Draw a sphere
Produces a PGM image.
func normalize (vec) { vec »/» (vec »*« vec -> sum.sqrt) }
func dot (x, y) { -(x »*« y -> sum) `max` 0 }
var x = var y = 255
x += 1 if x.is_even # must be odd
var light = normalize([ 3, 2, -5 ])
var depth = 255
func draw_sphere(rad, k, ambient) {
var pixels = []
var r2 = (rad * rad)
var range = (-rad .. rad)
for x,y in (range ~X range) {
if ((var x2 = x*x) + (var y2 = y*y) < r2) {
var vector = normalize([x, y, (r2 - x2 - y2).sqrt])
var intensity = (dot(light, vector)**k + ambient)
var pixel = (0 `max` (intensity*depth -> int) `min` depth)
pixels << pixel
}
else {
pixels << 0
}
}
return pixels
}
var outfile = %f'sphere-sidef.pgm'
var out = outfile.open('>:raw')
out.say("P5\n#{x} #{y}\n#{depth}") # .pgm header
out.print(draw_sphere((x-1)/2, .9, .2).map{.chr}.join)
out.close