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shapes.c
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shapes.c
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#include "svpng.inc"
#include <math.h> // fminf(), sinf(), cosf(), sqrt()
#include <stdlib.h> // rand(), RAND_MAX
#define TWO_PI 6.28318530718f
#define W 512
#define H 512
#define N 64
#define MAX_STEP 64
#define MAX_DISTANCE 2.0f
#define EPSILON 1e-6f
typedef struct { float sd, emissive; } Result;
unsigned char img[W * H * 3];
float circleSDF(float x, float y, float cx, float cy, float r) {
float ux = x - cx, uy = y - cy;
return sqrtf(ux * ux + uy * uy) - r;
}
float planeSDF(float x, float y, float px, float py, float nx, float ny) {
return (x - px) * nx + (y - py) * ny;
}
float segmentSDF(float x, float y, float ax, float ay, float bx, float by) {
float vx = x - ax, vy = y - ay, ux = bx - ax, uy = by - ay;
float t = fmaxf(fminf((vx * ux + vy * uy) / (ux * ux + uy * uy), 1.0f), 0.0f);
float dx = vx - ux * t, dy = vy - uy * t;
return sqrtf(dx * dx + dy * dy);
}
float capsuleSDF(float x, float y, float ax, float ay, float bx, float by, float r) {
return segmentSDF(x, y, ax, ay, bx, by) - r;
}
float boxSDF(float x, float y, float cx, float cy, float theta, float sx, float sy) {
float costheta = cosf(theta), sintheta = sinf(theta);
float dx = fabs((x - cx) * costheta + (y - cy) * sintheta) - sx;
float dy = fabs((y - cy) * costheta - (x - cx) * sintheta) - sy;
float ax = fmaxf(dx, 0.0f), ay = fmaxf(dy, 0.0f);
return fminf(fmaxf(dx, dy), 0.0f) + sqrtf(ax * ax + ay * ay);
}
float triangleSDF(float x, float y, float ax, float ay, float bx, float by, float cx, float cy) {
float d = fminf(fminf(
segmentSDF(x, y, ax, ay, bx, by),
segmentSDF(x, y, bx, by, cx, cy)),
segmentSDF(x, y, cx, cy, ax, ay));
return (bx - ax) * (y - ay) > (by - ay) * (x - ax) &&
(cx - bx) * (y - by) > (cy - by) * (x - bx) &&
(ax - cx) * (y - cy) > (ay - cy) * (x - cx) ? -d : d;
}
Result intersectOp(Result a, Result b) {
return a.sd > b.sd ? a : b;
}
Result scene(float x, float y) {
Result a = { circleSDF(x, y, 0.5f, 0.5f, 0.2f), 1.0f };
Result b = { planeSDF(x, y, 0.0f, 0.5f, 0.0f, 1.0f), 0.8f };
Result c = { capsuleSDF(x, y, 0.4f, 0.4f, 0.6f, 0.6f, 0.1f), 1.0f };
Result d = { boxSDF(x, y, 0.5f, 0.5f, TWO_PI / 16.0f, 0.3f, 0.1f), 1.0f };
Result e = { boxSDF(x, y, 0.5f, 0.5f, TWO_PI / 16.0f, 0.3f, 0.1f) - 0.1f, 1.0f };
Result f = { triangleSDF(x, y, 0.5f, 0.2f, 0.8f, 0.8f, 0.3f, 0.6f), 1.0f };
Result g = { triangleSDF(x, y, 0.5f, 0.2f, 0.8f, 0.8f, 0.3f, 0.6f) - 0.1f, 1.0f };
// return a;
// return b;
return intersectOp(a, b);
// return c;
// return d;
// return e;
// return f;
// return g;
}
float trace(float ox, float oy, float dx, float dy) {
float t = 0.0f;
for (int i = 0; i < MAX_STEP && t < MAX_DISTANCE; i++) {
Result r = scene(ox + dx * t, oy + dy * t);
if (r.sd < EPSILON)
return r.emissive;
t += r.sd;
}
return 0.0f;
}
float sample(float x, float y) {
float sum = 0.0f;
for (int i = 0; i < N; i++) {
float a = TWO_PI * (i + (float)rand() / RAND_MAX) / N;
sum += trace(x, y, cosf(a), sinf(a));
}
return sum / N;
}
int main() {
unsigned char* p = img;
for (int y = 0; y < H; y++)
for (int x = 0; x < W; x++, p += 3)
p[0] = p[1] = p[2] = (int)(fminf(sample((float)x / W, (float)y / H) * 255.0f, 255.0f));
svpng(fopen("shapes.png", "wb"), W, H, img, 0);
}