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using System; | ||
using System.Drawing; | ||
using System.Drawing.Imaging; | ||
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using geometry; | ||
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namespace tinykaboom | ||
{ | ||
class Program | ||
{ | ||
// all the explosion fits in a sphere with this radius. The center lies in the origin. | ||
const float sphere_radius = 1.5f; | ||
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// amount of noise applied to the sphere (towards the center). | ||
const float noise_amplitude = 1.0f; | ||
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static T lerp<T>( T v0, T v1, float t ) | ||
{ | ||
dynamic dv0 = v0, dv1 = v1; | ||
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return dv0 + ( dv1 - dv0 ) * Math.Max( 0.0f, Math.Min( 1.0f, t ) ); | ||
} | ||
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static float hash( float n ) | ||
{ | ||
var x = Math.Sin(n) * 43758.5453f; | ||
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return ( float ) ( x - Math.Floor(x) ); | ||
} | ||
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static float noise( Vec3f x ) | ||
{ | ||
var p = new Vec3f( ( float ) Math.Floor( x.x ), ( float ) Math.Floor( x.y ), ( float ) Math.Floor( x.z ) ); | ||
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var f = new Vec3f( x.x - p.x, x.y - p.y, x.z - p.z ); | ||
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f = f * ( f * ( new Vec3f( 3, 3, 3 ) - f * 2.0f ) ); | ||
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var n = p * new Vec3f( 1.0f, 57.0f, 113.0f ); | ||
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return lerp( lerp( | ||
lerp( hash( n + 0.0f ), hash( n + 1.0f ), f.x ), | ||
lerp( hash( n + 57.0f ), hash( n + 58.0f ), f.x ), f.y ), | ||
lerp( | ||
lerp( hash( n + 113.0f ), hash( n + 114.0f ), f.x ), | ||
lerp( hash( n + 170.0f ), hash( n + 171.0f ), f.x ), f.y ), f.z ); | ||
} | ||
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static Vec3f rotate( Vec3f v ) | ||
{ | ||
return new Vec3f( new Vec3f( 0.0f, 0.8f, 0.6f ) * v, new Vec3f ( -0.80f, 0.36f, -0.48f ) * v, new Vec3f( -0.60f, -0.48f, 0.64f ) * v ); | ||
} | ||
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// this is a bad noise function with lots of artifacts. TODO: find a better one | ||
static float fractal_brownian_motion( Vec3f x ) | ||
{ | ||
var p = rotate(x); | ||
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float f = 0; | ||
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f += 0.5000f * noise(p); p = p * 2.32f; | ||
f += 0.2500f * noise(p); p = p * 3.03f; | ||
f += 0.1250f * noise(p); p = p * 2.61f; | ||
f += 0.0625f * noise(p); | ||
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return f / 0.9375f; | ||
} | ||
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// simple linear gradent yellow-orange-red-darkgray-gray. d is supposed to vary from 0 to 1. | ||
// note that the color is "hot", i.e. has components > 1. | ||
static Vec3f palette_fire( float d ) | ||
{ | ||
var yellow = new Vec3f( 1.7f, 1.3f, 1.0f ); | ||
var orange = new Vec3f( 1.0f, 0.6f, 0.0f ); | ||
var red = new Vec3f( 1.0f, 0.0f, 0.0f ); | ||
var darkgray = new Vec3f( 0.2f, 0.2f, 0.2f ); | ||
var gray = new Vec3f( 0.4f, 0.4f, 0.4f ); | ||
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var x = Math.Max( 0.0f, Math.Min( 1.0f, d ) ); | ||
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if ( x < .25f ) | ||
return lerp( gray, darkgray, x * 4.0f ); | ||
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else if ( x < .5f ) | ||
return lerp( darkgray, red, x * 4.0f - 1.0f ); | ||
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else if ( x < .75f ) | ||
return lerp( red, orange, x * 4.0f - 2.0f ); | ||
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return lerp( orange, yellow, x * 4.0f - 3.0f ); | ||
} | ||
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// this function defines the implicit surface we render. | ||
static float signed_distance( Vec3f p ) | ||
{ | ||
var displacement = -fractal_brownian_motion( p * 3.4f ) * noise_amplitude; | ||
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return p.norm() - ( sphere_radius + displacement ); | ||
} | ||
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// Notice the early discard; in fact I know that the noise() function produces non-negative values, | ||
// thus all the explosion fits in the sphere. Thus this early discard is a conservative check. | ||
// It is not necessary, just a small speed-up | ||
static bool sphere_trace( Vec3f orig, Vec3f dir, ref Vec3f pos ) | ||
{ | ||
if ( orig * orig - Math.Pow( orig * dir, 2 ) > Math.Pow( sphere_radius, 2 ) ) return false; | ||
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pos = orig; | ||
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for ( var i = 0; i < 128; i++ ) | ||
{ | ||
var d = signed_distance( pos ); | ||
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if ( d < 0 ) return true; | ||
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// note that the step depends on the current distance, | ||
// if we are far from the surface, we can do big steps. | ||
pos = pos + dir * Math.Max( d * 0.1f, .01f ); | ||
} | ||
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return false; | ||
} | ||
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// simple finite differences, very sensitive to the choice of the eps constant. | ||
static Vec3f distance_field_normal( Vec3f pos ) | ||
{ | ||
var eps = 0.1f; | ||
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var d = signed_distance( pos ); | ||
var nx = signed_distance( pos + new Vec3f( eps, 0, 0 ) ) - d; | ||
var ny = signed_distance( pos + new Vec3f( 0, eps, 0 ) ) - d; | ||
var nz = signed_distance( pos + new Vec3f( 0, 0, eps ) ) - d; | ||
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return new Vec3f( nx, ny, nz ).normalize(); | ||
} | ||
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static void Main() | ||
{ | ||
const int width = 640; // image width | ||
const int height = 480; // image height | ||
const float fov = 3.1415f / 3.0f; // field of view angle | ||
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var framebuffer = new Vec3f[ width * height ]; | ||
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// actual rendering loop | ||
for ( var j = 0; j < height; j++ ) | ||
{ | ||
for ( var i = 0; i < width; i++ ) | ||
{ | ||
// this flips the image at the same time | ||
var dir_x = ( i + 0.5f ) - width / 2.0f; | ||
var dir_y = -( j + 0.5f ) + height / 2.0f; | ||
var dir_z = -height / ( 2.0f * ( float) Math.Tan( fov / 2.0f ) ); | ||
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var hit = new Vec3f(); | ||
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// the camera is placed to (0,0,3) and it looks along the -z axis. | ||
var vcam = new Vec3f( 0, 0, 3 ); | ||
var vdir = new Vec3f( dir_x, dir_y, dir_z ).normalize(); | ||
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if ( sphere_trace( vcam, vdir, ref hit ) ) | ||
{ | ||
var noise_level = ( sphere_radius - hit.norm() ) / noise_amplitude; | ||
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// one light is placed to (10,10,10). | ||
var light_dir = ( new Vec3f( 10, 10, 10 ) - hit ).normalize(); | ||
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var light_intensity = Math.Max( 0.4f, light_dir * distance_field_normal( hit ) ); | ||
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framebuffer[ i + j * width ] = palette_fire( ( -0.2f + noise_level ) * 2 ) * light_intensity; | ||
} | ||
else | ||
{ | ||
// background color. | ||
framebuffer[ i + j * width ] = new Vec3f( 0.2f, 0.7f, 0.8f ); | ||
} | ||
} | ||
} | ||
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// Save the framebuffer as image. | ||
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// 32 bits per pixel. | ||
const int pixelSize = 4; | ||
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var bmp = new Bitmap( width, height, PixelFormat.Format32bppArgb ); | ||
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BitmapData bmpData = null; | ||
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try | ||
{ | ||
bmpData = bmp.LockBits( new Rectangle( 0, 0, width, height ), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb ); | ||
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for ( var y = 0; y < height; ++y ) | ||
unsafe | ||
{ | ||
var targetRow = ( byte * ) bmpData.Scan0 + y * bmpData.Stride; | ||
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for ( var x = 0; x < width; ++x ) | ||
{ | ||
var i = y * width + x; | ||
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var c = framebuffer[i]; | ||
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var max = Math.Max( c[0], Math.Max( c[1], c[2] ) ); | ||
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if ( max > 1 ) c = c / max; | ||
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targetRow[ x * pixelSize + 0 ] = ( byte ) ( 255 * Math.Max( 0f, Math.Min( 1f, c[2] ) ) ); | ||
targetRow[ x * pixelSize + 1 ] = ( byte ) ( 255 * Math.Max( 0f, Math.Min( 1f, c[1] ) ) ); | ||
targetRow[ x * pixelSize + 2 ] = ( byte ) ( 255 * Math.Max( 0f, Math.Min( 1f, c[0] ) ) ); | ||
targetRow[ x * pixelSize + 3 ] = 255; | ||
} | ||
} | ||
} | ||
finally | ||
{ | ||
if ( bmpData != null ) bmp.UnlockBits( bmpData ); | ||
} | ||
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bmp.Save( "out.png", ImageFormat.Png ); | ||
} | ||
} | ||
} |
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using System.Reflection; | ||
using System.Runtime.InteropServices; | ||
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// General Information about an assembly is controlled through the following | ||
// set of attributes. Change these attribute values to modify the information | ||
// associated with an assembly. | ||
[assembly: AssemblyTitle( "tinykaboom" )] | ||
[assembly: AssemblyDescription( "tinykaboom in c#" )] | ||
[assembly: AssemblyConfiguration( "" )] | ||
[assembly: AssemblyCompany( "" )] | ||
[assembly: AssemblyProduct( "tinykaboom" )] | ||
[assembly: AssemblyCopyright( "Copyright © Viacheslav N. Mezentsev 2019" )] | ||
[assembly: AssemblyTrademark( "" )] | ||
[assembly: AssemblyCulture( "" )] | ||
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// Setting ComVisible to false makes the types in this assembly not visible | ||
// to COM components. If you need to access a type in this assembly from | ||
// COM, set the ComVisible attribute to true on that type. | ||
[assembly: ComVisible( false )] | ||
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// The following GUID is for the ID of the typelib if this project is exposed to COM | ||
[assembly: Guid( "6aaf24ea-3c92-4100-9c89-ff27a0399b5c" )] | ||
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// Version information for an assembly consists of the following four values: | ||
// | ||
// Major Version | ||
// Minor Version | ||
// Build Number | ||
// Revision | ||
// | ||
// You can specify all the values or you can default the Build and Revision Numbers | ||
// by using the '*' as shown below: | ||
// [assembly: AssemblyVersion("1.0.*")] | ||
[assembly: AssemblyVersion( "0.1.*" )] | ||
//[assembly: AssemblyFileVersion( "1.0.0.0" )] |
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using System; | ||
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namespace geometry | ||
{ | ||
public class Vec3f | ||
{ | ||
public float x; | ||
public float y; | ||
public float z; | ||
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public Vec3f( float x, float y, float z ) | ||
{ | ||
this.x = x; | ||
this.y = y; | ||
this.z = z; | ||
} | ||
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public Vec3f() | ||
{ | ||
} | ||
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public float this[ int i ] | ||
{ | ||
get { return i <= 0 ? x : ( i == 1 ? y : z ); } | ||
} | ||
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public float norm() | ||
{ | ||
return ( float ) Math.Sqrt( x * x + y * y + z * z ); | ||
} | ||
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public Vec3f normalize() | ||
{ | ||
return this / norm(); | ||
} | ||
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public float[] ToArray() | ||
{ | ||
return new[] { x, y, z }; | ||
} | ||
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public static Vec3f operator +( Vec3f self, Vec3f other ) | ||
{ | ||
return new Vec3f( self.x + other.x, self.y + other.y, self.z + other.z ); | ||
} | ||
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public static Vec3f operator -( Vec3f self, Vec3f other ) | ||
{ | ||
return new Vec3f( self.x - other.x, self.y - other.y, self.z - other.z ); | ||
} | ||
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public static float operator *( Vec3f self, Vec3f other ) | ||
{ | ||
return self.x * other.x + self.y * other.y + self.z * other.z; | ||
} | ||
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public static Vec3f operator *( Vec3f self, float value ) | ||
{ | ||
return new Vec3f( self.x * value, self.y * value, self.z * value ); | ||
} | ||
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public static Vec3f operator /( Vec3f self, float value ) | ||
{ | ||
return self * ( 1f / value ); | ||
} | ||
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public static Vec3f operator -( Vec3f self ) | ||
{ | ||
return self * -1f; | ||
} | ||
} | ||
} |
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# tinykaboom in c# | ||
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https://github.com/ssloy/tinykaboom implemented in c#. | ||
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![](https://raw.githubusercontent.com/ViacheslavMezentsev/tinykaboom/master/bin/Release/out.png) |
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