Death Star
Display a region that consists of a large sphere with part of a smaller sphere removed from it as a result of geometric subtraction.
You are encouraged to solve this task according to the task description, using any language you may know.
- Task
(This will basically produce a shape like a "death star".)
- Related task
AutoHotkey
<lang ahk>#NoEnv SetBatchLines, -1
- SingleInstance, Force
- Uncomment if Gdip.ahk is not in your standard library
- Include, Gdip.ahk
- Settings
X := 200, Y := 200, Width := 200, Height := 200 ; Location and size of sphere rotation := 60 ; degrees ARGB := 0xFFFF0000 ; Color=Solid Red
If !pToken := Gdip_Startup() ; Start gdi+ { MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system ExitApp } OnExit, Exit
Gui, -Caption +E0x80000 +LastFound +AlwaysOnTop +ToolWindow +OwnDialogs ; Create GUI Gui, Show, NA ; Show GUI hwnd1 := WinExist() ; Get a handle to this window we have created in order to update it later hbm := CreateDIBSection(A_ScreenWidth, A_ScreenHeight) ; Create a gdi bitmap drawing area hdc := CreateCompatibleDC() ; Get a device context compatible with the screen obm := SelectObject(hdc, hbm) ; Select the bitmap into the device context pGraphics := Gdip_GraphicsFromHDC(hdc) ; Get a pointer to the graphics of the bitmap, for use with drawing functions Gdip_SetSmoothingMode(pGraphics, 4) ; Set the smoothing mode to antialias = 4 to make shapes appear smother
Gdip_TranslateWorldTransform(pGraphics, X, Y) Gdip_RotateWorldTransform(pGraphics, rotation)
- Base ellipse
pBrush := Gdip_CreateLineBrushFromRect(0, 0, Width, Height, ARGB, 0xFF000000) Gdip_FillEllipse(pGraphics, pBrush, 0, 0, Width, Height)
- First highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.1, Height*0.01, Width*0.8, Height*0.6, 0x33FFFFFF, 0x00FFFFFF) Gdip_FillEllipse(pGraphics, pBrush, Width*0.1, Height*0.01, Width*0.8, Height*0.6)
- Second highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.3, Height*0.02, Width*0.3, Height*0.2, 0xBBFFFFFF, 0x00FFFFFF) Gdip_FillEllipse(pGraphics, pBrush, Width*0.3, Height*0.02, Width*0.3, Height*0.2)
- Reset variables for smaller subtracted sphere
X-=150 Y-=10 Width*=0.5 Height*=0.4 rotation-=180
Gdip_TranslateWorldTransform(pGraphics, X, Y) Gdip_RotateWorldTransform(pGraphics, rotation)
- Base ellipse
pBrush := Gdip_CreateLineBrushFromRect(0, 0, Width, Height, ARGB, 0xFF000000) Gdip_FillEllipse(pGraphics, pBrush, 0, 0, Width, Height)
- First highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.1, Height*0.01, Width*0.8, Height*0.6, 0x33FFFFFF, 0x00FFFFFF) Gdip_FillEllipse(pGraphics, pBrush, Width*0.1, Height*0.01, Width*0.8, Height*0.6)
- Second highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.3, Height*0.02, Width*0.3, Height*0.2, 0xBBFFFFFF, 0x00FFFFFF) Gdip_FillEllipse(pGraphics, pBrush, Width*0.3, Height*0.02, Width*0.3, Height*0.2)
UpdateLayeredWindow(hwnd1, hdc, 0, 0, A_ScreenWidth, A_ScreenHeight)
SelectObject(hdc, obm) ; Select the object back into the hdc
Gdip_DeletePath(Path)
Gdip_DeleteBrush(pBrush)
DeleteObject(hbm) ; Now the bitmap may be deleted
DeleteDC(hdc) ; Also the device context related to the bitmap may be deleted
Gdip_DeleteGraphics(G) ; The graphics may now be deleted
Return
Exit:
- gdi+ may now be shutdown on exiting the program
Gdip_Shutdown(pToken) ExitApp</lang>
Brlcad
<lang brlcad># We need a database to hold the objects opendb deathstar.g y
- We will be measuring in kilometers
units km
- Create a sphere of radius 60km centred at the origin
in sph1.s sph 0 0 0 60
- We will be subtracting an overlapping sphere with a radius of 40km
- The resultant hole will be smaller than this, because we only
- only catch the edge
in sph2.s sph 0 90 0 40
- Create a region named deathstar.r which consists of big minus small sphere
r deathstar.r u sph1.s - sph2.s
- We will use a plastic material texture with rgb colour 224,224,224
- with specular lighting value of 0.1 and no inheritance
mater deathstar.r "plastic sp=0.1" 224 224 224 0
- Clear the wireframe display and draw the deathstar
B deathstar.r
- We now trigger the raytracer to see our finished product
rt</lang>
C
Primitive ray tracing. <lang c>#include <stdio.h>
- include <math.h>
- include <unistd.h>
const char *shades = ".:!*oe&#%@";
double light[3] = { -50, 0, 50 }; void normalize(double * v) { double len = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); v[0] /= len; v[1] /= len; v[2] /= len; }
double dot(double *x, double *y) { double d = x[0]*y[0] + x[1]*y[1] + x[2]*y[2]; return d < 0 ? -d : 0; }
typedef struct { double cx, cy, cz, r; } sphere_t;
/* positive shpere and negative sphere */ sphere_t pos = { 20, 20, 0, 20 }, neg = { 1, 1, -6, 20 };
/* check if a ray (x,y, -inf)->(x, y, inf) hits a sphere; if so, return
the intersecting z values. z1 is closer to the eye */
int hit_sphere(sphere_t *sph, double x, double y, double *z1, double *z2) { double zsq; x -= sph->cx; y -= sph->cy; zsq = sph->r * sph->r - (x * x + y * y); if (zsq < 0) return 0; zsq = sqrt(zsq); *z1 = sph->cz - zsq; *z2 = sph->cz + zsq; return 1; }
void draw_sphere(double k, double ambient) { int i, j, intensity, hit_result; double b; double vec[3], x, y, zb1, zb2, zs1, zs2; for (i = floor(pos.cy - pos.r); i <= ceil(pos.cy + pos.r); i++) { y = i + .5; for (j = floor(pos.cx - 2 * pos.r); j <= ceil(pos.cx + 2 * pos.r); j++) { x = (j - pos.cx) / 2. + .5 + pos.cx;
/* ray lands in blank space, draw bg */ if (!hit_sphere(&pos, x, y, &zb1, &zb2)) hit_result = 0;
/* ray hits pos sphere but not neg, draw pos sphere surface */ else if (!hit_sphere(&neg, x, y, &zs1, &zs2)) hit_result = 1;
/* ray hits both, but pos front surface is closer */ else if (zs1 > zb1) hit_result = 1;
/* pos sphere surface is inside neg sphere, show bg */ else if (zs2 > zb2) hit_result = 0;
/* back surface on neg sphere is inside pos sphere, the only place where neg sphere surface will be shown */ else if (zs2 > zb1) hit_result = 2; else hit_result = 1;
switch(hit_result) { case 0: putchar('+'); continue; case 1: vec[0] = x - pos.cx; vec[1] = y - pos.cy; vec[2] = zb1 - pos.cz; break; default: vec[0] = neg.cx - x; vec[1] = neg.cy - y; vec[2] = neg.cz - zs2; }
normalize(vec); b = pow(dot(light, vec), k) + ambient; intensity = (1 - b) * (sizeof(shades) - 1); if (intensity < 0) intensity = 0; if (intensity >= sizeof(shades) - 1) intensity = sizeof(shades) - 2; putchar(shades[intensity]); } putchar('\n'); } }
int main() { double ang = 0;
while (1) { printf("\033[H"); light[1] = cos(ang * 2); light[2] = cos(ang); light[0] = sin(ang); normalize(light); ang += .05;
draw_sphere(2, .3); usleep(100000); } return 0; }</lang>
D
<lang d>import std.stdio, std.math, std.numeric, std.algorithm;
struct V3 {
double[3] v;
@property V3 normalize() pure nothrow const @nogc { immutable double len = dotProduct(v, v).sqrt; return [v[0] / len, v[1] / len, v[2] / len].V3; }
double dot(in ref V3 y) pure nothrow const @nogc { immutable double d = dotProduct(v, y.v); return d < 0 ? -d : 0; }
}
const struct Sphere { double cx, cy, cz, r; }
void drawSphere(in double k, in double ambient, in V3 light) nothrow {
/** Check if a ray (x,y, -inf).(x, y, inf) hits a sphere; if so, return the intersecting z values. z1 is closer to the eye.*/ static bool hitSphere(in ref Sphere sph, in double x0, in double y0, out double z1, out double z2) pure nothrow @nogc { immutable double x = x0 - sph.cx; immutable double y = y0 - sph.cy; immutable double zsq = sph.r ^^ 2 - (x ^^ 2 + y ^^ 2); if (zsq < 0) return false; immutable double szsq = zsq.sqrt; z1 = sph.cz - szsq; z2 = sph.cz + szsq; return true; }
immutable shades = ".:!*oe&#%@"; // Positive and negative spheres. immutable pos = Sphere(20, 20, 0, 20); immutable neg = Sphere(1, 1, -6, 20);
foreach (immutable int i; cast(int)floor(pos.cy - pos.r) .. cast(int)ceil(pos.cy + pos.r) + 1) { immutable double y = i + 0.5; JLOOP: foreach (int j; cast(int)floor(pos.cx - 2 * pos.r) .. cast(int)ceil(pos.cx + 2 * pos.r) + 1) { immutable double x = (j - pos.cx) / 2.0 + 0.5 + pos.cx;
enum Hit { background, posSphere, negSphere }
double zb1, zs2; immutable Hit hitResult = { double zb2, zs1;
if (!hitSphere(pos, x, y, zb1, zb2)) { // Ray lands in blank space, draw bg. return Hit.background; } else if (!hitSphere(neg, x, y, zs1, zs2)) { // Ray hits pos sphere but not neg one, // draw pos sphere surface. return Hit.posSphere; } else if (zs1 > zb1) { // ray hits both, but pos front surface is closer. return Hit.posSphere; } 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.negSphere; } else { return Hit.posSphere; } }();
V3 vec_; final switch (hitResult) { case Hit.background: ' '.putchar; continue JLOOP; case Hit.posSphere: vec_ = [x - pos.cx, y - pos.cy, zb1 - pos.cz].V3; break; case Hit.negSphere: vec_ = [neg.cx - x, neg.cy - y, neg.cz - zs2].V3; break; } immutable nvec = vec_.normalize;
immutable double b = light.dot(nvec) ^^ k + ambient; immutable intensity = cast(int)((1 - b) * shades.length); immutable normInt = min(shades.length, max(0, intensity)); shades[normInt].putchar; }
'\n'.putchar; }
}
void main() {
immutable light = [-50, 30, 50].V3.normalize; drawSphere(2, 0.5, light);
}</lang>
The output is the same of the C version.
DWScript
<lang delphi>const cShades = '.:!*oe&#%@';
type TVector = array [0..2] of Float;
var light : TVector = [-50.0, 30, 50];
procedure Normalize(var v : TVector); begin
var len := Sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); v[0] /= len; v[1] /= len; v[2] /= len;
end;
function Dot(x, y : TVector) : Float; begin
var d :=x[0]*y[0] + x[1]*y[1] + x[2]*y[2]; if d<0 then Result:=-d else Result:=0;
end;
type
TSphere = record cx, cy, cz, r : Float; end;
const big : TSphere = (cx: 20; cy: 20; cz: 0; r: 20); const small : TSphere = (cx: 7; cy: 7; cz: -10; r: 15);
function HitSphere(sph : TSphere; x, y : Float; var z1, z2 : Float) : Boolean; begin
x -= sph.cx; y -= sph.cy; var zsq = sph.r * sph.r - (x * x + y * y); if (zsq < 0) then Exit False; zsq := Sqrt(zsq); z1 := sph.cz - zsq; z2 := sph.cz + zsq; Result:=True;
end;
procedure DrawSphere(k, ambient : Float); var
i, j, intensity : Integer; b : Float; x, y, zb1, zb2, zs1, zs2 : Float; vec : TVector;
begin
for i:=Trunc(big.cy-big.r) to Trunc(big.cy+big.r)+1 do begin y := i + 0.5; for j := Trunc(big.cx-2*big.r) to Trunc(big.cx+2*big.r) do begin x := (j-big.cx)/2 + 0.5 + big.cx; if not HitSphere(big, x, y, zb1, zb2) then begin Print(' '); continue; end; if not HitSphere(small, x, y, zs1, zs2) then begin vec[0] := x - big.cx; vec[1] := y - big.cy; vec[2] := zb1 - big.cz; end else begin if zs1 < zb1 then begin if zs2 > zb2 then begin Print(' '); continue; end; if zs2 > zb1 then begin vec[0] := small.cx - x; vec[1] := small.cy - y; vec[2] := small.cz - zs2; end else begin vec[0] := x - big.cx; vec[1] := y - big.cy; vec[2] := zb1 - big.cz; end; end else begin vec[0] := x - big.cx; vec[1] := y - big.cy; vec[2] := zb1 - big.cz; end; end; Normalize(vec); b := Power(Dot(light, vec), k) + ambient; intensity := Round((1 - b) * Length(cShades)); Print(cShades[ClampInt(intensity+1, 1, Length(cShades))]); end; PrintLn(); end;
end;
Normalize(light);
DrawSphere(2, 0.3);</lang>
Go
<lang go>package main
import (
"fmt" "image" "image/color" "image/png" "math" "os"
)
type vector [3]float64
func (v *vector) normalize() {
invLen := 1 / math.Sqrt(dot(v, v)) v[0] *= invLen v[1] *= invLen v[2] *= invLen
}
func dot(x, y *vector) float64 {
return x[0]*y[0] + x[1]*y[1] + x[2]*y[2]
}
type sphere struct {
cx, cy, cz int r int
}
func (s *sphere) hit(x, y int) (z1, z2 float64, hit bool) {
x -= s.cx y -= s.cy if zsq := s.r*s.r - (x*x + y*y); zsq >= 0 { zsqrt := math.Sqrt(float64(zsq)) return float64(s.cz) - zsqrt, float64(s.cz) + zsqrt, true } return 0, 0, false
}
func deathStar(pos, neg *sphere, k, amb float64, dir *vector) *image.Gray {
w, h := pos.r*4, pos.r*3 bounds := image.Rect(pos.cx-w/2, pos.cy-h/2, pos.cx+w/2, pos.cy+h/2) img := image.NewGray(bounds) vec := new(vector) for y, yMax := pos.cy-pos.r, pos.cy+pos.r; y <= yMax; y++ { for x, xMax := pos.cx-pos.r, pos.cx+pos.r; x <= xMax; x++ { zb1, zb2, hit := pos.hit(x, y) if !hit { continue } zs1, zs2, hit := neg.hit(x, y) if hit { if zs1 > zb1 { hit = false } else if zs2 > zb2 { continue } } if hit { vec[0] = float64(neg.cx - x) vec[1] = float64(neg.cy - y) vec[2] = float64(neg.cz) - zs2 } else { vec[0] = float64(x - pos.cx) vec[1] = float64(y - pos.cy) vec[2] = zb1 - float64(pos.cz) } vec.normalize() s := dot(dir, vec) if s < 0 { s = 0 } lum := 255 * (math.Pow(s, k) + amb) / (1 + amb) if lum < 0 { lum = 0 } else if lum > 255 { lum = 255 } img.SetGray(x, y, color.Gray{uint8(lum)}) } } return img
}
func main() {
dir := &vector{20, -40, -10} dir.normalize() pos := &sphere{0, 0, 0, 120} neg := &sphere{-90, -90, -30, 100}
img := deathStar(pos, neg, 1.5, .2, dir) f, err := os.Create("dstar.png") if err != nil { fmt.Println(err) return } if err = png.Encode(f, img); err != nil { fmt.Println(err) } if err = f.Close(); err != nil { fmt.Println(err) }
}</lang>
J
<lang J> load'graphics/viewmat' mag =: +/&.:*:"1 norm=: %"1 0 mag dot =: +/@:*"1
NB. (pos;posr;neg;negr) getvec (x,y) getvec =: 4 :0 "1
pt =. y 'pos posr neg negr' =. x if. (dot~ pt-}:pos) > *:posr do. 0 0 0 else. zb =. ({:pos) (-,+) posr -&.:*: pt mag@:- }:pos if. (dot~ pt-}:neg) > *:negr do. (pt,{:zb) - pos else. zs =. ({:neg) (-,+) negr -&.:*: pt mag@:- }:neg if. zs >&{. zb do. (pt,{:zb) - pos elseif. zs >&{: zb do. 0 0 0 elseif. ({.zs) < ({:zb) do. neg - (pt,{.zs) elseif. do. (pt,{.zb) - pos end. end. end.
)
NB. (k;ambient;light) draw_sphere (pos;posr;neg;negr)
draw_sphere =: 4 :0
'pos posr neg negr' =. y 'k ambient light' =. x vec=. norm y getvec ,"0// (2{.pos) +/ i: 200 j.~ 0.5+posr
b=. (mag vec) * ambient + k * 0>. light dot vec
)
togray =: 256#. 255 255 255 <.@*"1 0 (%>./@,)
env=.(2; 0.5; (norm _50 30 50)) sph=. 20 20 0; 20; 1 1 _6; 20 'rgb' viewmat togray env draw_sphere sph</lang>
Java
<lang Java>
import javafx.application.Application; import javafx.event.EventHandler; import javafx.geometry.Point3D; import javafx.scene.Group; import javafx.scene.Scene; import javafx.scene.input.KeyCode; import javafx.scene.input.KeyEvent; import javafx.scene.shape.MeshView; import javafx.scene.shape.TriangleMesh; import javafx.scene.transform.Rotate; import javafx.stage.Stage; public class DeathStar extends Application {
private static final int DIVISION = 200;// the bigger the higher resolution float radius = 300;// radius of the sphere
@Override public void start(Stage primaryStage) throws Exception { Point3D otherSphere = new Point3D(-radius, 0, -radius * 1.5); final TriangleMesh triangleMesh = createMesh(DIVISION, radius, otherSphere); MeshView a = new MeshView(triangleMesh);
a.setTranslateY(radius); a.setTranslateX(radius); a.setRotationAxis(Rotate.Y_AXIS); Scene scene = new Scene(new Group(a)); // uncomment if you want to move the other sphere
// scene.setOnKeyPressed(new EventHandler<KeyEvent>() { // Point3D sphere = otherSphere; // // @Override // public void handle(KeyEvent e) { // KeyCode code = e.getCode(); // switch (code) { // case UP: // sphere = sphere.add(0, -10, 0); // break; // case DOWN: // sphere = sphere.add(0, 10, 0); // break; // case LEFT: // sphere = sphere.add(-10, 0, 0); // break; // case RIGHT: // sphere = sphere.add(10, 0, 0); // break; // case W: // sphere = sphere.add(0, 0, 10); // break; // case S: // sphere = sphere.add(0, 0, -10); // break; // default: // return; // } // a.setMesh(createMesh(DIVISION, radius, sphere)); // // } // });
primaryStage.setScene(scene); primaryStage.show(); }
static TriangleMesh createMesh(final int division, final float radius, final Point3D centerOtherSphere) { Rotate rotate = new Rotate(180, centerOtherSphere); final int div2 = division / 2;
final int nPoints = division * (div2 - 1) + 2; final int nTPoints = (division + 1) * (div2 - 1) + division * 2; final int nFaces = division * (div2 - 2) * 2 + division * 2;
final float rDiv = 1.f / division;
float points[] = new float[nPoints * 3]; float tPoints[] = new float[nTPoints * 2]; int faces[] = new int[nFaces * 6];
int pPos = 0, tPos = 0;
for (int y = 0; y < div2 - 1; ++y) { float va = rDiv * (y + 1 - div2 / 2) * 2 * (float) Math.PI; float sin_va = (float) Math.sin(va); float cos_va = (float) Math.cos(va);
float ty = 0.5f + sin_va * 0.5f; for (int i = 0; i < division; ++i) { double a = rDiv * i * 2 * (float) Math.PI; float hSin = (float) Math.sin(a); float hCos = (float) Math.cos(a); points[pPos + 0] = hSin * cos_va * radius; points[pPos + 2] = hCos * cos_va * radius; points[pPos + 1] = sin_va * radius;
final Point3D point3D = new Point3D(points[pPos + 0], points[pPos + 1], points[pPos + 2]); double distance = centerOtherSphere.distance(point3D); if (distance <= radius) { Point3D subtract = centerOtherSphere.subtract(point3D); Point3D transform = rotate.transform(subtract); points[pPos + 0] = (float) transform.getX(); points[pPos + 1] = (float) transform.getY(); points[pPos + 2] = (float) transform.getZ();
} tPoints[tPos + 0] = 1 - rDiv * i; tPoints[tPos + 1] = ty; pPos += 3; tPos += 2; } tPoints[tPos + 0] = 0; tPoints[tPos + 1] = ty; tPos += 2; }
points[pPos + 0] = 0; points[pPos + 1] = -radius; points[pPos + 2] = 0; points[pPos + 3] = 0; points[pPos + 4] = radius; points[pPos + 5] = 0; pPos += 6;
int pS = (div2 - 1) * division;
float textureDelta = 1.f / 256; for (int i = 0; i < division; ++i) { tPoints[tPos + 0] = rDiv * (0.5f + i); tPoints[tPos + 1] = textureDelta; tPos += 2; }
for (int i = 0; i < division; ++i) { tPoints[tPos + 0] = rDiv * (0.5f + i); tPoints[tPos + 1] = 1 - textureDelta; tPos += 2; }
int fIndex = 0; for (int y = 0; y < div2 - 2; ++y) { for (int x = 0; x < division; ++x) { int p0 = y * division + x; int p1 = p0 + 1; int p2 = p0 + division; int p3 = p1 + division;
int t0 = p0 + y; int t1 = t0 + 1; int t2 = t0 + division + 1; int t3 = t1 + division + 1;
// add p0, p1, p2 faces[fIndex + 0] = p0; faces[fIndex + 1] = t0; faces[fIndex + 2] = p1 % division == 0 ? p1 - division : p1; faces[fIndex + 3] = t1; faces[fIndex + 4] = p2; faces[fIndex + 5] = t2; fIndex += 6;
// add p3, p2, p1 faces[fIndex + 0] = p3 % division == 0 ? p3 - division : p3; faces[fIndex + 1] = t3; faces[fIndex + 2] = p2; faces[fIndex + 3] = t2; faces[fIndex + 4] = p1 % division == 0 ? p1 - division : p1; faces[fIndex + 5] = t1; fIndex += 6; } }
int p0 = pS; int tB = (div2 - 1) * (division + 1); for (int x = 0; x < division; ++x) { int p2 = x, p1 = x + 1, t0 = tB + x; faces[fIndex + 0] = p0; faces[fIndex + 1] = t0; faces[fIndex + 2] = p1 == division ? 0 : p1; faces[fIndex + 3] = p1; faces[fIndex + 4] = p2; faces[fIndex + 5] = p2; fIndex += 6; }
p0 = p0 + 1; tB = tB + division; int pB = (div2 - 2) * division;
for (int x = 0; x < division; ++x) { int p1 = pB + x, p2 = pB + x + 1, t0 = tB + x; int t1 = (div2 - 2) * (division + 1) + x, t2 = t1 + 1; faces[fIndex + 0] = p0; faces[fIndex + 1] = t0; faces[fIndex + 2] = p1; faces[fIndex + 3] = t1; faces[fIndex + 4] = p2 % division == 0 ? p2 - division : p2; faces[fIndex + 5] = t2; fIndex += 6; }
TriangleMesh m = new TriangleMesh(); m.getPoints().setAll(points); m.getTexCoords().setAll(tPoints); m.getFaces().setAll(faces);
return m; }
public static void main(String[] args) {
launch(args); }
} </lang>
JavaScript
Layer circles and gradients to achieve result similar to that of the Wikipedia page for the Death Star. <lang JavaScript> <!DOCTYPE html> <html> <body style="margin:0">
<canvas id="myCanvas" width="250" height="250" style="border:1px solid #d3d3d3;"> Your browser does not support the HTML5 canvas tag. </canvas> <script> var c = document.getElementById("myCanvas"); var ctx = c.getContext("2d"); //Fill the canvas with a dark gray background ctx.fillStyle = "#222222"; ctx.fillRect(0,0,250,250);
// Create radial gradient for large base circle var grd = ctx.createRadialGradient(225,175,190,225,150,130); grd.addColorStop(0,"#EEEEEE"); grd.addColorStop(1,"black"); //Apply gradient and fill circle ctx.fillStyle = grd; ctx.beginPath(); ctx.arc(125,125,105,0,2*Math.PI); ctx.fill(); // Create linear gradient for small inner circle var grd = ctx.createLinearGradient(75,90,102,90); grd.addColorStop(0,"black"); grd.addColorStop(1,"gray"); //Apply gradient and fill circle ctx.fillStyle = grd; ctx.beginPath(); ctx.arc(90,90,30,0,2*Math.PI); ctx.fill(); //Add another small circle on top of the previous one to enhance the "shadow" ctx.fillStyle = "black"; ctx.beginPath(); ctx.arc(80,90,17,0,2*Math.PI); ctx.fill(); </script>
</body> </html>
</lang>
Julia
<lang julia>using Makie
n = 60 θ = [0; (0.5: n - 0.5) / n; 1] φ = [(0: 2n - 2) * 2 / (2n - 1); 2] x = [(x1 = cospi(φ)*sinpi(θ)) > 0.9 ? 1.2 - x1 * 0.5 : x1 for θ in θ, φ in φ] y = [sinpi(φ)*sinpi(θ) for θ in θ, φ in φ] z = [cospi(θ) for θ in θ, φ in φ]
plt = surface(x, y, z, color = rand(RGBAf0, 124, 124))
axis = plt[Axis] axis[:showgrid] = (false,false,false) axis[:showaxis] = (false,false,false)
Makie.save("deathstar-julia.jpg", plt))</lang>
LSL
Rez a box on the ground, raise it up a few meters, add the following as a New Script. <lang LSL>default {
state_entry() { llSetPrimitiveParams([PRIM_NAME, "RosettaCode DeathStar"]); llSetPrimitiveParams([PRIM_DESC, llGetObjectName()]); llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SPHERE, PRIM_HOLE_CIRCLE, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <0.12, 1.0, 0.0>]); llSetPrimitiveParams([PRIM_ROTATION, <-0.586217, 0.395411, -0.586217, 0.395411>]); llSetPrimitiveParams([PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0]); llSetPrimitiveParams([PRIM_TEXT, llGetObjectName(), <1.0, 1.0, 1.0>, 1.0]); llSetPrimitiveParams([PRIM_COLOR, ALL_SIDES, <0.5, 0.5, 0.5>, 1.0]); llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_HIGH, PRIM_BUMP_NONE]); llSetPrimitiveParams([PRIM_SIZE, <10.0, 10.0, 10.0>]); llSetPrimitiveParams([PRIM_OMEGA, <0.0, 0.0, 1.0>, 1.0, 1.0]); }
Mathematica / Wolfram Language
<lang Mathematica>RegionPlot3D[x^2 + y^2 + z^2 < 1 && (x + 1.7)^2 + y^2 + z^2 > 1, {x, -1, 1}, {y, -1, 1}, {z, -1, 1}, Boxed -> False, Mesh -> False, Axes -> False, Background -> Black, PlotPoints -> 100]</lang>
Openscad
<lang openscad>// We are performing geometric subtraction
difference() {
// Create the primary sphere of radius 60 centred at the origin
translate(v = [0,0,0]) { sphere(60); }
/*Subtract an overlapping sphere with a radius of 40 The resultant hole will be smaller than this, because we only only catch the edge */
translate(v = [0,90,0]) { sphere(40); }
}</lang>
Perl
Writes a PGM to stdout. <lang perl>use strict;
sub sq { my $s = 0; $s += $_ ** 2 for @_; $s; }
sub hit { my ($sph, $x, $y) = @_; $x -= $sph->[0]; $y -= $sph->[1];
my $z = sq($sph->[3]) - sq($x, $y); return if $z < 0;
$z = sqrt $z; return $sph->[2] - $z, $sph->[2] + $z; }
sub normalize { my $v = shift; my $n = sqrt sq(@$v); $_ /= $n for @$v; $v; }
sub dot { my ($x, $y) = @_; my $s = $x->[0] * $y->[0] + $x->[1] * $y->[1] + $x->[2] * $y->[2]; $s > 0 ? $s : 0; }
my $pos = [ 120, 120, 0, 120 ]; my $neg = [ -77, -33, -100, 190 ]; my $light = normalize([ -12, 13, -10 ]); sub draw { my ($k, $amb) = @_; binmode STDOUT, ":raw"; print "P5\n", $pos->[0] * 2 + 3, " ", $pos->[1] * 2 + 3, "\n255\n"; for my $y (($pos->[1] - $pos->[3] - 1) .. ($pos->[1] + $pos->[3] + 1)) { my @row = (); for my $x (($pos->[0] - $pos->[3] - 1) .. ($pos->[0] + $pos->[3] + 1)) { my ($hit, @hs) = 0; my @h = hit($pos, $x, $y);
if (!@h) { $hit = 0 } elsif (!(@hs = hit($neg, $x, $y))) { $hit = 1 } elsif ($hs[0] > $h[0]) { $hit = 1 } elsif ($hs[1] > $h[0]) { $hit = $hs[1] > $h[1] ? 0 : 2 } else { $hit = 1 }
my ($val, $v); if ($hit == 0) { $val = 0 } elsif ($hit == 1) { $v = [ $x - $pos->[0], $y - $pos->[1], $h[0] - $pos->[2] ]; } else { $v = [ $neg->[0] - $x, $neg->[1] - $y, $neg->[2] - $hs[1] ]; } if ($v) { normalize($v); $val = int((dot($v, $light) ** $k + $amb) * 255); $val = ($val > 255) ? 255 : ($val < 0) ? 0 : $val; } push @row, $val; } print pack("C*", @row); } }
draw(2, 0.2);</lang>
Perl 6
Reimplemented to output a .pgm image.
<lang perl6>class sphere {
has $.cx; # center x coordinate has $.cy; # center y coordinate has $.cz; # center z coordinate has $.r; # radius
}
my $depth = 255; # image color depth
my $width = my $height = 255; # dimensions of generated .pgm; must be odd
my $s = ($width - 1)/2; # scaled dimension to build geometry
my @light = normalize([ 4, -1, -3 ]);
- positive sphere at origin
my $pos = sphere.new(
cx => 0, cy => 0, cz => 0, r => $s.Int
);
- negative sphere offset to upper left
my $neg = sphere.new(
cx => (-$s*.90).Int, cy => (-$s*.90).Int, cz => (-$s*.3).Int, r => ($s*.7).Int
);
sub MAIN ($outfile = 'deathstar-perl6.pgm') {
spurt $outfile, ("P5\n$width $height\n$depth\n"); # .pgm header my $out = open( $outfile, :a, :bin ) orelse .die; say 'Working...'; $out.write( Blob.new( |draw_ds(3, .15) ) ); say 'File written.'; $out.close;
}
sub draw_ds ( $k, $ambient ) {
my @pixels[$height];
(($pos.cy - $pos.r) .. ($pos.cy + $pos.r)).race.map: -> $y { my @row[$width]; (($pos.cx - $pos.r) .. ($pos.cx + $pos.r)).map: -> $x { # black if we don't hit positive sphere, ignore negative sphere if not hit($pos, $x, $y, my $posz) { @row[$x + $s] = 0; next; } my @vec; # is front of positive sphere inside negative sphere? if hit($neg, $x, $y, my $negz) and $negz.min < $posz.min < $negz.max { # make black if whole positive sphere eaten here if $negz.min < $posz.max < $negz.max { @row[$x + $s] = 0; next; } # render inside of negative sphere @vec = normalize([$neg.cx - $x, $neg.cy - $y, -$negz.max - $neg.cz]); } else { # render outside of positive sphere @vec = normalize([$x - $pos.cx, $y - $pos.cy, $posz.max - $pos.cz]); } my $intensity = dot(@light, @vec) ** $k + $ambient; @row[$x + $s] = ($intensity * $depth).Int min $depth; } @pixels[$y + $s] = @row; } flat |@pixels.map: *.list;
}
- normalize a vector
sub normalize (@vec) { @vec »/» ([+] @vec »*« @vec).sqrt }
- dot product of two vectors
sub dot (@x, @y) { -([+] @x »*« @y) max 0 }
- are the coordinates within the radius of the sphere?
sub hit ($sphere, $x is copy, $y is copy, $z is rw) {
$x -= $sphere.cx; $y -= $sphere.cy; my $z2 = $sphere.r * $sphere.r - $x * $x - $y * $y; return 0 if $z2 < 0; $z2 = $z2.sqrt; $z = $sphere.cz - $z2 .. $sphere.cz + $z2; 1;
}</lang>
Phix
<lang Phix>-- -- demo\rosetta\DeathStar.exw -- include pGUI.e
Ihandle dlg, canvas cdCanvas cddbuffer, cdcanvas
function dot(sequence x, sequence y)
return sum(sq_mul(x,y))
end function
function normalize(sequence v)
atom len = sqrt(dot(v, v)) if len=0 then return {0,0,0} end if return sq_mul(v,1/len)
end function
enum X,Y,Z
function hit(sequence s, atom x, y, atom r)
x -= s[X] y -= s[Y] atom zsq := r*r - (x*x + y*y) if zsq >= 0 then atom zsqrt := sqrt(zsq) return {s[Z] - zsqrt, s[Z] + zsqrt, true} end if return {0, 0, false}
end function
procedure deathStar(integer width, height, atom k, atom amb, sequence direction) integer lum sequence vec integer r = floor((min(width,height)-40)/2) integer cx = floor(width/2) integer cy = floor(height/2) sequence pos = {0,0,0},
neg = {r*-3/4,r*-3/4,r*-1/4}
for y = pos[Y]-r to pos[Y]+r do for x = pos[X]-r to pos[X]+r do atom {zb1, zb2, hit1} := hit(pos, x, y, r) if hit1 then atom {zs1, zs2, hit2} := hit(neg, x, y, r/2) if not hit2 or zs2<=zb2 then if hit2 and zs1<=zb1 then vec = {neg[X] - x, neg[Y] - y, neg[Z] - zs2} else vec = {x - pos[X], y - pos[Y], zb1 - pos[Z]}
-- vec = {x, y, zb1}
end if atom s = dot(direction, normalize(vec)) lum = and_bits(#FF,255*(iff(s<0?0:power(s,k))+amb)/(1+amb)) lum += lum*#100+lum*#10000 cdCanvasPixel(cddbuffer, cx+x, cy-y, lum) end if end if end for end for
end procedure
function redraw_cb(Ihandle /*ih*/, integer /*posx*/, integer /*posy*/) integer {width, height} = IupGetIntInt(canvas, "DRAWSIZE")
cdCanvasActivate(cddbuffer) cdCanvasClear(cddbuffer) deathStar(width, height, 1.5, 0.2, normalize({20, -40, -10})) cdCanvasFlush(cddbuffer) return IUP_DEFAULT
end function
function map_cb(Ihandle ih)
cdcanvas = cdCreateCanvas(CD_IUP, ih) cddbuffer = cdCreateCanvas(CD_DBUFFER, cdcanvas) cdCanvasSetBackground(cddbuffer, CD_BLACK) return IUP_DEFAULT
end function
function esc_close(Ihandle /*ih*/, atom c)
if c=K_ESC then return IUP_CLOSE end if return IUP_CONTINUE
end function
procedure main()
IupOpen()
canvas = IupCanvas(NULL) IupSetAttribute(canvas, "RASTERSIZE", "340x340") -- initial size IupSetCallback(canvas, "MAP_CB", Icallback("map_cb"))
dlg = IupDialog(canvas) IupSetAttribute(dlg, "TITLE", "Draw a sphere") IupSetCallback(dlg, "K_ANY", Icallback("esc_close")) IupSetCallback(canvas, "ACTION", Icallback("redraw_cb"))
IupMap(dlg) IupSetAttribute(canvas, "RASTERSIZE", NULL) -- release the minimum limitation IupShowXY(dlg,IUP_CENTER,IUP_CENTER) IupMainLoop() IupClose()
end procedure
main()</lang>
POV-Ray
<lang POV-Ray>camera { perspective location <0.0 , .8 ,-3.0> look_at 0
aperture .1 blur_samples 20 variance 1/100000 focal_point 0}
light_source{< 3,3,-3> color rgb 1}
sky_sphere { pigment{ color rgb <0,.2,.5>}}
plane {y,-5 pigment {color rgb .54} normal {hexagon} }
difference {
sphere { 0,1 } sphere { <-1,1,-1>,1 } texture { pigment{ granite } finish { phong 1 reflection {0.10 metallic 0.5} } }
Python
<lang python>import sys, math, collections
Sphere = collections.namedtuple("Sphere", "cx cy cz r") V3 = collections.namedtuple("V3", "x y z")
def normalize((x, y, z)):
len = math.sqrt(x**2 + y**2 + z**2) return V3(x / len, y / len, z / len)
def dot(v1, v2):
d = v1.x*v2.x + v1.y*v2.y + v1.z*v2.z return -d if d < 0 else 0.0
def hit_sphere(sph, x0, y0):
x = x0 - sph.cx y = y0 - sph.cy zsq = sph.r ** 2 - (x ** 2 + y ** 2) if zsq < 0: return (False, 0, 0) szsq = math.sqrt(zsq) return (True, sph.cz - szsq, sph.cz + szsq)
def draw_sphere(k, ambient, light):
shades = ".:!*oe&#%@" pos = Sphere(20.0, 20.0, 0.0, 20.0) neg = Sphere(1.0, 1.0, -6.0, 20.0)
for i in xrange(int(math.floor(pos.cy - pos.r)), int(math.ceil(pos.cy + pos.r) + 1)): y = i + 0.5 for j in xrange(int(math.floor(pos.cx - 2 * pos.r)), int(math.ceil(pos.cx + 2 * pos.r) + 1)): x = (j - pos.cx) / 2.0 + 0.5 + pos.cx
(h, zb1, zb2) = hit_sphere(pos, x, y) if not h: hit_result = 0 else: (h, zs1, zs2) = hit_sphere(neg, x, y) if not h: hit_result = 1 elif zs1 > zb1: hit_result = 1 elif zs2 > zb2: hit_result = 0 elif zs2 > zb1: hit_result = 2 else: hit_result = 1
if hit_result == 0: sys.stdout.write(' ') continue elif hit_result == 1: vec = V3(x - pos.cx, y - pos.cy, zb1 - pos.cz) elif hit_result == 2: vec = V3(neg.cx-x, neg.cy-y, neg.cz-zs2) vec = normalize(vec)
b = dot(light, vec) ** k + ambient intensity = int((1 - b) * len(shades)) intensity = min(len(shades), max(0, intensity)) sys.stdout.write(shades[intensity]) print
light = normalize(V3(-50, 30, 50)) draw_sphere(2, 0.5, light)</lang>
Q
write an image in BMP format: <lang Q> / https://en.wikipedia.org/wiki/BMP_file_format / BITMAPINFOHEADER / RGB24
/ generate a header
genheader:{[w;h]
0x424d, "x"$(f2i4[54+4*h*w],0,0,0,0,54,0,0,0,40,0,0,0, f2i4[h],f2i4[w],1,0,24,0,0,0,0,0, f2i4[h*((w*3)+((w*3)mod 4))], 19,11,0,0,19,11,0,0,0,0,0,0,0,0,0,0)};
/ generate a raster line at a vertical position
genrow:{[w;y;fcn]
row:enlist 0i;xx:0i;do[w;row,:fcn[xx;y];xx+:1i];row,:((w mod 4)#0i);1_row};
/ generate a bitmap
genbitmap:{[w;h;fcn]
ary:enlist 0i;yy:0i;do[h;ary,:genrow[w;yy;fcn];yy+:1i];"x"$1_ary};
/ deal with endianness / might need to reverse last line if host computer is not a PC
f2i4:{[x] r:x;
s0:r mod 256;r-:s0; r%:256; s1:r mod 256;r-:s1; r%:256; s2:r mod 256;r-:s2; r%:256; s3:r mod 256; "h"$(s0,s1,s2,s3)}
/ compose and write a file
writebmp:{[w;h;fcn;fn]
fn 1: (genheader[h;w],genbitmap[w;h;fcn])};
/ / usage example: / w:400; / h:300; / fcn:{x0:x-w%2;y0:y-h%2;r:175;$[(r*r)>((x0*x0)+(y0*y0));(0;0;255);(0;255;0)]}; / fn:`:demo.bmp; / writebmp[w;h;fcn;fn]; </lang>
Create the death star image:
<lang Q> w:400; h:300; r:150; l:-0.5 0.7 0.5 sqrt0:{$[x>0;sqrt x;0]};
/ get x,y,z position of point on sphere given x,y,r
z:{[x;y;r]sqrt0((r*r)-((x*x)+(y*y)))};
/ get diffused light at point on sphere
is:{[x;y;r]
z0:z[x;y;r]; s:(x;y;z0)%r; $[z0>0;i:0.5*1+(+/)(s*l);i:0]; i};
/ get pixel value at given image position
fcn:{[xpx;ypx]
x:xpx-w%2; y:ypx-h%2; z1:z[x;y;r]; x2:x+190; z2:170-z[x2;y;r]; $[(r*r)<((x*x)+(y*y)); $[y>-50; i:3#0; i:200 100 50]; $[z2>z1; i:3#is[x;y;r]*140; i:3#is[(-1*x2);(-1*y);r]*120] ]; "i"$i};
/ do it ...
\l bmp.q fn:`:demo.bmp; writebmp[w;h;fcn;fn];
</lang>(converted to JPG ...)
Racket
<lang racket>
- lang racket
(require plot) (plot3d (polar3d (λ (φ θ) (real-part (- (sin θ) (sqrt (- (sqr 1/3) (sqr (cos θ)))))))
#:samples 100 #:line-style 'transparent #:color 9) #:altitude 60 #:angle 80 #:height 500 #:width 400 #:x-min -1/2 #:x-max 1/2 #:y-min -1/2 #:y-max 1/2 #:z-min 0 #:z-max 1)
REXX
(Apologies for the comments making the lines so wide, but it was easier to read and compare to the original D source.) <lang rexx>/*REXX program displays a sphere with another sphere subtracted where it's superimposed.*/ call deathStar 2, .5, v3('-50 30 50') exit /*stick a fork in it, we're all done. */ /*──────────────────────────────────────────────────────────────────────────────────────*/ dot: #=0; do j=1 for words(x); #=# + word(x,j)*word(y,j); end; return # dot.: procedure; parse arg x,y; d=dot(x,y); if d<0 then return -d; return 0 ceil: procedure; parse arg x; _=trunc(x); return _+(x>0)*(x\=_) floor: procedure; parse arg x; _=trunc(x); return _-(x<0)*(x\=_) v3: procedure; parse arg a b c; #=sqrt(a**2 + b**2 + c**2); return a/# b/# c/# /*──────────────────────────────────────────────────────────────────────────────────────*/ sqrt: procedure; parse arg x; if x=0 then return 0; d=digits(); m.=9; numeric digits
numeric form; parse value format(x,2,1,,0) 'E0' with g 'E' _ .; g=g * .5'e'_ % 2 h=d+6; do j=0 while h>9; m.j=h; h=h%2+1; end /*j*/ do k=j+5 to 0 by -1; numeric digits m.k; g=(g+x/g)*.5; end /*k*/ numeric digits d; return g/1
/*──────────────────────────────────────────────────────────────────────────────────────*/ hitSphere: procedure expose !.; parse arg xx yy zz r,x0,y0; z=r*r-(x0-xx)**2-(y0-yy)**2
if z<0 then return 0; _=sqrt(z); !.z1=zz-_; !.z2=zz+_; return 1
/*──────────────────────────────────────────────────────────────────────────────────────*/ deathStar: procedure; parse arg k,ambient,sun /* [↓] display the deathstar to screen*/ parse var sun s1 s2 s3 /*identify the light source coördinates*/ if 6=="f6"x then shading= '.:!*oe&#%@' /*shading characters for EBCDIC machine*/
else shading= '·:!ºoe@░▒▓' /* " " " ASCII " */
shadingL=length(shading) shades.=' '; do i=1 for shadingL; shades.i=substr(shading, i, 1); end /*i*/
ship= 20 20 0 20 ; parse var ship shipX shipY shipZ shipR hole= ' 1 1 -6 20' ; parse var hole holeX holeY holeZ .
do i=floor(shipY-shipR ) to ceil(shipY+shipR )+1; y=i+.5; @= /*@ is a single line of the deathstar to be displayed.*/ do j=floor(shipX-shipR*2) to ceil(shipX+shipR*2)+1; !.=0 x=.5 * (j-shipX+1) + shipX; $bg=0; $pos=0; $neg=0 /*$BG, $POS, and $NEG are boolean values. */ ?=hitSphere(ship, x, y); b1=!.z1; b2=!.z2 /*? is boolean, "true" indicates ray hits the sphere.*/
if \? then $bg=1 /*ray lands in blank space, so draw the background. */ else do; ?=hitSphere(hole, x, y); s1=!.z1; s2=!.z2 if \? then $pos=1 /*ray hits ship but not the hole, so draw ship surface. */ else if s1>b1 then $pos=1 /*ray hits both, but ship front surface is closer. */ else if s2>b2 then $bg=1 /*ship surface is inside hole, so show the background. */ else if s2>b1 then $neg=1 /*hole back surface is inside ship; the only place a ···*/ else $pos=1 /*························· hole surface will be shown.*/ end select when $bg then do; @=@' '; iterate j; end /*append a blank character to the line to be displayed. */ when $pos then vec_= v3(x-shipX y-shipY b1-shipZ) when $neg then vec_= v3(holeX-x holeY-y holeZ-s2) end /*select*/
b=1 +min(shadingL, max(0, trunc((1 - (dot.(sun, v3(vec_))**k + ambient)) * shadingL))) @=@ || shades.b /*B the ray's intensity│brightness*/ end /*j*/ /* [↑] build a line for the sphere.*/
if @\= then say strip(@, 'T') /*strip trailing blanks from line. */ end /*i*/ /* [↑] show all lines for sphere. */
return</lang> output
eeeee::::::: eeeeeeeee·············· ooeeeeeeeeee·················· ooooeeeeeeeee······················ oooooooeeeeeeee·························· ooooooooooeeeee······························ ººooooooooooeeee································· ººººooooooooooee····································· !ºººººooooooooooe······································· !!!ºººººooooooooo:·········································· :!!!!ºººººooooooo:::··········································· :::!!!!ºººººooooo!:::::··········································· ::::!!!!!ºººººooo!!!!::::············································ ·::::!!!!ºººººooº!!!!!::::············································ ···::::!!!!ººººººººº!!!!:::::············································ ···::::!!!!ººººoººººº!!!!!::::············································ ····::::!!!!ºººoooºººººº!!!!!::::············································ ····::::!!!!ºoooooooººººº!!!!!:::::··········································· ···::::!!!!!ooooooooooººººº!!!!!:::::·········································· :::::!!!!eeoooooooooooºººººº!!!!!:::::········································· !!!!!eeeeeeeoooooooooooºººººº!!!!!:::::········································ eeeeeeeeeeeeooooooooooooºººººº!!!!!:::::······································· eeeeeeeeeeeeeooooooooooooºººººº!!!!!!:::::····································· eeeeeeeeeeeeeeooooooooooooºººººº!!!!!!:::::···································· eeeeeeeeeeeeeeooooooooooooººººººº!!!!!!:::::································· eeeeeeeeeeeeeeeoooooooooooooºººººº!!!!!!::::::······························: eeeeeeeeeeeeeeeoooooooooooooººººººº!!!!!!:::::::··························: eeeeeeeeeeeeeeeeooooooooooooooººººººº!!!!!!!:::::::·····················::! eeeeeeeeeeeeeeeeeoooooooooooooºººººººº!!!!!!!:::::::::··············::::! eeeeeeeeeeeeeeeeeooooooooooooooºººººººº!!!!!!!!::::::::::::::::::::::!º eeeeeeeeeeeeeeeeeeoooooooooooooooºººººººº!!!!!!!!!!:::::::::::::!!!!º eeeeeeeeeeeeeeeeeooooooooooooooooºººººººººº!!!!!!!!!!!!!!!!!!!!!º eeeeeeeeeeeeeeeeeeoooooooooooooooooºººººººººººº!!!!!!!!!!!!ºººº eeeeeeeeeeeeeeeeeeooooooooooooooooooººººººººººººººººººººººo eeeeeeeeeeeeeeeeeeeoooooooooooooooooooooººººººººººººooo eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooooooooo eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooo eeeeeeeeeeeeeeeeeeeeeoooooooooooooooooo eeeeeeeeeeeeeeeeeeeeeeeeeeeeeee eeeeeeeeeeeeeeeee
Set lang
<lang set_lang>set ! 32 set ! 32 set ! 46 set ! 45 set ! 126 set ! 34 set ! 34 set ! 126 set ! 45 set ! 46 set ! 10 set ! 46 set ! 39 set ! 40 set ! 95 set ! 41 set ! 32 set ! 32 set ! 32 set ! 32 set ! 32 set ! 39 set ! 46 set ! 10 set ! 124 set ! 61 set ! 61 set ! 61 set ! 61 set ! 61 set ! 61 set ! 61 set ! 61 set ! 61 set ! 61 set ! 124 set ! 10 set ! 39 set ! 46 set ! 32 set ! 32 set ! 32 set ! 32 set ! 32 set ! 32 set ! 32 set ! 32 set ! 46 set ! 39 set ! 10 set ! 32 set ! 32 set ! 126 set ! 45 set ! 46 set ! 95 set ! 95 set ! 46 set ! 45 set ! 126</lang> Outputs:
.-~""~-. .'(_) '. |==========| '. .' ~-.__.-~
(it's the best I could do!)
Sidef
Writes a PGM to stdout. <lang ruby>func sq(*nums) {
nums »**» 2 «+»;
}
func hitf(sph, x, y) {
x -= sph[0]; y -= sph[1];
var z = (sq(sph[3]) - sq(x, y)); z < 0 && return nil;
z.sqrt!; [sph[2] - z, sph[2] + z];
}
func normalize(v) {
var n = sq(v...).sqrt; v »/» n;
}
func dot(x, y) {
var s = (x[0]*y[0] + x[1]*y[1] + x[2]*y[2]); s > 0 ? s : 0;
}
var pos = [120, 120, 0, 120]; var neg = [-77, -33, -100, 190]; var light = normalize([-12, 13, -10]);
func draw(k, amb) {
STDOUT.binmode(':raw'); print ("P5\n", pos[0]*2 + 3, " ", pos[1]*2 + 3, "\n255\n");
for y in ((pos[1] - pos[3] - 1) .. (pos[1] + pos[3] + 1)) { var row = []; for x in ((pos[0] - pos[3] - 1) .. (pos[0] + pos[3] + 1)) { var hit = 0; var hs = []; var h = hitf(pos, x, y);
if (!h) { hit = 0; h = [0, 0] } elsif (!(hs = hitf(neg, x, y))) { hit = 1; hs = [0, 0] } elsif (hs[0] > h[0]) { hit = 1 } elsif (hs[1] > h[0]) { hit = (hs[1] > h[1] ? 0 : 2) } else { hit = 1 };
var (val, v); given(hit) { when (0) { val = 0} when (1) { v = [x-pos[0], y-pos[1], h[0]-pos[2]] } default { v = [neg[0]-x, neg[1]-y, neg[2]-hs[1]] } }
if (v) { v = normalize(v); val = int((dot(v, light)**k + amb) * 255); val = (val > 255 ? 255 : (val < 0 ? 0 : val)); }; row.append(val); } print 'C*'.pack(row...); }
}
draw(2, 0.2);</lang>
Tcl
Note that this code has a significant amount of refactoring relative to the C version, including the addition of specular reflections and the separation of the scene code from the raytracing from the rendering. <lang tcl>package require Tcl 8.5
proc normalize vec {
upvar 1 $vec v lassign $v x y z set len [expr {sqrt($x**2 + $y**2 + $z**2)}] set v [list [expr {$x/$len}] [expr {$y/$len}] [expr {$z/$len}]] return
}
proc dot {a b} {
lassign $a ax ay az lassign $b bx by bz return [expr {-($ax*$bx + $ay*$by + $az*$bz)}]
}
- Intersection code; assumes that the vector is parallel to the Z-axis
proc hitSphere {sphere x y z1 z2} {
dict with sphere {
set x [expr {$x - $cx}] set y [expr {$y - $cy}] set zsq [expr {$r**2 - $x**2 - $y**2}] if {$zsq < 0} {return 0} upvar 1 $z1 _1 $z2 _2 set zsq [expr {sqrt($zsq)}] set _1 [expr {$cz - $zsq}] set _2 [expr {$cz + $zsq}] return 1
}
}
- How to do the intersection with our scene
proc intersectDeathStar {x y vecName} {
global big small if {![hitSphere $big $x $y zb1 zb2]} {
# ray lands in blank space return 0
} upvar 1 $vecName vec # ray hits big sphere; check if it hit the small one first set vec [if {
![hitSphere $small $x $y zs1 zs2] || $zs1 > $zb1 || $zs2 <= $zb1
} then {
dict with big { list [expr {$x - $cx}] [expr {$y - $cy}] [expr {$zb1 - $cz}] }
} else {
dict with small { list [expr {$cx - $x}] [expr {$cy - $y}] [expr {$cz - $zs2}] }
}] normalize vec return 1
}
- Intensity calculators for different lighting components
proc diffuse {k intensity L N} {
expr {[dot $L $N] ** $k * $intensity}
} proc specular {k intensity L N S} {
# Calculate reflection vector set r [expr {2 * [dot $L $N]}] foreach l $L n $N {lappend R [expr {$l-$r*$n}]} normalize R # Calculate the specular reflection term return [expr {[dot $R $S] ** $k * $intensity}]
}
- Simple raytracing engine that uses parallel rays
proc raytraceEngine {diffparms specparms ambient intersector shades renderer fx tx sx fy ty sy} {
global light for {set y $fy} {$y <= $ty} {set y [expr {$y + $sy}]} {
set line {} for {set x $fx} {$x <= $tx} {set x [expr {$x + $sx}]} { if {![$intersector $x $y vec]} { # ray lands in blank space set intensity end } else { # ray hits something; we've got the normalized vector set b [expr { [diffuse {*}$diffparms $light $vec] + [specular {*}$specparms $light $vec {0 0 -1}] + $ambient }] set intensity [expr {int((1-$b) * ([llength $shades]-1))}] if {$intensity < 0} { set intensity 0 } elseif {$intensity >= [llength $shades]-1} { set intensity end-1 } } lappend line [lindex $shades $intensity] } {*}$renderer $line
}
}
- The general scene settings
set light {-50 30 50} set big {cx 20 cy 20 cz 0 r 20} set small {cx 7 cy 7 cz -10 r 15} normalize light
- Render as text
proc textDeathStar {diff spec lightBrightness ambient} {
global big dict with big {
raytraceEngine [list $diff $lightBrightness] \ [list $spec $lightBrightness] $ambient intersectDeathStar \ [split ".:!*oe&#%@ " {}] {apply {l {puts [join $l ""]}}} \ [expr {$cx+floor(-$r)}] [expr {$cx+ceil($r)+0.5}] 0.5 \ [expr {$cy+floor(-$r)+0.5}] [expr {$cy+ceil($r)+0.5}] 1
}
} textDeathStar 3 10 0.7 0.3</lang> Output:
#######&eeeeeeeee ee&&&&&&########%eeoooooooooooe **oooee&&&&&&########%ooooo**********oo !!!***oooee&&&&&&########%********!!!!!!!!*** !!!!!!!****ooee&&&&&&#######%*****!!!!!!!!!!!!!!!** ::::!!!!!!***oooee&&&&&&######***!!!!!!!::::::::::::!!* :::::::!!!!!!***ooeee&&&&&&#####**!!!!!!:::::::::::::::::!* ::::::::::!!!!!***oooee&&&&&&####*!!!!!!::::::::.........::::!* ::::::::::!!!!!!***oooeee&&&&&&###!!!!!!:::::::..............:::! ..:::::::::!!!!!!****oooeee&&&&&&##!!!!!!::::::..................::!* ...::::::::!!!!!!****ooooeee&&&&&&!!!!!!:::::::....................::!* ....::::::!!!!!!*****ooooeeee&&&&&!!!!!!:::::::......................::!* ....::::::!!!!!*****oooooeeeee&&&&!!!!!!::::::::.......................::!* ...::::::!!!!!*****oooooeeeee&&&!!!!!!:::::::::.........................::! ...:::::!!!!!*****oooooeeeeee&&!!!!!!!:::::::::..........................::!* ..:::::!!!!!****oooooeeeeee&&&!!!!!!!::::::::::..........................::!! .::::::!!!!*****ooooeeeeee&&*!!!!!!!::::::::::::.........................:::!!* :::::!!!!!****oooooeeeee&&**!!!!!!!::::::::::::::.......................::::!!* !!!!!!!!****oooooeeeee&****!!!!!!!::::::::::::::::::..................::::::!!* #!!!******oooooeeeeeoo*****!!!!!!!:::::::::::::::::::::::::::::::::::::::::!!!* ##oooooooooooeeeeeeoooo****!!!!!!!:::::::::::::::::::::::::::::::::::::::!!!!** %#####eeee&&&&&&&eeeooo****!!!!!!!!:::::::::::::::::::::::::::::::::::!!!!!!**o %#########&&&&&&&&eeeooo****!!!!!!!!!::::::::::::::::::!!!!!!!!!!!!!!!!!!!****o %##########&&&&&&&&eeeooo****!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!****ooe %##########&&&&&&&&eeeooo*****!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!**********ooo %%##########&&&&&&&&eeeoooo*****!!!!!!!!!!!!!!!!!!!*********************ooooe %%##########&&&&&&&&eeeoooo***************************************oooooooee @%###########&&&&&&&&&eeeooooo*************************ooooooooooooooooeee& @%###########&&&&&&&&&eeeeoooooo*************ooooooooooooooooooooooeeeee& @%%##########&&&&&&&&&&eeeeoooooooooooooooooooooooooooooooeeeeeeeeeee&& @%%###########&&&&&&&&&&eeeeeoooooooooooooooooooeeeeeeeeeeeeeeeeee&&& %%############&&&&&&&&&&eeeeeeeeeeooeeeeeeeeeeeeeeeeeeeeeeee&&&&& @%%###########&&&&&&&&&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&&& %%############&&&&&&&&&&&&&&eeeeeeeeeeeeeee&&&&&&&&&&&&&&&& %%############&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& %%#############&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& %%#############&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& %##############&&&&&&&&&&&&&&&&&&&&&&&& %##############&&&&&&&&&&&&&&&& #################
To render it as an image, we just supply different code to map the intensities to displayable values:
<lang tcl># Render as a picture (with many hard-coded settings) package require Tk proc guiDeathStar {photo diff spec lightBrightness ambient} {
set row 0 for {set i 255} {$i>=0} {incr i -1} {
lappend shades [format "#%02x%02x%02x" $i $i $i]
} raytraceEngine [list $diff $lightBrightness] \
[list $spec $lightBrightness] $ambient intersectDeathStar \ $shades {apply {l { upvar 2 photo photo row row $photo put [list $l] -to 0 $row incr row update }}} 0 40 0.0625 0 40 0.0625 } pack [label .l -image [image create photo ds]] guiDeathStar ds 3 10 0.7 0.3</lang>
Yabasic
<lang Yabasic>open window 100,100 window origin "cc" backcolor 0,0,0 clear window
tonos = 100 interv = int(255 / tonos) dim shades(tonos)
shades(1) = 255 for i = 2 to tonos shades(i) = shades(i-1) - interv next i
dim light(3)
light(0) = 30 light(1) = 30 light(2) = -50
sub normalize(v())
local long
long = sqrt(v(0)*v(0) + v(1)*v(1) + v(2)*v(2)) v(0) = v(0) / long v(1) = v(1) / long v(2) = v(2) / long
end sub
sub punto(x(), y())
local d d = x(0)*y(0) + x(1)*y(1) + x(2)*y(2) if d < 0 then return -d else return 0 end if
end sub
//* positive shpere and negative sphere */
dim pos(3)
dim neg(3)
// x, y, z, r
pos(0) = 10 pos(1) = 10 pos(2) = 0 pos(3) = 20
neg(0) = 0 neg(1) = 0 neg(2) = -5 neg(3) = 15
sub hit_sphere(sph(), x, y)
local zsq
x = x - sph(0) y = y - sph(1) zsq = sph(3) * sph(3) - (x * x + y * y) if (zsq < 0) then return 0 else return sqrt(zsq) end if end sub
sub draw_sphere(k, ambient)
local i, j, intensity, hit_result, result, b, vec(3), x, y, zb1, zb2, zs1, zs2, ini1, fin1, ini2, fin2
ini1 = int(pos(1) - pos(3)) fin1 = int(pos(1) + pos(3) + .5) for i = ini1 to fin1 y = i + .5 ini2 = int(pos(0) - 2 * pos(3)) fin2 = int(pos(0) + 2 * pos(3) + .5) for j = ini2 to fin2 x = (j - pos(0)) / 2 + .5 + pos(0) // ray lands in blank space, draw bg result = hit_sphere(pos(), x, y) if not result then
hit_result = 0
//* ray hits pos sphere but not neg, draw pos sphere surface */ else zb1 = pos(2) - result zb2 = pos(2) + result result = hit_sphere(neg(), x, y) if not result then hit_result = 1 else zs1 = neg(2) - result zs2 = neg(2) + result if (zs1 > zb1) then hit_result = 1 elseif (zs2 > zb2) then hit_result = 0 elseif (zs2 > zb1) then hit_result = 2 else hit_result = 1 end if end if end if
if not hit_result then color 0,0,0 dot x, y else
switch(hit_result) case 1: vec(0) = x - pos(0) vec(1) = y - pos(1) vec(2) = zb1 - pos(2) break default: vec(0) = neg(0) - x vec(1) = neg(1) - y vec(2) = neg(2) - zs2 end switch
normalize(vec()) b = (punto(light(), vec())^k) + ambient intensity = (1 - b) * tonos if (intensity < 1) intensity = 1 if (intensity > tonos) intensity = tonos color shades(intensity),shades(intensity),shades(intensity) dot x,y end if next j next i
end sub
ang = 0
while(true) //clear window light(1) = cos(ang * 2) light(2) = cos(ang) light(0) = sin(ang) normalize(light()) ang = ang + .05
draw_sphere(2, .3) wend </lang>