• c语言实现玫瑰花


    浅浅跟波风

    1.效果图

    2.代码实现

    1. #define _CRT_SECURE_NO_WARNINGS
    2. #include
    3. #include
    4. const int max_iterations = 128;
    5. const float stop_threshold = 0.01f;
    6. const float grad_step = 0.01f;
    7. const float clip_far = 10.0f;
    8. const float PI = 3.14159265359f;
    9. const float PI2 = 6.28318530718f;
    10. const float DEG_TO_RAD = PI / 180.0f;
    11. typedef struct { float x, y; } vec2;
    12. typedef struct { float x, y, z; } vec3;
    13. typedef struct { float m[9]; } mat3;
    14. const vec3 light_pos = { 20.0f, 50.0f, 20.0f };
    15. float min(float a, float b) { return a < b ? a : b; }
    16. float max(float a, float b) { return a > b ? a : b; }
    17. float clamp(float f, float a, float b) { return max(min(f, b), a); }
    18. vec2 make2(float x, float y) { vec2 r = { x, y }; return r; }
    19. vec2 add2(vec2 a, vec2 b) { vec2 r = { a.x + b.x, a.y + b.y }; return r; }
    20. vec2 sub2(vec2 a, vec2 b) { vec2 r = { a.x - b.x, a.y - b.y }; return r; }
    21. float dot2(vec2 a, vec2 b) { return a.x * b.x + a.y * b.y; }
    22. float length2(vec2 v) { return sqrt(dot2(v, v)); }
    23. vec3 make3(float x, float y, float z) { vec3 r = { x, y, z }; return r; }
    24. vec3 add3(vec3 a, vec3 b) { vec3 r = { a.x + b.x, a.y + b.y, a.z + b.z }; return r; }
    25. vec3 sub3(vec3 a, vec3 b) { vec3 r = { a.x - b.x, a.y - b.y, a.z - b.z }; return r; }
    26. vec3 mul3(vec3 a, vec3 b) { vec3 r = { a.x * b.x, a.y * b.y, a.z * b.z }; return r; }
    27. vec3 scale3(vec3 v, float s) { vec3 r = { v.x * s, v.y * s, v.z * s }; return r; }
    28. float dot3(vec3 a, vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
    29. float length3(vec3 v) { return sqrt(dot3(v, v)); }
    30. vec3 normalize3(vec3 v) { return scale3(v, 1.0f / length3(v)); }
    31. vec3 mul(mat3 m, vec3 v) {
    32. return make3(
    33. m.m[0] * v.x + m.m[3] * v.y + m.m[6] * v.z,
    34. m.m[1] * v.x + m.m[4] * v.y + m.m[7] * v.z,
    35. m.m[2] * v.x + m.m[5] * v.y + m.m[8] * v.z);
    36. }
    37. mat3 rotationXY(float x, float y) {
    38. vec2 c = { cos(x), cos(y) }, s = { sin(x), sin(y) };
    39. mat3 m = {
    40. c.y , 0.0f, -s.y,
    41. s.y * s.x, c.x, c.y * s.x,
    42. s.y * c.x, -s.x, c.y * c.x
    43. };
    44. return m;
    45. }
    46. float opI(float d1, float d2) { return max(d1, d2); }
    47. float opU(float d1, float d2) { return min(d1, d2); }
    48. float opS(float d1, float d2) { return max(-d1, d2); }
    49. float sdPetal(vec3 p, float s) {
    50. p = add3(mul3(p, make3(0.8f, 1.5f, 0.8f)), make3(0.1f, 0.0f, 0.0f));
    51. vec2 q = make2(length2(make2(p.x, p.z)), p.y);
    52. float lower = length2(q) - 1.0f;
    53. lower = opS(length2(q) - 0.97f, lower);
    54. lower = opI(lower, q.y);
    55. float upper = length2(sub2(q, make2(s, 0.0f))) + 1.0f - s;
    56. upper = opS(upper, length2(sub2(q, make2(s, 0.0f))) + 0.97f - s);
    57. upper = opI(upper, -q.y);
    58. upper = opI(upper, q.x - 2.0f);
    59. float region = length3(sub3(p, make3(1.0f, 0.0f, 0.0f))) - 1.0f;
    60. return opI(opU(upper, lower), region);
    61. }
    62. float map(vec3 p) {
    63. float d = 1000.0f, s = 2.0f;
    64. mat3 r = rotationXY(0.1f, PI2 * 0.618034f);
    65. r.m[0] *= 1.08f; r.m[1] *= 1.08f; r.m[2] *= 1.08f;
    66. r.m[3] *= 0.995f; r.m[4] *= 0.995f; r.m[5] *= 0.995f;
    67. r.m[6] *= 1.08f; r.m[7] *= 1.08f; r.m[8] *= 1.08f;
    68. for (int i = 0; i < 21; i++) {
    69. d = opU(d, sdPetal(p, s));
    70. p = mul(r, p);
    71. p = add3(p, make3(0.0, -0.02, 0.0));
    72. s *= 1.05f;
    73. }
    74. return d;
    75. }
    76. vec3 gradient(vec3 pos) {
    77. const vec3 dx = { grad_step, 0.0, 0.0 };
    78. const vec3 dy = { 0.0, grad_step, 0.0 };
    79. const vec3 dz = { 0.0, 0.0, grad_step };
    80. return normalize3(make3(
    81. map(add3(pos, dx)) - map(sub3(pos, dx)),
    82. map(add3(pos, dy)) - map(sub3(pos, dy)),
    83. map(add3(pos, dz)) - map(sub3(pos, dz))));
    84. }
    85. float ray_marching(vec3 origin, vec3 dir, float start, float end) {
    86. float depth = start;
    87. for (int i = 0; i < max_iterations; i++) {
    88. float dist = map(add3(origin, scale3(dir, depth)));
    89. if (dist < stop_threshold)
    90. return depth;
    91. depth += dist * 0.3;
    92. if (depth >= end)
    93. return end;
    94. }
    95. return end;
    96. }
    97. float shading(vec3 v, vec3 n, vec3 eye) {
    98. vec3 ev = normalize3(sub3(v, eye));
    99. vec3 vl = normalize3(sub3(light_pos, v));
    100. float diffuse = dot3(vl, n) * 0.5f + 0.5f;
    101. vec3 h = normalize3(sub3(vl, ev));
    102. float rim = pow(1.0f - max(-dot3(n, ev), 0.0f), 2.0f) * 0.15f;
    103. float ao = clamp(v.y * 0.5f + 0.5f, 0.0f, 1.0f);
    104. return (diffuse + rim) * ao;
    105. }
    106. vec3 ray_dir(float fov, vec2 pos) {
    107. vec3 r = { pos.x, pos.y, -tan((90.0f - fov * 0.5f) * DEG_TO_RAD) };
    108. return normalize3(r);
    109. }
    110. float f(vec2 fragCoord) {
    111. vec3 dir = ray_dir(45.0f, fragCoord);
    112. vec3 eye = { 0.0f, 0.0f, 4.5f };
    113. mat3 rot = rotationXY(-1.0f, 1.0f);
    114. dir = mul(rot, dir);
    115. eye = mul(rot, eye);
    116. float depth = ray_marching(eye, dir, 0.0f, clip_far);
    117. vec3 pos = add3(eye, scale3(dir, depth));
    118. if (depth >= clip_far)
    119. return 0.0f;
    120. else
    121. return shading(pos, gradient(pos), eye);
    122. }
    123. int main() {
    124. puts("\033[91m");
    125. for (int y = 0; y < 80; y++) {
    126. for (int x = 0; x < 160; x++)
    127. putchar(" .,-:;+=*#@"[(int)(f(make2((x / 160.0f - 0.5f) * 2.0f, (y / 80.0f - 0.5f) * -2.0f)) * 12.0f)]);
    128. putchar('\n');
    129. }
    130. }

     

  • 相关阅读:
    C语言回调函数
    python:切分多个串联但单个内部按大小排列数据列表
    gin框架初识
    推荐2款开源、美观的WinForm UI控件库
    crash handler
    Java的两大、三类代理模式
    CAN电压测试(电工)
    十六、一起学习Lua 文件 I/O
    20天等待,申请终于通过,安装和体验IntelliJ IDEA新UI预览版
    java对象与字节数组互转
  • 原文地址:https://blog.csdn.net/qiuqiushuibx/article/details/133551477