling convention for complex numbers, ST and ST(1) were switched around. Added some testcases. I've run a dstress test and there are no regressions. However, the runtime does not seem to compile with symbolic debug information. -O3 -release -inline works well and is what I used for the dstress run. Tango does not compile, a small workaround is needed in tango.io.digest.Digest.Digest.hexDigest. See ticket #206 .
author Tomas Lindquist Olsen <tomas.l.olsen@gmail.com>
date Sun, 08 Feb 2009 05:26:54 +0100
parents eef8ac26c66c
children
line wrap: on
line source

import tango.stdc.stdio;

alias char[] string;

int atoi(char[] s) {
    int i, fac=1;
    bool neg = (s.length) && (s[0] == '-');
    char[] a = neg ? s[1..$] : s;
    foreach_reverse(c; a) {
        i += (c-'0') * fac;
        fac *= 10;
    }
    return !neg ? i : -i;
}

version(LDC)
{
pragma(intrinsic, "llvm.sqrt.f64")
double sqrt(double val);
}
else
{
    import tango.stdc.math;
}

double delta;
static this() { delta=sqrt(real.epsilon); }

struct Vec {
  double x, y, z;
  Vec opAdd(ref Vec other) { return Vec(x+other.x, y+other.y, z+other.z); }
  Vec opSub(ref Vec other) { return Vec(x-other.x, y-other.y, z-other.z); }
  Vec opMul(double a) { return Vec(x*a, y*a, z*a); }
  double dot(ref Vec other) { return x*other.x+y*other.y+z*other.z; }
  Vec unitise() { return opMul(1.0/sqrt(dot(*this))); }
}

struct Pair(T, U) { T first; U second; }
typedef Pair!(double, Vec) Hit;

struct Ray { Vec orig, dir; }

class Scene {
  //abstract void intersect(ref Hit, ref Ray);
  void intersect(ref Hit, ref Ray) {}
}

class Sphere : Scene {
  Vec center;
  double radius;
  //mixin This!("center, radius");
  this(ref Vec c, double r)
  {
    center = c;
    radius = r;
  }
  double ray_sphere(ref Ray ray) {
    auto v = center - ray.orig, b = v.dot(ray.dir), disc=b*b - v.dot(v) + radius*radius;
    if (disc < 0) return double.infinity;
    auto d = sqrt(disc), t2 = b + d;
    if (t2 < 0) return double.infinity;
    auto t1 = b - d;
    return (t1 > 0 ? t1 : t2);
  }
  void intersect(ref Hit hit, ref Ray ray) {
    auto lambda = ray_sphere(ray);
    if (lambda < hit.first)
      hit = Hit(lambda, (ray.orig + lambda*ray.dir - center).unitise);
  }
}

class Group : Scene {
  Sphere bound;
  Scene[] children;
  //mixin This!("bound, children");
  this (Sphere s, Scene[] c)
  {
    bound = s;
    children = c;
  }
  void intersect(ref Hit hit, ref Ray ray) {
    auto l = bound.ray_sphere(ray);
    if (l < hit.first) foreach (child; children) child.intersect(hit, ray);
  }
}

double ray_trace(ref Vec light, ref Ray ray, Scene s) {
  auto hit=Hit(double.infinity, Vec(0, 0, 0));
  s.intersect(hit, ray);
  if (hit.first == double.infinity) return 0.0;
  auto g = hit.second.dot(light);
  if (g >= 0) return 0.0;
  auto p = ray.orig + ray.dir*hit.first + hit.second*delta;
  auto hit2=Hit(double.infinity, Vec(0, 0, 0));
  s.intersect(hit2, Ray(p, light*-1.0));
  return (hit2.first < double.infinity ? 0 : -g);
}

Scene create(int level, ref Vec c, double r) {
  auto s = new Sphere(c, r);
  if (level == 1) return s;
  Scene[] children;
  children ~= s;
  double rn = 3*r/sqrt(12.0);
  for (int dz=-1; dz<=1; dz+=2)
    for (int dx=-1; dx<=1; dx+=2)
      children~=create(level-1, c + Vec(dx, 1, dz)*rn, r/2);
  return new Group(new Sphere(c, 3*r), children);
}

void main(string[] args) {
  int level = (args.length==3 ? args[1].atoi() : 9),
    n = (args.length==3 ? args[2].atoi() : 512), ss = 4;
  auto light = Vec(-1, -3, 2).unitise();
  auto s=create(level, Vec(0, -1, 0), 1);
  printf("P5\n%d %d\n255\n", n,n);
  for (int y=n-1; y>=0; --y)
    for (int x=0; x<n; ++x) {
      double g=0;
      for (int d=0; d<ss*ss; ++d) {
        auto dir=Vec(x+(d%ss)*1.0/ss-n/2.0, y+(d/ss)*1.0/ss-n/2.0, n).unitise();
        g += ray_trace(light, Ray(Vec(0, 0, -4), dir), s);
      }
      printf("%c", cast(ubyte)(0.5 + 255.0 * g / (ss*ss)));
    }
}