* properties.

git-svn-id: svn+ssh://ci.ruby-lang.org/ruby/trunk@41483 b2dd03c8-39d4-4d8f-98ff-823fe69b080e
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nobu 2013-06-20 07:49:15 +00:00
parent 8e94c01653
commit f0361ca416
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# AO rebder benchmark # AO rebder benchmark
# Original program (C) Syoyo Fujita in Javascript (and other languages) # Original program (C) Syoyo Fujita in Javascript (and other languages)
# http://lucille.atso-net.jp/blog/?p=642 # http://lucille.atso-net.jp/blog/?p=642
# http://lucille.atso-net.jp/blog/?p=711 # http://lucille.atso-net.jp/blog/?p=711
# Ruby(yarv2llvm) version by Hideki Miura # Ruby(yarv2llvm) version by Hideki Miura
# #
IMAGE_WIDTH = 256 IMAGE_WIDTH = 256
IMAGE_HEIGHT = 256 IMAGE_HEIGHT = 256
NSUBSAMPLES = 2 NSUBSAMPLES = 2
NAO_SAMPLES = 8 NAO_SAMPLES = 8
class Vec class Vec
def initialize(x, y, z) def initialize(x, y, z)
@x = x @x = x
@y = y @y = y
@z = z @z = z
end end
def x=(v); @x = v; end def x=(v); @x = v; end
def y=(v); @y = v; end def y=(v); @y = v; end
def z=(v); @z = v; end def z=(v); @z = v; end
def x; @x; end def x; @x; end
def y; @y; end def y; @y; end
def z; @z; end def z; @z; end
def vadd(b) def vadd(b)
Vec.new(@x + b.x, @y + b.y, @z + b.z) Vec.new(@x + b.x, @y + b.y, @z + b.z)
end end
def vsub(b) def vsub(b)
Vec.new(@x - b.x, @y - b.y, @z - b.z) Vec.new(@x - b.x, @y - b.y, @z - b.z)
end end
def vcross(b) def vcross(b)
Vec.new(@y * b.z - @z * b.y, Vec.new(@y * b.z - @z * b.y,
@z * b.x - @x * b.z, @z * b.x - @x * b.z,
@x * b.y - @y * b.x) @x * b.y - @y * b.x)
end end
def vdot(b) def vdot(b)
@x * b.x + @y * b.y + @z * b.z @x * b.x + @y * b.y + @z * b.z
end end
def vlength def vlength
Math.sqrt(@x * @x + @y * @y + @z * @z) Math.sqrt(@x * @x + @y * @y + @z * @z)
end end
def vnormalize def vnormalize
len = vlength len = vlength
v = Vec.new(@x, @y, @z) v = Vec.new(@x, @y, @z)
if len > 1.0e-17 then if len > 1.0e-17 then
v.x = v.x / len v.x = v.x / len
v.y = v.y / len v.y = v.y / len
v.z = v.z / len v.z = v.z / len
end end
v v
end end
end end
class Sphere class Sphere
def initialize(center, radius) def initialize(center, radius)
@center = center @center = center
@radius = radius @radius = radius
end end
def center; @center; end def center; @center; end
def radius; @radius; end def radius; @radius; end
def intersect(ray, isect) def intersect(ray, isect)
rs = ray.org.vsub(@center) rs = ray.org.vsub(@center)
b = rs.vdot(ray.dir) b = rs.vdot(ray.dir)
c = rs.vdot(rs) - (@radius * @radius) c = rs.vdot(rs) - (@radius * @radius)
d = b * b - c d = b * b - c
if d > 0.0 then if d > 0.0 then
t = - b - Math.sqrt(d) t = - b - Math.sqrt(d)
if t > 0.0 and t < isect.t then if t > 0.0 and t < isect.t then
isect.t = t isect.t = t
isect.hit = true isect.hit = true
isect.pl = Vec.new(ray.org.x + ray.dir.x * t, isect.pl = Vec.new(ray.org.x + ray.dir.x * t,
ray.org.y + ray.dir.y * t, ray.org.y + ray.dir.y * t,
ray.org.z + ray.dir.z * t) ray.org.z + ray.dir.z * t)
n = isect.pl.vsub(@center) n = isect.pl.vsub(@center)
isect.n = n.vnormalize isect.n = n.vnormalize
else else
0.0 0.0
end end
end end
nil nil
end end
end end
class Plane class Plane
def initialize(p, n) def initialize(p, n)
@p = p @p = p
@n = n @n = n
end end
def intersect(ray, isect) def intersect(ray, isect)
d = -@p.vdot(@n) d = -@p.vdot(@n)
v = ray.dir.vdot(@n) v = ray.dir.vdot(@n)
v0 = v v0 = v
if v < 0.0 then if v < 0.0 then
v0 = -v v0 = -v
end end
if v0 < 1.0e-17 then if v0 < 1.0e-17 then
return return
end end
t = -(ray.org.vdot(@n) + d) / v t = -(ray.org.vdot(@n) + d) / v
if t > 0.0 and t < isect.t then if t > 0.0 and t < isect.t then
isect.hit = true isect.hit = true
isect.t = t isect.t = t
isect.n = @n isect.n = @n
isect.pl = Vec.new(ray.org.x + t * ray.dir.x, isect.pl = Vec.new(ray.org.x + t * ray.dir.x,
ray.org.y + t * ray.dir.y, ray.org.y + t * ray.dir.y,
ray.org.z + t * ray.dir.z) ray.org.z + t * ray.dir.z)
end end
nil nil
end end
end end
class Ray class Ray
def initialize(org, dir) def initialize(org, dir)
@org = org @org = org
@dir = dir @dir = dir
end end
def org; @org; end def org; @org; end
def org=(v); @org = v; end def org=(v); @org = v; end
def dir; @dir; end def dir; @dir; end
def dir=(v); @dir = v; end def dir=(v); @dir = v; end
end end
class Isect class Isect
def initialize def initialize
@t = 10000000.0 @t = 10000000.0
@hit = false @hit = false
@pl = Vec.new(0.0, 0.0, 0.0) @pl = Vec.new(0.0, 0.0, 0.0)
@n = Vec.new(0.0, 0.0, 0.0) @n = Vec.new(0.0, 0.0, 0.0)
end end
def t; @t; end def t; @t; end
def t=(v); @t = v; end def t=(v); @t = v; end
def hit; @hit; end def hit; @hit; end
def hit=(v); @hit = v; end def hit=(v); @hit = v; end
def pl; @pl; end def pl; @pl; end
def pl=(v); @pl = v; end def pl=(v); @pl = v; end
def n; @n; end def n; @n; end
def n=(v); @n = v; end def n=(v); @n = v; end
end end
def clamp(f) def clamp(f)
i = f * 255.5 i = f * 255.5
if i > 255.0 then if i > 255.0 then
i = 255.0 i = 255.0
end end
if i < 0.0 then if i < 0.0 then
i = 0.0 i = 0.0
end end
i.to_i i.to_i
end end
def otherBasis(basis, n) def otherBasis(basis, n)
basis[2] = Vec.new(n.x, n.y, n.z) basis[2] = Vec.new(n.x, n.y, n.z)
basis[1] = Vec.new(0.0, 0.0, 0.0) basis[1] = Vec.new(0.0, 0.0, 0.0)
if n.x < 0.6 and n.x > -0.6 then if n.x < 0.6 and n.x > -0.6 then
basis[1].x = 1.0 basis[1].x = 1.0
elsif n.y < 0.6 and n.y > -0.6 then elsif n.y < 0.6 and n.y > -0.6 then
basis[1].y = 1.0 basis[1].y = 1.0
elsif n.z < 0.6 and n.z > -0.6 then elsif n.z < 0.6 and n.z > -0.6 then
basis[1].z = 1.0 basis[1].z = 1.0
else else
basis[1].x = 1.0 basis[1].x = 1.0
end end
basis[0] = basis[1].vcross(basis[2]) basis[0] = basis[1].vcross(basis[2])
basis[0] = basis[0].vnormalize basis[0] = basis[0].vnormalize
basis[1] = basis[2].vcross(basis[0]) basis[1] = basis[2].vcross(basis[0])
basis[1] = basis[1].vnormalize basis[1] = basis[1].vnormalize
end end
class Scene class Scene
def initialize def initialize
@spheres = Array.new @spheres = Array.new
@spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5) @spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5)
@spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5) @spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5)
@spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5) @spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5)
@plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0)) @plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0))
end end
def ambient_occlusion(isect) def ambient_occlusion(isect)
basis = Array.new basis = Array.new
otherBasis(basis, isect.n) otherBasis(basis, isect.n)
ntheta = NAO_SAMPLES ntheta = NAO_SAMPLES
nphi = NAO_SAMPLES nphi = NAO_SAMPLES
eps = 0.0001 eps = 0.0001
occlusion = 0.0 occlusion = 0.0
p0 = Vec.new(isect.pl.x + eps * isect.n.x, p0 = Vec.new(isect.pl.x + eps * isect.n.x,
isect.pl.y + eps * isect.n.y, isect.pl.y + eps * isect.n.y,
isect.pl.z + eps * isect.n.z) isect.pl.z + eps * isect.n.z)
nphi.times do |j| nphi.times do |j|
ntheta.times do |i| ntheta.times do |i|
r = rand r = rand
phi = 2.0 * 3.14159265 * rand phi = 2.0 * 3.14159265 * rand
x = Math.cos(phi) * Math.sqrt(1.0 - r) x = Math.cos(phi) * Math.sqrt(1.0 - r)
y = Math.sin(phi) * Math.sqrt(1.0 - r) y = Math.sin(phi) * Math.sqrt(1.0 - r)
z = Math.sqrt(r) z = Math.sqrt(r)
rx = x * basis[0].x + y * basis[1].x + z * basis[2].x 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 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 rz = x * basis[0].z + y * basis[1].z + z * basis[2].z
raydir = Vec.new(rx, ry, rz) raydir = Vec.new(rx, ry, rz)
ray = Ray.new(p0, raydir) ray = Ray.new(p0, raydir)
occisect = Isect.new occisect = Isect.new
@spheres[0].intersect(ray, occisect) @spheres[0].intersect(ray, occisect)
@spheres[1].intersect(ray, occisect) @spheres[1].intersect(ray, occisect)
@spheres[2].intersect(ray, occisect) @spheres[2].intersect(ray, occisect)
@plane.intersect(ray, occisect) @plane.intersect(ray, occisect)
if occisect.hit then if occisect.hit then
occlusion = occlusion + 1.0 occlusion = occlusion + 1.0
else else
0.0 0.0
end end
end end
end end
occlusion = (ntheta.to_f * nphi.to_f - occlusion) / (ntheta.to_f * nphi.to_f) occlusion = (ntheta.to_f * nphi.to_f - occlusion) / (ntheta.to_f * nphi.to_f)
Vec.new(occlusion, occlusion, occlusion) Vec.new(occlusion, occlusion, occlusion)
end end
def render(w, h, nsubsamples) def render(w, h, nsubsamples)
cnt = 0 cnt = 0
nsf = nsubsamples.to_f nsf = nsubsamples.to_f
h.times do |y| h.times do |y|
w.times do |x| w.times do |x|
rad = Vec.new(0.0, 0.0, 0.0) rad = Vec.new(0.0, 0.0, 0.0)
# Subsmpling # Subsmpling
nsubsamples.times do |v| nsubsamples.times do |v|
nsubsamples.times do |u| nsubsamples.times do |u|
cnt = cnt + 1 cnt = cnt + 1
wf = w.to_f wf = w.to_f
hf = h.to_f hf = h.to_f
xf = x.to_f xf = x.to_f
yf = y.to_f yf = y.to_f
uf = u.to_f uf = u.to_f
vf = v.to_f vf = v.to_f
px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0) px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0)
py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0) py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0)
eye = Vec.new(px, py, -1.0).vnormalize eye = Vec.new(px, py, -1.0).vnormalize
ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye) ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye)
isect = Isect.new isect = Isect.new
@spheres[0].intersect(ray, isect) @spheres[0].intersect(ray, isect)
@spheres[1].intersect(ray, isect) @spheres[1].intersect(ray, isect)
@spheres[2].intersect(ray, isect) @spheres[2].intersect(ray, isect)
@plane.intersect(ray, isect) @plane.intersect(ray, isect)
if isect.hit then if isect.hit then
col = ambient_occlusion(isect) col = ambient_occlusion(isect)
rad.x = rad.x + col.x rad.x = rad.x + col.x
rad.y = rad.y + col.y rad.y = rad.y + col.y
rad.z = rad.z + col.z rad.z = rad.z + col.z
end end
end end
end end
r = rad.x / (nsf * nsf) r = rad.x / (nsf * nsf)
g = rad.y / (nsf * nsf) g = rad.y / (nsf * nsf)
b = rad.z / (nsf * nsf) b = rad.z / (nsf * nsf)
printf("%c", clamp(r)) printf("%c", clamp(r))
printf("%c", clamp(g)) printf("%c", clamp(g))
printf("%c", clamp(b)) printf("%c", clamp(b))
end end
nil nil
end end
nil nil
end end
end end
alias printf_orig printf alias printf_orig printf
def printf *args def printf *args
end end
# File.open("ao.ppm", "w") do |fp| # File.open("ao.ppm", "w") do |fp|
printf("P6\n") printf("P6\n")
printf("%d %d\n", IMAGE_WIDTH, IMAGE_HEIGHT) printf("%d %d\n", IMAGE_WIDTH, IMAGE_HEIGHT)
printf("255\n", IMAGE_WIDTH, IMAGE_HEIGHT) printf("255\n", IMAGE_WIDTH, IMAGE_HEIGHT)
Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES) Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES)
# end # end
undef printf undef printf
alias printf printf_orig alias printf printf_orig

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require_relative '../bm_app_aobench.rb' require_relative '../bm_app_aobench.rb'