ruby-changes:29431
From: nobu <ko1@a...>
Date: Thu, 20 Jun 2013 16:49:24 +0900 (JST)
Subject: [ruby-changes:29431] nobu:r41483 (trunk): * properties.
nobu 2013-06-20 16:49:15 +0900 (Thu, 20 Jun 2013) New Revision: 41483 http://svn.ruby-lang.org/cgi-bin/viewvc.cgi?view=rev&revision=41483 Log: * properties. Modified files: trunk/benchmark/bm_app_aobench.rb trunk/benchmark/gc/aobench.rb Index: benchmark/gc/aobench.rb =================================================================== --- benchmark/gc/aobench.rb (revision 41482) +++ benchmark/gc/aobench.rb (revision 41483) @@ -1 +1 @@ -require_relative '../bm_app_aobench.rb' +require_relative '../bm_app_aobench.rb' Property changes on: benchmark/gc/aobench.rb ___________________________________________________________________ Added: svn:eol-style + LF Index: benchmark/bm_app_aobench.rb =================================================================== --- benchmark/bm_app_aobench.rb (revision 41482) +++ benchmark/bm_app_aobench.rb (revision 41483) @@ -1,308 +1,308 @@ https://github.com/ruby/ruby/blob/trunk/benchmark/bm_app_aobench.rb#L1 -# AO rebder benchmark -# Original program (C) Syoyo Fujita in Javascript (and other languages) -# http://lucille.atso-net.jp/blog/?p=642 -# http://lucille.atso-net.jp/blog/?p=711 -# Ruby(yarv2llvm) version by Hideki Miura -# - -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 - - def x=(v); @x = v; end - def y=(v); @y = v; end - def z=(v); @z = v; end - def x; @x; end - def y; @y; end - def z; @z; end - - 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 - - def center; @center; end - def radius; @radius; end - - 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...(@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 - - def org; @org; end - def org=(v); @org = v; end - def dir; @dir; end - def dir=(v); @dir = v; end -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 - - def t; @t; end - def t=(v); @t = v; end - def hit; @hit; end - def hit=(v); @hit = v; end - def pl; @pl; end - def pl=(v); @pl = v; end - def n; @n; end - def n=(v); @n = v; end -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) - - # Subsmpling - 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 +# AO rebder benchmark +# Original program (C) Syoyo Fujita in Javascript (and other languages) +# http://lucille.atso-net.jp/blog/?p=642 +# http://lucille.atso-net.jp/blog/?p=711 +# Ruby(yarv2llvm) version by Hideki Miura +# + +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 + + def x=(v); @x = v; end + def y=(v); @y = v; end + def z=(v); @z = v; end + def x; @x; end + def y; @y; end + def z; @z; end + + 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 + + def center; @center; end + def radius; @radius; end + + 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...(@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 + + def org; @org; end + def org=(v); @org = v; end + def dir; @dir; end + def dir=(v); @dir = v; end +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 + + def t; @t; end + def t=(v); @t = v; end + def hit; @hit; end + def hit=(v); @hit = v; end + def pl; @pl; end + def pl=(v); @pl = v; end + def n; @n; end + def n=(v); @n = v; end +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) + + # Subsmpling + 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 Property changes on: benchmark/bm_app_aobench.rb ___________________________________________________________________ Added: svn:eol-style + LF -- ML: ruby-changes@q... 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