cosmopolitan/tool/viz/deathstar.c
Justine Tunney 6f7d0cb1c3
Pay off more technical debt
This makes breaking changes to add underscores to many non-standard
function names provided by the c library. MODE=tiny is now tinier and
we now use smaller locks that are better for tiny apps in this mode.
Some headers have been renamed to be in the same folder as the build
package, so it'll be easier to know which build dependency is needed.
Certain old misguided interfaces have been removed. Intel intrinsics
headers are now listed in libc/isystem (but not in the amalgamation)
to help further improve open source compatibility. Header complexity
has also been reduced. Lastly, more shell scripts are now available.
2022-09-12 23:36:56 -07:00

140 lines
3.9 KiB
C

#include "libc/calls/calls.h"
#include "libc/calls/struct/sigaction.h"
#include "libc/calls/struct/termios.h"
#include "libc/intrin/safemacros.internal.h"
#include "libc/runtime/runtime.h"
#include "libc/str/str.h"
#include "libc/sysv/consts/sig.h"
#include "third_party/libcxx/math.h"
/**
* @fileoverview demo code borrowed from Rosetta Code.
*/
#define FRAMERATE 23.976
#define WRITE(s) write(1, s, strlen(s))
struct Sphere {
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 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(double v[3]) {
double len;
len = 1 / sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] *= len;
v[1] *= len;
v[2] *= len;
}
static double Dot(const double x[3], const double y[3]) {
return fabs(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, double x, double y, double z[2]) {
double zsq;
x -= s->cx;
y -= s->cy;
zsq = s->r * s->r - (x * x + y * y);
if (zsq < 0) {
return 0;
} else {
zsq = sqrt(zsq);
z[0] = s->cz - zsq;
z[1] = s->cz + zsq;
return 1;
}
}
static void DrawSphere(double k, double ambient) {
int i, j, hit_result;
double x, y, vec[3], zb[2], zs[2];
for (i = floor(pos_.cy - pos_.r); i <= ceil(pos_.cy + pos_.r); i++) {
y = i + .5L;
for (j = floor(pos_.cx - 2 * pos_.r); j <= ceil(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, lround((1 - (pow(Dot(light_, vec), k) + ambient)) *
(ARRAYLEN(kShades) - 1))))]);
}
WRITE("\e[0m\n");
}
fflush(stdout);
}
int main() {
double ang;
struct termios old;
WRITE("\e[?25l");
if (!setjmp(jb_)) {
signal(SIGINT, OnCtrlC);
ang = 0;
for (;;) {
WRITE("\e[H");
light_[1] = cosl(ang * 2);
sincos(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;
}