250 lines
7.8 KiB
Plaintext
250 lines
7.8 KiB
Plaintext
# ray tracing example
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# modified from Artem Yashin's project Console3D
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# MIT License
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# Copyright (c) 2021 Artem Yashin
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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use module.libmat;
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use std.runtime;
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use std.math;
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func() {
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# allocate more spaces
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runtime.gc.extend("str", 8);
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runtime.gc.extend("vec", 8);
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}();
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var (max,min,sqrt,sin,cos,abs)=(
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math.max,
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math.min,
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math.sqrt,
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math.sin,
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math.cos,
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math.abs
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);
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var (vec2,vec3)=(
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libmat.vec2.new,
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libmat.vec3.new
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);
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var (vec2add,vec2sub,vec2mul,vec2div,vec2len)=(
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libmat.vec2.add,
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libmat.vec2.sub,
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libmat.vec2.mul,
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libmat.vec2.div,
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libmat.vec2.len
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);
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var (vec3add,vec3sub,vec3mul,vec3div,vec3neg,vec3norm,vec3len,vec3dot)=(
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libmat.vec3.add,
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libmat.vec3.sub,
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libmat.vec3.mul,
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libmat.vec3.div,
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libmat.vec3.neg,
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libmat.vec3.norm,
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libmat.vec3.len,
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libmat.vec3.dot
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);
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var (rotateX,rotateY,rotateZ)=(
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libmat.vec3.rx,
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libmat.vec3.ry,
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libmat.vec3.rz,
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);
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var use_raw = func() {
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vec2 = func(x,y) {return [x,y];}
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vec2add = func(v1,v2) {return [v1[0]+v2[0],v1[1]+v2[1]];}
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vec2sub = func(v1,v2) {return [v1[0]-v2[0],v1[1]-v2[1]];}
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vec2mul = func(v1,v2) {return [v1[0]*v2[0],v1[1]*v2[1]];}
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vec2div = func(v1,v2) {return [v1[0]/v2[0],v1[1]/v2[1]];}
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vec3 = func(x,y,z) {return [x,y,z];}
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vec3add = func(v1,v2) {return [v1[0]+v2[0],v1[1]+v2[1],v1[2]+v2[2]];}
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vec3sub = func(v1,v2) {return [v1[0]-v2[0],v1[1]-v2[1],v1[2]-v2[2]];}
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vec3mul = func(v1,v2) {return [v1[0]*v2[0],v1[1]*v2[1],v1[2]*v2[2]];}
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vec3div = func(v1,v2) {return [v1[0]/v2[0],v1[1]/v2[1],v1[2]/v2[2]];}
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vec3neg = func(v) {return [-v[0],-v[1],-v[2]];}
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vec2len = func(v) {var (x,y)=(v[0],v[1]); return sqrt(x*x+y*y);}
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vec3len = func(v) {var (x,y,z)=(v[0],v[1],v[2]); return sqrt(x*x+y*y+z*z);}
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vec3norm = func(v) {var t=vec3len(v); return vec3div(v,[t,t,t]);}
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vec3dot = func(a,b) {return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}
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rotateX = func(a,angle) {return [a[0],a[2]*sin(angle)+a[1]*cos(angle),a[2]*cos(angle)-a[1]*sin(angle)];}
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rotateY = func(a,angle) {return [a[0]*cos(angle)-a[2]*sin(angle),a[1],a[0]*sin(angle)+a[2]*cos(angle)];}
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rotateZ = func(a,angle) {return [a[0]*cos(angle)-a[1]*sin(angle),a[0]*sin(angle)+a[1]*cos(angle),a[2]];}
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}
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var clamp = func(value,_min,_max) {
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return max(min(value,_max),_min);
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}
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var sign = func(a) {
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return (0<a)-(a<0);
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}
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var step = func(edge,x) {
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return x>edge;
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}
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var vec3abs = func(v) {
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return [abs(v[0]),abs(v[1]),abs(v[2])];
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}
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var vec3sign = func(v) {
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return [sign(v[0]),sign(v[1]),sign(v[2])];
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}
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var vec3step = func(edge,v) {
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return [step(edge[0],v[0]),step(edge[1],v[1]),step(edge[2],v[2])];
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}
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var vec3reflect = func(rd,n) {
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var d=vec3dot(n,rd);
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return vec3sub(rd,vec3mul(n,vec3mul([2,2,2],[d,d,d])));
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}
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var sphere = func(ro,rd,r) {
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var b=vec3dot(ro,rd);
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var c=vec3dot(ro,ro)-r*r;
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var h=b*b-c;
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if (h<0.0) return [-1.0,-1.0];
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h=sqrt(h);
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return [-b-h,-b+h];
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}
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var box = func(ro,rd,boxSize,outNormal) {
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var m=vec3div([1.0,1.0,1.0],rd);
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var n=vec3mul(m,ro);
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var k=vec3mul(vec3abs(m),boxSize);
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var t1=vec3sub(vec3neg(n),k);
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var t2=vec3add(vec3neg(n),k);
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var tN=max(max(t1[0],t1[1]),t1[2]);
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var tF=min(min(t2[0],t2[1]),t2[2]);
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if (tN>tF or tF<0.0) return [-1.0,-1.0];
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var yzx=[t1[1],t1[2],t1[0]];
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var zxy=[t1[2],t1[0],t1[1]];
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var tmp=vec3mul(vec3mul(vec3neg(vec3sign(rd)), vec3step(yzx,t1)),vec3step(zxy,t1));
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outNormal[0]=tmp[0];
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outNormal[1]=tmp[1];
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outNormal[2]=tmp[2];
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return [tN, tF];
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}
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var plane = func(ro,rd,p,w) {
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return -(vec3dot(ro,p)+w)/vec3dot(rd,p);
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}
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var main = func(frame) {
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var height=15*2;
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var width=int(height*1/0.618)*2;
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var aspect=width/height;
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var pixelAspect=11.0/24.0;
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var gradient=split(""," .:!/r(l1Z4H9W8$");
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var gradientSize=size(gradient)-1;
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var screen=[];
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setsize(screen,width*height);
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var light=vec3norm([-0.5,0.5,-1.0]);
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var spherePos=[0,3,0];
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var vec2_2_2=[2,2];
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var vec2_1_1=[1,1];
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var vec3_000=[0,0,0];
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var vec3_00n1=[0,0,-1];
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var vec3_111=[1,1,1];
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print("\e[2J");
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var stamp=maketimestamp();
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for(var t=0;t<frame;t+=1) {
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stamp.stamp();
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for(var i=0;i<width;i+=1) {
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for(var j=0;j<height;j+=1) {
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var uv=vec2sub(vec2mul(vec2div([i,j],[width,height]),vec2_2_2),vec2_1_1);
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uv[0]*=aspect*pixelAspect;
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var ro=[-6,0,0];
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var rd=vec3norm([2,uv[0],uv[1]]);
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ro=rotateY(ro,0.25);
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rd=rotateY(rd,0.25);
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ro=rotateZ(ro,t*0.03);
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rd=rotateZ(rd,t*0.03);
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var diff=1;
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for (var k=0;k<5;k+=1) {
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var minIt=99999;
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var intersection=sphere(vec3sub(ro,spherePos),rd,1);
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var n=vec3_000;
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var albedo=1;
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if (intersection[0]>0) {
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var itPoint=vec3add(vec3sub(ro,spherePos),vec3mul(rd,[intersection[0],intersection[0],intersection[0]]));
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minIt=intersection[0];
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n=vec3norm(itPoint);
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}
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var boxN=[0,0,0];
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intersection=box(ro,rd,vec3_111,boxN);
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if (intersection[0]>0 and intersection[0]<minIt) {
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minIt=intersection[0];
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n=boxN;
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}
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var tmp=plane(ro,rd,vec3_00n1,1);
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intersection=[tmp,tmp];
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if (intersection[0]>0 and intersection[0]<minIt) {
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minIt=intersection[0];
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n=vec3_00n1;
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albedo=0.5;
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}
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if (minIt<99999) {
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diff*=(vec3dot(n,light)*0.5+0.5)*albedo;
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ro=vec3add(ro,vec3mul(rd,[minIt-0.01,minIt-0.01,minIt-0.01]));
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rd=vec3reflect(rd,n);
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}
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else break;
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}
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var color=int(diff*20);
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color=clamp(color,0,gradientSize);
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screen[i+j*width]=gradient[color];
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}
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}
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var s="";
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forindex(var index;screen) {
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s~=screen[index];
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if (index+1-int((index+1)/width)*width==0)
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s~="\n";
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}
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var elt=stamp.elapsedMSec()/1000;
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print("\e[H",int(1/elt)," fps \n",s);
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}
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}
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var st=maketimestamp();
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var run=[0,0];
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var frame=1e3;
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if (size(runtime.argv())!=0) {
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var n=num(runtime.argv()[0]);
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if (!math.isnan(n)) {
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frame=n;
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}
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}
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st.stamp();
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main(frame);
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run[0]=st.elapsedMSec();
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use_raw();
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st.stamp();
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main(frame);
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run[1]=st.elapsedMSec();
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println("test 0: ",run[0]/1000,"s ",frame*1000/run[0]," fps");
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println("test 1: ",run[1]/1000,"s ",frame*1000/run[1]," fps"); |