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- #import "GameScene.h"
- #include <math.h>
- #include <stdlib.h>
- #include <stdio.h>
- // smallpt, a Path Tracer by Kevin Beason, 2008
- //edited by Blagovest Taskov
- namespace /*small pt*/ {
- struct Color {
- float x, y, z, a;
- Color(float x_=0, float y_=0, float z_=0){ x=x_; y=y_; z=z_; a=1.f ;}
- Color operator*(float b) const { return Color(x*b,y*b,z*b); }
- Color operator+(const Color &b) const { return Color(x+b.x,y+b.y,z+b.z); }
- };
- struct Vec { // Usage: time ./smallpt 5000 && xv image.ppm
- double x, y, z; // position, also color (r,g,b)
- Vec(double x_=0, double y_=0, double z_=0){ x=x_; y=y_; z=z_; }
- Vec operator+(const Vec &b) const { return Vec(x+b.x,y+b.y,z+b.z); }
- Vec operator-(const Vec &b) const { return Vec(x-b.x,y-b.y,z-b.z); }
- Vec operator*(double b) const { return Vec(x*b,y*b,z*b); }
- Vec mult(const Vec &b) const { return Vec(x*b.x,y*b.y,z*b.z); }
- Vec& norm(){ return *this = *this * (1/sqrt(x*x+y*y+z*z)); }
- double dot(const Vec &b) const { return x*b.x+y*b.y+z*b.z; } // cross:
- Vec operator%(Vec&b){return Vec(y*b.z-z*b.y,z*b.x-x*b.z,x*b.y-y*b.x);}
- };
- struct Ray { Vec o, d; Ray(Vec o_, Vec d_) : o(o_), d(d_) {} };
- enum Refl_t { DIFF, SPEC, REFR }; // material types, used in radiance()
- struct Sphere {
- double rad; // radius
- Vec p, e, c; // position, emission, color
- Refl_t refl; // reflection type (DIFFuse, SPECular, REFRactive)
- Sphere(double rad_, Vec p_, Vec e_, Vec c_, Refl_t refl_):
- rad(rad_), p(p_), e(e_), c(c_), refl(refl_) {}
- double intersect(const Ray &r) const { // returns distance, 0 if nohit
- Vec op = p-r.o; // Solve t^2*d.d + 2*t*(o-p).d + (o-p).(o-p)-R^2 = 0
- double t, eps=1e-4, b=op.dot(r.d), det=b*b-op.dot(op)+rad*rad;
- if (det<0) return 0; else det=sqrt(det);
- return (t=b-det)>eps ? t : ((t=b+det)>eps ? t : 0);
- }
- };
- Sphere spheres[] = {//Scene: radius, position, emission, color, material
- Sphere(1e5, Vec( 1e5+1,40.8,81.6), Vec(),Vec(.75,.25,.25),DIFF),//Left
- Sphere(1e5, Vec(-1e5+99,40.8,81.6),Vec(),Vec(.25,.25,.75),DIFF),//Rght
- Sphere(1e5, Vec(50,40.8, 1e5), Vec(),Vec(.75,.75,.75),DIFF),//Back
- Sphere(1e5, Vec(50,40.8,-1e5+170), Vec(),Vec(), DIFF),//Frnt
- Sphere(1e5, Vec(50, 1e5, 81.6), Vec(),Vec(.75,.75,.75),DIFF),//Botm
- Sphere(1e5, Vec(50,-1e5+81.6,81.6),Vec(),Vec(.75,.75,.75),DIFF),//Top
- Sphere(16.5,Vec(27,16.5,47), Vec(),Vec(1,1,1)*.999, SPEC),//Mirr
- Sphere(16.5,Vec(73,16.5,78), Vec(),Vec(1,1,1)*.999, REFR),//Glas
- Sphere(600, Vec(50,681.6-.27,81.6),Vec(12,12,12), Vec(), DIFF) //Lite
- };
- inline double clamp(double x){ return x<0 ? 0 : x>1 ? 1 : x; }
- inline int toInt(double x){ return int(pow(clamp(x),1/2.2)*255+.5); }
- inline bool intersect(const Ray &r, double &t, int &id){
- double n=sizeof(spheres)/sizeof(Sphere), d, inf=t=1e20;
- for(int i=int(n);i--;) if((d=spheres[i].intersect(r))&&d<t){t=d;id=i;}
- return t<inf;
- }
- Vec radiance(const Ray &r, int depth, unsigned short *Xi){
- double t; // distance to intersection
- int id=0; // id of intersected object
- if (!intersect(r, t, id)) return Vec(); // if miss, return black
- const Sphere &obj = spheres[id]; // the hit object
- Vec x=r.o+r.d*t, n=(x-obj.p).norm(), nl=n.dot(r.d)<0?n:n*-1, f=obj.c;
- double p = f.x>f.y && f.x>f.z ? f.x : f.y>f.z ? f.y : f.z; // max refl
- if (++depth>5) if (erand48(Xi)<p) f=f*(1/p); else return obj.e; //R.R.
- if (obj.refl == DIFF){ // Ideal DIFFUSE reflection
- double r1=2*M_PI*erand48(Xi), r2=erand48(Xi), r2s=sqrt(r2);
- Vec w=nl, u=((fabs(w.x)>.1?Vec(0,1):Vec(1))%w).norm(), v=w%u;
- Vec d = (u*cos(r1)*r2s + v*sin(r1)*r2s + w*sqrt(1-r2)).norm();
- return obj.e + f.mult(radiance(Ray(x,d),depth,Xi));
- } else if (obj.refl == SPEC) // Ideal SPECULAR reflection
- return obj.e + f.mult(radiance(Ray(x,r.d-n*2*n.dot(r.d)),depth,Xi));
- Ray reflRay(x, r.d-n*2*n.dot(r.d)); // Ideal dielectric REFRACTION
- bool into = n.dot(nl)>0; // Ray from outside going in?
- double nc=1, nt=1.5, nnt=into?nc/nt:nt/nc, ddn=r.d.dot(nl), cos2t;
- if ((cos2t=1-nnt*nnt*(1-ddn*ddn))<0) // Total internal reflection
- return obj.e + f.mult(radiance(reflRay,depth,Xi));
- Vec tdir = (r.d*nnt - n*((into?1:-1)*(ddn*nnt+sqrt(cos2t)))).norm();
- double a=nt-nc, b=nt+nc, R0=a*a/(b*b), c = 1-(into?-ddn:tdir.dot(n));
- double Re=R0+(1-R0)*c*c*c*c*c,Tr=1-Re,P=.25+.5*Re,RP=Re/P,TP=Tr/(1-P);
- return obj.e + f.mult(depth>2 ? (erand48(Xi)<P ? // Russian roulette
- radiance(reflRay,depth,Xi)*RP:radiance(Ray(x,tdir),depth,Xi)*TP) :
- radiance(reflRay,depth,Xi)*Re+radiance(Ray(x,tdir),depth,Xi)*Tr);
- }
- }
- //returns used time in seconds
- double raytrace() {
- int w=768, h=1024, samps = 1; // # samples
- Ray cam(Vec(50,52,295.6), Vec(0,-0.042612,-1).norm()); // cam pos, dir
- Vec cx=Vec(w*.5135/h), cy=(cx%cam.d).norm()*.5135, r;
- Color *c=new Color[w*h];
- NSTimeInterval date = [NSDate date].timeIntervalSince1970;
- for (int y=0; y<h; y++){ // Loop over image rows
- for (unsigned short x=0, Xi[3]={0,0,static_cast<unsigned short>(y*y*y)}; x<w; x++) // Loop cols
- for (int sy=0, i=(h-y-1)*w+x; sy<2; sy++) // 2x2 subpixel rows
- for (int sx=0; sx<2; sx++, r=Vec()){ // 2x2 subpixel cols
- for (int s=0; s<samps; s++){
- double r1=2*erand48(Xi), dx=r1<1 ? sqrt(r1)-1: 1-sqrt(2-r1);
- double r2=2*erand48(Xi), dy=r2<1 ? sqrt(r2)-1: 1-sqrt(2-r2);
- Vec d = cx*( ( (sx+.5 + dx)/2 + x)/w - .5) +
- cy*( ( (sy+.5 + dy)/2 + y)/h - .5) + cam.d;
- r = r + radiance(Ray(cam.o+d*140,d.norm()),0,Xi)*(1./samps);
- } // Camera rays are pushed ^^^^^ forward to start in interior
- c[i] = c[i] + Color(clamp(r.x),clamp(r.y),clamp(r.z))*.25;
- }
- }
- double result = [NSDate date].timeIntervalSince1970 - date;
- delete[] c;
- return result;
- }
- namespace /*naive quick sort*/ {
- // The partition function
- int partition(int* input, int p, int r)
- {
- int pivot = input[r];
- while ( p < r )
- {
- while ( input[p] < pivot )
- p++;
- while ( input[r] > pivot )
- r--;
- if ( input[p] == input[r] )
- p++;
- else if ( p < r )
- {
- int tmp = input[p];
- input[p] = input[r];
- input[r] = tmp;
- }
- }
- return r;
- }
- // The quicksort recursive function
- void quicksort(int* input, int p, int r)
- {
- if ( p < r )
- {
- int j = partition(input, p, r);
- quicksort(input, p, j-1);
- quicksort(input, j+1, r);
- }
- }
- }
- //returns used time in seconds
- double sort () {
- const int n = 42000000;
- int* arr = new int[n];
- for (int i =0; i < n; ++i) {
- arr[i] = rand() % (1 << 31);
- }
- NSTimeInterval seconds = [NSDate date].timeIntervalSince1970;
- quicksort(arr, 0, n-1);
- double result = [NSDate date].timeIntervalSince1970 - seconds;
- delete[] arr;
- return result;
- }
- //returns used time in seconds
- double mem() {
- const int n = 96000000;
- int* arr = new int[n];
- NSTimeInterval seconds = [NSDate date].timeIntervalSince1970;
- for (int i = 0; i < n; ++i) {
- const int i0 = rand() % n;
- const int i1 = rand() % n;
- const int t = arr[i0];
- arr[i0] = arr[i1];
- arr[i1] = t;
- }
- double result = [NSDate date].timeIntervalSince1970 - seconds;
- delete[] arr;
- return result;
- }
- //returns used time in seconds
- double sfu() {
- int di = rand() % 2;
- if (di > 0)
- di = 0;
- NSTimeInterval seconds = [NSDate date].timeIntervalSince1970;
- float t = 0.0;
- for (int i = 0; i < (12000000 + di); ++i) {
- t += sinf(i * 2.718f);
- t -= cosf(cosf(i / 3.1415926f));
- const float acosValue = MAX(-0.5f, MIN(0.5f, t*cosf(i) + 0.995f));
- t = t * 0.196f + acos(acosValue);
- if (fabs(t) > 1e-5f) {
- t /=t;
- }
- }
- if (t == 196.0f) {
- return 0.f;
- }
- double result = [NSDate date].timeIntervalSince1970 - seconds;
- return result;
- }
- @implementation GameScene
- -(void)didMoveToView:(SKView *)view {
- double test0 = raytrace();
- double test1 = sort();
- double test2 = mem();
- double test3 = sfu();
- #ifdef TARGET_OS_IPHONE
- [[[UIAlertView alloc] initWithTitle:@"Time" message:[NSString stringWithFormat:@"Raytace : %fs\nSort: %fs\nRand mem access: %fs\nFPU %fs", test0, test1,test2,test3] delegate:self cancelButtonTitle:@"Okay" otherButtonTitles:nil] show];
- #else
- NSString* string =[NSString stringWithFormat:@"Raytace : %fs\nSort: %fs\nRand mem access: %fs\nFPU %fs", test0, test1,test2,test3];
- NSAlert *alert = [[NSAlert alloc] init];
- [alert addButtonWithTitle:@"Okay"];
- [alert setMessageText:@"End"];
- [alert setInformativeText:string];
- [alert setAlertStyle:NSWarningAlertStyle];
- if ([alert runModal] == NSAlertFirstButtonReturn) {
- }
- #endif
- }
- -(void)update:(CFTimeInterval)currentTime {
- }
- @end
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