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+%%
+%% %CopyrightBegin%
+%%
+%% Copyright Ericsson AB 2000-2009. All Rights Reserved.
+%%
+%% The contents of this file are subject to the Erlang Public License,
+%% Version 1.1, (the "License"); you may not use this file except in
+%% compliance with the License. You should have received a copy of the
+%% Erlang Public License along with this software. If not, it can be
+%% retrieved online at http://www.erlang.org/.
+%%
+%% Software distributed under the License is distributed on an "AS IS"
+%% basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See
+%% the License for the specific language governing rights and limitations
+%% under the License.
+%%
+%% %CopyrightEnd%
+%%
+-module(itracer).
+-export([itracer/0]).
+
+%%%---------------------------------------------------------------------------
+%%%
+%%% This is a little raytracer.
+%%%
+%%%---------------------------------------------------------------------------
+
+
+%%----------------------------------------------------------------------------
+%% Constructors.
+%%----------------------------------------------------------------------------
+
+
+%%----------------------------------------------------------------------------
+%%
+%%----------------------------------------------------------------------------
+
+itracer() ->
+ C1 = ccreate(),
+ C2 = set_width(C1,100),
+ C3 = set_height(C2,100),
+ C4 = initialize(C3),
+ Sphere1 = screate(40,vcreate(35,10,0),{1,0,0}),
+ Sphere2 = screate(35,vcreate(-25,-25,50),{0,1,0}),
+ PL = traceloop(C4,50,50,[Sphere1,Sphere2]).
+
+
+%%----------------------------------------------------------------------------
+%%
+%%----------------------------------------------------------------------------
+
+overflow_prevent(A) when A<1 -> A;
+overflow_prevent(_) -> 1.
+
+
+%%----------------------------------------------------------------------------
+%%
+%%----------------------------------------------------------------------------
+
+traceloop(Camera,Width,Height,Scene) ->
+ traceloop(Camera,Width,Height,0,0,Scene,[]).
+
+
+traceloop(_,_,Height,_,Y,_,PL) when Height=<Y ->
+ PL;
+
+traceloop(Camera,Width,Height,X,Y,Scene,PL) when Width=<X ->
+ traceloop(Camera,Width,Height,0,Y+1,Scene,PL);
+
+traceloop(Camera,Width,Height,X,Y,Scene,PL) ->
+ Ray = ray(Camera,X/Width,Y/Height),
+ {R1,G1,B1} = traceray(Ray,Scene,1),
+ R2 = overflow_prevent(R1),
+ G2 = overflow_prevent(G1),
+ B2 = overflow_prevent(B1),
+ P = {trunc(R2*255), trunc(G2*255), trunc(B2*255)},
+ traceloop(Camera,Width,Height,X+1,Y,Scene,[{X,Y,P}|PL]).
+
+
+%%----------------------------------------------------------------------------
+%%
+%%----------------------------------------------------------------------------
+
+traceray(Ray,Scene,Level) ->
+ Hit = findintersection(Ray,Scene,Level),
+ case Hit of
+ nohit -> {0,0,0};
+ {[T|Ts],Object} -> shaderay(Ray,Scene,Level,T,Object)
+ end.
+
+
+%%----------------------------------------------------------------------------
+%%
+%%----------------------------------------------------------------------------
+
+% Here we loop through all the objects in the scene to find the
+% closest intersection.
+
+findintersection(_,[],_) -> nohit;
+
+findintersection(Ray,[Object|Objects],Level) ->
+ Ts = intersection(Object,Ray),
+ Hit1 = findintersection(Ray,Objects,Level),
+ Hit2 = closesthit(Ts,Object,Hit1).
+
+
+closesthit(nohit,_,nohit) -> nohit;
+closesthit(nohit,_,{[T|Ts],Obj}) when T>0 -> {[T|Ts],Obj};
+closesthit(nohit,_,_) -> nohit;
+closesthit([T|Ts],Obj,nohit) when T>0 -> {[T|Ts],Obj};
+closesthit(_,_,nohit) -> nohit;
+closesthit([T1|Ts1],Obj1,{[T2|Ts2],Obj2}) when T1>0,T1<T2 -> {[T1|Ts1],Obj1};
+closesthit([T1|Ts1],Obj1,{[T2|Ts2],Obj2}) when T2>0,T2<T1 -> {[T2|Ts2],Obj2};
+closesthit(_,_,_) -> nohit.
+
+
+
+%%----------------------------------------------------------------------------
+%%
+%%----------------------------------------------------------------------------
+
+shaderay(Ray,Scene,Level,T,Object) ->
+ Direction = get_direction(Ray),
+ Origin = get_origin(Ray),
+ Point = add(Origin, mul(T, Direction)),
+ Normal = calcnormal(Object, Point),
+ Diffuse = -dot(Normal, Direction),
+ ReflectionVector = reflection(Ray,Normal),
+ NewOrigin = add(Point, mul(0.0001, Normal)),
+ ReflectionRay = rcreate(NewOrigin,ReflectionVector),
+ {Red1,Green1,Blue1} = get_color(Object),
+ if
+ Level<4, Diffuse>0 ->
+ {Red2,Green2,Blue2} = traceray(ReflectionRay,Scene,Level+1),
+ {Diffuse*Red1 + 0.5*Red2,
+ Diffuse*Green1 + 0.5*Green2,
+ Diffuse*Blue1 + 0.5*Blue2};
+ Level<4, Diffuse<0 ->
+ {0,0,0};
+ true ->
+ {0,0,0}
+ end.
+
+
+%%----------------------------------------------------------------------------
+%% Har nedan foljer bara ett gang testfunktioner....
+%%----------------------------------------------------------------------------
+-record(camera,{width,height,zoom,position,lookat,up,right,down,corner}).
+
+%%%---------------------------------------------------------------------------
+%%%
+%%% Useful camera operations.
+%%%
+%%%---------------------------------------------------------------------------
+
+
+%%----------------------------------------------------------------------------
+%% Constructors.
+%%----------------------------------------------------------------------------
+
+ccreate() ->
+ #camera{width=100, height=100, zoom=256,
+ position = vcreate(0,0,-256),
+ lookat = vcreate(0,0,0),
+ up = vcreate(0,1,0)}.
+
+
+
+%%----------------------------------------------------------------------------
+%% Selectors and modifiers.
+%%----------------------------------------------------------------------------
+
+set_width(C,Width) -> C#camera{width=Width}.
+set_height(C,Height) -> C#camera{height=Height}.
+set_zoom(C,Zoom) -> C#camera{zoom=Zoom}.
+cset_position(C,Pos) -> C#camera{position=Pos}.
+set_lookat(C,Lookat) -> C#camera{lookat=Lookat}.
+set_up(C,Up) -> C#camera{up=Up}.
+
+get_width(C) -> C#camera.width.
+get_height(C) -> C#camera.height.
+get_zoom(C) -> C#camera.zoom.
+cget_position(C) -> C#camera.position.
+get_lookat(C) -> C#camera.lookat.
+get_up(C) -> C#camera.up.
+
+
+
+%%----------------------------------------------------------------------------
+%% Operators.
+%%----------------------------------------------------------------------------
+
+initialize(C) ->
+ Dir = normalize(sub(C#camera.lookat, C#camera.position)),
+ Up1 = normalize(C#camera.up),
+ D = dot(Up1, Dir),
+ Up2 = normalize(sub(Up1, mul(D, Dir))),
+ Down = mul(-1, Up2),
+ Right = normalize(cross(Up2,Dir)),
+ Corner1 = mul(C#camera.zoom, Dir),
+ Corner2 = add(Corner1, mul(-C#camera.width/2, Right)),
+ Corner3 = add(Corner2, mul(-C#camera.height/2, Down)),
+ C2 = C#camera{down=Down, right=Right, corner=Corner3}.
+
+
+%
+% X och Y ska ligga i intervallet [0..1]
+%
+ray(C,X,Y) ->
+ Right = mul(C#camera.width*X, C#camera.right),
+ Down = mul(C#camera.height*Y, C#camera.down),
+ Point = add(C#camera.corner, add(Right,Down)),
+ rcreate(C#camera.position,normalize(Point)).
+
+
+
+%%----------------------------------------------------------------------------
+%% E N D O F F I L E
+%%----------------------------------------------------------------------------
+-record(vector,{x,y,z}).
+
+
+%%%---------------------------------------------------------------------------
+%%%
+%%% Useful vector operations.
+%%%
+%%%---------------------------------------------------------------------------
+
+
+%%----------------------------------------------------------------------------
+%% Constructors.
+%%----------------------------------------------------------------------------
+
+vcreate() ->
+ #vector{x=0,y=0,z=0}.
+
+
+vcreate(X,Y,Z) ->
+ #vector{x=X,y=Y,z=Z}.
+
+
+
+%%----------------------------------------------------------------------------
+%% Selectors and modifiers.
+%%----------------------------------------------------------------------------
+
+set_x(V,X) -> V#vector{x=X}.
+set_y(V,Y) -> V#vector{y=Y}.
+set_z(V,Z) -> V#vector{z=Z}.
+
+get_x(V) -> V#vector.x.
+get_y(V) -> V#vector.y.
+get_z(V) -> V#vector.z.
+
+
+
+%%----------------------------------------------------------------------------
+%% Operators.
+%%----------------------------------------------------------------------------
+
+add(A,B) ->
+ #vector{x=A#vector.x+B#vector.x,
+ y=A#vector.y+B#vector.y,
+ z=A#vector.z+B#vector.z}.
+
+
+sub(A,B) ->
+ #vector{x=A#vector.x-B#vector.x,
+ y=A#vector.y-B#vector.y,
+ z=A#vector.z-B#vector.z}.
+
+
+mul(T,A) ->
+ #vector{x=A#vector.x * T,
+ y=A#vector.y * T,
+ z=A#vector.z * T}.
+
+
+dot(A,B) ->
+ A#vector.x*B#vector.x +
+ A#vector.y*B#vector.y +
+ A#vector.z*B#vector.z.
+
+
+normalize(A) ->
+ S = 1 / math:sqrt(dot(A,A)),
+ vcreate(A#vector.x * S, A#vector.y * S, A#vector.z * S).
+
+
+cross(A,B) ->
+ #vector{x = A#vector.y*B#vector.z - A#vector.z*B#vector.y,
+ y = A#vector.z*B#vector.x - A#vector.x*B#vector.z,
+ z = A#vector.x*B#vector.y - A#vector.y*B#vector.x}.
+
+
+%%----------------------------------------------------------------------------
+%% E N D O F F I L E
+%%----------------------------------------------------------------------------
+-record(ray,{origin,direction}).
+
+%%%---------------------------------------------------------------------------
+%%%
+%%% Useful ray stuff.
+%%%
+%%%---------------------------------------------------------------------------
+
+
+%%----------------------------------------------------------------------------
+%% Constructors.
+%%----------------------------------------------------------------------------
+
+rcreate() ->
+ #ray{origin=vcreate(0,0,0), direction=vcreate(0,0,1)}.
+
+
+rcreate(Origin,Direction) ->
+ #ray{origin=Origin, direction=Direction}.
+
+
+
+%%----------------------------------------------------------------------------
+%% Selectors and modifiers.
+%%----------------------------------------------------------------------------
+
+set_origin(R,Origin) -> R#ray{origin=Origin}.
+set_direction(R,Direction) -> R#ray{direction=Direction}.
+
+get_origin(R) -> R#ray.origin.
+get_direction(R) -> R#ray.direction.
+
+
+
+%%----------------------------------------------------------------------------
+%%
+%%----------------------------------------------------------------------------
+
+reflection(R,N) ->
+ A = mul(2*dot(N, R#ray.direction), N),
+ normalize(sub(R#ray.direction, A)).
+
+
+
+%%----------------------------------------------------------------------------
+%% E N D O F F I L E
+%%----------------------------------------------------------------------------
+-record(sphere,{radius,position,color}).
+
+%%%---------------------------------------------------------------------------
+%%%
+%%% Useful sphere operations.
+%%%
+%%%---------------------------------------------------------------------------
+
+
+%%----------------------------------------------------------------------------
+%% Constructors.
+%%----------------------------------------------------------------------------
+
+screate() ->
+ #sphere{radius=1, position=vcreate(0,0,0), color={1,1,1}}.
+
+
+screate(Radius,Position,Color) ->
+ #sphere{radius=Radius, position=Position, color=Color}.
+
+
+
+%%----------------------------------------------------------------------------
+%% Selectors and modifiers.
+%%----------------------------------------------------------------------------
+
+set_radius(S,Radius) -> S#sphere{radius=Radius}.
+sset_position(S,Position) -> S#sphere{position=Position}.
+set_color(S,Color) -> S#sphere{color=Color}.
+
+get_radius(S) -> S#sphere.radius.
+sget_position(S) -> S#sphere.position.
+get_color(S) -> S#sphere.color.
+
+
+
+%%----------------------------------------------------------------------------
+%% Calculates the intersection between a ray and the sphere.
+%%----------------------------------------------------------------------------
+
+intersection(S,Ray) ->
+ SR = sub(S#sphere.position,get_origin(Ray)),
+ B = dot(SR,get_direction(Ray)),
+ C = dot(SR,SR),
+ Root = B*B-C + S#sphere.radius * S#sphere.radius,
+ if
+ Root>0 ->
+ SquareRoot = math:sqrt(Root),
+ [B-SquareRoot,B+SquareRoot];
+ true ->
+ nohit
+ end.
+
+calcnormal(S,P) ->
+ normalize(sub(P, S#sphere.position)).
+ %mul(1/S#sphere.radius, sub(P, S#sphere.position)).
+
+
+
+%%----------------------------------------------------------------------------
+%% E N D O F F I L E
+%%----------------------------------------------------------------------------