view demos/ray.d @ 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 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)));
    }
}