mirror of
https://github.com/vlang/v.git
synced 2025-09-13 14:32:26 +03:00
all: require calling optfn() ?
/ optfn() or {...}
for fn optfn() ? {}
This commit is contained in:
parent
97103f680a
commit
e5a84719ca
90 changed files with 1994 additions and 1832 deletions
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@ -35,67 +35,63 @@ const (
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f_0 = 0.0
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)
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/***************************** 3D Vector utility struct **********************/
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//**************************** 3D Vector utility struct *********************
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struct Vec {
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mut:
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x f64 = 0.0
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y f64 = 0.0
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z f64 = 0.0
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x f64 = 0.0
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y f64 = 0.0
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z f64 = 0.0
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}
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[inline]
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fn (v Vec) + (b Vec) Vec{
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return Vec{ v.x + b.x , v.y + b.y, v.z + b.z }
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fn (v Vec) + (b Vec) Vec {
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return Vec{v.x + b.x, v.y + b.y, v.z + b.z}
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}
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[inline]
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fn (v Vec) - (b Vec) Vec{
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return Vec{ v.x - b.x , v.y - b.y, v.z - b.z }
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fn (v Vec) - (b Vec) Vec {
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return Vec{v.x - b.x, v.y - b.y, v.z - b.z}
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}
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[inline]
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fn (v Vec) * (b Vec) Vec{
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return Vec{ v.x * b.x , v.y * b.y, v.z * b.z }
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fn (v Vec) * (b Vec) Vec {
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return Vec{v.x * b.x, v.y * b.y, v.z * b.z}
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}
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[inline]
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fn (v Vec) dot (b Vec) f64{
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fn (v Vec) dot(b Vec) f64 {
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return v.x * b.x + v.y * b.y + v.z * b.z
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}
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[inline]
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fn (v Vec) mult_s (b f64) Vec{
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return Vec{ v.x * b , v.y * b, v.z * b }
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fn (v Vec) mult_s(b f64) Vec {
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return Vec{v.x * b, v.y * b, v.z * b}
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}
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[inline]
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fn (v Vec) cross (b Vec) Vec{
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return Vec{
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v.y * b.z - v.z * b.y,
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v.z * b.x - v.x * b.z,
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v.x * b.y - v.y * b.x
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}
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fn (v Vec) cross(b Vec) Vec {
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return Vec{v.y * b.z - v.z * b.y, v.z * b.x - v.x * b.z, v.x * b.y - v.y * b.x}
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}
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[inline]
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fn (v Vec) norm () Vec {
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fn (v Vec) norm() Vec {
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tmp_norm := 1.0 / math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z)
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return Vec{ v.x * tmp_norm , v.y * tmp_norm, v.z * tmp_norm }
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return Vec{v.x * tmp_norm, v.y * tmp_norm, v.z * tmp_norm}
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}
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/*********************************Image***************************************/
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//********************************Image**************************************
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struct Image {
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width int
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width int
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height int
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data &Vec
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data &Vec
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}
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fn new_image(w int, h int) Image {
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vecsize := int(sizeof(Vec))
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return Image{
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width: w,
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height: h,
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data: &Vec(vcalloc(vecsize*w*h))
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width: w
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height: h
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data: &Vec(vcalloc(vecsize * w * h))
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}
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}
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@ -103,19 +99,19 @@ fn new_image(w int, h int) Image {
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fn (image Image) save_as_ppm(file_name string) {
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npixels := image.width * image.height
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mut f_out := os.create(file_name) or { panic(err) }
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f_out.writeln('P3')
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f_out.writeln('${image.width} ${image.height}')
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f_out.writeln('255')
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for i in 0..npixels {
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c_r := to_int(unsafe{image.data[i]}.x)
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c_g := to_int(unsafe{image.data[i]}.y)
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c_b := to_int(unsafe{image.data[i]}.z)
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f_out.write_str('$c_r $c_g $c_b ')
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f_out.writeln('P3') or { panic(err) }
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f_out.writeln('$image.width $image.height') or { panic(err) }
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f_out.writeln('255') or { panic(err) }
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for i in 0 .. npixels {
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c_r := to_int(unsafe { image.data[i] }.x)
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c_g := to_int(unsafe { image.data[i] }.y)
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c_b := to_int(unsafe { image.data[i] }.z)
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f_out.write_str('$c_r $c_g $c_b ') or { panic(err) }
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}
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f_out.close()
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}
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/*********************************** Ray *************************************/
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//********************************** Ray ************************************
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struct Ray {
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o Vec
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d Vec
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@ -128,19 +124,19 @@ enum Refl_t {
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refr
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}
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/********************************* Sphere ************************************/
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//******************************** Sphere ***********************************
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struct Sphere {
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rad f64 = 0.0 // radius
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p Vec // position
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e Vec // emission
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c Vec // color
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refl Refl_t // reflection type => [diffuse, specular, refractive]
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rad f64 = 0.0 // radius
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p Vec // position
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e Vec // emission
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c Vec // color
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refl Refl_t // reflection type => [diffuse, specular, refractive]
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}
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fn (sp Sphere) intersect (r Ray) f64 {
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op := sp.p - r.o // Solve t^2*d.d + 2*t*(o-p).d + (o-p).(o-p)-R^2 = 0
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b := op.dot(r.d)
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mut det := b * b - op.dot(op) + sp.rad * sp.rad
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fn (sp Sphere) intersect(r Ray) f64 {
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op := sp.p - r.o // Solve t^2*d.d + 2*t*(o-p).d + (o-p).(o-p)-R^2 = 0
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b := op.dot(r.d)
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mut det := b * b - op.dot(op) + sp.rad * sp.rad
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if det < 0 {
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return 0
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@ -167,82 +163,181 @@ fn (sp Sphere) intersect (r Ray) f64 {
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* The sphere fileds are: Sphere{radius, position, emission, color, material}
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******************************************************************************/
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const (
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cen = Vec{50, 40.8, -860} // used by scene 1
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spheres = [
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[// scene 0 cornnel box
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Sphere{rad: 1e+5, p: Vec{ 1e+5 +1,40.8,81.6} , e: Vec{} , c: Vec{.75,.25,.25} , refl: .diff},//Left
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Sphere{rad: 1e+5, p: Vec{-1e+5 +99,40.8,81.6}, e: Vec{} , c: Vec{.25,.25,.75} , refl: .diff},//Rght
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Sphere{rad: 1e+5, p: Vec{50,40.8, 1e+5} , e: Vec{} , c: Vec{.75,.75,.75} , refl: .diff},//Back
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Sphere{rad: 1e+5, p: Vec{50,40.8,-1e+5 +170} , e: Vec{} , c: Vec{} , refl: .diff},//Frnt
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Sphere{rad: 1e+5, p: Vec{50, 1e+5, 81.6} , e: Vec{} , c: Vec{.75,.75,.75} , refl: .diff},//Botm
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Sphere{rad: 1e+5, p: Vec{50,-1e+5 +81.6,81.6}, e: Vec{} , c: Vec{.75,.75,.75} , refl: .diff},//Top
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Sphere{rad: 16.5, p: Vec{27,16.5,47} , e: Vec{} , c: Vec{1,1,1}.mult_s(.999) , refl: .spec},//Mirr
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Sphere{rad: 16.5, p: Vec{73,16.5,78} , e: Vec{} , c: Vec{1,1,1}.mult_s(.999) , refl: .refr},//Glas
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Sphere{rad: 600 , p: Vec{50,681.6-.27,81.6} , e: Vec{12,12,12}, c: Vec{}, refl: .diff} //Lite
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],
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[// scene 1 sunset
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Sphere{rad: 1600, p: Vec{1.0,0.0,2.0}.mult_s(3000), e: Vec{1.0,.9,.8}.mult_s(1.2e+1*1.56*2) , c: Vec{} , refl: .diff}, // sun
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Sphere{rad: 1560, p: Vec{1,0,2}.mult_s(3500) , e: Vec{1.0,.5,.05}.mult_s(4.8e+1*1.56*2) , c: Vec{} , refl: .diff}, // horizon sun2
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Sphere{rad: 10000, p: cen+Vec{0,0,-200}, e: Vec{0.00063842, 0.02001478, 0.28923243}.mult_s(6e-2*8), c: Vec{.7,.7,1}.mult_s(.25), refl: .diff}, // sky
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Sphere{rad: 100000, p: Vec{50, -100000, 0} , e: Vec{} , c: Vec{.3,.3,.3} , refl: .diff}, // grnd
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Sphere{rad: 110000, p: Vec{50, -110048.5, 0} , e: Vec{.9,.5,.05}.mult_s(4) , c: Vec{}, refl: .diff},// horizon brightener
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Sphere{rad: 4e+4 , p: Vec{50, -4e+4-30, -3000}, e: Vec{} , c: Vec{.2,.2,.2} , refl: .diff},// mountains
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Sphere{rad: 26.5, p: Vec{22,26.5,42}, e: Vec{}, c: Vec{1,1,1}.mult_s(.596) , refl: .spec}, // white Mirr
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Sphere{rad: 13, p: Vec{75,13,82 }, e: Vec{}, c: Vec{.96,.96,.96}.mult_s(.96), refl: .refr},// Glas
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Sphere{rad: 22, p: Vec{87,22,24 }, e: Vec{}, c: Vec{.6,.6,.6}.mult_s(.696) , refl: .refr} // Glas2
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],
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[// scene 3 Psychedelic
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Sphere{rad: 150, p: Vec{50+75,28,62}, e: Vec{1,1,1}.mult_s(0e-3), c: Vec{1,.9,.8}.mult_s(.93), refl: .refr},
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Sphere{rad: 28 , p: Vec{50+5,-28,62}, e: Vec{1,1,1}.mult_s(1e+1), c: Vec{1,1,1}.mult_s(0) , refl: .diff},
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Sphere{rad: 300, p: Vec{50,28,62} , e: Vec{1,1,1}.mult_s(0e-3), c: Vec{1,1,1}.mult_s(.93) , refl: .spec}
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]
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] // end of scene array
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cen = Vec{50, 40.8, -860} // used by scene 1
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spheres = [
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[/* scene 0 cornnel box */ Sphere{
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rad: 1e+5
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p: Vec{1e+5 + 1, 40.8, 81.6}
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e: Vec{}
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c: Vec{.75, .25, .25}
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refl: .diff
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}, /* Left */ Sphere{
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rad: 1e+5
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p: Vec{-1e+5 + 99, 40.8, 81.6}
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e: Vec{}
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c: Vec{.25, .25, .75}
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refl: .diff
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}, /* Rght */ Sphere{
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rad: 1e+5
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p: Vec{50, 40.8, 1e+5}
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e: Vec{}
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c: Vec{.75, .75, .75}
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refl: .diff
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}, /* Back */ Sphere{
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rad: 1e+5
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p: Vec{50, 40.8, -1e+5 + 170}
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e: Vec{}
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c: Vec{}
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refl: .diff
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}, /* Frnt */ Sphere{
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rad: 1e+5
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p: Vec{50, 1e+5, 81.6}
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e: Vec{}
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c: Vec{.75, .75, .75}
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refl: .diff
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}, /* Botm */ Sphere{
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rad: 1e+5
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p: Vec{50, -1e+5 + 81.6, 81.6}
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e: Vec{}
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c: Vec{.75, .75, .75}
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refl: .diff
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}, /* Top */ Sphere{
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rad: 16.5
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p: Vec{27, 16.5, 47}
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e: Vec{}
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c: Vec{1, 1, 1}.mult_s(.999)
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refl: .spec
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}, /* Mirr */ Sphere{
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rad: 16.5
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p: Vec{73, 16.5, 78}
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e: Vec{}
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c: Vec{1, 1, 1}.mult_s(.999)
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refl: .refr
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}, /* Glas */ Sphere{
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rad: 600
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p: Vec{50, 681.6 - .27, 81.6}
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e: Vec{12, 12, 12}
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c: Vec{}
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refl: .diff
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} /* Lite */],
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[/* scene 1 sunset */ Sphere{
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rad: 1600
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p: Vec{1.0, 0.0, 2.0}.mult_s(3000)
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e: Vec{1.0, .9, .8}.mult_s(1.2e+1 * 1.56 * 2)
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c: Vec{}
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refl: .diff
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}, /* sun */ Sphere{
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rad: 1560
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p: Vec{1, 0, 2}.mult_s(3500)
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e: Vec{1.0, .5, .05}.mult_s(4.8e+1 * 1.56 * 2)
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c: Vec{}
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refl: .diff
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}, /* horizon sun2 */ Sphere{
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rad: 10000
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p: cen + Vec{0, 0, -200}
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e: Vec{0.00063842, 0.02001478, 0.28923243}.mult_s(6e-2 * 8)
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c: Vec{.7, .7, 1}.mult_s(.25)
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refl: .diff
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}, /* sky */ Sphere{
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rad: 100000
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p: Vec{50, -100000, 0}
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e: Vec{}
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c: Vec{.3, .3, .3}
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refl: .diff
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}, /* grnd */ Sphere{
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rad: 110000
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p: Vec{50, -110048.5, 0}
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e: Vec{.9, .5, .05}.mult_s(4)
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c: Vec{}
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refl: .diff
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}, /* horizon brightener */ Sphere{
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rad: 4e+4
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p: Vec{50, -4e+4 - 30, -3000}
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e: Vec{}
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c: Vec{.2, .2, .2}
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refl: .diff
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}, /* mountains */ Sphere{
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rad: 26.5
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p: Vec{22, 26.5, 42}
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e: Vec{}
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c: Vec{1, 1, 1}.mult_s(.596)
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refl: .spec
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}, /* white Mirr */ Sphere{
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rad: 13
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p: Vec{75, 13, 82}
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e: Vec{}
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c: Vec{.96, .96, .96}.mult_s(.96)
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refl: .refr
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}, /* Glas */ Sphere{
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rad: 22
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p: Vec{87, 22, 24}
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e: Vec{}
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c: Vec{.6, .6, .6}.mult_s(.696)
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refl: .refr
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} /* Glas2 */],
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[/* scene 3 Psychedelic */ Sphere{
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rad: 150
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p: Vec{50 + 75, 28, 62}
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e: Vec{1, 1, 1}.mult_s(0e-3)
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c: Vec{1, .9, .8}.mult_s(.93)
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refl: .refr
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}, Sphere{
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rad: 28
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p: Vec{50 + 5, -28, 62}
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e: Vec{1, 1, 1}.mult_s(1e+1)
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c: Vec{1, 1, 1}.mult_s(0)
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refl: .diff
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}, Sphere{
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rad: 300
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p: Vec{50, 28, 62}
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e: Vec{1, 1, 1}.mult_s(0e-3)
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c: Vec{1, 1, 1}.mult_s(.93)
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refl: .spec
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}],
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] // end of scene array
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)
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/*********************************** Utilities *******************************/
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//********************************** Utilities ******************************
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[inline]
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fn clamp(x f64) f64 {
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if x < 0 { return 0 }
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if x > 1 { return 1 }
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if x < 0 {
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return 0
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}
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if x > 1 {
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return 1
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}
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return x
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}
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[inline]
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fn to_int(x f64) int {
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p := math.pow(clamp(x), 1.0/2.2)
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return int(p*255.0+0.5)
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p := math.pow(clamp(x), 1.0 / 2.2)
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return int(p * 255.0 + 0.5)
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}
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fn intersect(r Ray, spheres &Sphere, nspheres int) (bool, f64, int){
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mut d := 0.0
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mut t := inf
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fn intersect(r Ray, spheres &Sphere, nspheres int) (bool, f64, int) {
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mut d := 0.0
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mut t := inf
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mut id := 0
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for i:=nspheres-1; i >= 0; i-- {
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d = unsafe{spheres[i]}.intersect(r)
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for i := nspheres - 1; i >= 0; i-- {
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d = unsafe { spheres[i] }.intersect(r)
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if d > 0 && d < t {
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t = d
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id = i
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}
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}
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return (t < inf) , t, id
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return (t < inf), t, id
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}
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// some casual random function, try to avoid the 0
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fn rand_f64() f64 {
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x := rand.u32() & 0x3FFF_FFFF
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return f64(x)/f64(0x3FFF_FFFF)
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return f64(x) / f64(0x3FFF_FFFF)
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}
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const(
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cache_len = 65536 // the 2*pi angle will be splitted in 65536 part
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cache_mask = cache_len - 1 // mask to speed-up the module process
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const (
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cache_len = 65536 // the 2*pi angle will be splitted in 65536 part
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cache_mask = cache_len - 1 // mask to speed-up the module process
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)
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struct Cache {
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|
@ -254,7 +349,7 @@ mut:
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fn new_tabs() Cache {
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mut c := Cache{}
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inv_len := 1.0 / f64(cache_len)
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for i in 0..cache_len {
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for i in 0 .. cache_len {
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x := f64(i) * math.pi * 2.0 * inv_len
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c.sin_tab[i] = math.sin(x)
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c.cos_tab[i] = math.cos(x)
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|
@ -262,31 +357,34 @@ fn new_tabs() Cache {
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return c
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}
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||||
|
||||
/************* Cache for sin/cos speed-up table and scene selector ***********/
|
||||
//************ Cache for sin/cos speed-up table and scene selector **********
|
||||
const (
|
||||
tabs = new_tabs()
|
||||
)
|
||||
|
||||
/******************* main function for the radiance calculation **************/
|
||||
//****************** main function for the radiance calculation *************
|
||||
fn radiance(r Ray, depthi int, scene_id int) Vec {
|
||||
if depthi > 1024 {
|
||||
eprintln('depthi: $depthi')
|
||||
return Vec{}
|
||||
}
|
||||
mut depth := depthi // actual depth in the reflection tree
|
||||
mut t := 0.0 // distance to intersection
|
||||
mut id := 0 // id of intersected object
|
||||
mut res := false // result of intersect
|
||||
mut depth := depthi // actual depth in the reflection tree
|
||||
mut t := 0.0 // distance to intersection
|
||||
mut id := 0 // id of intersected object
|
||||
mut res := false // result of intersect
|
||||
|
||||
v_1 := 1.0
|
||||
//v_2 := f64(2.0)
|
||||
// v_2 := f64(2.0)
|
||||
|
||||
scene := spheres[scene_id]
|
||||
//res, t, id = intersect(r, id, tb.scene)
|
||||
// res, t, id = intersect(r, id, tb.scene)
|
||||
res, t, id = intersect(r, scene.data, scene.len)
|
||||
if !res { return Vec{} } //if miss, return black
|
||||
if !res {
|
||||
return Vec{}
|
||||
}
|
||||
// if miss, return black
|
||||
|
||||
obj := scene[id] // the hit object
|
||||
obj := scene[id] // the hit object
|
||||
|
||||
x := r.o + r.d.mult_s(t)
|
||||
n := (x - obj.p).norm()
|
||||
|
@ -308,100 +406,95 @@ fn radiance(r Ray, depthi int, scene_id int) Vec {
|
|||
depth++
|
||||
if depth > 5 {
|
||||
if rand_f64() < p {
|
||||
f = f.mult_s(f64(1.0)/p)
|
||||
f = f.mult_s(f64(1.0) / p)
|
||||
} else {
|
||||
return obj.e //R.R.
|
||||
return obj.e // R.R.
|
||||
}
|
||||
}
|
||||
|
||||
if obj.refl == .diff { // Ideal DIFFUSE reflection
|
||||
if obj.refl == .diff { // Ideal DIFFUSE reflection
|
||||
// **Full Precision**
|
||||
//r1 := f64(2.0 * math.pi) * rand_f64()
|
||||
// r1 := f64(2.0 * math.pi) * rand_f64()
|
||||
|
||||
// tabbed speed-up
|
||||
r1 := rand.u32() & cache_mask
|
||||
|
||||
r2 := rand_f64()
|
||||
r2 := rand_f64()
|
||||
r2s := math.sqrt(r2)
|
||||
|
||||
w := nl
|
||||
w := nl
|
||||
|
||||
mut u := if math.abs(w.x) > f64(0.1) {
|
||||
Vec{0, 1, 0}
|
||||
} else {
|
||||
Vec{1, 0, 0}
|
||||
}
|
||||
mut u := if math.abs(w.x) > f64(0.1) { Vec{0, 1, 0} } else { Vec{1, 0, 0} }
|
||||
u = u.cross(w).norm()
|
||||
|
||||
v := w.cross(u)
|
||||
|
||||
// **Full Precision**
|
||||
//d := (u.mult_s(math.cos(r1) * r2s) + v.mult_s(math.sin(r1) * r2s) + w.mult_s(1.0 - r2)).norm()
|
||||
// d := (u.mult_s(math.cos(r1) * r2s) + v.mult_s(math.sin(r1) * r2s) + w.mult_s(1.0 - r2)).norm()
|
||||
|
||||
// tabbed speed-up
|
||||
d := (u.mult_s(tabs.cos_tab[r1] * r2s) + v.mult_s(tabs.sin_tab[r1] * r2s) + w.mult_s(math.sqrt(f64(1.0) - r2))).norm()
|
||||
d := (u.mult_s(tabs.cos_tab[r1] * r2s) + v.mult_s(tabs.sin_tab[r1] * r2s) +
|
||||
w.mult_s(math.sqrt(f64(1.0) - r2))).norm()
|
||||
|
||||
return obj.e + f * radiance(Ray{x, d}, depth, scene_id)
|
||||
} else {
|
||||
if obj.refl == .spec { // Ideal SPECULAR reflection
|
||||
return obj.e + f * radiance(Ray{x, r.d - n.mult_s(2.0 * n.dot(r.d)) }, depth, scene_id)
|
||||
if obj.refl == .spec { // Ideal SPECULAR reflection
|
||||
return obj.e + f * radiance(Ray{x, r.d - n.mult_s(2.0 * n.dot(r.d))}, depth, scene_id)
|
||||
}
|
||||
}
|
||||
|
||||
refl_ray := Ray{x, r.d - n.mult_s(2.0 * n.dot(r.d))} // Ideal dielectric REFRACTION
|
||||
into := n.dot(nl) > 0 // Ray from outside going in?
|
||||
refl_ray := Ray{x, r.d - n.mult_s(2.0 * n.dot(r.d))} // Ideal dielectric REFRACTION
|
||||
into := n.dot(nl) > 0 // Ray from outside going in?
|
||||
|
||||
nc := f64(1.0)
|
||||
nt := f64(1.5)
|
||||
nc := f64(1.0)
|
||||
nt := f64(1.5)
|
||||
|
||||
nnt := if into { nc / nt } else { nt / nc }
|
||||
|
||||
ddn := r.d.dot(nl)
|
||||
ddn := r.d.dot(nl)
|
||||
cos2t := v_1 - nnt * nnt * (v_1 - ddn * ddn)
|
||||
if cos2t < 0.0 { // Total internal reflection
|
||||
if cos2t < 0.0 { // Total internal reflection
|
||||
return obj.e + f * radiance(refl_ray, depth, scene_id)
|
||||
}
|
||||
|
||||
dirc := if into { f64(1) } else { f64(-1) }
|
||||
tdir := (r.d.mult_s(nnt) - n.mult_s(dirc * (ddn * nnt + math.sqrt(cos2t)))).norm()
|
||||
|
||||
a := nt - nc
|
||||
b := nt + nc
|
||||
a := nt - nc
|
||||
b := nt + nc
|
||||
r0 := a * a / (b * b)
|
||||
c := if into { v_1 + ddn } else { v_1 - tdir.dot(n) }
|
||||
c := if into { v_1 + ddn } else { v_1 - tdir.dot(n) }
|
||||
|
||||
re := r0 + (v_1 - r0) * c * c * c * c * c
|
||||
tr := v_1 - re
|
||||
pp := f64(.25) + f64(.5) * re
|
||||
pp := f64(.25) + f64(.5) * re
|
||||
rp := re / pp
|
||||
tp := tr / (v_1 - pp)
|
||||
|
||||
mut tmp := Vec{}
|
||||
if depth > 2 {
|
||||
// Russian roulette
|
||||
tmp = if rand_f64() < pp {
|
||||
radiance(refl_ray, depth, scene_id).mult_s(rp)
|
||||
} else {
|
||||
radiance(Ray{x, tdir}, depth, scene_id).mult_s(tp)
|
||||
}
|
||||
tmp = if rand_f64() < pp { radiance(refl_ray, depth, scene_id).mult_s(rp) } else { radiance(Ray{x, tdir},
|
||||
depth, scene_id).mult_s(tp) }
|
||||
} else {
|
||||
tmp = (radiance(refl_ray, depth, scene_id).mult_s(re)) + (radiance( Ray{x, tdir}, depth, scene_id).mult_s(tr))
|
||||
tmp = (radiance(refl_ray, depth, scene_id).mult_s(re)) +
|
||||
(radiance(Ray{x, tdir}, depth, scene_id).mult_s(tr))
|
||||
}
|
||||
return obj.e + (f * tmp)
|
||||
}
|
||||
|
||||
/************************ beam scan routine **********************************/
|
||||
//*********************** beam scan routine *********************************
|
||||
fn ray_trace(w int, h int, samps int, file_name string, scene_id int) Image {
|
||||
image := new_image(w, h)
|
||||
|
||||
// inverse costants
|
||||
w1 := f64(1.0 / f64(w))
|
||||
h1 := f64(1.0 / f64(h))
|
||||
w1 := f64(1.0 / f64(w))
|
||||
h1 := f64(1.0 / f64(h))
|
||||
samps1 := f64(1.0 / f64(samps))
|
||||
|
||||
cam := Ray{Vec{50, 52, 295.6}, Vec{0, -0.042612, -1}.norm()} // cam position, direction
|
||||
cx := Vec{ f64(w) * 0.5135 / f64(h), 0, 0}
|
||||
cy := cx.cross(cam.d).norm().mult_s(0.5135)
|
||||
cam := Ray{Vec{50, 52, 295.6}, Vec{0, -0.042612, -1}.norm()} // cam position, direction
|
||||
cx := Vec{f64(w) * 0.5135 / f64(h), 0, 0}
|
||||
cy := cx.cross(cam.d).norm().mult_s(0.5135)
|
||||
mut r := Vec{}
|
||||
|
||||
// speed-up constants
|
||||
|
@ -409,28 +502,28 @@ fn ray_trace(w int, h int, samps int, file_name string, scene_id int) Image {
|
|||
v_2 := f64(2.0)
|
||||
|
||||
// OpenMP injection point! #pragma omp parallel for schedule(dynamic, 1) shared(c)
|
||||
for y:=0; y < h; y++ {
|
||||
eprint("\rRendering (${samps * 4} spp) ${(100.0 * f64(y)) / (f64(h) - 1.0):5.2f}%")
|
||||
for x in 0..w {
|
||||
|
||||
for y := 0; y < h; y++ {
|
||||
eprint('\rRendering (${samps * 4} spp) ${(100.0 * f64(y)) / (f64(h) - 1.0):5.2f}%')
|
||||
for x in 0 .. w {
|
||||
i := (h - y - 1) * w + x
|
||||
mut ivec := unsafe{&image.data[i]}
|
||||
mut ivec := unsafe { &image.data[i] }
|
||||
// we use sx and sy to perform a square subsampling of 4 samples
|
||||
for sy := 0; sy < 2; sy ++ {
|
||||
for sx := 0; sx < 2; sx ++ {
|
||||
r = Vec{0,0,0}
|
||||
for _ in 0..samps {
|
||||
for sy := 0; sy < 2; sy++ {
|
||||
for sx := 0; sx < 2; sx++ {
|
||||
r = Vec{0, 0, 0}
|
||||
for _ in 0 .. samps {
|
||||
r1 := v_2 * rand_f64()
|
||||
dx := if r1 < v_1 { math.sqrt(r1) - v_1 } else { v_1 - math.sqrt(v_2 - r1) }
|
||||
|
||||
r2 := v_2 * rand_f64()
|
||||
dy := if r2 < v_1 { math.sqrt(r2) - v_1 } else { v_1 - math.sqrt(v_2 - r2) }
|
||||
|
||||
d := cx.mult_s( ( (f64(sx) + 0.5 + dx)*0.5 + f64(x))*w1 - .5) +
|
||||
cy.mult_s( ( (f64(sy) + 0.5 + dy)*0.5 + f64(y))*h1 - .5) + cam.d
|
||||
r = r + radiance(Ray{cam.o+d.mult_s(140.0), d.norm()}, 0, scene_id).mult_s(samps1)
|
||||
d := cx.mult_s(((f64(sx) + 0.5 + dx) * 0.5 + f64(x)) * w1 - .5) +
|
||||
cy.mult_s(((f64(sy) + 0.5 + dy) * 0.5 + f64(y)) * h1 - .5) + cam.d
|
||||
r = r + radiance(Ray{cam.o +
|
||||
d.mult_s(140.0), d.norm()}, 0, scene_id).mult_s(samps1)
|
||||
}
|
||||
tmp_vec := Vec{clamp(r.x),clamp(r.y),clamp(r.z)}.mult_s(.25)
|
||||
tmp_vec := Vec{clamp(r.x), clamp(r.y), clamp(r.z)}.mult_s(.25)
|
||||
(*ivec) = *ivec + tmp_vec
|
||||
}
|
||||
}
|
||||
|
@ -446,7 +539,7 @@ fn main() {
|
|||
}
|
||||
mut width := 320 // width of the rendering in pixels
|
||||
mut height := 200 // height of the rendering in pixels
|
||||
mut samples := 4 // number of samples per pixel, increase for better quality
|
||||
mut samples := 4 // number of samples per pixel, increase for better quality
|
||||
mut scene_id := 0 // scene to render [0 cornell box,1 sunset,2 psyco]
|
||||
mut file_name := 'image.ppm' // name of the output file in .ppm format
|
||||
|
||||
|
@ -465,20 +558,18 @@ fn main() {
|
|||
if os.args.len == 6 {
|
||||
height = os.args[5].int()
|
||||
}
|
||||
|
||||
// change the seed for a different result
|
||||
rand.seed([u32(2020), 0])
|
||||
|
||||
t1:=time.ticks()
|
||||
t1 := time.ticks()
|
||||
|
||||
image := ray_trace(width, height, samples, file_name, scene_id)
|
||||
t2:=time.ticks()
|
||||
t2 := time.ticks()
|
||||
|
||||
eprintln('\nRendering finished. Took: ${(t2 - t1):5}ms')
|
||||
|
||||
eprintln('\nRendering finished. Took: ${(t2-t1):5}ms')
|
||||
image.save_as_ppm(file_name)
|
||||
t3 := time.ticks()
|
||||
|
||||
image.save_as_ppm( file_name )
|
||||
t3:=time.ticks()
|
||||
|
||||
eprintln('Image saved as [${file_name}]. Took: ${(t3-t2):5}ms')
|
||||
eprintln('Image saved as [$file_name]. Took: ${(t3 - t2):5}ms')
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue