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[svn r99] Removed the ray demo. it's in test already (and not broken there)
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96
demos/ray.d
96
demos/ray.d
@@ -1,96 +0,0 @@
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//import std.stdio, std.math, std.string;
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//import tools.base;
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double delta;
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static this() { delta=sqrt(real.epsilon); }
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struct Vec {
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double x, y, z;
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Vec opAdd(ref Vec other) { return Vec(x+other.x, y+other.y, z+other.z); }
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Vec opSub(ref Vec other) { return Vec(x-other.x, y-other.y, z-other.z); }
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Vec opMul(double a) { return Vec(x*a, y*a, z*a); }
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double dot(ref Vec other) { return x*other.x+y*other.y+z*other.z; }
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Vec unitise() { return opMul(1.0/sqrt(dot(*this))); }
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}
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struct Pair(T, U) { T first; U second; }
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typedef Pair!(double, Vec) Hit;
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struct Ray { Vec orig, dir; }
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class Scene {
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abstract void intersect(ref Hit, ref Ray);
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}
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class Sphere : Scene {
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Vec center;
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double radius;
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this(ref Vec c, double r)
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{
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center = c;
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radius = r;
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}
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double ray_sphere(ref Ray ray) {
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auto v = center - ray.orig, b = v.dot(ray.dir), disc=b*b - v.dot(v) + radius*radius;
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if (disc < 0) return double.infinity;
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auto d = sqrt(disc), t2 = b + d;
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if (t2 < 0) return double.infinity;
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auto t1 = b - d;
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return (t1 > 0 ? t1 : t2);
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}
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void intersect(ref Hit hit, ref Ray ray) {
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auto lambda = ray_sphere(ray);
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if (lambda < hit.first)
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hit = Hit(lambda, (ray.orig + lambda*ray.dir - center).unitise);
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}
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}
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class Group : Scene {
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Sphere bound;
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Scene[] children;
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mixin This!("bound, children");
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void intersect(ref Hit hit, ref Ray ray) {
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auto l = bound.ray_sphere(ray);
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if (l < hit.first) foreach (child; children) child.intersect(hit, ray);
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}
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}
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double ray_trace(ref Vec light, ref Ray ray, Scene s) {
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auto hit=Hit(double.infinity, Vec(0, 0, 0));
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s.intersect(hit, ray);
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if (hit.first == double.infinity) return 0.0;
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auto g = hit.second.dot(light);
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if (g >= 0) return 0.0;
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auto p = ray.orig + ray.dir*hit.first + hit.second*delta;
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auto hit2=Hit(double.infinity, Vec(0, 0, 0));
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s.intersect(hit2, Ray(p, light*-1.0));
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return (hit2.first < double.infinity ? 0 : -g);
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}
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Scene create(int level, ref Vec c, double r) {
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auto s = new Sphere(c, r);
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if (level == 1) return s;
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Scene[] children=[s];
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double rn = 3*r/sqrt(12.0);
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for (int dz=-1; dz<=1; dz+=2)
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for (int dx=-1; dx<=1; dx+=2)
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children~=create(level-1, c + Vec(dx, 1, dz)*rn, r/2);
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return new Group(new Sphere(c, 3*r), children);
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}
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void main(string[] args) {
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int level = (args.length==3 ? args[1].atoi() : 9),
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n = (args.length==3 ? args[2].atoi() : 512), ss = 4;
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auto light = Vec(-1, -3, 2).unitise();
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auto s=create(level, Vec(0, -1, 0), 1);
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writefln("P5\n", n, " ", n, "\n255");
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for (int y=n-1; y>=0; --y)
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for (int x=0; x<n; ++x) {
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double g=0;
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for (int d=0; d<ss*ss; ++d) {
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auto dir=Vec(x+(d%ss)*1.0/ss-n/2.0, y+(d/ss)*1.0/ss-n/2.0, n).unitise();
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g += ray_trace(light, Ray(Vec(0, 0, -4), dir), s);
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}
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printf("%c", cast(ubyte)(0.5 + 255.0 * g / (ss*ss)));
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}
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}
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