all: unwrap const() blocks

This commit is contained in:
Alexander Medvednikov 2023-11-25 10:02:51 +03:00
parent 399af6768d
commit f09826e928
436 changed files with 10448 additions and 11207 deletions

View file

@ -30,11 +30,9 @@ import rand
import time
import term
const (
inf = 1e+10
eps = 1e-4
f_0 = 0.0
)
const inf = 1e+10
const eps = 1e-4
const f_0 = 0.0
//**************************** 3D Vector utility struct *********************
struct Vec {
@ -163,164 +161,163 @@ fn (sp Sphere) intersect(r Ray) f64 {
* 2) Psychedelic
* The sphere fields are: Sphere{radius, position, emission, color, material}
******************************************************************************/
const (
cen = Vec{50, 40.8, -860} // used by scene 1
spheres = [
[// scene 0 cornnel box
Sphere{
rad: 1e+5
p: Vec{1e+5 + 1, 40.8, 81.6}
e: Vec{}
c: Vec{.75, .25, .25}
refl: .diff
}, // Left
Sphere{
rad: 1e+5
p: Vec{-1e+5 + 99, 40.8, 81.6}
e: Vec{}
c: Vec{.25, .25, .75}
refl: .diff
}, // Rght
Sphere{
rad: 1e+5
p: Vec{50, 40.8, 1e+5}
e: Vec{}
c: Vec{.75, .75, .75}
refl: .diff
}, // Back
Sphere{
rad: 1e+5
p: Vec{50, 40.8, -1e+5 + 170}
e: Vec{}
c: Vec{}
refl: .diff
}, // Frnt
Sphere{
rad: 1e+5
p: Vec{50, 1e+5, 81.6}
e: Vec{}
c: Vec{.75, .75, .75}
refl: .diff
}, // Botm
Sphere{
rad: 1e+5
p: Vec{50, -1e+5 + 81.6, 81.6}
e: Vec{}
c: Vec{.75, .75, .75}
refl: .diff
}, // Top
Sphere{
rad: 16.5
p: Vec{27, 16.5, 47}
e: Vec{}
c: Vec{1, 1, 1}.mult_s(.999)
refl: .spec
}, // Mirr
Sphere{
rad: 16.5
p: Vec{73, 16.5, 78}
e: Vec{}
c: Vec{1, 1, 1}.mult_s(.999)
refl: .refr
}, // Glas
Sphere{
rad: 600
p: Vec{50, 681.6 - .27, 81.6}
e: Vec{12, 12, 12}
c: Vec{}
refl: .diff
}, // Lite
],
[// scene 1 sunset
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
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
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
Sphere{
rad: 100000
p: Vec{50, -100000, 0}
e: Vec{}
c: Vec{.3, .3, .3}
refl: .diff
}, // grnd
Sphere{
rad: 110000
p: Vec{50, -110048.5, 0}
e: Vec{.9, .5, .05}.mult_s(4)
c: Vec{}
refl: .diff
}, // horizon brightener
Sphere{
rad: 4e+4
p: Vec{50, -4e+4 - 30, -3000}
e: Vec{}
c: Vec{.2, .2, .2}
refl: .diff
}, // mountains
Sphere{
rad: 26.5
p: Vec{22, 26.5, 42}
e: Vec{}
c: Vec{1, 1, 1}.mult_s(.596)
refl: .spec
}, // white Mirr
Sphere{
rad: 13
p: Vec{75, 13, 82}
e: Vec{}
c: Vec{.96, .96, .96}.mult_s(.96)
refl: .refr
}, // Glas
Sphere{
rad: 22
p: Vec{87, 22, 24}
e: Vec{}
c: Vec{.6, .6, .6}.mult_s(.696)
refl: .refr
}, // Glas2
],
[// scene 3 Psychedelic
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
},
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
},
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
},
],
] // end of scene array
)
const cen = Vec{50, 40.8, -860} // used by scene 1
const spheres = [
[// scene 0 cornnel box
Sphere{
rad: 1e+5
p: Vec{1e+5 + 1, 40.8, 81.6}
e: Vec{}
c: Vec{.75, .25, .25}
refl: .diff
}, // Left
Sphere{
rad: 1e+5
p: Vec{-1e+5 + 99, 40.8, 81.6}
e: Vec{}
c: Vec{.25, .25, .75}
refl: .diff
}, // Rght
Sphere{
rad: 1e+5
p: Vec{50, 40.8, 1e+5}
e: Vec{}
c: Vec{.75, .75, .75}
refl: .diff
}, // Back
Sphere{
rad: 1e+5
p: Vec{50, 40.8, -1e+5 + 170}
e: Vec{}
c: Vec{}
refl: .diff
}, // Frnt
Sphere{
rad: 1e+5
p: Vec{50, 1e+5, 81.6}
e: Vec{}
c: Vec{.75, .75, .75}
refl: .diff
}, // Botm
Sphere{
rad: 1e+5
p: Vec{50, -1e+5 + 81.6, 81.6}
e: Vec{}
c: Vec{.75, .75, .75}
refl: .diff
}, // Top
Sphere{
rad: 16.5
p: Vec{27, 16.5, 47}
e: Vec{}
c: Vec{1, 1, 1}.mult_s(.999)
refl: .spec
}, // Mirr
Sphere{
rad: 16.5
p: Vec{73, 16.5, 78}
e: Vec{}
c: Vec{1, 1, 1}.mult_s(.999)
refl: .refr
}, // Glas
Sphere{
rad: 600
p: Vec{50, 681.6 - .27, 81.6}
e: Vec{12, 12, 12}
c: Vec{}
refl: .diff
}, // Lite
],
[// scene 1 sunset
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
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
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
Sphere{
rad: 100000
p: Vec{50, -100000, 0}
e: Vec{}
c: Vec{.3, .3, .3}
refl: .diff
}, // grnd
Sphere{
rad: 110000
p: Vec{50, -110048.5, 0}
e: Vec{.9, .5, .05}.mult_s(4)
c: Vec{}
refl: .diff
}, // horizon brightener
Sphere{
rad: 4e+4
p: Vec{50, -4e+4 - 30, -3000}
e: Vec{}
c: Vec{.2, .2, .2}
refl: .diff
}, // mountains
Sphere{
rad: 26.5
p: Vec{22, 26.5, 42}
e: Vec{}
c: Vec{1, 1, 1}.mult_s(.596)
refl: .spec
}, // white Mirr
Sphere{
rad: 13
p: Vec{75, 13, 82}
e: Vec{}
c: Vec{.96, .96, .96}.mult_s(.96)
refl: .refr
}, // Glas
Sphere{
rad: 22
p: Vec{87, 22, 24}
e: Vec{}
c: Vec{.6, .6, .6}.mult_s(.696)
refl: .refr
}, // Glas2
],
[// scene 3 Psychedelic
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
},
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
},
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
},
],
]
//********************************** Utilities ******************************
@[inline]
@ -360,10 +357,9 @@ fn rand_f64() f64 {
return f64(x) / f64(0x3FFF_FFFF)
}
const (
cache_len = 65536 // the 2*pi angle will be split in 2^16 parts
cache_mask = cache_len - 1 // mask to speed-up the module process
)
const cache_len = 65536 // the 2*pi angle will be split in 2^16 parts
const cache_mask = cache_len - 1
struct Cache {
mut:
@ -383,9 +379,7 @@ fn new_tabs() Cache {
}
//************ Cache for sin/cos speed-up table and scene selector **********
const (
tabs = new_tabs()
)
const tabs = new_tabs()
//****************** main function for the radiance calculation *************
fn radiance(r Ray, depthi int, scene_id int) Vec {