📄 sudoku.cpp
字号:
#include <list>#include <iostream>#include <limits>#include <cmath>using namespace std;numeric_limits<double> real;double delta = sqrt(real.epsilon()), infinity = real.infinity();struct Vec{ double x, y, z; Vec(double x2, double y2, double 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*(double a, const Vec &b){ return Vec(a*b.x, a*b.y, a*b.z);}double 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<double, Vec> Hit;struct Ray{ Vec orig, dir; Ray(const Vec &o, const Vec &d) : orig(o), dir(d) {}};struct Scene{ virtual ~Scene() {}; virtual Hit intersect(const Hit &, const Ray &) const = 0;};struct Sphere : public Scene{ Vec center; double radius; Sphere(Vec c, double r) : center(c), radius(r) {} ~Sphere() {} double ray_sphere(const Ray &ray) const { Vec v = center - ray.orig; double b = dot(v, ray.dir), disc = b*b - dot(v, v) + radius * radius; if (disc < 0) return infinity; double d = sqrt(disc), t2 = b + d; if (t2 < 0) return infinity; double t1 = b - d; return (t1 > 0 ? t1 : t2); } Hit intersect(const Hit &hit, const Ray &ray) const { double lambda = ray_sphere(ray); if (lambda >= hit.first) return hit; return Hit(lambda, unitise(ray.orig + lambda*ray.dir - center)); }};typedef list<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; } Hit intersect(const Hit &hit, const Ray &ray) const { Hit hit2=hit; double l = bound.ray_sphere(ray); if (l >= hit.first) return hit; for (Scenes::const_iterator it=child.begin(); it!=child.end(); ++it) hit2 = (*it)->intersect(hit2, ray); return hit2; }};Hit intersect(const Ray &ray, const Scene &s){ return s.intersect(Hit(infinity, Vec(0, 0, 0)), ray);}double ray_trace(const Vec &light, const Ray &ray, const Scene &s){ Hit hit = intersect(ray, s); if (hit.first == infinity) return 0; double g = dot(hit.second, light); if (g >= 0) return 0.; Vec p = ray.orig + hit.first*ray.dir + delta*hit.second; return (intersect(Ray(p, -1. * light), s).first < infinity ? 0 : -g);}Scene *create(int level, const Vec &c, double r){ Scene *s = new Sphere(c, r); if (level == 1) return s; Scenes child; child.push_back(s); double 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 = 6, n = 512, 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" << n << " " << n << "\n255\n"; for (int y=n-1; y>=0; --y) for (int x=0; x<n; ++x) { double g=0; for (int dx=0; dx<ss; ++dx) for (int dy=0; dy<ss; ++dy) { Vec dir(unitise(Vec(x+dx*1./ss-n/2., y+dy*1./ss-n/2., n))); g += ray_trace(light, Ray(Vec(0, 0, -4), dir), *s); } cout << char(int(.5 + 255. * g / (ss*ss))); } delete s; return 0;}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -