1 | # AO render benchmark
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2 | # Original program (C) Syoyo Fujita in Javascript (and other languages)
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3 | # https://code.google.com/p/aobench/
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4 | # Ruby(yarv2llvm) version by Hideki Miura
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5 | # mruby version by Hideki Miura
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6 | #
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7 |
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8 | IMAGE_WIDTH = 64
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9 | IMAGE_HEIGHT = 64
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10 | NSUBSAMPLES = 2
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11 | NAO_SAMPLES = 8
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12 |
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13 | module Rand
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14 | # Use xorshift
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15 | @@x = 123456789
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16 | @@y = 362436069
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17 | @@z = 521288629
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18 | @@w = 88675123
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19 | BNUM = 1 << 29
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20 | BNUMF = BNUM.to_f
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21 | def self.rand
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22 | x = @@x
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23 | t = x ^ ((x & 0xfffff) << 11)
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24 | w = @@w
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25 | @@x, @@y, @@z = @@y, @@z, w
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26 | w = @@w = (w ^ (w >> 19) ^ (t ^ (t >> 8)))
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27 | (w % BNUM) / BNUMF
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28 | end
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29 | end
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30 |
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31 | class Vec
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32 | def initialize(x, y, z)
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33 | @x = x
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34 | @y = y
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35 | @z = z
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36 | end
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37 |
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38 | def x=(v); @x = v; end
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39 | def y=(v); @y = v; end
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40 | def z=(v); @z = v; end
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41 | def x; @x; end
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42 | def y; @y; end
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43 | def z; @z; end
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44 |
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45 | def vadd(b)
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46 | Vec.new(@x + b.x, @y + b.y, @z + b.z)
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47 | end
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48 |
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49 | def vsub(b)
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50 | Vec.new(@x - b.x, @y - b.y, @z - b.z)
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51 | end
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52 |
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53 | def vcross(b)
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54 | Vec.new(@y * b.z - @z * b.y,
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55 | @z * b.x - @x * b.z,
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56 | @x * b.y - @y * b.x)
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57 | end
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58 |
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59 | def vdot(b)
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60 | r = @x * b.x + @y * b.y + @z * b.z
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61 | r
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62 | end
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63 |
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64 | def vlength
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65 | Math.sqrt(@x * @x + @y * @y + @z * @z)
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66 | end
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67 |
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68 | def vnormalize
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69 | len = vlength
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70 | v = Vec.new(@x, @y, @z)
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71 | if len > 1.0e-17
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72 | v.x = v.x / len
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73 | v.y = v.y / len
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74 | v.z = v.z / len
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75 | end
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76 | v
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77 | end
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78 | end
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79 |
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80 |
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81 | class Sphere
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82 | def initialize(center, radius)
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83 | @center = center
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84 | @radius = radius
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85 | end
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86 |
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87 | def center; @center; end
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88 | def radius; @radius; end
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89 |
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90 | def intersect(ray, isect)
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91 | rs = ray.org.vsub(@center)
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92 | b = rs.vdot(ray.dir)
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93 | c = rs.vdot(rs) - (@radius * @radius)
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94 | d = b * b - c
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95 | if d > 0.0
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96 | t = - b - Math.sqrt(d)
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97 |
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98 | if t > 0.0 and t < isect.t
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99 | isect.t = t
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100 | isect.hit = true
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101 | isect.pl = Vec.new(ray.org.x + ray.dir.x * t,
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102 | ray.org.y + ray.dir.y * t,
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103 | ray.org.z + ray.dir.z * t)
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104 | n = isect.pl.vsub(@center)
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105 | isect.n = n.vnormalize
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106 | end
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107 | end
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108 | end
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109 | end
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110 |
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111 | class Plane
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112 | def initialize(p, n)
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113 | @p = p
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114 | @n = n
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115 | end
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116 |
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117 | def intersect(ray, isect)
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118 | d = -@p.vdot(@n)
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119 | v = ray.dir.vdot(@n)
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120 | v0 = v
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121 | if v < 0.0
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122 | v0 = -v
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123 | end
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124 | if v0 < 1.0e-17
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125 | return
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126 | end
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127 |
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128 | t = -(ray.org.vdot(@n) + d) / v
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129 |
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130 | if t > 0.0 and t < isect.t
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131 | isect.hit = true
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132 | isect.t = t
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133 | isect.n = @n
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134 | isect.pl = Vec.new(ray.org.x + t * ray.dir.x,
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135 | ray.org.y + t * ray.dir.y,
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136 | ray.org.z + t * ray.dir.z)
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137 | end
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138 | end
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139 | end
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140 |
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141 | class Ray
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142 | def initialize(org, dir)
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143 | @org = org
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144 | @dir = dir
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145 | end
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146 |
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147 | def org; @org; end
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148 | def org=(v); @org = v; end
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149 | def dir; @dir; end
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150 | def dir=(v); @dir = v; end
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151 | end
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152 |
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153 | class Isect
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154 | def initialize
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155 | @t = 10000000.0
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156 | @hit = false
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157 | @pl = Vec.new(0.0, 0.0, 0.0)
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158 | @n = Vec.new(0.0, 0.0, 0.0)
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159 | end
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160 |
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161 | def t; @t; end
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162 | def t=(v); @t = v; end
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163 | def hit; @hit; end
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164 | def hit=(v); @hit = v; end
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165 | def pl; @pl; end
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166 | def pl=(v); @pl = v; end
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167 | def n; @n; end
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168 | def n=(v); @n = v; end
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169 | end
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170 |
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171 | def clamp(f)
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172 | i = f * 255.5
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173 | if i > 255.0
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174 | i = 255.0
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175 | end
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176 | if i < 0.0
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177 | i = 0.0
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178 | end
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179 | i.to_i
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180 | end
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181 |
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182 | def otherBasis(basis, n)
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183 | basis[2] = Vec.new(n.x, n.y, n.z)
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184 | basis[1] = Vec.new(0.0, 0.0, 0.0)
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185 |
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186 | if n.x < 0.6 and n.x > -0.6
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187 | basis[1].x = 1.0
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188 | elsif n.y < 0.6 and n.y > -0.6
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189 | basis[1].y = 1.0
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190 | elsif n.z < 0.6 and n.z > -0.6
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191 | basis[1].z = 1.0
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192 | else
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193 | basis[1].x = 1.0
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194 | end
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195 |
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196 | basis[0] = basis[1].vcross(basis[2])
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197 | basis[0] = basis[0].vnormalize
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198 |
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199 | basis[1] = basis[2].vcross(basis[0])
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200 | basis[1] = basis[1].vnormalize
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201 | end
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202 |
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203 | class Scene
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204 | def initialize
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205 | @spheres = Array.new
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206 | @spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5)
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207 | @spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5)
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208 | @spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5)
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209 | @plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0))
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210 | end
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211 |
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212 | def ambient_occlusion(isect)
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213 | basis = Array.new(3)
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214 | otherBasis(basis, isect.n)
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215 |
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216 | ntheta = NAO_SAMPLES
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217 | nphi = NAO_SAMPLES
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218 | eps = 0.0001
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219 | occlusion = 0.0
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220 |
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221 | p0 = Vec.new(isect.pl.x + eps * isect.n.x,
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222 | isect.pl.y + eps * isect.n.y,
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223 | isect.pl.z + eps * isect.n.z)
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224 | nphi.times do
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225 | ntheta.times do
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226 | r = Rand::rand
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227 | phi = 2.0 * 3.14159265 * Rand::rand
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228 | x = Math.cos(phi) * Math.sqrt(1.0 - r)
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229 | y = Math.sin(phi) * Math.sqrt(1.0 - r)
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230 | z = Math.sqrt(r)
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231 |
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232 | rx = x * basis[0].x + y * basis[1].x + z * basis[2].x
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233 | ry = x * basis[0].y + y * basis[1].y + z * basis[2].y
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234 | rz = x * basis[0].z + y * basis[1].z + z * basis[2].z
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235 |
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236 | raydir = Vec.new(rx, ry, rz)
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237 | ray = Ray.new(p0, raydir)
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238 |
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239 | occisect = Isect.new
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240 | @spheres[0].intersect(ray, occisect)
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241 | @spheres[1].intersect(ray, occisect)
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242 | @spheres[2].intersect(ray, occisect)
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243 | @plane.intersect(ray, occisect)
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244 | if occisect.hit
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245 | occlusion = occlusion + 1.0
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246 | else
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247 | 0.0
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248 | end
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249 | end
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250 | end
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251 |
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252 | occlusion = (ntheta.to_f * nphi.to_f - occlusion) / (ntheta.to_f * nphi.to_f)
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253 | Vec.new(occlusion, occlusion, occlusion)
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254 | end
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255 |
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256 | def render(w, h, nsubsamples)
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257 | cnt = 0
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258 | nsf = nsubsamples.to_f
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259 | h.times do |y|
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260 | w.times do |x|
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261 | rad = Vec.new(0.0, 0.0, 0.0)
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262 |
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263 | # Subsmpling
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264 | nsubsamples.times do |v|
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265 | nsubsamples.times do |u|
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266 | cnt = cnt + 1
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267 | wf = w.to_f
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268 | hf = h.to_f
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269 | xf = x.to_f
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270 | yf = y.to_f
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271 | uf = u.to_f
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272 | vf = v.to_f
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273 |
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274 | px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0)
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275 | py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0)
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276 |
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277 | eye = Vec.new(px, py, -1.0).vnormalize
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278 |
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279 | ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye)
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280 |
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281 | isect = Isect.new
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282 | @spheres[0].intersect(ray, isect)
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283 | @spheres[1].intersect(ray, isect)
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284 | @spheres[2].intersect(ray, isect)
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285 | @plane.intersect(ray, isect)
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286 | if isect.hit
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287 | col = ambient_occlusion(isect)
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288 | rad.x = rad.x + col.x
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289 | rad.y = rad.y + col.y
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290 | rad.z = rad.z + col.z
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291 | else
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292 | 0.0
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293 | end
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294 | end
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295 | end
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296 |
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297 | r = rad.x / (nsf * nsf)
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298 | g = rad.y / (nsf * nsf)
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299 | b = rad.z / (nsf * nsf)
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300 | printf("%c", clamp(r))
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301 | printf("%c", clamp(g))
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302 | printf("%c", clamp(b))
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303 | end
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304 | end
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305 | end
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306 | end
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307 |
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308 | # File.open("ao.ppm", "w") do |fp|
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309 | printf("P6\n")
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310 | printf("%d %d\n", IMAGE_WIDTH, IMAGE_HEIGHT)
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311 | printf("255\n", IMAGE_WIDTH, IMAGE_HEIGHT)
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312 | Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES)
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313 | # Scene.new.render(256, 256, 2)
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314 | # end
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