🎨 formating console3D test

This commit is contained in:
ValKmjolnir 2025-01-01 16:56:11 +08:00
parent 688fbe8c5d
commit fd93fbafdf
2 changed files with 130 additions and 92 deletions

View File

@ -16,8 +16,8 @@ var ppm = func(filename, width, height, RGB) {
io.close(fd); io.close(fd);
} }
var width = 1920; var width = 1920 * 2;
var height = 1080; var height = 1080 * 2;
var bar = (os.platform()=="windows")? var bar = (os.platform()=="windows")?
process_bar.bar(front:"sharp", back:"point", sep:"line", length:50): process_bar.bar(front:"sharp", back:"point", sep:"line", length:50):
process_bar.high_resolution_bar(50); process_bar.high_resolution_bar(50);

View File

@ -31,6 +31,7 @@ func() {
runtime.gc.extend("vec", 8); runtime.gc.extend("vec", 8);
}(); }();
# alias
var (max, min, sqrt, sin, cos, abs) = ( var (max, min, sqrt, sin, cos, abs) = (
math.max, math.max,
math.min, math.min,
@ -76,19 +77,41 @@ var use_raw = func() {
vec2sub = func(v1, v2) {return [v1[0]-v2[0],v1[1]-v2[1]];} vec2sub = func(v1, v2) {return [v1[0]-v2[0],v1[1]-v2[1]];}
vec2mul = func(v1, v2) {return [v1[0]*v2[0],v1[1]*v2[1]];} vec2mul = func(v1, v2) {return [v1[0]*v2[0],v1[1]*v2[1]];}
vec2div = func(v1, v2) {return [v1[0]/v2[0],v1[1]/v2[1]];} vec2div = func(v1, v2) {return [v1[0]/v2[0],v1[1]/v2[1]];}
vec2len = func(v) {var (x,y)=(v[0],v[1]); return sqrt(x*x+y*y);}
vec3 = func(x, y, z) {return [x,y,z];} vec3 = func(x, y, z) {return [x,y,z];}
vec3add = func(v1, v2) {return [v1[0]+v2[0],v1[1]+v2[1],v1[2]+v2[2]];} vec3add = func(v1, v2) {return [v1[0]+v2[0],v1[1]+v2[1],v1[2]+v2[2]];}
vec3sub = func(v1, v2) {return [v1[0]-v2[0],v1[1]-v2[1],v1[2]-v2[2]];} vec3sub = func(v1, v2) {return [v1[0]-v2[0],v1[1]-v2[1],v1[2]-v2[2]];}
vec3mul = func(v1, v2) {return [v1[0]*v2[0],v1[1]*v2[1],v1[2]*v2[2]];} vec3mul = func(v1, v2) {return [v1[0]*v2[0],v1[1]*v2[1],v1[2]*v2[2]];}
vec3div = func(v1, v2) {return [v1[0]/v2[0],v1[1]/v2[1],v1[2]/v2[2]];} vec3div = func(v1, v2) {return [v1[0]/v2[0],v1[1]/v2[1],v1[2]/v2[2]];}
vec3neg = func(v) {return [-v[0],-v[1],-v[2]];} vec3neg = func(v) {return [-v[0],-v[1],-v[2]];}
vec2len = func(v) {var (x,y)=(v[0],v[1]); return sqrt(x*x+y*y);}
vec3len = func(v) {var (x,y,z)=(v[0],v[1],v[2]); return sqrt(x*x+y*y+z*z);} vec3len = func(v) {var (x,y,z)=(v[0],v[1],v[2]); return sqrt(x*x+y*y+z*z);}
vec3norm = func(v) {var t=vec3len(v); return vec3div(v,[t,t,t]);} vec3norm = func(v) {var t=vec3len(v); return vec3div(v,[t,t,t]);}
vec3dot = func(a,b) {return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];} vec3dot = func(a, b) {
rotateX = func(a,angle) {return [a[0],a[2]*sin(angle)+a[1]*cos(angle),a[2]*cos(angle)-a[1]*sin(angle)];} return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
rotateY = func(a,angle) {return [a[0]*cos(angle)-a[2]*sin(angle),a[1],a[0]*sin(angle)+a[2]*cos(angle)];} }
rotateZ = func(a,angle) {return [a[0]*cos(angle)-a[1]*sin(angle),a[0]*sin(angle)+a[1]*cos(angle),a[2]];}
rotateX = func(a, angle) {
return [
a[0],
a[2] * sin(angle) + a[1] * cos(angle),
a[2] * cos(angle) - a[1] * sin(angle)
];
}
rotateY = func(a, angle) {
return [
a[0] * cos(angle) - a[2] * sin(angle),
a[1],
a[0] * sin(angle) + a[2] * cos(angle)
];
}
rotateZ = func(a, angle) {
return [
a[0] * cos(angle) - a[1] * sin(angle),
a[0] * sin(angle) + a[1] * cos(angle),
a[2]
];
}
} }
var clamp = func(value, _min, _max) { var clamp = func(value, _min, _max) {
@ -108,7 +131,11 @@ var vec3sign = func(v) {
return [sign(v[0]), sign(v[1]), sign(v[2])]; return [sign(v[0]), sign(v[1]), sign(v[2])];
} }
var vec3step = func(edge, v) { var vec3step = func(edge, v) {
return [step(edge[0],v[0]),step(edge[1],v[1]),step(edge[2],v[2])]; return [
step(edge[0], v[0]),
step(edge[1], v[1]),
step(edge[2], v[2])
];
} }
var vec3reflect = func(rd, n) { var vec3reflect = func(rd, n) {
var d = vec3dot(n, rd); var d = vec3dot(n, rd);
@ -119,7 +146,8 @@ var sphere = func(ro,rd,r) {
var b = vec3dot(ro, rd); var b = vec3dot(ro, rd);
var c = vec3dot(ro, ro) - r * r; var c = vec3dot(ro, ro) - r * r;
var h = b * b - c; var h = b * b - c;
if (h<0.0) return [-1.0,-1.0]; if (h < 0.0)
return [-1.0, -1.0];
h = sqrt(h); h = sqrt(h);
return [-b - h, -b + h]; return [-b - h, -b + h];
} }
@ -132,10 +160,14 @@ var box = func(ro,rd,boxSize,outNormal) {
var t2 = vec3add(vec3neg(n), k); var t2 = vec3add(vec3neg(n), k);
var tN = max(max(t1[0], t1[1]), t1[2]); var tN = max(max(t1[0], t1[1]), t1[2]);
var tF = min(min(t2[0], t2[1]), t2[2]); var tF = min(min(t2[0], t2[1]), t2[2]);
if (tN>tF or tF<0.0) return [-1.0,-1.0]; if (tN>tF or tF<0.0)
return [-1.0, -1.0];
var yzx = [t1[1], t1[2], t1[0]]; var yzx = [t1[1], t1[2], t1[0]];
var zxy = [t1[2], t1[0], t1[1]]; var zxy = [t1[2], t1[0], t1[1]];
var tmp=vec3mul(vec3mul(vec3neg(vec3sign(rd)), vec3step(yzx,t1)),vec3step(zxy,t1)); var tmp = vec3mul(
vec3mul(vec3neg(vec3sign(rd)), vec3step(yzx, t1)),
vec3step(zxy, t1)
);
outNormal[0] = tmp[0]; outNormal[0] = tmp[0];
outNormal[1] = tmp[1]; outNormal[1] = tmp[1];
outNormal[2] = tmp[2]; outNormal[2] = tmp[2];
@ -232,19 +264,25 @@ var main = func(frame) {
var st = maketimestamp(); var st = maketimestamp();
var run = [0, 0]; var run = [0, 0];
var frame = 1e3; var frame = 1e3;
# reset required frame if given
if (size(runtime.argv()) != 0) { if (size(runtime.argv()) != 0) {
var n = num(runtime.argv()[0]); var n = num(runtime.argv()[0]);
if (!math.isnan(n)) { if (!math.isnan(n)) {
frame = n; frame = n;
} }
} }
st.stamp(); st.stamp();
main(frame); main(frame);
run[0] = st.elapsedMSec(); run[0] = st.elapsedMSec();
# switch used matrix library
use_raw(); use_raw();
st.stamp(); st.stamp();
main(frame); main(frame);
run[1] = st.elapsedMSec(); run[1] = st.elapsedMSec();
println("test 0: ",run[0]/1000,"s ",frame*1000/run[0]," fps"); println("total frame: ", frame);
println("test 1: ",run[1]/1000,"s ",frame*1000/run[1]," fps"); println("test [0]: ", run[0]/1000, "s with ", frame*1000/run[0], " fps");
println("test [1]: ", run[1]/1000, "s with ", frame*1000/run[1], " fps");