#include "dsp/tty/tty.h" #include "libc/bits/safemacros.internal.h" #include "libc/calls/calls.h" #include "libc/calls/struct/termios.h" #include "libc/log/check.h" #include "libc/log/color.internal.h" #include "libc/log/log.h" #include "libc/macros.h" #include "libc/math.h" #include "libc/runtime/runtime.h" #include "libc/stdio/stdio.h" #include "libc/str/str.h" #include "libc/sysv/consts/fileno.h" #include "libc/sysv/consts/sig.h" #include "libc/time/time.h" #include "libc/x/x.h" /** * @fileoverview demo code borrowed from Rosetta Code. */ #define FRAMERATE 23.976 #define WRITE(s) write(STDOUT_FILENO, s, strlen(s)) struct Sphere { long double cx, cy, cz, r; }; static const char *kShades[] = { "\e[48;5;232m ", "\e[48;5;233m ", "\e[48;5;234m ", "\e[48;5;235m ", "\e[48;5;236m ", "\e[48;5;237m ", "\e[48;5;238m ", "\e[48;5;239m ", "\e[48;5;240m ", "\e[48;5;241m ", "\e[48;5;242m ", "\e[48;5;243m ", "\e[48;5;244m ", "\e[48;5;245m ", "\e[48;5;246m ", "\e[48;5;247m ", "\e[48;5;248m ", "\e[48;5;249m ", "\e[48;5;250m ", "\e[48;5;251m ", "\e[48;5;252m ", "\e[48;5;253m ", "\e[48;5;254m ", "\e[48;5;255m ", }; static jmp_buf jb_; static long double light_[3] = {-50, 0, 50}; static struct Sphere pos_ = {11, 11, 11, 11}; static struct Sphere neg_ = {1, 1, -4, 11}; static void OnCtrlC(int sig) { longjmp(jb_, 1); } static void Normalize(long double v[3]) { long double len; len = 1 / sqrtl(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); v[0] *= len; v[1] *= len; v[2] *= len; } static long double Dot(const long double x[3], const long double y[3]) { return fabsl(x[0] * y[0] + x[1] * y[1] + x[2] * y[2]); } /* 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 int HitSphere(struct Sphere *s, long double x, long double y, long double z[2]) { long double zsq; x -= s->cx; y -= s->cy; zsq = s->r * s->r - (x * x + y * y); if (zsq < 0) { return 0; } else { zsq = sqrtl(zsq); z[0] = s->cz - zsq; z[1] = s->cz + zsq; return 1; } } static void DrawSphere(long double k, long double ambient) { int i, j, hit_result; long double x, y, vec[3], zb[2], zs[2]; for (i = floorl(pos_.cy - pos_.r); i <= ceill(pos_.cy + pos_.r); i++) { y = i + .5L; for (j = floorl(pos_.cx - 2 * pos_.r); j <= ceill(pos_.cx + 2 * pos_.r); j++) { x = .5L * (j - pos_.cx) + .5L + pos_.cx; if (!HitSphere(&pos_, x, y, zb)) { /* ray lands in blank space, draw bg */ hit_result = 0; } else if (!HitSphere(&neg_, x, y, zs)) { /* ray hits pos_ sphere but not neg_, draw pos_ sphere surface */ hit_result = 1; } else if (zs[0] > zb[0]) { /* ray hits both, but pos_ front surface is closer */ hit_result = 1; } else if (zs[1] > zb[1]) { /* pos_ sphere surface is inside neg_ sphere, show bg */ hit_result = 0; } else if (zs[1] > zb[0]) { /* back surface on neg_ sphere is inside pos_ sphere, the only place where neg_ sphere surface will be shown */ hit_result = 2; } else { hit_result = 1; } switch (hit_result) { case 0: WRITE("\e[0m "); continue; case 1: vec[0] = x - pos_.cx; vec[1] = y - pos_.cy; vec[2] = zb[0] - pos_.cz; break; default: vec[0] = neg_.cx - x; vec[1] = neg_.cy - y; vec[2] = neg_.cz - zs[1]; break; } Normalize(vec); WRITE(kShades[min( ARRAYLEN(kShades) - 1, max(0, lroundl((1 - (powl(Dot(light_, vec), k) + ambient)) * (ARRAYLEN(kShades) - 1))))]); } WRITE("\e[0m\n"); } fflush(stdout); } int main() { long double ang; struct termios old; WRITE("\e[?25l"); if (!setjmp(jb_)) { xsigaction(SIGINT, OnCtrlC, 0, 0, NULL); ang = 0; for (;;) { WRITE("\e[H"); light_[1] = cosl(ang * 2); sincosl(ang, &light_[0], &light_[2]); Normalize(light_); ang += .05L; DrawSphere(1.5L, .01L); usleep(1.L / FRAMERATE * 1e6); } } WRITE("\e[0m\e[H\e[J\e[?25h"); return 0; }