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path: root/benchmark/app_aobench.yml
blob: 5479d0a421abf7b0e6f641b40ceb6889c2e4f4b3 (plain)
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prelude: |
  # AO render benchmark
  # Original program (C) Syoyo Fujita in Javascript (and other languages)
  #      https://code.google.com/p/aobench/
  # Ruby(yarv2llvm) version by Hideki Miura
benchmark:
  app_aobench: |
    #

    IMAGE_WIDTH = 256
    IMAGE_HEIGHT = 256
    NSUBSAMPLES = 2
    NAO_SAMPLES = 8

    class Vec
      def initialize(x, y, z)
        @x = x
        @y = y
        @z = z
      end

      attr_accessor :x, :y, :z

      def vadd(b)
        Vec.new(@x + b.x, @y + b.y, @z + b.z)
      end

      def vsub(b)
        Vec.new(@x - b.x, @y - b.y, @z - b.z)
      end

      def vcross(b)
        Vec.new(@y * b.z - @z * b.y,
                @z * b.x - @x * b.z,
                @x * b.y - @y * b.x)
      end

      def vdot(b)
        @x * b.x + @y * b.y + @z * b.z
      end

      def vlength
        Math.sqrt(@x * @x + @y * @y + @z * @z)
      end

      def vnormalize
        len = vlength
        v = Vec.new(@x, @y, @z)
        if len > 1.0e-17 then
          v.x = v.x / len
          v.y = v.y / len
          v.z = v.z / len
        end
        v
      end
    end


    class Sphere
      def initialize(center, radius)
        @center = center
        @radius = radius
      end

      attr_reader :center, :radius

      def intersect(ray, isect)
        rs = ray.org.vsub(@center)
        b = rs.vdot(ray.dir)
        c = rs.vdot(rs) - (@radius * @radius)
        d = b * b - c
        if d > 0.0 then
          t = - b - Math.sqrt(d)

          if t > 0.0 and t < isect.t then
            isect.t = t
            isect.hit = true
            isect.pl = Vec.new(ray.org.x + ray.dir.x * t,
                              ray.org.y + ray.dir.y * t,
                              ray.org.z + ray.dir.z * t)
            n = isect.pl.vsub(@center)
            isect.n = n.vnormalize
          else
            0.0
          end
        end
        nil
      end
    end

    class Plane
      def initialize(p, n)
        @p = p
        @n = n
      end

      def intersect(ray, isect)
        d = -@p.vdot(@n)
        v = ray.dir.vdot(@n)
        v0 = v
        if v < 0.0 then
          v0 = -v
        end
        if v0 < 1.0e-17 then
          return
        end

        t = -(ray.org.vdot(@n) + d) / v

        if t > 0.0 and t < isect.t then
          isect.hit = true
          isect.t = t
          isect.n = @n
          isect.pl = Vec.new(ray.org.x + t * ray.dir.x,
                            ray.org.y + t * ray.dir.y,
                            ray.org.z + t * ray.dir.z)
        end
        nil
      end
    end

    class Ray
      def initialize(org, dir)
        @org = org
        @dir = dir
      end

      attr_accessor :org, :dir
    end

    class Isect
      def initialize
        @t = 10000000.0
        @hit = false
        @pl = Vec.new(0.0, 0.0, 0.0)
        @n = Vec.new(0.0, 0.0, 0.0)
      end

      attr_accessor :t, :hit, :pl, :n
    end

    def clamp(f)
      i = f * 255.5
      if i > 255.0 then
        i = 255.0
      end
      if i < 0.0 then
        i = 0.0
      end
      i.to_i
    end

    def otherBasis(basis, n)
      basis[2] = Vec.new(n.x, n.y, n.z)
      basis[1] = Vec.new(0.0, 0.0, 0.0)

      if n.x < 0.6 and n.x > -0.6 then
        basis[1].x = 1.0
      elsif n.y < 0.6 and n.y > -0.6 then
        basis[1].y = 1.0
      elsif n.z < 0.6 and n.z > -0.6 then
        basis[1].z = 1.0
      else
        basis[1].x = 1.0
      end

      basis[0] = basis[1].vcross(basis[2])
      basis[0] = basis[0].vnormalize

      basis[1] = basis[2].vcross(basis[0])
      basis[1] = basis[1].vnormalize
    end

    class Scene
      def initialize
        @spheres = Array.new
        @spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5)
        @spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5)
        @spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5)
        @plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0))
      end

      def ambient_occlusion(isect)
        basis = Array.new
        otherBasis(basis, isect.n)

        ntheta    = NAO_SAMPLES
        nphi      = NAO_SAMPLES
        eps       = 0.0001
        occlusion = 0.0

        p0 = Vec.new(isect.pl.x + eps * isect.n.x,
                    isect.pl.y + eps * isect.n.y,
                    isect.pl.z + eps * isect.n.z)
        nphi.times do |j|
          ntheta.times do |i|
            r = rand
            phi = 2.0 * 3.14159265 * rand
            x = Math.cos(phi) * Math.sqrt(1.0 - r)
            y = Math.sin(phi) * Math.sqrt(1.0 - r)
            z = Math.sqrt(r)

            rx = x * basis[0].x + y * basis[1].x + z * basis[2].x
            ry = x * basis[0].y + y * basis[1].y + z * basis[2].y
            rz = x * basis[0].z + y * basis[1].z + z * basis[2].z

            raydir = Vec.new(rx, ry, rz)
            ray = Ray.new(p0, raydir)

            occisect = Isect.new
            @spheres[0].intersect(ray, occisect)
            @spheres[1].intersect(ray, occisect)
            @spheres[2].intersect(ray, occisect)
            @plane.intersect(ray, occisect)
            if occisect.hit then
              occlusion = occlusion + 1.0
            else
              0.0
            end
          end
        end

        occlusion = (ntheta.to_f * nphi.to_f - occlusion) / (ntheta.to_f * nphi.to_f)

        Vec.new(occlusion, occlusion, occlusion)
      end

      def render(w, h, nsubsamples)
        cnt = 0
        nsf = nsubsamples.to_f
        h.times do |y|
          w.times do |x|
            rad = Vec.new(0.0, 0.0, 0.0)

            # Subsampling
            nsubsamples.times do |v|
              nsubsamples.times do |u|

                cnt = cnt + 1
                wf = w.to_f
                hf = h.to_f
                xf = x.to_f
                yf = y.to_f
                uf = u.to_f
                vf = v.to_f

                px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0)
                py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0)

                eye = Vec.new(px, py, -1.0).vnormalize

                ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye)

                isect = Isect.new
                @spheres[0].intersect(ray, isect)
                @spheres[1].intersect(ray, isect)
                @spheres[2].intersect(ray, isect)
                @plane.intersect(ray, isect)
                if isect.hit then
                  col = ambient_occlusion(isect)
                  rad.x = rad.x + col.x
                  rad.y = rad.y + col.y
                  rad.z = rad.z + col.z
                end
              end
            end

            r = rad.x / (nsf * nsf)
            g = rad.y / (nsf * nsf)
            b = rad.z / (nsf * nsf)
            printf("%c", clamp(r))
            printf("%c", clamp(g))
            printf("%c", clamp(b))
          end
          nil
        end

        nil
      end
    end

    alias printf_orig printf
    def printf *args
    end

    # File.open("ao.ppm", "w") do |fp|
      printf("P6\n")
      printf("%d %d\n", IMAGE_WIDTH, IMAGE_HEIGHT)
      printf("255\n", IMAGE_WIDTH, IMAGE_HEIGHT)
      Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES)
    # end

    undef printf
    alias printf printf_orig
loop_count: 1