mirror of
https://github.com/c-cube/moonpool.git
synced 2025-12-10 13:14:05 -05:00
update raytracer benchmark
This commit is contained in:
parent
112e5a183b
commit
0ace7726f4
8 changed files with 305 additions and 205 deletions
10
Makefile
10
Makefile
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@ -28,4 +28,14 @@ bench-fib:
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hyperfine -L psize $(BENCH_PSIZE) \
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'./_build/default/benchs/fib_rec.exe -cutoff $(BENCH_CUTOFF) -niter $(NITER) -psize={psize} -n $(N)'
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NX?=400
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NY?=200
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NS?=150
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RAYOUT?=out.ppm
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RAY_J?=1,4,8,16
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bench-raytracer:
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dune build $(DUNE_OPTS_BENCH) benchs/raytracer/raytracer.exe
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hyperfine -L j $(RAY_J) \
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'./_build/default/benchs/raytracer/raytracer.exe -nx=$(NX) -ny=$(NY) -ns=$(NS) -j={j}'
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.PHONY: test clean
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@ -1,4 +1,5 @@
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; parallel version of https://github.com/samrat/rayml
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(executable
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(name raytracer)
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(flags :standard -warn-error -a+8))
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(name raytracer)
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(libraries moonpool unix))
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@ -1,10 +1,7 @@
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type ray = { origin: Vec3.vec3;
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dir: Vec3.vec3 }
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type ray = {
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origin: Vec3.vec3;
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dir: Vec3.vec3;
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}
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let point_at_parameter r t =
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Vec3.add r.origin (Vec3.mul t r.dir)
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let create o d =
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{ origin = o;
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dir = d }
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;;
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let point_at_parameter r t = Vec3.add r.origin (Vec3.mul t r.dir)
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let create o d = { origin = o; dir = d }
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@ -1,218 +1,323 @@
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open Printf
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open Vec3
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open Ray
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open Moonpool
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type material = Lambertian of Vec3.vec3 (* albedo *)
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| Metal of Vec3.vec3 * float (* albedo, fuzz *)
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| Dielectric of float (* refractive index *)
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let ( let@ ) = ( @@ )
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let fpf = Printf.fprintf
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let pf = Printf.printf
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type sphere = { center: Vec3.vec3;
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radius: float;
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mat: material;
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}
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type material =
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| Lambertian of Vec3.vec3 (* albedo *)
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| Metal of Vec3.vec3 * float (* albedo, fuzz *)
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| Dielectric of float (* refractive index *)
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type hitable = Sphere of sphere
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| World of hitable list
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type sphere = {
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center: Vec3.vec3;
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radius: float;
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mat: material;
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}
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type hitable =
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| Sphere of sphere
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| World of hitable list
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type hit_rec = { t : float;
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p: Vec3.vec3;
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normal: Vec3.vec3;
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mat: material option; }
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type hit_rec = {
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t: float;
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p: Vec3.vec3;
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normal: Vec3.vec3;
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mat: material option;
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}
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type scatter = { ray : Ray.ray;
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color: Vec3.vec3;
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scatter: bool;}
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type scatter = {
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ray: Ray.ray;
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color: Vec3.vec3;
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scatter: bool;
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}
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type hit = hit_rec option
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(* Produce a random point inside the unit sphere. Works by picking a
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random point in the unit cube, rejecting if not inside the sphere. *)
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let rec random_in_unit_sphere () =
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let p = (Vec3.sub (Vec3.mul 2.0 (Vec3.of_floats ((Random.float 1.0),
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(Random.float 1.0),
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(Random.float 1.0))))
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(Vec3.of_floats (1., 1., 1.))) in
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if ((Vec3.dot p p) >= 1.0)
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then p
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else random_in_unit_sphere ()
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let p =
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Vec3.sub
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(Vec3.mul 2.0
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(Vec3.of_floats (Random.float 1.0, Random.float 1.0, Random.float 1.0)))
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(Vec3.of_floats (1., 1., 1.))
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in
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if Vec3.dot p p >= 1.0 then
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p
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else
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random_in_unit_sphere ()
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let reflect v n =
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Vec3.sub v (Vec3.mul (2. *. (Vec3.dot v n)) n)
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let reflect v n = Vec3.sub v (Vec3.mul (2. *. Vec3.dot v n) n)
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let refract v n ni_over_nt =
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let uv = Vec3.unit_vector v in
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let dt = Vec3.dot uv n in
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let discriminant = 1.0 -. ((ni_over_nt*.ni_over_nt) *. (1.0 -. dt*.dt)) in
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if discriminant > 0.0
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then
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let refracted = (Vec3.sub (Vec3.mul ni_over_nt (Vec3.sub v (Vec3.mul dt n))) (Vec3.mul (sqrt discriminant) n)) in
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Some(refracted)
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else None
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let discriminant = 1.0 -. (ni_over_nt *. ni_over_nt *. (1.0 -. (dt *. dt))) in
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if discriminant > 0.0 then (
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let refracted =
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Vec3.sub
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(Vec3.mul ni_over_nt (Vec3.sub v (Vec3.mul dt n)))
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(Vec3.mul (sqrt discriminant) n)
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in
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Some refracted
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) else
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None
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let hit_scatter r_in hit_rec =
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match hit_rec.mat with
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(* reflect in random direction *)
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Some(Lambertian(albedo)) ->
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let target = (Vec3.add (Vec3.add hit_rec.p hit_rec.normal) (random_in_unit_sphere ())) in
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let scatter = { ray = Ray.create hit_rec.p (Vec3.sub target hit_rec.p);
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color = albedo;
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scatter = true;}
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in scatter
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(* reflect in random direction *)
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| Some (Lambertian albedo) ->
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let target =
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Vec3.add (Vec3.add hit_rec.p hit_rec.normal) (random_in_unit_sphere ())
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in
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let scatter =
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{
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ray = Ray.create hit_rec.p (Vec3.sub target hit_rec.p);
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color = albedo;
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scatter = true;
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}
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in
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scatter
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(* "shiny"- angle of reflectance = angle of incidence *)
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| Some(Metal(albedo, fuzz)) ->
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| Some (Metal (albedo, fuzz)) ->
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let reflected = reflect (Vec3.unit_vector r_in.dir) hit_rec.normal in
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let scattered_ray = Ray.create hit_rec.p (Vec3.add reflected (Vec3.mul fuzz (random_in_unit_sphere ()))) in
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let scattered = { ray = scattered_ray;
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color = albedo;
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scatter = (Vec3.dot scattered_ray.dir hit_rec.normal) > 0.0;} in
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let scattered_ray =
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Ray.create hit_rec.p
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(Vec3.add reflected (Vec3.mul fuzz (random_in_unit_sphere ())))
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in
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let scattered =
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{
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ray = scattered_ray;
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color = albedo;
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scatter = Vec3.dot scattered_ray.dir hit_rec.normal > 0.0;
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}
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in
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scattered
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| Some(Dielectric(ref_idx)) ->
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| Some (Dielectric ref_idx) ->
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let reflected = reflect (Vec3.unit_vector r_in.dir) hit_rec.normal in
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let attenuation = Vec3.of_floats (1.0, 1.0, 1.0) in
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let (outward_normal, ni_over_nt) =
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if (Vec3.dot r_in.dir hit_rec.normal) > 0.0
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then (Vec3.neg hit_rec.normal, ref_idx)
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else (hit_rec.normal, 1.0 /. ref_idx) in
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let outward_normal, ni_over_nt =
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if Vec3.dot r_in.dir hit_rec.normal > 0.0 then
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Vec3.neg hit_rec.normal, ref_idx
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else
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hit_rec.normal, 1.0 /. ref_idx
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in
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let scattered_ray =
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match (refract r_in.dir outward_normal ni_over_nt) with
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| Some(refracted) -> Ray.create hit_rec.p refracted
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| None -> Ray.create hit_rec.p reflected in
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match refract r_in.dir outward_normal ni_over_nt with
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| Some refracted -> Ray.create hit_rec.p refracted
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| None -> Ray.create hit_rec.p reflected
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in
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let scattered =
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{ ray= scattered_ray;
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color= attenuation;
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scatter = false; } in
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{ ray = scattered_ray; color = attenuation; scatter = false }
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in
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scattered
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| None -> failwith "not a real material type"
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let hit_sphere sphere ray (tmin, tmax) =
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let hit_sphere sphere ray (tmin, tmax) : hit =
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let oc = sub ray.origin sphere.center in
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let a = dot ray.dir ray.dir in
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let b = (dot oc ray.dir) in
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let c = (dot oc oc) -. (sphere.radius *. sphere.radius) in
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let discriminant = b*.b -. a*.c in
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let b = dot oc ray.dir in
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let c = dot oc oc -. (sphere.radius *. sphere.radius) in
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let discriminant = (b *. b) -. (a *. c) in
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if (discriminant > 0.0)
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then
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let t = (-.b -. (sqrt discriminant)) /. a in
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if discriminant > 0.0 then (
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let t = (-.b -. sqrt discriminant) /. a in
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if (t < tmax && t > tmin)
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then
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if t < tmax && t > tmin then (
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let p = Ray.point_at_parameter ray t in
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Some { t = t;
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p = p;
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normal = mul (1. /. sphere.radius) (sub p sphere.center);
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mat = Some(sphere.mat)
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}
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else
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let t = (-.b +. (sqrt discriminant)) /. a in
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if (t < tmax && t > tmin)
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then
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Some
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{
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t;
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p;
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normal = mul (1. /. sphere.radius) (sub p sphere.center);
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mat = Some sphere.mat;
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}
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) else (
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let t = (-.b +. sqrt discriminant) /. a in
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if t < tmax && t > tmin then (
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let p = Ray.point_at_parameter ray t in
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Some { t = t;
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p = p;
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normal = mul (1. /. sphere.radius) (sub p sphere.center);
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mat = Some(sphere.mat);
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}
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else None
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else None
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Some
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{
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t;
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p;
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normal = mul (1. /. sphere.radius) (sub p sphere.center);
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mat = Some sphere.mat;
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}
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) else
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None
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)
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) else
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None
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let rec hit_world world ray (tmin, tmax) =
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List.fold_left
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let rec hit_world (world : hitable list) ray (tmin, tmax) : hit =
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List.fold_left
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(fun acc h ->
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let prev_rec = match acc with
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None -> { t = tmax;
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p = Vec3.of_floats (-1., -1., -1.);
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normal = Vec3.of_floats (-1., -1., -1.);
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mat = None }
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| Some(r) -> r in
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match (hit h ray (tmin, prev_rec.t)) with
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Some(r) -> Some r
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| None -> acc) None world
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let prev_rec =
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match acc with
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| None ->
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{
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t = tmax;
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p = Vec3.of_floats (-1., -1., -1.);
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normal = Vec3.of_floats (-1., -1., -1.);
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mat = None;
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}
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| Some r -> r
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in
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match hit h ray (tmin, prev_rec.t) with
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| Some r -> Some r
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| None -> acc)
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None world
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and hit h ray (tmin, tmax) =
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and hit h ray (tmin, tmax) : hit =
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match h with
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Sphere(s) -> hit_sphere s ray (tmin, tmax)
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| World(w) -> hit_world w ray (tmin, tmax)
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| Sphere s -> hit_sphere s ray (tmin, tmax)
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| World w -> hit_world w ray (tmin, tmax)
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let rec get_color world ray depth =
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match (hit world ray (0., Float.infinity)) with
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Some hit_result ->
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if (depth < 50)
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then let s = hit_scatter ray hit_result in
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Vec3.pmul s.color (get_color world s.ray (depth+1))
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else Vec3.of_floats (0., 0., 0.)
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let rec get_color world ray depth : vec3 =
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match hit world ray (0., Float.infinity) with
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| Some hit_result ->
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if depth < 50 then (
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let s = hit_scatter ray hit_result in
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Vec3.pmul s.color (get_color world s.ray (depth + 1))
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) else
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Vec3.of_floats (0., 0., 0.)
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| None ->
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let unit_direction = unit_vector ray.dir in
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let t = 0.5 *. (unit_direction.y +. 1.0) in
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add (mul (1.0 -. t) {x= 1.0; y=1.0; z= 1.0}) (mul t {x= 0.5; y= 0.7; z= 1.0})
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add
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(mul (1.0 -. t) { x = 1.0; y = 1.0; z = 1.0 })
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(mul t { x = 0.5; y = 0.7; z = 1.0 })
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let write_to_file filename =
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Random.self_init ();
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let sphere1 = Sphere {center = Vec3.of_floats (0., 0., -1.);
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radius = 0.5;
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mat = Lambertian (Vec3.of_floats (0.8, 0.3, 0.3)) } in
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let sphere2 = Sphere {center = Vec3.of_floats (0., -100.5, -1.);
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radius = 100.0;
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mat = Lambertian (Vec3.of_floats (0.8, 0.8, 0.0))} in
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let sphere3 = Sphere {center = Vec3.of_floats (-1.0, 0., -1.);
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radius = 0.5;
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mat = Metal ((Vec3.of_floats (0.8, 0.6, 0.2)), 0.4)} in
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let mk_world () =
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let sphere1 =
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Sphere
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{
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center = Vec3.of_floats (0., 0., -1.);
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radius = 0.5;
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mat = Lambertian (Vec3.of_floats (0.8, 0.3, 0.3));
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}
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in
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let sphere2 =
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Sphere
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{
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center = Vec3.of_floats (0., -100.5, -1.);
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radius = 100.0;
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mat = Lambertian (Vec3.of_floats (0.8, 0.8, 0.0));
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}
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in
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let sphere3 =
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Sphere
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{
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center = Vec3.of_floats (-1.0, 0., -1.);
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radius = 0.5;
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mat = Metal (Vec3.of_floats (0.8, 0.6, 0.2), 0.4);
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}
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in
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(* let sphere4 = Sphere {center = Vec3.of_floats (1.0, 0., -1.); *)
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(* radius = 0.5; *)
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(* mat = Metal ((Vec3.of_floats (0.8, 0.8, 0.8)), 0.1)} in *)
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let sphere4 = Sphere {center = Vec3.of_floats (1.0, 0.0, -1.);
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radius = 0.5;
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mat = Dielectric (1.5)} in
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let world = World [sphere3; sphere2; sphere1; sphere4;] in
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let sphere4 =
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Sphere
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{
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center = Vec3.of_floats (1.0, 0.0, -1.);
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radius = 0.5;
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mat = Dielectric 1.5;
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}
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in
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World [ sphere3; sphere2; sphere1; sphere4 ]
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type config = {
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nx: int;
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ny: int;
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ns: int;
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j: int;
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out: string;
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}
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let run (config : config) =
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Random.self_init ();
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let world = mk_world () in
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let nx = 400 in
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let ny = 200 in
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let ns = 150 in (* samples per pixel *)
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let oc = open_out filename in
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fprintf oc "P3\n";
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fprintf oc "%d\n" nx;
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fprintf oc "%d\n" ny;
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fprintf oc "\n255\n";
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let ns = 150 in
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(* samples per pixel *)
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let oc = open_out config.out in
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let@ () =
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Fun.protect ~finally:(fun () ->
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flush oc;
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close_out oc)
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in
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fpf oc "P3\n";
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fpf oc "%d\n" nx;
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fpf oc "%d\n" ny;
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fpf oc "\n255\n";
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let lower_left_corner = Vec3.of_floats (-2., -1., -1.) in
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let horizontal = Vec3.of_floats (4., 0., 0.) in
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let vertical = Vec3.of_floats (0., 2., 0.) in
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let origin = Vec3.of_floats (0., 0., 0.) in
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for j = ny downto 1 do
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for i = 0 to nx-1 do
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let color = ref {x=0.; y=0.; z=0.} in
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for s = 0 to ns-1 do
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for i = 0 to nx - 1 do
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let color = ref { x = 0.; y = 0.; z = 0. } in
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for _step = 0 to ns - 1 do
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(* NOTE: Random.float is bounds __inclusive__ *)
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let u = (Float.of_int i +. (Random.float 1.0)) /. (Float.of_int nx) in
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let v = (Float.of_int j +. (Random.float 1.0)) /. (Float.of_int ny) in
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let r = { origin = origin;
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||||
dir = Vec3.add lower_left_corner (Vec3.add (Vec3.mul u horizontal) (Vec3.mul v vertical)) } in
|
||||
color := Vec3.add !color (get_color world r 0);
|
||||
let u = (Float.of_int i +. Random.float 1.0) /. Float.of_int nx in
|
||||
let v = (Float.of_int j +. Random.float 1.0) /. Float.of_int ny in
|
||||
|
||||
let r =
|
||||
{
|
||||
origin;
|
||||
dir =
|
||||
Vec3.add lower_left_corner
|
||||
(Vec3.add (Vec3.mul u horizontal) (Vec3.mul v vertical));
|
||||
}
|
||||
in
|
||||
color := Vec3.add !color (get_color world r 0)
|
||||
done;
|
||||
|
||||
color := Vec3.mul (1. /. (Float.of_int ns)) !color ;
|
||||
color := Vec3.mul (1. /. Float.of_int ns) !color;
|
||||
(* gamma correction *)
|
||||
color := Vec3.of_floats (sqrt(!color.x),
|
||||
sqrt(!color.y),
|
||||
sqrt(!color.z));
|
||||
let {x=r; y=g; z=b} = !color in
|
||||
let (ir, ig, ib) = (Int.of_float (r*.255.99),
|
||||
Int.of_float (g*.255.99),
|
||||
Int.of_float (b*.255.99)) in
|
||||
fprintf oc "%d " ir;
|
||||
fprintf oc "%d " ig;
|
||||
fprintf oc "%d \n" ib;
|
||||
done;
|
||||
done;
|
||||
Out_channel.close oc
|
||||
color := Vec3.of_floats (sqrt !color.x, sqrt !color.y, sqrt !color.z);
|
||||
let { x = r; y = g; z = b } = !color in
|
||||
let ir, ig, ib =
|
||||
( Int.of_float (r *. 255.99),
|
||||
Int.of_float (g *. 255.99),
|
||||
Int.of_float (b *. 255.99) )
|
||||
in
|
||||
fpf oc "%d " ir;
|
||||
fpf oc "%d " ig;
|
||||
fpf oc "%d \n" ib
|
||||
done
|
||||
done
|
||||
|
||||
let () =
|
||||
write_to_file "out.ppm"
|
||||
let nx = ref 400 in
|
||||
let ny = ref 200 in
|
||||
let ns = ref 150 in
|
||||
let j = ref 4 in
|
||||
let out = ref "out.ppm" in
|
||||
let progress = ref false in
|
||||
let opts =
|
||||
[
|
||||
"-j", Arg.Set_int j, " set minimum number of threads";
|
||||
"-nx", Arg.Set_int nx, " pixels in x axis";
|
||||
"-ny", Arg.Set_int ny, " pixels in y axis";
|
||||
"-ns", Arg.Set_int ns, " number of samples per pixel";
|
||||
"-o", Arg.Set_string out, " output file";
|
||||
"-p", Arg.Set progress, " progress bar";
|
||||
]
|
||||
|> Arg.align
|
||||
in
|
||||
Arg.parse opts ignore "";
|
||||
|
||||
let config = { nx = !nx; ny = !ny; ns = !ns; out = !out; j = !j } in
|
||||
|
||||
let t = Unix.gettimeofday () in
|
||||
run config;
|
||||
let elapsed = Unix.gettimeofday () -. t in
|
||||
pf "done in %.4fs\n%!" elapsed;
|
||||
|
||||
()
|
||||
|
|
|
|||
|
|
@ -1,47 +1,29 @@
|
|||
type vec3 = { x: float;
|
||||
y: float;
|
||||
z: float }
|
||||
type vec3 = {
|
||||
x: float;
|
||||
y: float;
|
||||
z: float;
|
||||
}
|
||||
|
||||
let of_floats (e1, e2, e3) =
|
||||
{x = e1; y = e2; z = e3}
|
||||
|
||||
let add v w =
|
||||
{x = v.x +. w.x;
|
||||
y = v.y +. w.y;
|
||||
z = v.z +. w.z}
|
||||
|
||||
let sub v w =
|
||||
{x = v.x -. w.x;
|
||||
y = v.y -. w.y;
|
||||
z = v.z -. w.z}
|
||||
|
||||
let neg v =
|
||||
sub {x= 0.0; y=0.0; z=0.0} v
|
||||
|
||||
let dot v w =
|
||||
v.x*.w.x +. v.y*.w.y +.v.z*.w.z
|
||||
let of_floats (e1, e2, e3) = { x = e1; y = e2; z = e3 }
|
||||
let add v w = { x = v.x +. w.x; y = v.y +. w.y; z = v.z +. w.z }
|
||||
let sub v w = { x = v.x -. w.x; y = v.y -. w.y; z = v.z -. w.z }
|
||||
let neg v = sub { x = 0.0; y = 0.0; z = 0.0 } v
|
||||
let dot v w = (v.x *. w.x) +. (v.y *. w.y) +. (v.z *. w.z)
|
||||
|
||||
let cross v w =
|
||||
{x = v.y*.w.z -. v.z*.w.y;
|
||||
y = v.z*.w.x -. v.x*.w.z;
|
||||
z = v.x*.w.y -. v.y*.w.x}
|
||||
{
|
||||
x = (v.y *. w.z) -. (v.z *. w.y);
|
||||
y = (v.z *. w.x) -. (v.x *. w.z);
|
||||
z = (v.x *. w.y) -. (v.y *. w.x);
|
||||
}
|
||||
|
||||
let length v =
|
||||
sqrt (dot v v)
|
||||
let length v = sqrt (dot v v)
|
||||
|
||||
let unit_vector v =
|
||||
let l = length v in
|
||||
{ x = v.x /. l;
|
||||
y = v.y /. l;
|
||||
z = v.z /. l }
|
||||
{ x = v.x /. l; y = v.y /. l; z = v.z /. l }
|
||||
|
||||
let mul t v =
|
||||
{ x = t *. v.x;
|
||||
y = t *. v.y;
|
||||
z = t *. v.z }
|
||||
let mul t v = { x = t *. v.x; y = t *. v.y; z = t *. v.z }
|
||||
|
||||
(* pairwise multiplication *)
|
||||
let pmul v w =
|
||||
{ x = v.x *. w.x;
|
||||
y = v.y *. w.y;
|
||||
z = v.z *. w.z; }
|
||||
let pmul v w = { x = v.x *. w.x; y = v.y *. w.y; z = v.z *. w.z }
|
||||
|
|
|
|||
|
|
@ -1,13 +1,15 @@
|
|||
type vec3 = { x: float;
|
||||
y: float;
|
||||
z: float }
|
||||
type vec3 = {
|
||||
x: float;
|
||||
y: float;
|
||||
z: float;
|
||||
}
|
||||
|
||||
val of_floats : float * float * float -> vec3
|
||||
val add : vec3 -> vec3 -> vec3
|
||||
val sub : vec3 -> vec3 -> vec3
|
||||
val neg : vec3 -> vec3
|
||||
val dot : vec3 -> vec3 -> float
|
||||
val cross: vec3 -> vec3 -> vec3
|
||||
val cross : vec3 -> vec3 -> vec3
|
||||
val mul : float -> vec3 -> vec3
|
||||
val unit_vector : vec3 -> vec3
|
||||
val pmul : vec3 -> vec3 -> vec3
|
||||
|
|
|
|||
2
dune
2
dune
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
(env
|
||||
(_ (flags :standard -strict-sequence -warn-error -a+8 -w +a-4-40-70)))
|
||||
(_ (flags :standard -strict-sequence -warn-error -a+8 -w +a-4-40-41-42-70)))
|
||||
|
||||
(mdx)
|
||||
|
|
|
|||
3
raytracer.sh
Executable file
3
raytracer.sh
Executable file
|
|
@ -0,0 +1,3 @@
|
|||
#!/bin/sh
|
||||
DUNE_OPTS="--profile=release --display=quiet"
|
||||
exec dune exec $DUNE_OPTS benchs/raytracer/raytracer.exe -- $@
|
||||
Loading…
Add table
Reference in a new issue