view demos/ray.d @ 1404:11b122f92136

Now that templates instantiations are no longer emitted for all modules that even blink at them they seem to break due to being linkonce (if compiled with any optimization level > 0), so let's give them weak linkage instead. The difference is that unreferenced linkonce symbols can be deleted, while weak symbols need to be preserved.
author Frits van Bommel <fvbommel wxs.nl>
date Thu, 21 May 2009 15:23:28 +0200
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)));
    }
}