C++编程之打印红玫瑰,快拿去表白吧
0x7c03
2023年09月08日 22:08

#include <stdio.h>

#include <math.h>

#include <iostream>

const int max_iterations = 128;

const float stop_threshold = 0.01f;

const float grad_step = 0.01f;

const float clip_far = 10.0f;

const float PI = 3.14159265359f;

const float PI2 = 6.28318530718f;

const float DEG_TO_RAD = PI/180.0f;

typedef struct{

float x,y;

}vec2;

typedef struct{

float x,y,z;

}vec3;

typedef struct{

float m[9];

}mat3;

const vec3 light_pos = {

20.0f,50.0f,20.0f

};

float min(float a,float b){

return a<b?a:b;

}

float max(float a,float b){

return a>b?a:b;

}

float clamp(float f,float a,float b){

return max(min(f,b),a);

}

vec2 make2(float x,float y){

vec2 r = {

x,y

};

return r;

}

vec2 add2(vec2 a,vec2 b){

vec2 r = {

a.x+b.x,a.y+b.y

};

return r;

}

vec2 sub2(vec2 a,vec2 b){

vec2 r = {

a.x-b.x,a.y-b.y

};

return r;

}

float dot2(vec2 a,vec2 b){

return a.x*b.x+a.y*b.y;

}

float length2(vec2 v){

return sqrt(dot2(v,v));

}

vec3 make3(float x,float y,float z){

vec3 r = {

x,y,z

};

return r;

}

vec3 add3(vec3 a,vec3 b){

vec3 r = {

a.x+b.x,a.y+b.y,a.z+b.z

};

return r;

}

vec3 sub3(vec3 a,vec3 b){

vec3 r = {

a.x-b.x,a.y-b.y,a.z-b.z

};

return r;

}

vec3 mul3(vec3 a,vec3 b){

vec3 r = {

a.x*b.x,a.y*b.y,a.z*b.z

};

return r;

}

vec3 scale3(vec3 v,float s){

vec3 r = {

v.x*s,v.y*s,v.z*s

};

return r;

}

float dot3(vec3 a,vec3 b){

return a.x*b.x+a.y*b.y+a.z*b.z;

}

float length3(vec3 v){

return sqrt(dot3(v,v));

}

vec3 normalize3(vec3 v){

return scale3(v,1.0f/length3(v));

}

vec3 mul(mat3 m,vec3 v){

return make3(

m.m[0]*v.x+m.m[3]*v.y+m.m[6]*v.z,

m.m[1]*v.x+m.m[4]*v.y+m.m[7]*v.z,

m.m[2]*v.x+m.m[5]*v.y+m.m[8]*v.z);

}

mat3 rotationXY(float x,float y){

vec2 c = {

cos(x),cos(y)

},s = {

sin(x),sin(y)

};

mat3 m = {

c.y,0.0f,-s.y,

s.y*s.x,c.x,c.y*s.x,

s.y*c.x,-s.x,c.y*c.x

};

return m;

}

float opI(float d1,float d2){

return max(d1,d2);

}

float opU(float d1,float d2){

return min(d1,d2);

}

float opS(float d1,float d2){

return max(-d1,d2);

}

float sdPetal(vec3 p,float s){

p = add3(mul3(p,make3(0.8f,1.5f,0.8f)),make3(0.1f,0.0f,0.0f));

vec2 q = make2(length2(make2(p.x,p.z)),p.y);

float lower = length2(q)-1.0f;

lower = opS(length2(q)-0.97f,lower);

lower = opI(lower,q.y);

float upper = length2(sub2(q,make2(s,0.0f)))+1.0f-s;

upper = opS(upper,length2(sub2(q,make2(s,0.0f)))+0.97f-s);

upper = opI(upper,-q.y);

upper = opI(upper,q.x-2.0f);

float region = length3(sub3(p,make3(1.0f,0.0f,0.0f)))-1.0f;

return opI(opU(upper,lower),region);

}

float map(vec3 p){

float d = 1000.0f,s = 2.0f;

mat3 r = rotationXY(0.1f,PI2*0.618034f);

r.m[0]*=1.08f;

r.m[1]*=1.08f;

r.m[2]*=1.08f;

r.m[3]*=0.995f;

r.m[4]*=0.995f;

r.m[5]*=0.995f;

r.m[6]*=1.08f;

r.m[7]*=1.08f;

r.m[8]*=1.08f;

for(int i = 0;i<21;i++){

d = opU(d,sdPetal(p,s));

p = mul(r,p);

p = add3(p,make3(0.0,-0.02,0.0));

s*=1.05f;

}

return d;

}

vec3 gradient(vec3 pos){

const vec3 dx = {

grad_step,0.0,0.0

};

const vec3 dy = {

0.0,grad_step,0.0

};

const vec3 dz = {

0.0,0.0,grad_step

};

return normalize3(make3(

map(add3(pos,dx))-map(sub3(pos,dx)),

map(add3(pos,dy))-map(sub3(pos,dy)),

map(add3(pos,dz))-map(sub3(pos,dz))));

}

float ray_marching(vec3 origin,vec3 dir,float start,float end){

float depth = start;

for(int i = 0;i<max_iterations;i++){

float dist = map(add3(origin,scale3(dir,depth)));

if(dist<stop_threshold)

return depth;

depth+=dist*0.3;

if(depth>=end)

return end;

}

return end;

}

float shading(vec3 v,vec3 n,vec3 eye){

vec3 ev = normalize3(sub3(v,eye));

vec3 vl = normalize3(sub3(light_pos,v));

float diffuse = dot3(vl,n)*0.5f+0.5f;

vec3 h = normalize3(sub3(vl,ev));

float rim = pow(1.0f-max(-dot3(n,ev),0.0f),2.0f)*0.15f;

float ao = clamp(v.y*0.5f+0.5f,0.0f,1.0f);

return(diffuse+rim)*ao;

}

vec3 ray_dir(float fov,vec2 pos){

vec3 r = {

pos.x,pos.y,-tan((90.0f-fov*0.5f)*DEG_TO_RAD)

};

return normalize3(r);

}

float f(vec2 fragCoord){

vec3 dir = ray_dir(45.0f,fragCoord);

vec3 eye = {

0.0f,0.0f,4.5f

};

mat3 rot = rotationXY(-1.0f,1.0f);

dir = mul(rot,dir);

eye = mul(rot,eye);

float depth = ray_marching(eye,dir,0.0f,clip_far);

vec3 pos = add3(eye,scale3(dir,depth));

if(depth>=clip_far)

return 0.0f;

else

return shading(pos,gradient(pos),eye);

}

int main(){

puts("\033[91m");

for(int y = 0;y<80;y++){

for(int x = 0;x<160;x++)

putchar(" .,-:;+=*#@"[(int)(f(make2((x/160.0f-0.5f)*2.0f,(y/80.0f-0.5f)*-2.0f))*12.0f)]);

putchar('\n');

}

}