view demos/ray.cpp @ 715:30b42a283c8e

Removed TypeOpaque from DMD. Changed runtime functions taking opaque[] to void[]. Implemented proper type painting, to avoid "resizing" array casts in runtime calls that previously took opaque[]. Implemented dynamic arrays as first class types, this implements proper ABI for these types on x86. Added dwarf region end after call to assert function, fixes some problems with llvm not allowing this to be missing. Reverted change to WithStatement from rev [704] it breaks MiniD, mini/with2.d needs to be fixed some other way... Fixed tango bug 1339 in runtime, problem with _adReverseChar on invalid UTF-8. Disabled .bc generation in the compiler runtime part, genobj.d triggers some llvm bug when using debug info. the .o seems to work fine.
author Tomas Lindquist Olsen <tomas.l.olsen@gmail.com>
date Wed, 22 Oct 2008 14:55:33 +0200
parents 90522b72128a
children
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#include <list>
#include <iostream>
#include <limits>
#include <cmath>
#include <cstdlib>

using namespace std;

numeric_limits<double> real;
double delta = sqrt(real.epsilon()), infinity = real.infinity();

struct Vec {
  double x, y, z;
  Vec(double x2, double y2, double z2) : x(x2), y(y2), z(z2) {}
};
Vec operator+(const Vec &a, const Vec &b)
{ return Vec(a.x+b.x, a.y+b.y, a.z+b.z); }
Vec operator-(const Vec &a, const Vec &b)
{ return Vec(a.x-b.x, a.y-b.y, a.z-b.z); }
Vec operator*(double a, const Vec &b) { return Vec(a*b.x, a*b.y, a*b.z); }
double dot(const Vec &a, const Vec &b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
Vec unitise(const Vec &a) { return (1 / sqrt(dot(a, a))) * a; }

typedef pair<double, Vec> Hit;

struct Ray {
  Vec orig, dir;
  Ray(const Vec &o, const Vec &d) : orig(o), dir(d) {}
};

struct Scene {
  virtual ~Scene() {};
  virtual void intersect(Hit &, const Ray &) const = 0;
};

struct Sphere : public Scene {
  Vec center;
  double radius;

  Sphere(Vec c, double r) : center(c), radius(r) {}
  ~Sphere() {}

  double ray_sphere(const Ray &ray) const {
    Vec v = center - ray.orig;
    double b = dot(v, ray.dir), disc = b*b - dot(v, v) + radius * radius;
    if (disc < 0) return infinity;
    double d = sqrt(disc), t2 = b + d;
    if (t2 < 0) return infinity;
    double t1 = b - d;
    return (t1 > 0 ? t1 : t2);
  }

  void intersect(Hit &hit, const Ray &ray) const {
    double lambda = ray_sphere(ray);
    if (lambda >= hit.first) return;
    hit = Hit(lambda, unitise(ray.orig + lambda*ray.dir - center));
  }
};

typedef list<Scene *> Scenes;
struct Group : public Scene {
  Sphere bound;
  Scenes child;

  Group(Sphere b, Scenes c) : bound(b), child(c) {}
  ~Group() {
    for (Scenes::const_iterator it=child.begin(); it!=child.end(); ++it)
      delete *it;
  }

  void intersect(Hit &hit, const Ray &ray) const {
    double l = bound.ray_sphere(ray);
    if (l < hit.first)
      for (Scenes::const_iterator it=child.begin(); it!=child.end(); ++it)
        (*it)->intersect(hit, ray);
  }
};

Hit intersect(const Ray &ray, const Scene &s) {
  Hit res = Hit(infinity, Vec(0, 0, 0));
  s.intersect(res, ray);
  return res;
}

double ray_trace(const Vec &light, const Ray &ray, const Scene &s) {
  Hit hit = intersect(ray, s);
  if (hit.first == infinity) return 0;
  double g = dot(hit.second, light);
  if (g >= 0) return 0.;
  Vec p = ray.orig + hit.first*ray.dir + delta*hit.second;
  return (intersect(Ray(p, -1. * light), s).first < infinity ? 0 : -g);
}

Scene *create(int level, const Vec &c, double r) {
  Scene *s = new Sphere(c, r);
  if (level == 1) return s;
  Scenes child;
  child.push_back(s);
  double rn = 3*r/sqrt(12.);
  for (int dz=-1; dz<=1; dz+=2)
    for (int dx=-1; dx<=1; dx+=2)
      child.push_back(create(level-1, c + rn*Vec(dx, 1, dz), r/2));
  return new Group(Sphere(c, 3*r), child);
}

int main(int argc, char *argv[]) {
  int level = 6, n = 512, ss = 4;
  if (argc == 2) level = atoi(argv[1]);
  Vec light = unitise(Vec(-1, -3, 2));
  Scene *s(create(level, Vec(0, -1, 0), 1));
  cout << "P5\n" << n << " " << n << "\n255\n";
  for (int y=n-1; y>=0; --y)
    for (int x=0; x<n; ++x) {
      double g=0;
      for (int dx=0; dx<ss; ++dx)
        for (int dy=0; dy<ss; ++dy) {
          Vec dir(unitise(Vec(x+dx*1./ss-n/2., y+dy*1./ss-n/2., n)));
          g += ray_trace(light, Ray(Vec(0, 0, -4), dir), *s);
        }
      cout << char(int(.5 + 255. * g / (ss*ss)));
    }
  delete s;
  return 0;
}