let delta = sqrt epsilon_float type vec = {x:float; y:float; z:float} let ( *| ) s r = {x = s *. r.x; y = s *. r.y; z = s *. r.z} let ( +| ) a b = {x = a.x +. b.x; y = a.y +. b.y; z = a.z +. b.z} let ( -| ) a b = {x = a.x -. b.x; y = a.y -. b.y; z = a.z -. b.z} let dot a b = a.x *. b.x +. a.y *. b.y +. a.z *. b.z let unitise r = (1. /. sqrt (dot r r)) *| r and length r = sqrt(dot r r) type scene = Sphere of vec * float | Group of vec * float * scene list let ray_sphere orig dir center radius = let v = center -| orig in let b = dot v dir in let disc = b *. b -. dot v v +. radius *. radius in if disc < 0. then infinity else let disc = sqrt disc in (fun t2 -> if t2 < 0. then infinity else ((fun t1 -> if t1 > 0. then t1 else t2) (b -. disc))) (b +. disc) let intersect orig dir = let rec aux ((l, _) as first) = function Sphere (center, radius) -> let l' = ray_sphere orig dir center radius in if l' >= l then first else l', unitise (orig +| l' *| dir -| center) | Group (center, radius, scenes) -> let l' = ray_sphere orig dir center radius in if l' >= l then first else List.fold_left aux first scenes in aux (infinity, {x=0.; y=0.; z=0.}) let rec ray_trace light orig dir scene = let lambda, normal = intersect orig dir scene in if lambda = infinity then 0. else let g = dot normal light in if g >= 0. then 0. else let p = orig +| lambda *| dir +| delta *| normal in if fst (intersect p (-1. *| light) scene) < infinity then 0. else -. g let rec create level c r = let obj = Sphere (c, r) in if level = 1 then obj else let a = 3. *. r /. sqrt 12. in let rec bound (c, r) = function Sphere (c', r') -> (c, max r (length (c -| c') +. r')) | Group (_, _, l) -> List.fold_left bound (c, r) l in let aux x' z' = create (level - 1) (c +| {x=x'; y=a; z=z'}) (0.5 *. r) in let l = [obj; aux (-.a) (-.a); aux a (-.a); aux (-.a) a; aux a a] in let c, r = List.fold_left bound (c +| {x=0.; y=r; z=0.}, 0.) l in Group (c, r, l) let main level n = let scene = create level { x = 0.; y = -1.; z = 0. } 1. in let light = unitise {x= -1.; y= -3.; z=2.} and ss = 4 in Printf.printf "P5\n%d %d\n255\n" n n; for y = n - 1 downto 0 do for x = 0 to n - 1 do let g = ref 0. in for dx = 0 to ss - 1 do for dy = 0 to ss - 1 do let aux x d = float x -. float n /. 2. +. float d /. float ss in let dir = unitise {x = aux x dx; y = aux y dy; z = float n } in g := !g +. ray_trace light {x=0.; y=0.; z= -4.} dir scene done done; let g = 0.5 +. 255. *. !g /. float (ss*ss) in Printf.printf "%c" (char_of_int (int_of_float g)) done done let () = match Sys.argv with [| _; level; n|] -> main (int_of_string level) (int_of_string n) | _ -> main 9 512