Example #1
0
 public void NextFloat10M()
 {
     for (int i = 0; i < __loops; i++)
     {
         _rng.NextFloat();
     }
 }
Example #2
0
        public Color[] NextFrame()
        {
            Parallel.For(0, renderConfig.Height, y =>
            {
                Parallel.For(0, renderConfig.Width, x =>
                {
                    // chapter 1 outputs the image to the image file, we're flipping the
                    // row pointer so that we start from the other end in order to get same visual result.
                    var index = (renderConfig.Height - 1 - y) * renderConfig.Width + x;

                    if (renderConfig.Antialiasing)
                    {
                        Vector3 color = new Vector3();

                        for (int i = 0; i < renderConfig.AASamples; i++)
                        {
                            float u = (x + XorShiftRandom.NextFloat()) / renderConfig.Width;
                            float v = (y + XorShiftRandom.NextFloat()) / renderConfig.Height;

                            color += PixelColor(camera.GetRay(u, v), World, 0);
                        }

                        color /= renderConfig.AASamples;
                        color  = new Vector3(MathUtil.FastSqrt(color.X), MathUtil.FastSqrt(color.Y), MathUtil.FastSqrt(color.Z));

                        color *= 255.99f;
                        frameBuffer[index].R = (byte)color.X;
                        frameBuffer[index].G = (byte)color.Y;
                        frameBuffer[index].B = (byte)color.Z;
                        frameBuffer[index].A = 255;
                    }
                    else
                    {
                        float u = (float)x / renderConfig.Width;
                        float v = (float)y / renderConfig.Height;

                        var color = PixelColor(camera.GetRay(u, v), World, 0);

                        color = new Vector3(MathUtil.FastSqrt(color.X), MathUtil.FastSqrt(color.Y), MathUtil.FastSqrt(color.Z));

                        color *= 255.99f;
                        frameBuffer[index].R = (byte)color.X;
                        frameBuffer[index].G = (byte)color.Y;
                        frameBuffer[index].B = (byte)color.Z;
                        frameBuffer[index].A = 255;
                    }
                });
            });

            return(frameBuffer);
        }
Example #3
0
        public void NextFloat()
        {
            int            sampleCount = 10000000;
            XorShiftRandom rng         = new XorShiftRandom();

            double[] sampleArr = new double[sampleCount];

            for (int i = 0; i < sampleCount; i++)
            {
                sampleArr[i] = rng.NextFloat();
            }

            UniformDistributionTest(sampleArr, 0.0, 1.0);
        }
Example #4
0
        private List <Hitable> RandomScene()
        {
            var result = new List <Hitable>();

            result.Add(new Sphere(new Vector3(0f, -1000f, 0f), 1000f, new Lambertian(new Vector3(0.5f, 0.5f, 0.5f))));
            result.Add(new Sphere(new Vector3(0f, 1f, 0f), 1f, new Dielectric(1.5f)));
            result.Add(new Sphere(new Vector3(-4f, 1f, 0f), 1f, new Lambertian(new Vector3(0.4f, 0.2f, 0.1f))));
            result.Add(new Sphere(new Vector3(4f, 1f, 0f), 1f, new Metal(new Vector3(0.7f, 0.6f, 0.5f), 0.0f)));

            for (int a = -11; a < 11; a++)
            {
                for (int b = -11; b < 11; b++)
                {
                    float   material = XorShiftRandom.NextFloat();
                    Vector3 center   = new Vector3(a + 0.9f * XorShiftRandom.NextFloat(), 0.2f, b + 0.9f * XorShiftRandom.NextFloat());

                    if ((center - new Vector3(4f, 0f, 0.2f)).Length() > 0.9f)
                    {
                        if (material < 0.8f)
                        {
                            result.Add(new Sphere(center, 0.2f, new Lambertian(new Vector3(XorShiftRandom.NextFloat() * XorShiftRandom.NextFloat(), XorShiftRandom.NextFloat() * XorShiftRandom.NextFloat(), XorShiftRandom.NextFloat() * XorShiftRandom.NextFloat()))));
                        }
                        else if (material < 0.95f)
                        {
                            result.Add(new Sphere(center, 0.2f, new Metal(new Vector3(0.5f * (1 + XorShiftRandom.NextFloat()), 0.5f * (1 + XorShiftRandom.NextFloat()), 0.5f * (1 + XorShiftRandom.NextFloat())), 0.5f * XorShiftRandom.NextFloat())));
                        }
                        else
                        {
                            result.Add(new Sphere(center, 0.2f, new Dielectric(1.5f)));
                        }
                    }
                }
            }

            return(result);
        }
Example #5
0
        /// <summary>
        /// Add objects to the Box2d world.
        /// </summary>
        protected override void PopulateWorld()
        {
            // ==== Define the ground body ====
            BodyDef groundBodyDef = new BodyDef();

            groundBodyDef.Position.Set(_trackLengthHalf, -1f);

            // Call the body factory which creates the ground box shape.
            // The body is also added to the world.
            Body groundBody = _world.CreateBody(groundBodyDef);

            // Define the ground box shape.
            PolygonDef groundShapeDef = new PolygonDef();

            // The extents are the half-widths of the box.
            groundShapeDef.SetAsBox(_trackLengthHalf + 1f, 1f);
            groundShapeDef.Friction            = _simParams._defaultFriction;
            groundShapeDef.Restitution         = _simParams._defaultRestitution;
            groundShapeDef.Filter.CategoryBits = 0x3;

            // Add the ground shape to the ground body.
            groundBody.CreateShape(groundShapeDef);

            // Add some small mounds/bumps to the ground.
            for (float x = -1f; x < 40f; x += 0.4f + ((_rng.NextFloat() - 0.5f) * 0.15f))
            {
                WalkerWorldUtils.CreateMound(_world, x, 0f, _simParams._defaultFriction, _simParams._defaultRestitution);
            }

            // ==== Define walker torso.
            float walkerX = 0f;
            float walkerY = 1.30f;// + ((float)_rng.NextDouble() * 0.1f);

            BodyDef torsoBodyDef = new BodyDef();

            torsoBodyDef.Position.Set(walkerX, walkerY);
            torsoBodyDef.IsBullet = true;

            // Create walker torso.
            _torsoBody = _world.CreateBody(torsoBodyDef);
            PolygonDef torsoShapeDef = new PolygonDef();

            torsoShapeDef.SetAsBox(0.10f, 0.30f);
            torsoShapeDef.Friction            = _simParams._defaultFriction;
            torsoShapeDef.Restitution         = 0f;
            torsoShapeDef.Density             = 2f;
            torsoShapeDef.Filter.CategoryBits = 0x2;
            _torsoBody.CreateShape(torsoShapeDef);
            _torsoBody.SetMassFromShapes();

            // ===== Create legs.
            // Leg joint definition.
            RevoluteJointDef jointDef = new RevoluteJointDef();

            jointDef.CollideConnected = false;
            jointDef.EnableMotor      = true;
            jointDef.MaxMotorTorque   = 0f;

            // Other re-usable stuff .
            const float legRadius       = 0.05f; // Half the thickness of the leg
            Vec2        upperLegPosBase = new Vec2(walkerX, walkerY - 0.25f);
            Vec2        lowerLegPosBase = new Vec2(walkerX, walkerY - 0.75f);

            // ===== Create left leg.
            // Upper leg.
            Body upperLeftLegBody = CreatePole(upperLegPosBase, 0.5f, (float)SysMath.PI, legRadius, 2f, 0x1);

            // Join to torso (hip joint)
            jointDef.Initialize(_torsoBody, upperLeftLegBody, upperLegPosBase);
            _leftHipJoint = (RevoluteJoint)_world.CreateJoint(jointDef);

            // Lower leg.
            _leftLowerLegBody = CreatePole(lowerLegPosBase, __lowerLegLength, (float)SysMath.PI, legRadius, 2f, 0x1);
            // Join to upper leg (knee joint)
            jointDef.Initialize(upperLeftLegBody, _leftLowerLegBody, lowerLegPosBase);
            _leftKneeJoint = (RevoluteJoint)_world.CreateJoint(jointDef);

            // ===== Create right leg.
            // Upper leg.
            Body upperRightLegBody = CreatePole(upperLegPosBase, 0.5f, (float)SysMath.PI, legRadius, 2f, 0x1);

            // Join to torso (hip joint)
            jointDef.Initialize(_torsoBody, upperRightLegBody, upperLegPosBase);
            _rightHipJoint = (RevoluteJoint)_world.CreateJoint(jointDef);

            // Lower leg.
            _rightLowerLegBody = CreatePole(lowerLegPosBase, __lowerLegLength, (float)SysMath.PI, legRadius, 2f, 0x1);
            // Join to upper leg (knee joint)
            jointDef.Initialize(upperRightLegBody, _rightLowerLegBody, lowerLegPosBase);
            _rightKneeJoint = (RevoluteJoint)_world.CreateJoint(jointDef);
        }