// sphere flake bvh raytracer (c) 2005, thierry berger-perrin // this code is released under the GNU Public License. // Emscripten changes: stdlib.h, some printf stuff, SIZE, SDL // XXX - new in this file #include // see http://ompf.org/ray/sphereflake/ #include // compile with ie g++ -O2 -ffast-math sphereflake.cc #include #include "SDL/SDL.h" #include "emscripten.h" #define GIMME_SHADOWS // usage: ./sphereflake [lvl=6] >pix.ppm SDL_Surface* screen = NULL; enum { childs = 9, ss= 2, ss_sqr = ss*ss }; /* not really tweakable anymore */ static const double infinity = 1./0, epsilon = 1e-12; struct v_t{ double x,y,z;v_t(){} v_t(const double a,const double b,const double c):x(a),y(b),z(c){} v_t operator+(const v_t&v)const{return v_t(x+v.x,y+v.y,z+v.z);} v_t operator-(const v_t&v)const{return v_t(x-v.x,y-v.y,z-v.z);} v_t operator-()const{return v_t(-x,-y,-z);} v_t operator*(const double d)const{return v_t(x*d,y*d,z*d);} v_t cross(const v_t&v)const{return v_t(y*v.z-z*v.y,z*v.x-x*v.z,x*v.y-y*v.x);} v_t norm()const{return*this*(1./sqrt(magsqr()));} double dot(const v_t&v)const{return x*v.x+y*v.y+z*v.z;} double magsqr()const{return dot(*this);} }; //static const v_t light(v_t(0.5,-.95,1.775).norm()); /*pick one*/ static const v_t light(v_t(-0.5,-.65,.9).norm()); /*fiat lux*/ struct ray_t{ v_t o,d; ray_t(const v_t&v):o(v){} ray_t(const v_t&v,const v_t&w):o(v),d(w){} }; struct hit_t { v_t n; double t; hit_t():n(v_t(0,0,0)),t(infinity){} }; struct sphere_t{ v_t o; double r; sphere_t(){} sphere_t(const v_t&v,double d):o(v),r(d){} v_t get_normal(const v_t&v)const{return(v-o)*(1./r);} double intersect(const ray_t&ray)const{ const v_t v(o-ray.o); const double b=ray.d.dot(v),disc=b*b-v.magsqr()+r*r; if(disc < 0.) return infinity; /*branch away from the square root*/ const double d=sqrt(disc), t2=b+d, t1=b-d; /*cond. move*/ if(t2 < 0.) return infinity; else return(t1 > 0.? t1 : t2); } }; struct node_t; static node_t *pool=0, *end=0; struct node_t { /*a bvh in array form+skip for navigation.*/ sphere_t bound,leaf; long diff;/*far from optimal*/ node_t(){} node_t(const sphere_t&b,const sphere_t&l,const long jump) :bound(b),leaf(l),diff(jump){} template static void intersect(const ray_t &ray,hit_t &hit){ const node_t*p=pool; while(p < end) { if(p->bound.intersect(ray)>=hit.t) /*missed bound*/ p+=p->diff; /*skip subtree*/ else{ const double t=p->leaf.intersect(ray); if(t < hit.t) { /*if hit, update, then break for shadows*/ hit.t=t; if(shadow) break; hit.n=p->leaf.get_normal(ray.o+ray.d*t); } ++p; /*next!*/ } } } }; static double ray_trace(const node_t*const scene,const ray_t&ray) { hit_t hit; scene->intersect(ray,hit);// trace primary const double diffuse = hit.t==infinity ? 0. : -hit.n.dot(light); #ifdef GIMME_SHADOWS if (diffuse <= 0.) return 0.; const ray_t sray(ray.o+(ray.d*hit.t)+(hit.n*epsilon),-light); hit_t shit; scene->intersect(sray,shit);// trace shadow return shit.t==infinity ? diffuse : 0.; #else return diffuse > 0. ? diffuse : 0.; #endif } static const double grid[ss_sqr][2]={ /*our rotated grid*/ {-3/3.,-1/3.},{+1/3.,-3/3.}, {-1/3.,+3/3.},{+3/3.,+1/3.} }; static void trace_line(const int width,const int height, const int y) { const double w=width,h=height,rcp=1/double(ss),scale=256./double(ss_sqr); ray_t ray(v_t(0,0,-4.5)); /* eye, looking into Z */ v_t rgss[ss_sqr]; for(int i=0;ipixels + int((width - scan.y)*width*4 + scan.x*4) + k) = int(scale*g); scan.x+=1; /*next pixel*/ } SDL_UnlockSurface(screen); SDL_Flip(screen); } struct basis_t{ /* bogus and compact, exactly what we need */ v_t up,b1,b2; basis_t(const v_t&v){ const v_t n(v.norm()); if ((n.x*n.x !=1.)&(n.y*n.y !=1.)&(n.z*n.z !=1.)) {/*cough*/ b1=n; if(n.y*n.y>n.x*n.x) { if(n.y*n.y>n.z*n.z) b1.y=-b1.y; else b1.z=-b1.z; } else if(n.z*n.z > n.x*n.x) b1.z=-b1.z; else b1.x=-b1.x; } else b1=v_t(n.z,n.x,n.y);/*leaves some cases out,dodge them*/ up=n; b2=up.cross(b1); b1=up.cross(b2); } }; static node_t *create(node_t*n,const int lvl,int dist,v_t c,v_t d,double r) { n = 1 + new (n) node_t(sphere_t(c,2.*r),sphere_t(c,r), lvl > 1 ? dist : 1); if (lvl <= 1) return n; /*if not at the bottom, recurse a bit more*/ dist=std::max((dist-childs)/childs,1); const basis_t b(d); const double nr=r*1/3.,daL=2.*M_PI/6.,daU=2.*M_PI/3.; double a=0; for(int i=0;i<6;++i){ /*lower ring*/ const v_t ndir((d*-.2+b.b1*sin(a)+b.b2*cos(a)).norm()); /*transcendentals?!*/ n=create(n,lvl-1,dist,c+ndir*(r+nr),ndir,nr); a+=daL; } a-=daL/3.;/*tweak*/ for(int i=0;i<3;++i){ /*upper ring*/ const v_t ndir((d*+.6+b.b1*sin(a)+b.b2*cos(a)).norm()); n=create(n,lvl-1,dist,c+ndir*(r+nr),ndir,nr); a+=daU; } return n; } #define SIZE 512 int main(int argc,char*argv[]){ enum{ w = SIZE, h = w }; /* resolution */ const int lvl=(argc==2?std::max(atoi(argv[1]),2):6); int count=childs, dec=lvl; while(--dec > 1) count=(count*childs)+childs; ++count; pool=new node_t[count]; /* raw */ end=pool+count; create(pool,lvl,count,v_t(0,0,0),v_t(+.25,+1,-.5).norm(),1.); /* cooked */ SDL_Init(SDL_INIT_VIDEO); screen = SDL_SetVideoMode(SIZE, SIZE, 32, SDL_SWSURFACE); for (int y = h-1; y >= 0; y--) trace_line(w, h, y); /* served */ SDL_Delay( 20000 ); SDL_Quit(); return 0; }