Nasal-Interpreter/test/console3D.nas

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