#include <vector>
#include <iostream>
#include <limits>
#include <cmath>
#include "stdlib.h"
using namespace std;
numeric_limits<float> real;
float delta = sqrt(real.epsilon()), infinity = real.infinity();
struct Vec {
float x, y, z;
Vec(float x2, float y2, float z2) : x(x2), y(y2), z(z2) {}
};
Vec operator+(const Vec &a, const Vec &b)
{ return Vec(a.x+b.x, a.y+b.y, a.z+b.z); }
Vec operator-(const Vec &a, const Vec &b)
{ return Vec(a.x-b.x, a.y-b.y, a.z-b.z); }
Vec operator*(float a, const Vec &b) { return Vec(a*b.x, a*b.y, a*b.z); }
float dot(const Vec &a, const Vec &b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
Vec unitise(const Vec &a) { return (1 / sqrt(dot(a, a))) * a; }
typedef pair<float, Vec> Hit;
struct Ray {
Vec orig, dir;
Ray(const Vec &o, const Vec &d) : orig(o), dir(d) {}
};
struct Scene {
virtual ~Scene() {};
virtual void intersect(Hit &, const Ray &) const = 0;
};
struct Sphere : public Scene {
Vec center;
float radius;
Sphere(Vec c, float r) : center(c), radius(r) {}
~Sphere() {}
inline
float ray_sphere(const Ray &ray) const {
Vec v = center - ray.orig;
float b = dot(v, ray.dir), disc = b*b - dot(v, v) + radius * radius;
if (disc < 0) return infinity;
float d = sqrt(disc), t2 = b + d;
if (t2 < 0) return infinity;
float t1 = b - d;
return (t1 > 0 ? t1 : t2);
}
void intersect(Hit &hit, const Ray &ray) const {
float lambda = ray_sphere(ray);
if (lambda >= hit.first) return;
hit.first = lambda;
hit.second = unitise(ray.orig + lambda*ray.dir - center);
}
};
typedef vector<Scene *> Scenes;
struct Group : public Scene {
Sphere bound;
Scenes child;
Group(Sphere b, Scenes c) : bound(b), child(c) {}
~Group() {
for (Scenes::const_iterator it=child.begin(); it!=child.end(); ++it)
delete *it;
}
void intersect(Hit &hit, const Ray &ray) const {
float l = bound.ray_sphere(ray);
if (l >= hit.first) return;
for (Scenes::const_iterator it=child.begin(); it!=child.end(); ++it) {
(*it)->intersect(hit, ray);
}
}
};
inline
void intersect(const Ray &ray, const Scene &s, Hit& hit)
{ s.intersect(hit, ray); }
inline
float ray_trace(const Vec &light, const Ray &ray, const Scene &s) {
Hit hit(infinity, Vec(0, 0, 0));
intersect(ray, s, hit);
if (hit.first == infinity) return 0;
float g = dot(hit.second, light);
if (g >= 0) return 0.;
Vec p = ray.orig + hit.first*ray.dir + delta*hit.second;
hit.first = infinity;
intersect(Ray(p, -1. * light), s, hit);
return hit.first < infinity ? 0 : -g;
}
Scene *create(int level, const Vec &c, float r) {
Scene *s = new Sphere(c, r);
if (level == 1) return s;
Scenes child;
child.reserve(5);
child.push_back(s);
float rn = 3*r/sqrt(12.);
for (int dz=-1; dz<=1; dz+=2)
for (int dx=-1; dx<=1; dx+=2)
child.push_back(create(level-1, c + rn*Vec(dx, 1, dz), r/2));
return new Group(Sphere(c, 3*r), child);
}
int main(int argc, char *argv[]) {
int level = 8, w = 1024, h = 768, ss = 4;
if (argc == 2) level = atoi(argv[1]);
Vec light = unitise(Vec(-1, -3, 2));
Scene *s(create(level, Vec(0, -1, 0), 1));
cout << "P5\n" << w << " " << h << "\n255\n";
for (int y=h-1; y>=0; --y)
for (int x=0; x<w; ++x) {
float g=0;
for (int dx=0; dx<ss; ++dx)
for (int dy=0; dy<ss; ++dy) {
Vec dir(unitise(Vec(x+dx*1./ss-w/2., y+dy*1./ss-h/2., w)));
g += ray_trace(light, Ray(Vec(0, 0, -4), dir), *s);
}
cout << char(int(.5 + 255. * g / (ss*ss)));
}
delete s;
return 0;
}