ldc/demos/ray.d
2008-10-06 22:54:08 +02:00

126 lines
3.3 KiB
D

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)));
}
}