RosettaCodeData/Task/Death-Star/Zig/death-star-6.zig
2024-03-06 22:25:12 -08:00

101 lines
3.8 KiB
Zig

fn DeathStar(comptime T: type) type {
return struct {
const Self = @This();
allocator: Allocator,
w: usize,
h: usize,
img: ImageData(),
const Hit = enum { background, neg, pos };
pub fn init(allocator: Allocator) !Self {
var dir = Vector(T).init(20, -40, 10);
dir.normalize();
// positive sphere and negative sphere
const pos = Sphere(T).init(180, 240, 220, 120);
const neg = Sphere(T).init(60, 150, 100, 100);
const k: T = 1.5;
const amb: T = 0.2;
const w: usize = @intFromFloat(pos.r * 4);
const h: usize = @intFromFloat(pos.r * 3);
var img = try ImageData().init(allocator, "deathStar", w, h);
var vec = Vector(T).zero();
const start_y: usize = @intFromFloat(pos.cy - pos.r);
const end_y: usize = @intFromFloat(pos.cy + pos.r);
const start_x: usize = @intFromFloat(pos.cx - pos.r);
const end_x: usize = @intFromFloat(pos.cx + pos.r);
for (start_y..end_y + 1) |j| {
for (start_x..end_x + 1) |i| {
const x: T = @floatFromInt(i);
const y: T = @floatFromInt(j);
const result_pos = pos.hit(x, y);
// ray lands in blank space, show bg
if (result_pos == null)
continue;
const zb1 = result_pos.?.z1;
const zb2 = result_pos.?.z2;
const result_neg = neg.hit(x, y);
switch (calcHit(result_neg, zb1, zb2)) {
.background => continue,
.neg => {
vec.x = neg.cx - x;
vec.y = neg.cy - y;
vec.z = neg.cz - result_neg.?.z2; // zs2
},
.pos => {
vec.x = x - pos.cx;
vec.y = y - pos.cy;
vec.z = zb1 - pos.cz;
},
}
vec.normalize();
var s = dir.dot(&vec);
if (s < 0) s = 0;
const lum = 255 * (std.math.pow(T, s, k) + amb) / (1 + amb);
const lumi: u8 = @intFromFloat(std.math.clamp(lum, 0, 255));
img.pset(i, j, Gray{ .w = lumi });
}
}
return Self{ .allocator = allocator, .w = w, .h = h, .img = img };
}
pub fn deinit(self: *Self) void {
self.img.deinit();
}
pub fn print(self: *Self, writer: anytype, optional_comments: ?[]const []const u8) !void {
try self.img.print(writer, optional_comments);
}
/// Ray has hit the positive sphere.
/// How does it intersect the negative sphere ?
fn calcHit(neg_hit: ?SphereHit(T), zb1: T, zb2: T) Hit {
if (neg_hit) |result| {
const zs1 = result.z1;
const zs2 = result.z2;
if (zs1 > zb1) {
// ray hits both, but pos front surface is closer
return Hit.pos;
} else if (zs2 > zb2) {
// pos sphere surface is inside neg sphere, show bg
return Hit.background;
} else if (zs2 > zb1) {
// back surface on neg sphere is inside pos sphere,
// the only place where neg sphere surface will be shown
return Hit.neg;
} else {
return Hit.pos;
}
} else {
// ray hits pos sphere but not neg, draw pos sphere surface
return Hit.pos;
}
}
};
}