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