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author | Indrajith K L | 2022-12-03 17:00:20 +0530 |
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committer | Indrajith K L | 2022-12-03 17:00:20 +0530 |
commit | f5c4671bfbad96bf346bd7e9a21fc4317b4959df (patch) | |
tree | 2764fc62da58f2ba8da7ed341643fc359873142f /v_windows/v/examples/path_tracing.v | |
download | cli-tools-windows-master.tar.gz cli-tools-windows-master.tar.bz2 cli-tools-windows-master.zip |
Diffstat (limited to 'v_windows/v/examples/path_tracing.v')
-rw-r--r-- | v_windows/v/examples/path_tracing.v | 583 |
1 files changed, 583 insertions, 0 deletions
diff --git a/v_windows/v/examples/path_tracing.v b/v_windows/v/examples/path_tracing.v new file mode 100644 index 0000000..8546c01 --- /dev/null +++ b/v_windows/v/examples/path_tracing.v @@ -0,0 +1,583 @@ +/********************************************************************** +* path tracing demo +* +* Copyright (c) 2019-2021 Dario Deledda. All rights reserved. +* Use of this source code is governed by an MIT license +* that can be found in the LICENSE file. +* +* This file contains a path tracer example in less of 500 line of codes +* 3 demo scenes included +* +* This code is inspired by: +* - "Realistic Ray Tracing" by Peter Shirley 2000 ISBN-13: 978-1568814612 +* - https://www.kevinbeason.com/smallpt/ +* +* Known limitations: +* - there are some approximation errors in the calculations +* - to speed-up the code a cos/sin table is used +* - the full precision code is present but commented, can be restored very easily +* - an higher number of samples ( > 60) can block the program on higher resolutions +* without a stack size increase +* - as a recursive program this code depend on the stack size, +* for higher number of samples increase the stack size +* in linux: ulimit -s byte_size_of_the_stack +* example: ulimit -s 16000000 +* - No OpenMP support +**********************************************************************/ +import os +import math +import rand +import time +import term + +const ( + inf = 1e+10 + eps = 1e-4 + f_0 = 0.0 +) + +//**************************** 3D Vector utility struct ********************* +struct Vec { +mut: + x f64 = 0.0 + y f64 = 0.0 + z f64 = 0.0 +} + +[inline] +fn (v Vec) + (b Vec) Vec { + return Vec{v.x + b.x, v.y + b.y, v.z + b.z} +} + +[inline] +fn (v Vec) - (b Vec) Vec { + return Vec{v.x - b.x, v.y - b.y, v.z - b.z} +} + +[inline] +fn (v Vec) * (b Vec) Vec { + return Vec{v.x * b.x, v.y * b.y, v.z * b.z} +} + +[inline] +fn (v Vec) dot(b Vec) f64 { + return v.x * b.x + v.y * b.y + v.z * b.z +} + +[inline] +fn (v Vec) mult_s(b f64) Vec { + return Vec{v.x * b, v.y * b, v.z * b} +} + +[inline] +fn (v Vec) cross(b Vec) Vec { + return Vec{v.y * b.z - v.z * b.y, v.z * b.x - v.x * b.z, v.x * b.y - v.y * b.x} +} + +[inline] +fn (v Vec) norm() Vec { + tmp_norm := 1.0 / math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z) + return Vec{v.x * tmp_norm, v.y * tmp_norm, v.z * tmp_norm} +} + +//********************************Image************************************** +struct Image { + width int + height int + data &Vec +} + +fn new_image(w int, h int) Image { + vecsize := int(sizeof(Vec)) + return Image{ + width: w + height: h + data: unsafe { &Vec(vcalloc(vecsize * w * h)) } + } +} + +// write out a .ppm file +fn (image Image) save_as_ppm(file_name string) { + npixels := image.width * image.height + mut f_out := os.create(file_name) or { panic(err) } + f_out.writeln('P3') or { panic(err) } + f_out.writeln('$image.width $image.height') or { panic(err) } + f_out.writeln('255') or { panic(err) } + for i in 0 .. npixels { + c_r := to_int(unsafe { image.data[i] }.x) + c_g := to_int(unsafe { image.data[i] }.y) + c_b := to_int(unsafe { image.data[i] }.z) + f_out.write_string('$c_r $c_g $c_b ') or { panic(err) } + } + f_out.close() +} + +//********************************** Ray ************************************ +struct Ray { + o Vec + d Vec +} + +// material types, used in radiance() +enum Refl_t { + diff + spec + refr +} + +//******************************** Sphere *********************************** +struct Sphere { + rad f64 = 0.0 // radius + p Vec // position + e Vec // emission + c Vec // color + refl Refl_t // reflection type => [diffuse, specular, refractive] +} + +fn (sp Sphere) intersect(r Ray) f64 { + op := sp.p - r.o // Solve t^2*d.d + 2*t*(o-p).d + (o-p).(o-p)-R^2 = 0 + b := op.dot(r.d) + mut det := b * b - op.dot(op) + sp.rad * sp.rad + + if det < 0 { + return 0 + } + + det = math.sqrt(det) + + mut t := b - det + if t > eps { + return t + } + + t = b + det + if t > eps { + return t + } + return 0 +} + +/*********************************** Scenes ********************************** +* 0) Cornell Box with 2 spheres +* 1) Sunset +* 2) Psychedelic +* The sphere fileds are: Sphere{radius, position, emission, color, material} +******************************************************************************/ +const ( + cen = Vec{50, 40.8, -860} // used by scene 1 + spheres = [ + [/* scene 0 cornnel box */ Sphere{ + rad: 1e+5 + p: Vec{1e+5 + 1, 40.8, 81.6} + e: Vec{} + c: Vec{.75, .25, .25} + refl: .diff + }, /* Left */ Sphere{ + rad: 1e+5 + p: Vec{-1e+5 + 99, 40.8, 81.6} + e: Vec{} + c: Vec{.25, .25, .75} + refl: .diff + }, /* Rght */ Sphere{ + rad: 1e+5 + p: Vec{50, 40.8, 1e+5} + e: Vec{} + c: Vec{.75, .75, .75} + refl: .diff + }, /* Back */ Sphere{ + rad: 1e+5 + p: Vec{50, 40.8, -1e+5 + 170} + e: Vec{} + c: Vec{} + refl: .diff + }, /* Frnt */ Sphere{ + rad: 1e+5 + p: Vec{50, 1e+5, 81.6} + e: Vec{} + c: Vec{.75, .75, .75} + refl: .diff + }, /* Botm */ Sphere{ + rad: 1e+5 + p: Vec{50, -1e+5 + 81.6, 81.6} + e: Vec{} + c: Vec{.75, .75, .75} + refl: .diff + }, /* Top */ Sphere{ + rad: 16.5 + p: Vec{27, 16.5, 47} + e: Vec{} + c: Vec{1, 1, 1}.mult_s(.999) + refl: .spec + }, /* Mirr */ Sphere{ + rad: 16.5 + p: Vec{73, 16.5, 78} + e: Vec{} + c: Vec{1, 1, 1}.mult_s(.999) + refl: .refr + }, /* Glas */ Sphere{ + rad: 600 + p: Vec{50, 681.6 - .27, 81.6} + e: Vec{12, 12, 12} + c: Vec{} + refl: .diff + } /* Lite */], + [/* scene 1 sunset */ Sphere{ + rad: 1600 + p: Vec{1.0, 0.0, 2.0}.mult_s(3000) + e: Vec{1.0, .9, .8}.mult_s(1.2e+1 * 1.56 * 2) + c: Vec{} + refl: .diff + }, /* sun */ Sphere{ + rad: 1560 + p: Vec{1, 0, 2}.mult_s(3500) + e: Vec{1.0, .5, .05}.mult_s(4.8e+1 * 1.56 * 2) + c: Vec{} + refl: .diff + }, /* horizon sun2 */ Sphere{ + rad: 10000 + p: cen + Vec{0, 0, -200} + e: Vec{0.00063842, 0.02001478, 0.28923243}.mult_s(6e-2 * 8) + c: Vec{.7, .7, 1}.mult_s(.25) + refl: .diff + }, /* sky */ Sphere{ + rad: 100000 + p: Vec{50, -100000, 0} + e: Vec{} + c: Vec{.3, .3, .3} + refl: .diff + }, /* grnd */ Sphere{ + rad: 110000 + p: Vec{50, -110048.5, 0} + e: Vec{.9, .5, .05}.mult_s(4) + c: Vec{} + refl: .diff + }, /* horizon brightener */ Sphere{ + rad: 4e+4 + p: Vec{50, -4e+4 - 30, -3000} + e: Vec{} + c: Vec{.2, .2, .2} + refl: .diff + }, /* mountains */ Sphere{ + rad: 26.5 + p: Vec{22, 26.5, 42} + e: Vec{} + c: Vec{1, 1, 1}.mult_s(.596) + refl: .spec + }, /* white Mirr */ Sphere{ + rad: 13 + p: Vec{75, 13, 82} + e: Vec{} + c: Vec{.96, .96, .96}.mult_s(.96) + refl: .refr + }, /* Glas */ Sphere{ + rad: 22 + p: Vec{87, 22, 24} + e: Vec{} + c: Vec{.6, .6, .6}.mult_s(.696) + refl: .refr + } /* Glas2 */], + [/* scene 3 Psychedelic */ Sphere{ + rad: 150 + p: Vec{50 + 75, 28, 62} + e: Vec{1, 1, 1}.mult_s(0e-3) + c: Vec{1, .9, .8}.mult_s(.93) + refl: .refr + }, Sphere{ + rad: 28 + p: Vec{50 + 5, -28, 62} + e: Vec{1, 1, 1}.mult_s(1e+1) + c: Vec{1, 1, 1}.mult_s(0) + refl: .diff + }, Sphere{ + rad: 300 + p: Vec{50, 28, 62} + e: Vec{1, 1, 1}.mult_s(0e-3) + c: Vec{1, 1, 1}.mult_s(.93) + refl: .spec + }], + ] // end of scene array +) + +//********************************** Utilities ****************************** +[inline] +fn clamp(x f64) f64 { + if x < 0 { + return 0 + } + if x > 1 { + return 1 + } + return x +} + +[inline] +fn to_int(x f64) int { + p := math.pow(clamp(x), 1.0 / 2.2) + return int(p * 255.0 + 0.5) +} + +fn intersect(r Ray, spheres &Sphere, nspheres int) (bool, f64, int) { + mut d := 0.0 + mut t := inf + mut id := 0 + for i := nspheres - 1; i >= 0; i-- { + d = unsafe { spheres[i] }.intersect(r) + if d > 0 && d < t { + t = d + id = i + } + } + return (t < inf), t, id +} + +// some casual random function, try to avoid the 0 +fn rand_f64() f64 { + x := rand.u32() & 0x3FFF_FFFF + return f64(x) / f64(0x3FFF_FFFF) +} + +const ( + cache_len = 65536 // the 2*pi angle will be splitted in 65536 part + cache_mask = cache_len - 1 // mask to speed-up the module process +) + +struct Cache { +mut: + sin_tab [65536]f64 + cos_tab [65536]f64 +} + +fn new_tabs() Cache { + mut c := Cache{} + inv_len := 1.0 / f64(cache_len) + for i in 0 .. cache_len { + x := f64(i) * math.pi * 2.0 * inv_len + c.sin_tab[i] = math.sin(x) + c.cos_tab[i] = math.cos(x) + } + return c +} + +//************ Cache for sin/cos speed-up table and scene selector ********** +const ( + tabs = new_tabs() +) + +//****************** main function for the radiance calculation ************* +fn radiance(r Ray, depthi int, scene_id int) Vec { + if depthi > 1024 { + eprintln('depthi: $depthi') + eprintln('') + return Vec{} + } + mut depth := depthi // actual depth in the reflection tree + mut t := 0.0 // distance to intersection + mut id := 0 // id of intersected object + mut res := false // result of intersect + + v_1 := 1.0 + // v_2 := f64(2.0) + + scene := spheres[scene_id] + // res, t, id = intersect(r, id, tb.scene) + res, t, id = intersect(r, scene.data, scene.len) + if !res { + return Vec{} + } + // if miss, return black + + obj := scene[id] // the hit object + + x := r.o + r.d.mult_s(t) + n := (x - obj.p).norm() + + nl := if n.dot(r.d) < 0.0 { n } else { n.mult_s(-1) } + + mut f := obj.c + + // max reflection + mut p := f.z + if f.x > f.y && f.x > f.z { + p = f.x + } else { + if f.y > f.z { + p = f.y + } + } + + depth++ + if depth > 5 { + if rand_f64() < p { + f = f.mult_s(f64(1.0) / p) + } else { + return obj.e // R.R. + } + } + + if obj.refl == .diff { // Ideal DIFFUSE reflection + // **Full Precision** + // r1 := f64(2.0 * math.pi) * rand_f64() + + // tabbed speed-up + r1 := rand.u32() & cache_mask + + r2 := rand_f64() + r2s := math.sqrt(r2) + + w := nl + + mut u := if math.abs(w.x) > f64(0.1) { Vec{0, 1, 0} } else { Vec{1, 0, 0} } + u = u.cross(w).norm() + + v := w.cross(u) + + // **Full Precision** + // d := (u.mult_s(math.cos(r1) * r2s) + v.mult_s(math.sin(r1) * r2s) + w.mult_s(1.0 - r2)).norm() + + // tabbed speed-up + d := (u.mult_s(tabs.cos_tab[r1] * r2s) + v.mult_s(tabs.sin_tab[r1] * r2s) + + w.mult_s(math.sqrt(f64(1.0) - r2))).norm() + + return obj.e + f * radiance(Ray{x, d}, depth, scene_id) + } else { + if obj.refl == .spec { // Ideal SPECULAR reflection + return obj.e + f * radiance(Ray{x, r.d - n.mult_s(2.0 * n.dot(r.d))}, depth, scene_id) + } + } + + refl_ray := Ray{x, r.d - n.mult_s(2.0 * n.dot(r.d))} // Ideal dielectric REFRACTION + into := n.dot(nl) > 0 // Ray from outside going in? + + nc := f64(1.0) + nt := f64(1.5) + + nnt := if into { nc / nt } else { nt / nc } + + ddn := r.d.dot(nl) + cos2t := v_1 - nnt * nnt * (v_1 - ddn * ddn) + if cos2t < 0.0 { // Total internal reflection + return obj.e + f * radiance(refl_ray, depth, scene_id) + } + + dirc := if into { f64(1) } else { f64(-1) } + tdir := (r.d.mult_s(nnt) - n.mult_s(dirc * (ddn * nnt + math.sqrt(cos2t)))).norm() + + a := nt - nc + b := nt + nc + r0 := a * a / (b * b) + c := if into { v_1 + ddn } else { v_1 - tdir.dot(n) } + + re := r0 + (v_1 - r0) * c * c * c * c * c + tr := v_1 - re + pp := f64(.25) + f64(.5) * re + rp := re / pp + tp := tr / (v_1 - pp) + + mut tmp := Vec{} + if depth > 2 { + // Russian roulette + tmp = if rand_f64() < pp { + radiance(refl_ray, depth, scene_id).mult_s(rp) + } else { + radiance(Ray{x, tdir}, depth, scene_id).mult_s(tp) + } + } else { + tmp = (radiance(refl_ray, depth, scene_id).mult_s(re)) + + (radiance(Ray{x, tdir}, depth, scene_id).mult_s(tr)) + } + return obj.e + (f * tmp) +} + +//*********************** beam scan routine ********************************* +fn ray_trace(w int, h int, samps int, file_name string, scene_id int) Image { + image := new_image(w, h) + + // inverse costants + w1 := f64(1.0 / f64(w)) + h1 := f64(1.0 / f64(h)) + samps1 := f64(1.0 / f64(samps)) + + cam := Ray{Vec{50, 52, 295.6}, Vec{0, -0.042612, -1}.norm()} // cam position, direction + cx := Vec{f64(w) * 0.5135 / f64(h), 0, 0} + cy := cx.cross(cam.d).norm().mult_s(0.5135) + mut r := Vec{} + + // speed-up constants + v_1 := f64(1.0) + v_2 := f64(2.0) + + // OpenMP injection point! #pragma omp parallel for schedule(dynamic, 1) shared(c) + for y := 0; y < h; y++ { + term.cursor_up(1) + eprintln('Rendering (${samps * 4} spp) ${(100.0 * f64(y)) / (f64(h) - 1.0):5.2f}%') + for x in 0 .. w { + i := (h - y - 1) * w + x + mut ivec := unsafe { &image.data[i] } + // we use sx and sy to perform a square subsampling of 4 samples + for sy := 0; sy < 2; sy++ { + for sx := 0; sx < 2; sx++ { + r = Vec{0, 0, 0} + for _ in 0 .. samps { + r1 := v_2 * rand_f64() + dx := if r1 < v_1 { math.sqrt(r1) - v_1 } else { v_1 - math.sqrt(v_2 - r1) } + + r2 := v_2 * rand_f64() + dy := if r2 < v_1 { math.sqrt(r2) - v_1 } else { v_1 - math.sqrt(v_2 - r2) } + + d := cx.mult_s(((f64(sx) + 0.5 + dx) * 0.5 + f64(x)) * w1 - .5) + + cy.mult_s(((f64(sy) + 0.5 + dy) * 0.5 + f64(y)) * h1 - .5) + cam.d + r = r + radiance(Ray{cam.o + + d.mult_s(140.0), d.norm()}, 0, scene_id).mult_s(samps1) + } + tmp_vec := Vec{clamp(r.x), clamp(r.y), clamp(r.z)}.mult_s(.25) + (*ivec) = *ivec + tmp_vec + } + } + } + } + return image +} + +fn main() { + if os.args.len > 6 { + eprintln('Usage:\n path_tracing [samples] [image.ppm] [scene_n] [width] [height]') + exit(1) + } + mut width := 320 // width of the rendering in pixels + mut height := 200 // height of the rendering in pixels + mut samples := 4 // number of samples per pixel, increase for better quality + mut scene_id := 0 // scene to render [0 cornell box,1 sunset,2 psyco] + mut file_name := 'image.ppm' // name of the output file in .ppm format + + if os.args.len >= 2 { + samples = os.args[1].int() / 4 + } + if os.args.len >= 3 { + file_name = os.args[2] + } + if os.args.len >= 4 { + scene_id = os.args[3].int() + } + if os.args.len >= 5 { + width = os.args[4].int() + } + if os.args.len == 6 { + height = os.args[5].int() + } + // change the seed for a different result + rand.seed([u32(2020), 0]) + + t1 := time.ticks() + + eprintln('Path tracing samples: $samples, file_name: $file_name, scene_id: $scene_id, width: $width, height: $height') + eprintln('') + image := ray_trace(width, height, samples, file_name, scene_id) + t2 := time.ticks() + + eprintln('Rendering finished. Took: ${(t2 - t1):5}ms') + + image.save_as_ppm(file_name) + t3 := time.ticks() + + eprintln('Image saved as [$file_name]. Took: ${(t3 - t2):5}ms') +} |