view demos/ray.d @ 127:facc562f5674 trunk

[svn r131] Fixed #11 All associative array properties now work as they should. Fixed problems with some cases of array.length and array.ptr. Fixed some problems with array properties. Fixed 'in' contracts.
author lindquist
date Fri, 30 Nov 2007 12:56:52 +0100
parents 5071469303d4
children 9922b9982552
line wrap: on
line source

import std.stdio;

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;
}

pragma(LLVM_internal, "intrinsic", "llvm.sqrt.f64")
double sqrt(double val);

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);
  writefln("P5\n", n, " ", n, "\n255");
  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)));
    }
}