Created
October 23, 2023 05:42
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donut from Andy Sloane
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//original at https://gist.github.com/a1k0n/8ea6516b4946ab36348fb61703dc3194 | |
#include <stdint.h> | |
#include <stdio.h> | |
#include <string.h> | |
#include <unistd.h> | |
#include <math.h> | |
#define debug(...) | |
//#define debug printf | |
// torus radii and distance from camera | |
// these are pretty baked-in to other constants now, so it probably won't work | |
// if you change them too much. | |
const int dz = 5, r1 = 1, r2 = 2, NITERS=16; | |
// "Magic circle algorithm"? DDA? I've seen this formulation in a few places; | |
// first in Hal Chamberlain's Musical Applications of Microprocessors, but not | |
// sure what to call it, or how to justify it theoretically. It seems to | |
// correctly rotate around a point "near" the origin, without losing magnitude | |
// over long periods of time, as long as there are enough bits of precision in x | |
// and y. I use 14 bits here. | |
#define R(s,x,y) x-=(y>>s); y+=(x>>s) | |
// CORDIC algorithm to find magnitude of |x,y| by rotating the x,y vector onto | |
// the x axis. This also brings vector (x2,y2) along for the ride, and writes | |
// back to x2 -- this is used to rotate the lighting vector from the normal of | |
// the torus surface towards the camera, and thus determine the lighting amount. | |
// We only need to keep one of the two lighting normal coordinates. | |
int length_cordic(int16_t x, int16_t y, int16_t *x2_, int16_t y2) { | |
int x2 = *x2_; | |
if (x < 0) { // start in right half-plane | |
x = -x; | |
x2 = -x2; | |
} | |
for (int i = 0; i < 8; i++) { | |
int t = x; | |
int t2 = x2; | |
if (y < 0) { | |
x -= y >> i; | |
y += t >> i; | |
x2 -= y2 >> i; | |
y2 += t2 >> i; | |
} else { | |
x += y >> i; | |
y -= t >> i; | |
x2 += y2 >> i; | |
y2 -= t2 >> i; | |
} | |
} | |
// divide by 0.625 as a cheap approximation to the 0.607 scaling factor factor | |
// introduced by this algorithm (see https://en.wikipedia.org/wiki/CORDIC) | |
*x2_ = (x2 >> 1) + (x2 >> 3); | |
return (x >> 1) + (x >> 3); | |
} | |
void main() { | |
// high-precision rotation directions, sines and cosines and their products | |
int16_t sB = 0, cB = 16384; | |
int16_t sA = 11583, cA = 11583; | |
int16_t sAsB = 0, cAsB = 0; | |
int16_t sAcB = 11583, cAcB = 11583; | |
for (;;) { | |
int x1_16 = cAcB << 2; | |
// yes this is a multiply but dz is 5 so it's (sb + (sb<<2)) >> 6 effectively | |
int p0x = dz * sB >> 6; | |
int p0y = dz * sAcB >> 6; | |
int p0z = -dz * cAcB >> 6; | |
const int r1i = r1*256; | |
const int r2i = r2*256; | |
int niters = 0; | |
int nnormals = 0; | |
int16_t yincC = (cA >> 6) + (cA >> 5); // 12*cA >> 8; | |
int16_t yincS = (sA >> 6) + (sA >> 5); // 12*sA >> 8; | |
int16_t xincX = (cB >> 7) + (cB >> 6); // 6*cB >> 8; | |
int16_t xincY = (sAsB >> 7) + (sAsB >> 6); // 6*sAsB >> 8; | |
int16_t xincZ = (cAsB >> 7) + (cAsB >> 6); // 6*cAsB >> 8; | |
int16_t ycA = -((cA >> 1) + (cA >> 4)); // -12 * yinc1 = -9*cA >> 4; | |
int16_t ysA = -((sA >> 1) + (sA >> 4)); // -12 * yinc2 = -9*sA >> 4; | |
//int dmin = INT_MAX, dmax = -INT_MAX; | |
for (int j = 0; j < 23; j++, ycA += yincC, ysA += yincS) { | |
int xsAsB = (sAsB >> 4) - sAsB; // -40*xincY | |
int xcAsB = (cAsB >> 4) - cAsB; // -40*xincZ; | |
int16_t vxi14 = (cB >> 4) - cB - sB; // -40*xincX - sB; | |
int16_t vyi14 = ycA - xsAsB - sAcB; | |
int16_t vzi14 = ysA + xcAsB + cAcB; | |
for (int i = 0; i < 79; i++, vxi14 += xincX, vyi14 -= xincY, vzi14 += xincZ) { | |
int t = 512; // (256 * dz) - r2i - r1i; | |
int16_t px = p0x + (vxi14 >> 5); // assuming t = 512, t*vxi>>8 == vxi<<1 | |
int16_t py = p0y + (vyi14 >> 5); | |
int16_t pz = p0z + (vzi14 >> 5); | |
debug("pxyz (%+4d,%+4d,%+4d)\n", px, py, pz); | |
int16_t lx0 = sB >> 2; | |
int16_t ly0 = sAcB - cA >> 2; | |
int16_t lz0 = -cAcB - sA >> 2; | |
int16_t d = 0, lz=lz0; | |
for (int niters=0; niters<NITERS; ++niters) { | |
int t0, t1, t2; | |
int16_t lx = lx0, ly = ly0; | |
lz = lz0; | |
debug("[%2d,%2d] (px, py) = (%d, %d), (lx, ly) = (%d, %d) -> ", j, i, px, py, lx, ly); | |
t0 = length_cordic(px, py, &lx, ly); | |
debug("t0=%d (lx', ly') = (%d, %d)\n", t0, lx, ly); | |
t1 = t0 - r2i; | |
t2 = length_cordic(pz, t1, &lz, lx); | |
d = t2 - r1i; | |
t += d; | |
if(t < 8*256 && d>=2) | |
{ | |
#if 1 | |
//if (d < dmin) dmin = d; | |
//if (d > dmax) dmax = d; | |
px += d*vxi14 >> 14; | |
py += d*vyi14 >> 14; | |
pz += d*vzi14 >> 14; | |
#else | |
{ | |
// 11x1.14 fixed point 3x parallel multiply | |
// only 16 bit registers needed; starts from highest bit to lowest | |
// d is about 2..1100, so 11 bits are sufficient | |
int16_t dx = 0, dy = 0, dz = 0; | |
int16_t a = vxi14, b = vyi14, c = vzi14; | |
while (d) { | |
if (d&1024) { | |
dx += a; | |
dy += b; | |
dz += c; | |
} | |
d = (d&1023) << 1; | |
a >>= 1; | |
b >>= 1; | |
c >>= 1; | |
} | |
// we already shifted down 10 bits, so get the last four | |
px += dx >> 4; | |
py += dy >> 4; | |
pz += dz >> 4; | |
} | |
#endif | |
} | |
} | |
if(d>2) | |
putchar(' '); | |
else | |
{ | |
int N = lz >> 9; | |
putchar(".,-~:;!*=#$@"[N > 0 ? N < 12 ? N : 11 : 0]); | |
} | |
} | |
puts(""); | |
} | |
//printf("%d iterations %d lit pixels\x1b[K", niters, nnormals); | |
fflush(stdout); | |
// rotate sines, cosines, and products thereof | |
// this animates the torus rotation about two axes | |
R(5, cA, sA); | |
R(5, cAsB, sAsB); | |
R(5, cAcB, sAcB); | |
R(6, cB, sB); | |
R(6, cAcB, cAsB); | |
R(6, sAcB, sAsB); | |
usleep(15000); | |
printf("\r\x1b[23A"); | |
} | |
} |
Tested in hardware at 640x480 60Hz
//donut based on https://github.com/a1k0n/donut-raymarch/blob/main/di2.c Copyright (c) 2023 Andy Sloane
//MIT license
struct pair
{
int16_t a, b;
};
struct pair length_cordic(int16_t x, int16_t y, int16_t x2, int16_t y2)
{
struct pair r;
if (is_negative(x)) { // start in right half-plane
x = -x;
x2 = -x2;
}
uint8_t i;
#define NCORDIC 6
for (i = 0; i < NCORDIC; i=i+1) {
int16_t t = x;
int16_t t2 = x2;
if (is_negative(y)) {
x = x - (y >> i);
y = y + (t >> i);
x2 = x2 -(y2 >> i);
y2 = y2 + (t2 >> i);
} else {
x = x + (y >> i);
y = y - (t >> i);
x2 = x2 + (y2 >> i);
y2 = y2 - (t2 >> i);
}
}
// divide by 0.625 as a cheap approximation to the 0.607 scaling factor factor
// introduced by this algorithm (see https://en.wikipedia.org/wiki/CORDIC)
r.a = (x >> 1) + (x >> 3) - (x>>6); //see https://twitter.com/iquilezles/status/1716330267189883244
r.b = (x2 >> 1) + (x2 >> 3) - (x>>6);
return r;
}
// torus radii and distance from camera
// these are pretty baked-in to other constants now, so it probably won't work
// if you change them too much.
#define NITERS 16
int16_t donut(int16_t i, int16_t j)
{
int16_t t = 512; // (256 * dz) - r2i - r1i;
int16_t vxi14 = i*state.xincX - (state.cB + state.sB);
int16_t vyi14 = (j*state.yincC + state.sAsB - state.sAcB) - i*state.xincY;
int16_t vzi14 = (j*state.yincS - state.cAsB + state.cAcB) + i*state.xincZ;
const int16_t dz = 5, r1 = 1, r2 = 2;
const int16_t r1i = r1*256;
const int16_t r2i = r2*256;
int16_t px;
int16_t py;
int16_t pz;
int16_t lx0;
int16_t ly0;
int16_t lz0;
int16_t p0x;
int16_t p0y;
int16_t p0z;
int16_t lz;
int16_t d = 0;
p0x = dz * state.sB >> 6;
p0y = dz * state.sAcB >> 6;
p0z = -dz * state.cAcB >> 6;
px = p0x + (vxi14 >> 5); // assuming t = 512, t*vxi>>8 == vxi<<1
py = p0y + (vyi14 >> 5);
pz = p0z + (vzi14 >> 5);
lx0 = state.sB >> 2;
ly0 = state.sAcB - state.cA >> 2;
lz0 = -state.cAcB - state.sA >> 2;
uint8_t niters;
for (niters=0; niters<NITERS; niters=niters+1) {
int16_t t0, t1, t2;
int16_t lx = lx0, ly = ly0;
lz = lz0;
struct pair lc0 = length_cordic(px, py, lx, ly);
t0 = lc0.a;
lx = lc0.b;
t1 = t0 - r2i;
struct pair lc1 = length_cordic(pz, t1, lz, lx);
t2=lc1.a;
lz=lc1.b;
d = t2 - r1i;
t = t + d;
if(t < 8*256 && !(d<2))
{
#if 1
//if (d < dmin) dmin = d;
//if (d > dmax) dmax = d;
px = px + (d*vxi14 >> 14);
py = py + (d*vyi14 >> 14);
pz = pz + (d*vzi14 >> 14);
#else
{
// 11x1.14 fixed point 3x parallel multiply
// only 16 bit registers needed; starts from highest bit to lowest
// d is about 2..1100, so 11 bits are sufficient
int16_t dx = 0, dy = 0, dz = 0;
int16_t a = vxi14, b = vyi14, c = vzi14;
while (d) {
if (d&1024) {
dx += a;
dy += b;
dz += c;
}
d = (d&1023) << 1;
a >>= 1;
b >>= 1;
c >>= 1;
}
// we already shifted down 10 bits, so get the last four
px = px + dx >> 4;
py = py + dy >> 4;
pz = pz + dz >> 4;
}
#endif
}
}
return d > 2 ? -1 : lz;
}
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