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* properties.
git-svn-id: svn+ssh://ci.ruby-lang.org/ruby/trunk@41483 b2dd03c8-39d4-4d8f-98ff-823fe69b080e
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2 changed files with 309 additions and 309 deletions
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@ -1,308 +1,308 @@
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# AO rebder benchmark
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# Original program (C) Syoyo Fujita in Javascript (and other languages)
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# http://lucille.atso-net.jp/blog/?p=642
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# http://lucille.atso-net.jp/blog/?p=711
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# Ruby(yarv2llvm) version by Hideki Miura
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#
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IMAGE_WIDTH = 256
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IMAGE_HEIGHT = 256
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NSUBSAMPLES = 2
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NAO_SAMPLES = 8
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class Vec
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def initialize(x, y, z)
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@x = x
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@y = y
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@z = z
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end
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def x=(v); @x = v; end
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def y=(v); @y = v; end
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def z=(v); @z = v; end
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def x; @x; end
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def y; @y; end
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def z; @z; end
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def vadd(b)
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Vec.new(@x + b.x, @y + b.y, @z + b.z)
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end
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def vsub(b)
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Vec.new(@x - b.x, @y - b.y, @z - b.z)
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end
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def vcross(b)
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Vec.new(@y * b.z - @z * b.y,
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@z * b.x - @x * b.z,
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@x * b.y - @y * b.x)
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end
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def vdot(b)
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@x * b.x + @y * b.y + @z * b.z
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end
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def vlength
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Math.sqrt(@x * @x + @y * @y + @z * @z)
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end
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def vnormalize
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len = vlength
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v = Vec.new(@x, @y, @z)
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if len > 1.0e-17 then
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v.x = v.x / len
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v.y = v.y / len
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v.z = v.z / len
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end
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v
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end
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end
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class Sphere
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def initialize(center, radius)
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@center = center
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@radius = radius
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end
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def center; @center; end
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def radius; @radius; end
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def intersect(ray, isect)
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rs = ray.org.vsub(@center)
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b = rs.vdot(ray.dir)
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c = rs.vdot(rs) - (@radius * @radius)
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d = b * b - c
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if d > 0.0 then
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t = - b - Math.sqrt(d)
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if t > 0.0 and t < isect.t then
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isect.t = t
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isect.hit = true
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isect.pl = Vec.new(ray.org.x + ray.dir.x * t,
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ray.org.y + ray.dir.y * t,
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ray.org.z + ray.dir.z * t)
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n = isect.pl.vsub(@center)
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isect.n = n.vnormalize
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else
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0.0
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end
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end
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nil
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end
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end
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class Plane
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def initialize(p, n)
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@p = p
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@n = n
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end
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def intersect(ray, isect)
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d = -@p.vdot(@n)
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v = ray.dir.vdot(@n)
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v0 = v
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if v < 0.0 then
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v0 = -v
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end
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if v0 < 1.0e-17 then
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return
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end
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t = -(ray.org.vdot(@n) + d) / v
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if t > 0.0 and t < isect.t then
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isect.hit = true
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isect.t = t
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isect.n = @n
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isect.pl = Vec.new(ray.org.x + t * ray.dir.x,
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ray.org.y + t * ray.dir.y,
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ray.org.z + t * ray.dir.z)
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end
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nil
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end
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end
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class Ray
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def initialize(org, dir)
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@org = org
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@dir = dir
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end
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def org; @org; end
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def org=(v); @org = v; end
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def dir; @dir; end
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def dir=(v); @dir = v; end
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end
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class Isect
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def initialize
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@t = 10000000.0
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@hit = false
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@pl = Vec.new(0.0, 0.0, 0.0)
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@n = Vec.new(0.0, 0.0, 0.0)
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end
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def t; @t; end
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def t=(v); @t = v; end
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def hit; @hit; end
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def hit=(v); @hit = v; end
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def pl; @pl; end
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def pl=(v); @pl = v; end
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def n; @n; end
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def n=(v); @n = v; end
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end
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def clamp(f)
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i = f * 255.5
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if i > 255.0 then
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i = 255.0
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end
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if i < 0.0 then
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i = 0.0
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end
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i.to_i
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end
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def otherBasis(basis, n)
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basis[2] = Vec.new(n.x, n.y, n.z)
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basis[1] = Vec.new(0.0, 0.0, 0.0)
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if n.x < 0.6 and n.x > -0.6 then
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basis[1].x = 1.0
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elsif n.y < 0.6 and n.y > -0.6 then
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basis[1].y = 1.0
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elsif n.z < 0.6 and n.z > -0.6 then
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basis[1].z = 1.0
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else
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basis[1].x = 1.0
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end
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basis[0] = basis[1].vcross(basis[2])
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basis[0] = basis[0].vnormalize
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basis[1] = basis[2].vcross(basis[0])
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basis[1] = basis[1].vnormalize
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end
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class Scene
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def initialize
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@spheres = Array.new
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@spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5)
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@spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5)
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@spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5)
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@plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0))
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end
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def ambient_occlusion(isect)
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basis = Array.new
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otherBasis(basis, isect.n)
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ntheta = NAO_SAMPLES
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nphi = NAO_SAMPLES
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eps = 0.0001
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occlusion = 0.0
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p0 = Vec.new(isect.pl.x + eps * isect.n.x,
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isect.pl.y + eps * isect.n.y,
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isect.pl.z + eps * isect.n.z)
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nphi.times do |j|
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ntheta.times do |i|
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r = rand
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phi = 2.0 * 3.14159265 * rand
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x = Math.cos(phi) * Math.sqrt(1.0 - r)
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y = Math.sin(phi) * Math.sqrt(1.0 - r)
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z = Math.sqrt(r)
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rx = x * basis[0].x + y * basis[1].x + z * basis[2].x
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ry = x * basis[0].y + y * basis[1].y + z * basis[2].y
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rz = x * basis[0].z + y * basis[1].z + z * basis[2].z
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raydir = Vec.new(rx, ry, rz)
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ray = Ray.new(p0, raydir)
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occisect = Isect.new
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@spheres[0].intersect(ray, occisect)
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@spheres[1].intersect(ray, occisect)
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@spheres[2].intersect(ray, occisect)
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@plane.intersect(ray, occisect)
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if occisect.hit then
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occlusion = occlusion + 1.0
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else
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0.0
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end
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end
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end
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occlusion = (ntheta.to_f * nphi.to_f - occlusion) / (ntheta.to_f * nphi.to_f)
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Vec.new(occlusion, occlusion, occlusion)
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end
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def render(w, h, nsubsamples)
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cnt = 0
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nsf = nsubsamples.to_f
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h.times do |y|
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w.times do |x|
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rad = Vec.new(0.0, 0.0, 0.0)
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# Subsmpling
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nsubsamples.times do |v|
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nsubsamples.times do |u|
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cnt = cnt + 1
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wf = w.to_f
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hf = h.to_f
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xf = x.to_f
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yf = y.to_f
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uf = u.to_f
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vf = v.to_f
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px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0)
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py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0)
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eye = Vec.new(px, py, -1.0).vnormalize
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ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye)
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isect = Isect.new
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@spheres[0].intersect(ray, isect)
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@spheres[1].intersect(ray, isect)
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@spheres[2].intersect(ray, isect)
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@plane.intersect(ray, isect)
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if isect.hit then
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col = ambient_occlusion(isect)
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rad.x = rad.x + col.x
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rad.y = rad.y + col.y
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rad.z = rad.z + col.z
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end
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end
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end
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r = rad.x / (nsf * nsf)
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g = rad.y / (nsf * nsf)
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b = rad.z / (nsf * nsf)
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printf("%c", clamp(r))
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printf("%c", clamp(g))
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printf("%c", clamp(b))
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end
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nil
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end
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nil
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end
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end
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alias printf_orig printf
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def printf *args
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end
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# File.open("ao.ppm", "w") do |fp|
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printf("P6\n")
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printf("%d %d\n", IMAGE_WIDTH, IMAGE_HEIGHT)
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printf("255\n", IMAGE_WIDTH, IMAGE_HEIGHT)
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Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES)
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# end
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undef printf
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alias printf printf_orig
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# AO rebder benchmark
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# Original program (C) Syoyo Fujita in Javascript (and other languages)
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# http://lucille.atso-net.jp/blog/?p=642
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# http://lucille.atso-net.jp/blog/?p=711
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# Ruby(yarv2llvm) version by Hideki Miura
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#
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IMAGE_WIDTH = 256
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IMAGE_HEIGHT = 256
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NSUBSAMPLES = 2
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NAO_SAMPLES = 8
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class Vec
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def initialize(x, y, z)
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@x = x
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@y = y
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@z = z
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end
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def x=(v); @x = v; end
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def y=(v); @y = v; end
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def z=(v); @z = v; end
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def x; @x; end
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def y; @y; end
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def z; @z; end
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def vadd(b)
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Vec.new(@x + b.x, @y + b.y, @z + b.z)
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end
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def vsub(b)
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Vec.new(@x - b.x, @y - b.y, @z - b.z)
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end
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def vcross(b)
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Vec.new(@y * b.z - @z * b.y,
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@z * b.x - @x * b.z,
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@x * b.y - @y * b.x)
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end
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def vdot(b)
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@x * b.x + @y * b.y + @z * b.z
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end
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def vlength
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Math.sqrt(@x * @x + @y * @y + @z * @z)
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end
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def vnormalize
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len = vlength
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v = Vec.new(@x, @y, @z)
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if len > 1.0e-17 then
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v.x = v.x / len
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v.y = v.y / len
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v.z = v.z / len
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end
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v
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end
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end
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class Sphere
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def initialize(center, radius)
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@center = center
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@radius = radius
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end
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def center; @center; end
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def radius; @radius; end
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def intersect(ray, isect)
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rs = ray.org.vsub(@center)
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b = rs.vdot(ray.dir)
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c = rs.vdot(rs) - (@radius * @radius)
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d = b * b - c
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if d > 0.0 then
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t = - b - Math.sqrt(d)
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if t > 0.0 and t < isect.t then
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isect.t = t
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isect.hit = true
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isect.pl = Vec.new(ray.org.x + ray.dir.x * t,
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ray.org.y + ray.dir.y * t,
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ray.org.z + ray.dir.z * t)
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n = isect.pl.vsub(@center)
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isect.n = n.vnormalize
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else
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0.0
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end
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end
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nil
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end
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end
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class Plane
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def initialize(p, n)
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@p = p
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@n = n
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end
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def intersect(ray, isect)
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d = -@p.vdot(@n)
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v = ray.dir.vdot(@n)
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v0 = v
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if v < 0.0 then
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v0 = -v
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end
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if v0 < 1.0e-17 then
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return
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end
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t = -(ray.org.vdot(@n) + d) / v
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if t > 0.0 and t < isect.t then
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isect.hit = true
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isect.t = t
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isect.n = @n
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isect.pl = Vec.new(ray.org.x + t * ray.dir.x,
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ray.org.y + t * ray.dir.y,
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ray.org.z + t * ray.dir.z)
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end
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nil
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end
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end
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class Ray
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def initialize(org, dir)
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@org = org
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@dir = dir
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end
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def org; @org; end
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def org=(v); @org = v; end
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def dir; @dir; end
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def dir=(v); @dir = v; end
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end
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class Isect
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def initialize
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@t = 10000000.0
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@hit = false
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@pl = Vec.new(0.0, 0.0, 0.0)
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@n = Vec.new(0.0, 0.0, 0.0)
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end
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def t; @t; end
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def t=(v); @t = v; end
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def hit; @hit; end
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def hit=(v); @hit = v; end
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def pl; @pl; end
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def pl=(v); @pl = v; end
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def n; @n; end
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def n=(v); @n = v; end
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end
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def clamp(f)
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i = f * 255.5
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if i > 255.0 then
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i = 255.0
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end
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if i < 0.0 then
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i = 0.0
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end
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i.to_i
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end
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def otherBasis(basis, n)
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basis[2] = Vec.new(n.x, n.y, n.z)
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basis[1] = Vec.new(0.0, 0.0, 0.0)
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if n.x < 0.6 and n.x > -0.6 then
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basis[1].x = 1.0
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elsif n.y < 0.6 and n.y > -0.6 then
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basis[1].y = 1.0
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elsif n.z < 0.6 and n.z > -0.6 then
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basis[1].z = 1.0
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else
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basis[1].x = 1.0
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end
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basis[0] = basis[1].vcross(basis[2])
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basis[0] = basis[0].vnormalize
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basis[1] = basis[2].vcross(basis[0])
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basis[1] = basis[1].vnormalize
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end
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class Scene
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def initialize
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@spheres = Array.new
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@spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5)
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@spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5)
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@spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5)
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@plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0))
|
||||
end
|
||||
|
||||
def ambient_occlusion(isect)
|
||||
basis = Array.new
|
||||
otherBasis(basis, isect.n)
|
||||
|
||||
ntheta = NAO_SAMPLES
|
||||
nphi = NAO_SAMPLES
|
||||
eps = 0.0001
|
||||
occlusion = 0.0
|
||||
|
||||
p0 = Vec.new(isect.pl.x + eps * isect.n.x,
|
||||
isect.pl.y + eps * isect.n.y,
|
||||
isect.pl.z + eps * isect.n.z)
|
||||
nphi.times do |j|
|
||||
ntheta.times do |i|
|
||||
r = rand
|
||||
phi = 2.0 * 3.14159265 * rand
|
||||
x = Math.cos(phi) * Math.sqrt(1.0 - r)
|
||||
y = Math.sin(phi) * Math.sqrt(1.0 - r)
|
||||
z = Math.sqrt(r)
|
||||
|
||||
rx = x * basis[0].x + y * basis[1].x + z * basis[2].x
|
||||
ry = x * basis[0].y + y * basis[1].y + z * basis[2].y
|
||||
rz = x * basis[0].z + y * basis[1].z + z * basis[2].z
|
||||
|
||||
raydir = Vec.new(rx, ry, rz)
|
||||
ray = Ray.new(p0, raydir)
|
||||
|
||||
occisect = Isect.new
|
||||
@spheres[0].intersect(ray, occisect)
|
||||
@spheres[1].intersect(ray, occisect)
|
||||
@spheres[2].intersect(ray, occisect)
|
||||
@plane.intersect(ray, occisect)
|
||||
if occisect.hit then
|
||||
occlusion = occlusion + 1.0
|
||||
else
|
||||
0.0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
occlusion = (ntheta.to_f * nphi.to_f - occlusion) / (ntheta.to_f * nphi.to_f)
|
||||
|
||||
Vec.new(occlusion, occlusion, occlusion)
|
||||
end
|
||||
|
||||
def render(w, h, nsubsamples)
|
||||
cnt = 0
|
||||
nsf = nsubsamples.to_f
|
||||
h.times do |y|
|
||||
w.times do |x|
|
||||
rad = Vec.new(0.0, 0.0, 0.0)
|
||||
|
||||
# Subsmpling
|
||||
nsubsamples.times do |v|
|
||||
nsubsamples.times do |u|
|
||||
|
||||
cnt = cnt + 1
|
||||
wf = w.to_f
|
||||
hf = h.to_f
|
||||
xf = x.to_f
|
||||
yf = y.to_f
|
||||
uf = u.to_f
|
||||
vf = v.to_f
|
||||
|
||||
px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0)
|
||||
py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0)
|
||||
|
||||
eye = Vec.new(px, py, -1.0).vnormalize
|
||||
|
||||
ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye)
|
||||
|
||||
isect = Isect.new
|
||||
@spheres[0].intersect(ray, isect)
|
||||
@spheres[1].intersect(ray, isect)
|
||||
@spheres[2].intersect(ray, isect)
|
||||
@plane.intersect(ray, isect)
|
||||
if isect.hit then
|
||||
col = ambient_occlusion(isect)
|
||||
rad.x = rad.x + col.x
|
||||
rad.y = rad.y + col.y
|
||||
rad.z = rad.z + col.z
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
r = rad.x / (nsf * nsf)
|
||||
g = rad.y / (nsf * nsf)
|
||||
b = rad.z / (nsf * nsf)
|
||||
printf("%c", clamp(r))
|
||||
printf("%c", clamp(g))
|
||||
printf("%c", clamp(b))
|
||||
end
|
||||
nil
|
||||
end
|
||||
|
||||
nil
|
||||
end
|
||||
end
|
||||
|
||||
alias printf_orig printf
|
||||
def printf *args
|
||||
end
|
||||
|
||||
# File.open("ao.ppm", "w") do |fp|
|
||||
printf("P6\n")
|
||||
printf("%d %d\n", IMAGE_WIDTH, IMAGE_HEIGHT)
|
||||
printf("255\n", IMAGE_WIDTH, IMAGE_HEIGHT)
|
||||
Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES)
|
||||
# end
|
||||
|
||||
undef printf
|
||||
alias printf printf_orig
|
||||
|
|
|
@ -1 +1 @@
|
|||
require_relative '../bm_app_aobench.rb'
|
||||
require_relative '../bm_app_aobench.rb'
|
||||
|
|
Loading…
Reference in a new issue