blob: 9ae1734c6eb882113c608fc8d4c24bcc9414420d [file] [log] [blame]
#include <cstdlib>
#include <list>
#include <iostream>
#include <limits>
#include <cmath>
using namespace std;
numeric_limits<double> real;
double delta = sqrt(real.epsilon()), infinity = real.infinity();
struct Vec {
double x, y, z;
Vec(double x2, double y2, double z2) : x(x2), y(y2), z(z2) {}
};
Vec operator+(const Vec &a, const Vec &b)
{ return Vec(a.x+b.x, a.y+b.y, a.z+b.z); }
Vec operator-(const Vec &a, const Vec &b)
{ return Vec(a.x-b.x, a.y-b.y, a.z-b.z); }
Vec operator*(double a, const Vec &b) { return Vec(a*b.x, a*b.y, a*b.z); }
double dot(const Vec &a, const Vec &b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
Vec unitise(const Vec &a) { return (1 / sqrt(dot(a, a))) * a; }
typedef pair<double, Vec> Hit;
struct Ray {
Vec orig, dir;
Ray(const Vec &o, const Vec &d) : orig(o), dir(d) {}
};
struct Scene {
virtual ~Scene() {};
virtual Hit intersect(const Hit &, const Ray &) const = 0;
};
struct Sphere : public Scene {
Vec center;
double radius;
Sphere(Vec c, double r) : center(c), radius(r) {}
~Sphere() {}
double ray_sphere(const Ray &ray) const {
Vec v = center - ray.orig;
double b = dot(v, ray.dir), disc = b*b - dot(v, v) + radius * radius;
if (disc < 0) return infinity;
double d = sqrt(disc), t2 = b + d;
if (t2 < 0) return infinity;
double t1 = b - d;
return (t1 > 0 ? t1 : t2);
}
Hit intersect(const Hit &hit, const Ray &ray) const {
double lambda = ray_sphere(ray);
if (lambda >= hit.first) return hit;
return Hit(lambda, unitise(ray.orig + lambda*ray.dir - center));
}
};
typedef list<Scene *> Scenes;
struct Group : public Scene {
Sphere bound;
Scenes child;
Group(Sphere b, Scenes c) : bound(b), child(c) {}
~Group() {
for (Scenes::const_iterator it=child.begin(); it!=child.end(); ++it)
delete *it;
}
Hit intersect(const Hit &hit, const Ray &ray) const {
Hit hit2=hit;
double l = bound.ray_sphere(ray);
if (l >= hit.first) return hit;
for (Scenes::const_iterator it=child.begin(); it!=child.end(); ++it)
hit2 = (*it)->intersect(hit2, ray);
return hit2;
}
};
Hit intersect(const Ray &ray, const Scene &s)
{ return s.intersect(Hit(infinity, Vec(0, 0, 0)), ray); }
double ray_trace(const Vec &light, const Ray &ray, const Scene &s) {
Hit hit = intersect(ray, s);
if (hit.first == infinity) return 0;
double g = dot(hit.second, light);
if (g >= 0) return 0.;
Vec p = ray.orig + hit.first*ray.dir + delta*hit.second;
return (intersect(Ray(p, -1. * light), s).first < infinity ? 0 : -g);
}
Scene *create(int level, const Vec &c, double r) {
Scene *s = new Sphere(c, r);
if (level == 1) return s;
Scenes child;
child.push_back(s);
double rn = 3*r/sqrt(12.);
for (int dz=-1; dz<=1; dz+=2)
for (int dx=-1; dx<=1; dx+=2)
child.push_back(create(level-1, c + rn*Vec(dx, 1, dz), r/2));
return new Group(Sphere(c, 3*r), child);
}
#ifdef SMALL_PROBLEM_SIZE
#define TEST_SIZE 128
#else
#define TEST_SIZE 512
#endif
int main(int argc, char *argv[]) {
int level = 6, n = TEST_SIZE, ss = 4;
if (argc == 2) level = atoi(argv[1]);
Vec light = unitise(Vec(-1, -3, 2));
Scene *s(create(level, Vec(0, -1, 0), 1));
cout << "P5\n" << n << " " << n << "\n255\n";
for (int y=n-1; y>=0; --y)
for (int x=0; x<n; ++x) {
double g=0;
for (int dx=0; dx<ss; ++dx)
for (int dy=0; dy<ss; ++dy) {
Vec dir(unitise(Vec(x+dx*1./ss-n/2., y+dy*1./ss-n/2., n)));
g += ray_trace(light, Ray(Vec(0, 0, -4), dir), *s);
}
cout << char(int(.5 + 255. * g / (ss*ss)));
}
delete s;
return 0;
}