Death Star: Difference between revisions

119,929 bytes added ,  1 month ago
m
→‎{{header|POV-Ray}}: Changed syntax highlight language to "pov" to make it work
(→‎{{header|C}}: two typos, plus same buglet I noticed in the Perl 6 code, which doesn't show with these two spheres, but does if you take a bigger bite)
m (→‎{{header|POV-Ray}}: Changed syntax highlight language to "pov" to make it work)
(138 intermediate revisions by 44 users not shown)
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{{task|Constructive Solid Geometry}}{{requires|Graphics}}[[Category:Geometric Subtraction]]
{{requires|Graphics}}
Death Star is a task to display a region that consists of a large sphere with part of a smaller sphere removed from it as a result of geometric subtraction. (This will basically produce a shape like a "death star".)
[[Category:Geometric Subtraction]]
{{omit from|AWK|Does not have this functionality in the language}}
{{omit from|Lotus 123 Macro Scripting}}
{{omit from|ML/I}}
{{omit from|Modula-2}}
{{omit from|Retro}}
{{omit from|SQL PL|It does not handle GUI}}
 
[[File:Deathstar-tcl.gif|400px|thumb]]
 
;Task:
Display a region that consists of a large sphere with part of a smaller sphere removed from it as a result of geometric subtraction.
 
(This will basically produce a shape like a "death star".)
 
 
;Related tasks:
* [[Draw_a_sphere|draw a sphere]]
* [[Draw_a_cuboid|draw a cuboid]]
* [[Draw_a_rotating_cube|draw a rotating cube]]
* [[Write_language_name_in_3D_ASCII|write language name in 3D ASCII]]
<br><br>
 
=={{header|11l}}==
{{trans|Python}}
 
<syntaxhighlight lang="11l">T Sphere
Float cx, cy, cz, r
F (cx, cy, cz, r)
.cx = cx
.cy = cy
.cz = cz
.r = r
 
F dotp(v1, v2)
V d = dot(v1, v2)
R I d < 0 {-d} E 0.0
 
F hit_sphere(sph, x0, y0)
V x = x0 - sph.cx
V y = y0 - sph.cy
V zsq = sph.r ^ 2 - (x ^ 2 + y ^ 2)
I zsq < 0
R (0B, 0.0, 0.0)
V szsq = sqrt(zsq)
R (1B, sph.cz - szsq, sph.cz + szsq)
 
F draw_sphere(k, ambient, light)
V shades = ‘.:!*oe&#%@’
V pos = Sphere(20.0, 20.0, 0.0, 20.0)
V neg = Sphere(1.0, 1.0, -6.0, 20.0)
 
L(i) Int(floor(pos.cy - pos.r)) .< Int(ceil(pos.cy + pos.r) + 1)
V y = i + 0.5
L(j) Int(floor(pos.cx - 2 * pos.r)) .< Int(ceil(pos.cx + 2 * pos.r) + 1)
V x = (j - pos.cx) / 2.0 + 0.5 + pos.cx
 
V (h, zb1, zb2) = hit_sphere(pos, x, y)
Int hit_result
Float zs2
I !h
hit_result = 0
E
(h, V zs1, zs2) = hit_sphere(neg, x, y)
I !h
hit_result = 1
E I zs1 > zb1
hit_result = 1
E I zs2 > zb2
hit_result = 0
E I zs2 > zb1
hit_result = 2
E
hit_result = 1
 
V vec = (0.0, 0.0, 0.0)
I hit_result == 0
print(‘ ’, end' ‘’)
L.continue
E I hit_result == 1
vec = (x - pos.cx, y - pos.cy, zb1 - pos.cz)
E I hit_result == 2
vec = (neg.cx - x, neg.cy - y, neg.cz - zs2)
vec = normalize(vec)
 
V b = dotp(light, vec) ^ k + ambient
V intensity = Int((1 - b) * shades.len)
intensity = min(shades.len, max(0, intensity))
print(shades[intensity], end' ‘’)
print()
 
V light = normalize((-50.0, 30.0, 50.0))
draw_sphere(2, 0.5, light)</syntaxhighlight>
 
{{out}}
<pre>
eeeee:::::::
eeeeeeeee..............
ooeeeeeeeeee..................
ooooeeeeeeeee......................
oooooooeeeeeeee..........................
ooooooooooeeeee..............................
**ooooooooooeeee.................................
****ooooooooooee.....................................
!*****ooooooooooe.......................................
!!!*****ooooooooo:..........................................
:!!!!*****ooooooo:::...........................................
:::!!!!*****ooooo!:::::...........................................
::::!!!!!*****ooo!!!!::::............................................
.::::!!!!*****oo*!!!!!::::............................................
...::::!!!!*********!!!!:::::............................................
...::::!!!!****o*****!!!!!::::............................................
....::::!!!!***ooo******!!!!!::::............................................
....::::!!!!*ooooooo*****!!!!!:::::...........................................
...::::!!!!!oooooooooo*****!!!!!:::::..........................................
:::::!!!!eeooooooooooo******!!!!!:::::.........................................
!!!!!eeeeeeeooooooooooo******!!!!!:::::........................................
eeeeeeeeeeeeoooooooooooo******!!!!!:::::.......................................
eeeeeeeeeeeeeoooooooooooo******!!!!!!:::::.....................................
eeeeeeeeeeeeeeoooooooooooo******!!!!!!:::::....................................
eeeeeeeeeeeeeeoooooooooooo*******!!!!!!:::::.................................
eeeeeeeeeeeeeeeooooooooooooo******!!!!!!::::::..............................:
eeeeeeeeeeeeeeeooooooooooooo*******!!!!!!:::::::..........................:
eeeeeeeeeeeeeeeeoooooooooooooo*******!!!!!!!:::::::.....................::!
eeeeeeeeeeeeeeeeeooooooooooooo********!!!!!!!:::::::::..............::::!
eeeeeeeeeeeeeeeeeoooooooooooooo********!!!!!!!!::::::::::::::::::::::!*
eeeeeeeeeeeeeeeeeeooooooooooooooo********!!!!!!!!!!:::::::::::::!!!!*
eeeeeeeeeeeeeeeeeoooooooooooooooo**********!!!!!!!!!!!!!!!!!!!!!*
eeeeeeeeeeeeeeeeeeooooooooooooooooo************!!!!!!!!!!!!****
eeeeeeeeeeeeeeeeeeoooooooooooooooooo**********************o
eeeeeeeeeeeeeeeeeeeooooooooooooooooooooo************ooo
eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeeoooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeee
</pre>
 
=={{header|Ada}}==
{{libheader|SDLAda}}{{trans|Go}}
 
<syntaxhighlight lang="ada">with Ada.Numerics.Elementary_Functions;
with Ada.Numerics.Generic_Real_Arrays;
 
with SDL.Video.Windows.Makers;
with SDL.Video.Renderers.Makers;
with SDL.Video.Palettes;
with SDL.Events.Events;
 
procedure Death_Star is
 
Width : constant := 400;
Height : constant := 400;
 
package Float_Arrays is
new Ada.Numerics.Generic_Real_Arrays (Float);
use Ada.Numerics.Elementary_Functions;
use Float_Arrays;
 
Window : SDL.Video.Windows.Window;
Renderer : SDL.Video.Renderers.Renderer;
 
subtype Vector_3 is Real_Vector (1 .. 3);
 
type Sphere_Type is record
Cx, Cy, Cz : Integer;
R : Integer;
end record;
 
function Normalize (V : Vector_3) return Vector_3 is
(V / Sqrt (V * V));
 
procedure Hit (S : Sphere_Type;
X, Y : Integer;
Z1, Z2 : out Float;
Is_Hit : out Boolean)
is
NX : constant Integer := X - S.Cx;
NY : constant Integer := Y - S.Cy;
Zsq : constant Integer := S.R * S.R - (NX * NX + NY * NY);
Zsqrt : Float;
begin
if Zsq >= 0 then
Zsqrt := Sqrt (Float (Zsq));
Z1 := Float (S.Cz) - Zsqrt;
Z2 := Float (S.Cz) + Zsqrt;
Is_Hit := True;
return;
end if;
Z1 := 0.0;
Z2 := 0.0;
Is_Hit := False;
end Hit;
 
procedure Draw_Death_Star (Pos, Neg : Sphere_Type;
K, Amb : Float;
Dir : Vector_3)
is
Vec : Vector_3;
ZB1, ZB2 : Float;
ZS1, ZS2 : Float;
Is_Hit : Boolean;
S : Float;
Lum : Integer;
begin
for Y in Pos.Cy - Pos.R .. Pos.Cy + Pos.R loop
for X in Pos.Cx - Pos.R .. Pos.Cx + Pos.R loop
Hit (Pos, X, Y, ZB1, ZB2, Is_Hit);
if not Is_Hit then
goto Continue;
end if;
Hit (Neg, X, Y, ZS1, ZS2, Is_Hit);
if Is_Hit then
if ZS1 > ZB1 then
Is_Hit := False;
elsif ZS2 > ZB2 then
goto Continue;
end if;
end if;
 
if Is_Hit then
Vec := (Float (Neg.Cx - X),
Float (Neg.Cy - Y),
Float (Neg.Cz) - ZS2);
else
Vec := (Float (X - Pos.Cx),
Float (Y - Pos.Cy),
ZB1 - Float (Pos.Cz));
end if;
S := Float'Max (0.0, Dir * Normalize (Vec));
 
Lum := Integer (255.0 * (S ** K + Amb) / (1.0 + Amb));
Lum := Integer'Max (0, Lum);
Lum := Integer'Min (Lum, 255);
 
Renderer.Set_Draw_Colour ((SDL.Video.Palettes.Colour_Component (Lum),
SDL.Video.Palettes.Colour_Component (Lum),
SDL.Video.Palettes.Colour_Component (Lum),
255));
Renderer.Draw (Point => (SDL.C.int (X + Width / 2),
SDL.C.int (Y + Height / 2)));
<<Continue>>
end loop;
end loop;
end Draw_Death_Star;
 
procedure Wait is
use type SDL.Events.Event_Types;
Event : SDL.Events.Events.Events;
begin
loop
while SDL.Events.Events.Poll (Event) loop
if Event.Common.Event_Type = SDL.Events.Quit then
return;
end if;
end loop;
delay 0.100;
end loop;
end Wait;
 
Direction : constant Vector_3 := Normalize ((20.0, -40.0, -10.0));
Positive : constant Sphere_Type := (0, 0, 0, 120);
Negative : constant Sphere_Type := (-90, -90, -30, 100);
begin
if not SDL.Initialise (Flags => SDL.Enable_Screen) then
return;
end if;
 
SDL.Video.Windows.Makers.Create (Win => Window,
Title => "Death star",
Position => SDL.Natural_Coordinates'(X => 10, Y => 10),
Size => SDL.Positive_Sizes'(Width, Height),
Flags => 0);
SDL.Video.Renderers.Makers.Create (Renderer, Window.Get_Surface);
Renderer.Set_Draw_Colour ((0, 0, 0, 255));
Renderer.Fill (Rectangle => (0, 0, Width, Height));
 
Draw_Death_Star (Positive, Negative, 1.5, 0.2, Direction);
Window.Update_Surface;
 
Wait;
Window.Finalize;
SDL.Finalise;
end Death_Star;</syntaxhighlight>
 
=={{header|ALGOL 68}}==
{{Trans|C}}{{Trans|11l}}
<syntaxhighlight lang="algol68">
BEGIN # draw a "Death Star" - translated from the C and 11l samples #
STRING shades = ".:!*oe&#%@";
 
PROC normalize = ( []REAL v )[]REAL:
BEGIN
REAL len = sqrt( v[ 1 ] * v[ 1 ] + v[ 2 ] * v[ 2 ] + v[ 3 ] * v[ 3 ] );
( v[ 1 ] / len, v[ 2 ] / len, v[ 3 ] / len )
END # normalize # ;
 
PROC dot = ( []REAL x, y )REAL:
BEGIN
REAL d = x[ 1 ] * y[ 1 ] + x[ 2 ] * y[ 2 ] + x[ 3 ] * y[ 3 ];
IF d < 0 THEN - d ELSE 0 FI
END # dot # ;
 
MODE SPHERE = STRUCT( REAL cx, cy, cz, r );
 
# positive shpere and negative sphere #
SPHERE pos = ( 20, 20, 0, 20 ), neg = ( 1, 1, -6, 20 );
 
# check if a ray (x,y, -inf)->(x, y, inf) hits a sphere; if so, return #
# the intersecting z values. z1 is closer to the eye #
PROC hit_sphere = ( SPHERE sph, REAL x in, y in, REF REAL z1, z2 )BOOL:
IF REAL x = x in - cx OF sph;
REAL y = y in - cy OF sph;
REAL zsq := r OF sph * r OF sph - ( x * x + y * y );
zsq < 0
THEN FALSE
ELSE zsq := sqrt( zsq );
z1 := cz OF sph - zsq;
z2 := cz OF sph + zsq;
TRUE
FI # hit_sphere # ;
 
PROC draw_sphere = ( REAL k, ambient, []REAL light )VOID:
FOR i FROM ENTIER ( cy OF pos - r OF pos ) TO ENTIER ( cy OF pos + r OF pos ) + 1 DO
REAL y := i + 0.5;
FOR j FROM ENTIER ( cx OF pos - 2 * r OF pos ) TO ENTIER (cx OF pos + 2 * r OF pos ) + 1 DO
REAL x := ( j - cx OF pos ) / 2.0 + 0.5 + cx OF pos;
REAL zb1 := 0, zb2 := 0, zs1 := 0, zs2 := 0;
INT hit_result
= IF NOT hit_sphere( pos, x, y, zb1, zb2 ) THEN
0 # ray lands in blank space, draw bg #
ELIF NOT hit_sphere( neg, x, y, zs1, zs2 ) THEN
1 # ray hits pos sphere but not neg, draw pos sphere surface #
ELIF zs1 > zb1 THEN
1 # ray hits both, but pos front surface is closer #
ELIF zs2 > zb2 THEN
0 # pos sphere surface is inside neg sphere, show bg #
ELIF zs2 > zb1 THEN
2 # back surface on neg sphere is inside pos sphere, #
# the only place where neg sphere surface will be shown #
ELSE
1 # show the pos sphere #
FI;
IF hit_result = 0 THEN
print( ( " " ) )
ELSE
[]REAL vec =
normalize( IF hit_result = 1
THEN []REAL( x - cx OF pos
, y - cy OF pos
, zb1 - cz OF pos
)
ELSE []REAL( cx OF neg - x
, cy OF neg - y
, cz OF neg - zs2
)
FI
);
REAL b = ( dot( light, vec ) ^ k ) + ambient;
INT intensity := ENTIER ( ( 1 - b ) * ( ( UPB shades - LWB shades ) + 1 ) ) + 1;
IF intensity < LWB shades THEN intensity := LWB shades
ELIF intensity > UPB shades THEN intensity := UPB shades
FI;
print( ( shades[ intensity ] ) )
FI
OD;
print( ( newline ) )
OD # draw_sphere # ;
 
BEGIN
[]REAL light = ( -50, 30, 50 );
draw_sphere( 2, 0.5, normalize( light ) )
END
END
</syntaxhighlight>
{{out}}
Same as 11l
 
=={{header|AutoHotkey}}==
{{libheader|GDIP}}
<syntaxhighlight lang="ahk">#NoEnv
SetBatchLines, -1
#SingleInstance, Force
 
; Uncomment if Gdip.ahk is not in your standard library
#Include, Gdip.ahk
 
; Settings
X := 200, Y := 200, Width := 200, Height := 200 ; Location and size of sphere
rotation := 60 ; degrees
ARGB := 0xFFFF0000 ; Color=Solid Red
 
If !pToken := Gdip_Startup() ; Start gdi+
{
MsgBox, 48, gdiplus error!, Gdiplus failed to start. Please ensure you have gdiplus on your system
ExitApp
}
OnExit, Exit
 
Gui, -Caption +E0x80000 +LastFound +AlwaysOnTop +ToolWindow +OwnDialogs ; Create GUI
Gui, Show, NA ; Show GUI
hwnd1 := WinExist() ; Get a handle to this window we have created in order to update it later
hbm := CreateDIBSection(A_ScreenWidth, A_ScreenHeight) ; Create a gdi bitmap drawing area
hdc := CreateCompatibleDC() ; Get a device context compatible with the screen
obm := SelectObject(hdc, hbm) ; Select the bitmap into the device context
pGraphics := Gdip_GraphicsFromHDC(hdc) ; Get a pointer to the graphics of the bitmap, for use with drawing functions
Gdip_SetSmoothingMode(pGraphics, 4) ; Set the smoothing mode to antialias = 4 to make shapes appear smother
 
Gdip_TranslateWorldTransform(pGraphics, X, Y)
Gdip_RotateWorldTransform(pGraphics, rotation)
 
; Base ellipse
pBrush := Gdip_CreateLineBrushFromRect(0, 0, Width, Height, ARGB, 0xFF000000)
Gdip_FillEllipse(pGraphics, pBrush, 0, 0, Width, Height)
 
; First highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.1, Height*0.01, Width*0.8, Height*0.6, 0x33FFFFFF, 0x00FFFFFF)
Gdip_FillEllipse(pGraphics, pBrush, Width*0.1, Height*0.01, Width*0.8, Height*0.6)
 
; Second highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.3, Height*0.02, Width*0.3, Height*0.2, 0xBBFFFFFF, 0x00FFFFFF)
Gdip_FillEllipse(pGraphics, pBrush, Width*0.3, Height*0.02, Width*0.3, Height*0.2)
 
 
; Reset variables for smaller subtracted sphere
X-=150
Y-=10
Width*=0.5
Height*=0.4
rotation-=180
 
Gdip_TranslateWorldTransform(pGraphics, X, Y)
Gdip_RotateWorldTransform(pGraphics, rotation)
 
; Base ellipse
pBrush := Gdip_CreateLineBrushFromRect(0, 0, Width, Height, ARGB, 0xFF000000)
Gdip_FillEllipse(pGraphics, pBrush, 0, 0, Width, Height)
 
; First highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.1, Height*0.01, Width*0.8, Height*0.6, 0x33FFFFFF, 0x00FFFFFF)
Gdip_FillEllipse(pGraphics, pBrush, Width*0.1, Height*0.01, Width*0.8, Height*0.6)
 
; Second highlight ellipse
pBrush := Gdip_CreateLineBrushFromRect(Width*0.3, Height*0.02, Width*0.3, Height*0.2, 0xBBFFFFFF, 0x00FFFFFF)
Gdip_FillEllipse(pGraphics, pBrush, Width*0.3, Height*0.02, Width*0.3, Height*0.2)
 
 
UpdateLayeredWindow(hwnd1, hdc, 0, 0, A_ScreenWidth, A_ScreenHeight)
SelectObject(hdc, obm) ; Select the object back into the hdc
Gdip_DeletePath(Path)
Gdip_DeleteBrush(pBrush)
DeleteObject(hbm) ; Now the bitmap may be deleted
DeleteDC(hdc) ; Also the device context related to the bitmap may be deleted
Gdip_DeleteGraphics(G) ; The graphics may now be deleted
Return
 
Exit:
; gdi+ may now be shutdown on exiting the program
Gdip_Shutdown(pToken)
ExitApp</syntaxhighlight>
 
=={{header|Brlcad}}==
<langsyntaxhighlight lang="brlcad"># We need a database to hold the objects
opendb deathstar.g y
 
Line 28 ⟶ 488:
 
# We now trigger the raytracer to see our finished product
rt</langsyntaxhighlight>
 
=={{header|C}}==
Primitive ray tracing.
<langsyntaxhighlight lang="c">#include <stdio.h>
#include <math.h>
#include <unistd.h>
 
const char *shades[] = ".:!*oe&#%@";
 
double light[3] = { -50, 300, 50 };
void normalize(double * v)
{
Line 50 ⟶ 512:
 
typedef struct { double cx, cy, cz, r; } sphere_t;
 
sphere_t big = { 20, 20, 0, 20 }, small = { 7, 7, -10, 15 };
/* positive shpere and negative sphere */
sphere_t pos = { 20, 20, 0, 20 }, neg = { 1, 1, -6, 20 };
 
/* check if a ray (x,y, -inf)->(x, y, inf) hits a sphere; if so, return
Line 72 ⟶ 536:
double b;
double vec[3], x, y, zb1, zb2, zs1, zs2;
for (i = floor(bigpos.cy - bigpos.r); i <= ceil(bigpos.cy + bigpos.r); i++) {
y = i + .5;
for (j = floor(bigpos.cx - 2 * bigpos.r); j <= ceil(bigpos.cx + 2 * bigpos.r); j++) {
x = (j - bigpos.cx) / 2. + .5 + bigpos.cx;
 
/* ray lands in blank space, draw bg */
if (!hit_sphere(&bigpos, x, y, &zb1, &zb2))
hit_result = 0;
 
/* ray hits bigpos sphere but not small oneneg, draw bigpos sphere surface */
else if (!hit_sphere(&smallneg, x, y, &zs1, &zs2))
hit_result = 1;
 
/* ray hits both, but smallpos front surface is obscured by bigcloser */
else if (zs1 > zb1) hit_result = 1;
 
/* bothpos largesphere pointssurface entirelyis inside smallneg sphere, show bg */
else if (zs2 > zb2) hit_result = 0;
 
/* ifback deeper intersectionsurface on smallneg sphere is inside bigpos sphere,
the only place where smallneg sphere surface will be shown */
else if (zs2 > zb1) hit_result = 2;
else hit_result = 1;
 
switch(hit_result) {
case 0:
putchar(' +');
continue;
case 1:
vec[0] = x - bigpos.cx;
vec[1] = y - bigpos.cy;
vec[2] = zb1 - bigpos.cz;
break;
default:
vec[0] = smallneg.cx - x;
vec[1] = smallneg.cy - y;
vec[2] = smallneg.cz - zs2;
}
 
normalize(vec);
b = pow(dot(light, vec), k) + ambient;
Line 125 ⟶ 589:
int main()
{
double ang = 0;
normalize(light);
 
while (1) {
draw_sphere(2, .5);
printf("\033[H");
light[1] = cos(ang * 2);
light[2] = cos(ang);
light[0] = sin(ang);
normalize(light);
ang += .05;
 
draw_sphere(2, .3);
usleep(100000);
}
return 0;
}</syntaxhighlight>
}</lang>output<lang> eeeeeee!!!:::::::
ooooooeeeeeeeeeee..............
*ooooooooooeeeeeeeeeee.................
!****ooooooooooeeeeeeeeeee...................
:!!!!*****oooooooooeeeeeeeeee......................
::::!!!!*****oooooooooeeeeeeee.........................
....:::!!!!*****ooooooooeeeeeeee...........................
.......:::!!!!*****ooooooooeeeeee..............................
.........:::!!!!****ooooooooeeeeee...............................
............:::!!!!****ooooooooeeee..................................
.............::::!!!****ooooooooee.....................................
...............:::!!!!****oooooooe.......................................
................::::!!!****ooooooo.........................................
.................:::!!!****ooooo...........................................
..................:::!!!****ooo::............................................
..................:::!!!****oo:::............................................
..................:::!!!!***!!!::::............................................
..................:::!!!**!!!!!:::::...........................................
.................:::!!!****!!!!!:::::..........................................
e...............:::!oo******!!!!!:::::.........................................
ee............:::oooooo******!!!!!:::::........................................
eeeeee::::eeoooooooooooo******!!!!!:::::.......................................
eeeeeeeeeeeeeoooooooooooo******!!!!!!:::::.....................................
eeeeeeeeeeeeeeoooooooooooo******!!!!!!:::::....................................
eeeeeeeeeeeeeeoooooooooooo*******!!!!!!:::::.................................
eeeeeeeeeeeeeeeooooooooooooo******!!!!!!::::::..............................:
eeeeeeeeeeeeeeeooooooooooooo*******!!!!!!:::::::..........................:
eeeeeeeeeeeeeeeeoooooooooooooo*******!!!!!!!:::::::.....................::!
eeeeeeeeeeeeeeeeeooooooooooooo********!!!!!!!:::::::::..............::::!
eeeeeeeeeeeeeeeeeoooooooooooooo********!!!!!!!!::::::::::::::::::::::!*
eeeeeeeeeeeeeeeeeeooooooooooooooo********!!!!!!!!!!:::::::::::::!!!!*
eeeeeeeeeeeeeeeeeoooooooooooooooo**********!!!!!!!!!!!!!!!!!!!!!*
eeeeeeeeeeeeeeeeeeooooooooooooooooo************!!!!!!!!!!!!****
eeeeeeeeeeeeeeeeeeoooooooooooooooooo**********************o
eeeeeeeeeeeeeeeeeeeooooooooooooooooooooo************ooo
eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeeoooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeee</lang>
 
=={{header|D}}==
{{trans|C}}
<langsyntaxhighlight lang="d">import std.stdio, std.math, std.numeric, std.algorithm;
 
/*const*/ struct V3 {
double[3] v;
 
@property V3 normalize() pure nothrow const @nogc {
//immutable double len = sqrt(dotProduct(v, v)).sqrt;
immutablereturn double len= sqrt(v[0]*v[0]+ / len, v[1]*v[1]+ / len, v[2]*v[2 / len]).V3;
// return V3(v[] / len);
return V3([v[0] / len, v[1] / len, v[2] / len]);
}
 
double dot(constin ref V3 y) pure nothrow const @nogc {
immutable double d = dotProduct(v, y.v);
return d < 0 ? -d : 0;
Line 193 ⟶ 626:
const struct Sphere { double cx, cy, cz, r; }
 
void drawSphere(in double k, in double ambient, in V3 light) nothrow {
/** Check if a ray (x,y, -inf).(x, y, inf) hits a sphere; if so,
return the intersecting z values. z1 is closer to the eye .*/
static bool hitSphere(constin ref Sphere sph,
in double x0, in double y0,
out double z1,
out double z2) pure nothrow @nogc {
immutable double x = x0 - sph.cx;
immutable double y = y0 - sph.cy;
Line 205 ⟶ 638:
if (zsq < 0)
return false;
immutable double szsq = sqrt(zsq).sqrt;
z1 = sph.cz - szsq;
z2 = sph.cz + szsq;
Line 211 ⟶ 644:
}
 
enum stringimmutable shades = ".:!*oe&#%@";
// Positive and negative spheres.
enum big = Sphere(20, 20, 0, 20);
enumimmutable smallpos = Sphere(720, 720, -100, 1520);
immutable neg = Sphere(1, 1, -6, 20);
 
foreach (immutable int i; cast(int)floor(bigpos.cy - bigpos.r) ..
cast(int)ceil(bigpos.cy + bigpos.r) + 1) {
immutable double y = i + 0.5;
jloopJLOOP:
foreach (int j; cast(int)floor(bigpos.cx - 2 * bigpos.r) ..
cast(int)ceil(bigpos.cx + 2 * bigpos.r) + 1) {
immutable double x = (j - bigpos.cx) / 2.0 + 0.5 + bigpos.cx;
 
enum Hit { background, posSphere, negSphere }
 
enum Hit { background, bigSphere, smallSphere }
Hit hitResult;
double zb1, zs2;
immutable Hit hitResult = {
double zb2, zs1;
 
if (!hitSphere(big, x, y, zb1, zb2))
if (!hitSphere(pos, x, y, // ray lands in blank spacezb1, drawzb2)) bg{
hitResult// =Ray Hitlands in blank space, draw bg.background;
else if (!hitSphere(small, x, y,return zs1, zs2))Hit.background;
} else if (!hitSphere(neg, //x, rayy, hitszs1, bigzs2)) sphere but not small one,{
// drawRay bighits pos sphere surfacebut not neg one,
hitResult// =draw Hitpos sphere surface.bigSphere;
else if (zs1 > zb1)return Hit.posSphere;
} else if (zs1 //> rayzb1) hits both, but small surface if{
// obscuredray byhits bigboth, but pos front surface is closer.
hitResult =return Hit.bigSphereposSphere;
} else if (zs2 > zb1zb2) {
// ifpos deepersphere intersectionsurface onis smallinside shpereneg issphere,
// insideshow big sphere, only place where smallbg.
//return sphere surface will be shownHit.background;
} else if (zs2 hitResult> =zb1) Hit.smallSphere;{
else // Back surface on neg sphere is inside pos
hitResult// =sphere, Hit.bigSphere;the only place where neg sphere
} // surface will be shown.
return Hit.negSphere;
} else {
return Hit.posSphere;
}
}();
 
V3 vec_;
final switch (hitResult) {
case Hit.background:
putchar(' ').putchar;
continue jloopJLOOP;
case Hit.bigSphereposSphere:
vec_ = V3([x - bigpos.cx, y - bigpos.cy, zb1 - bigpos.cz]).V3;
break;
case Hit.smallSpherenegSphere:
vec_ = V3([smallneg.cx - x, smallneg.cy - y, smallneg.cz - zs2]).V3;
break;
}
immutable V3 nvec = vec_.normalize;
 
immutable double b = light.dot(nvec) ^^ k + ambient;
immutable intensity = cast(int)((1 - b) * shades.length);
ifimmutable (intensitynormInt <= min(shades.length, max(0, intensity));
putchar(shades[0normInt]).putchar;
else if (intensity >= shades.length)
putchar(shades[$ - 1]);
else
putchar(shades[intensity]);
}
 
putchar('\n').putchar;
}
}
 
 
void main() {
enumimmutable light = V3([-50, 30, 50]).V3.normalize;
drawSphere(2, 0.5, light);
}</langsyntaxhighlight>
 
The output is the same of the C version.
=={{header|Delphi}}==
{{libheader| Winapi.Windows}}
{{libheader| System.SysUtils}}
{{libheader| system.Math}}
{{libheader| Vcl.Graphics}}
{{libheader| Vcl.Imaging.pngimage}}
{{Trans|C}}
Translate of [[#C]] and [[#Go]], with copy of some parts of [[#DWScript]].
<syntaxhighlight lang="delphi">
program Death_Star;
 
{$APPTYPE CONSOLE}
 
uses
Winapi.Windows,
System.SysUtils,
system.Math,
Vcl.Graphics,
Vcl.Imaging.pngimage;
 
type
TVector = array of double;
 
var
light: TVector = [20, -40, -10];
 
function ClampInt(value, amin, amax: Integer): Integer;
begin
Result := Max(amin, Min(amax, value))
end;
 
procedure Normalize(var v: TVector);
begin
var len := Sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] := v[0] / len;
v[1] := v[1] / len;
v[2] := v[2] / len;
end;
 
function Dot(x, y: TVector): Double;
begin
var d := x[0] * y[0] + x[1] * y[1] + x[2] * y[2];
if d < 0 then
Result := -d
else
Result := 0;
end;
 
type
TSphere = record
cx, cy, cz, r: Double;
end;
 
const
pos: TSphere = (
cx: 0;
cy: 0;
cz: 0;
r: 120
);
 
const
neg: TSphere = (
cx: -90;
cy: -90;
cz: -30;
r: 80
);
 
function HitSphere(sph: TSphere; x, y: double; var z1, z2: Double): Boolean;
begin
x := x - sph.cx;
y := y - sph.cy;
var zsq := sph.r * sph.r - (x * x + y * y);
if (zsq < 0) then
Exit(False);
zsq := Sqrt(zsq);
z1 := sph.cz - zsq;
z2 := sph.cz + zsq;
Result := True;
end;
 
function DeathStar(pos, neg: TSphere; k, amb: Double; light: TVector): TBitmap;
var
w, h, yMax, xMax, s: double;
zp1, zp2, zn1, zn2, b: Double;
x, y: Integer;
hit: Boolean;
vec: TVector;
intensity: Byte;
ox, oy: Integer;
begin
w := pos.r * 4;
h := pos.r * 3;
ox := -trunc(pos.cx - w / 2);
oy := -trunc(pos.cy - h / 2);
 
vec := [0, 0, 0];
Result := TBitmap.Create;
Result.SetSize(trunc(w), trunc(h));
 
yMax := pos.cy + pos.r;
for y := Trunc(pos.cy - pos.r) to Trunc(yMax) do
begin
xMax := pos.cx + pos.r;
for x := trunc(pos.cy - pos.r) to trunc(xMax) do
begin
hit := HitSphere(pos, x, y, zp1, zp2);
if not hit then
continue;
 
hit := HitSphere(neg, x, y, zn1, zn2);
 
if hit then
begin
if zn1 > zp1 then
hit := false
else if zn2 > zp2 then
continue;
end;
 
if hit then
begin
vec[0] := neg.cx - x;
vec[1] := neg.cy - y;
vec[2] := neg.cz - zn2;
end
else
begin
vec[0] := x - pos.cx;
vec[1] := y - pos.cy;
vec[2] := zp1 - pos.cz;
end;
 
Normalize(vec);
 
s := max(0, dot(light, vec));
 
b := Power(s, k) + amb;
 
intensity := ClampInt(round(255 * b / (1 + amb)), 0, 254);
 
Result.Canvas.Pixels[x + ox, y + oy] := rgb(intensity, intensity, intensity);
end;
end;
end;
 
var
bmp: TBitmap;
 
begin
Normalize(light);
bmp := DeathStar(pos, neg, 1.2, 0.3, light);
 
with TPngImage.Create do
begin
Assign(bmp);
TransparentColor := clwhite;
SaveToFile('out.png');
bmp.Free;
Free;
end;
end.</syntaxhighlight>
=={{header|DWScript}}==
{{trans|C}}
<langsyntaxhighlight lang="delphi">const cShades = '.:!*oe&#%@';
 
type TVector = array [0..2] of Float;
Line 377 ⟶ 976:
Normalize(light);
DrawSphere(2, 0.3);</langsyntaxhighlight>
 
=={{header|Frink}}==
This program not only draws a Death Star and renders it onscreen projected on the x,y, and z axes but also outputs a .stl file for 3-D printing. Frink has [https://frinklang.org/3d/frink/graphics/package-summary.html built-in routines for 3-D modeling].
<syntaxhighlight lang="frink">res = 254 / in
v = callJava["frink.graphics.VoxelArray", "makeSphere", [1/2 inch res]]
 
dish = callJava["frink.graphics.VoxelArray", "makeSphere", [1/2 inch res]]
dish.translate[round[.45 inch res], round[.45 inch res], round[.45 inch res]]
v.remove[dish]
 
v.projectX[undef].show["X"]
v.projectY[undef].show["Y"]
v.projectZ[undef].show["Z"]
 
filename = "DeathStar.stl"
print["Writing $filename..."]
w = new Writer[filename]
w.println[v.toSTLFormat["DeathStar", 1/(res mm)]]
w.close[]
println["done."]
</syntaxhighlight>
 
=={{header|Go}}==
[[file:GoDstar.png|right|thumb|Output png]]
{{trans|C}}
<syntaxhighlight lang="go">package main
 
import (
"fmt"
"image"
"image/color"
"image/png"
"math"
"os"
)
 
type vector [3]float64
 
func (v *vector) normalize() {
invLen := 1 / math.Sqrt(dot(v, v))
v[0] *= invLen
v[1] *= invLen
v[2] *= invLen
}
 
func dot(x, y *vector) float64 {
return x[0]*y[0] + x[1]*y[1] + x[2]*y[2]
}
 
type sphere struct {
cx, cy, cz int
r int
}
 
func (s *sphere) hit(x, y int) (z1, z2 float64, hit bool) {
x -= s.cx
y -= s.cy
if zsq := s.r*s.r - (x*x + y*y); zsq >= 0 {
zsqrt := math.Sqrt(float64(zsq))
return float64(s.cz) - zsqrt, float64(s.cz) + zsqrt, true
}
return 0, 0, false
}
 
func deathStar(pos, neg *sphere, k, amb float64, dir *vector) *image.Gray {
w, h := pos.r*4, pos.r*3
bounds := image.Rect(pos.cx-w/2, pos.cy-h/2, pos.cx+w/2, pos.cy+h/2)
img := image.NewGray(bounds)
vec := new(vector)
for y, yMax := pos.cy-pos.r, pos.cy+pos.r; y <= yMax; y++ {
for x, xMax := pos.cx-pos.r, pos.cx+pos.r; x <= xMax; x++ {
zb1, zb2, hit := pos.hit(x, y)
if !hit {
continue
}
zs1, zs2, hit := neg.hit(x, y)
if hit {
if zs1 > zb1 {
hit = false
} else if zs2 > zb2 {
continue
}
}
if hit {
vec[0] = float64(neg.cx - x)
vec[1] = float64(neg.cy - y)
vec[2] = float64(neg.cz) - zs2
} else {
vec[0] = float64(x - pos.cx)
vec[1] = float64(y - pos.cy)
vec[2] = zb1 - float64(pos.cz)
}
vec.normalize()
s := dot(dir, vec)
if s < 0 {
s = 0
}
lum := 255 * (math.Pow(s, k) + amb) / (1 + amb)
if lum < 0 {
lum = 0
} else if lum > 255 {
lum = 255
}
img.SetGray(x, y, color.Gray{uint8(lum)})
}
}
return img
}
 
func main() {
dir := &vector{20, -40, -10}
dir.normalize()
pos := &sphere{0, 0, 0, 120}
neg := &sphere{-90, -90, -30, 100}
 
img := deathStar(pos, neg, 1.5, .2, dir)
f, err := os.Create("dstar.png")
if err != nil {
fmt.Println(err)
return
}
if err = png.Encode(f, img); err != nil {
fmt.Println(err)
}
if err = f.Close(); err != nil {
fmt.Println(err)
}
}</syntaxhighlight>
 
=={{header|Haskell}}==
 
=== ASCII art ===
 
<syntaxhighlight lang="haskell">import Data.List (genericLength)
 
shades = ".:!*oe%#&@"
n = genericLength shades
dot a b = sum $ zipWith (*) a b
normalize x = (/ sqrt (x `dot` x)) <$> x
 
deathStar r k amb = unlines $
[ [ if x*x + y*y <= r*r
then let vec = normalize $ normal x y
b = (light `dot` vec) ** k + amb
intensity = (1 - b)*(n - 1)
in shades !! round ((0 `max` intensity) `min` n)
else ' '
| y <- map (/2.12) [- 2*r - 0.5 .. 2*r + 0.5] ]
| x <- [ - r - 0.5 .. r + 0.5] ]
where
light = normalize [-30,-30,-50]
normal x y
| (x+r)**2 + (y+r)**2 <= r**2 = [x+r, y+r, sph2 x y]
| otherwise = [x, y, sph1 x y]
sph1 x y = sqrt (r*r - x*x - y*y)
sph2 x y = r - sqrt (r*r - (x+r)**2 - (y+r)**2)</syntaxhighlight>
 
<pre>λ> putStrLn $ deathStar 10 4 0.1
eeeeoo*&&&&&&&
eeeeeoooo**!&&&&&&&&&&&&
eeooooooo***!!&&&&&&&&&&&&&&&&
eooooo*****!!!::&&&&&&&&&&&&&&&&&&
eooo****!!!!:::.&&&&&&&&&&&&&&&&&&&&
eeeoo***!!!::::.&&&&&&##############&&&&
eeeoo***!!:::...&&&########%%%%%%%%#####&&
eeoo**!!!::...&&######%%%%%%%eeeeee%%%%###
eooo**!!::..&&&#####%%%%%eeeeeooooooeeee%%#&
oo**!!:&&&&&&&####%%%%eeeoooo********oooee%#
&&&&&&&&&&&&#####%%%eeeoo****!!!!!!!!***oe%#
&&&&&&&&&&&####%%%eeeoo***!!!::::::::!!**oe#
&&&&&&&&&&###%%%eeooo**!!:::.......::!!*oe
&&&&&&&&&####%%eeeoo**!!::..........::!*o%
&&&&&&&&####%%eeoo**!!::...........:!*o%
&&&&&&####%%eeoo**!!::..........:!*o
&&&&&&###%%%eeoo**!!::......::!*oe
&&&&&###%%%eeoo**!!!!:::!!!*o%
&&&&###%%%eeoooo****ooe%
&&####%%%%%%%#
</pre>
 
=={{header|J}}==
{{Trans|Python}}
 
<syntaxhighlight lang="j">
load'graphics/viewmat'
mag =: +/&.:*:"1
norm=: %"1 0 mag
dot =: +/@:*"1
 
NB. (pos;posr;neg;negr) getvec (x,y)
getvec =: 4 :0 "1
pt =. y
'pos posr neg negr' =. x
if. (dot~ pt-}:pos) > *:posr do.
0 0 0
else.
zb =. ({:pos) (-,+) posr -&.:*: pt mag@:- }:pos
if. (dot~ pt-}:neg) > *:negr do.
(pt,{:zb) - pos
else.
zs =. ({:neg) (-,+) negr -&.:*: pt mag@:- }:neg
if. zs >&{. zb do. (pt,{:zb) - pos
elseif. zs >&{: zb do. 0 0 0
elseif. ({.zs) < ({:zb) do. neg - (pt,{.zs)
elseif. do. (pt,{.zb) - pos end.
end.
end.
)
 
NB. (k;ambient;light) draw_sphere (pos;posr;neg;negr)
draw_sphere =: 4 :0
'pos posr neg negr' =. y
'k ambient light' =. x
vec=. norm y getvec ,"0// (2{.pos) +/ i: 200 j.~ 0.5+posr
 
b=. (mag vec) * ambient + k * 0>. light dot vec
)
 
togray =: 256#. 255 255 255 <.@*"1 0 (%>./@,)
 
env=.(2; 0.5; (norm _50 30 50))
sph=. 20 20 0; 20; 1 1 _6; 20
'rgb' viewmat togray env draw_sphere sph</syntaxhighlight>
 
=={{header|Java}}==
{{libheader|JavaFX}}
<syntaxhighlight lang="java">import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.geometry.Point3D;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.input.KeyEvent;
import javafx.scene.shape.MeshView;
import javafx.scene.shape.TriangleMesh;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
public class DeathStar extends Application {
 
private static final int DIVISION = 200;// the bigger the higher resolution
float radius = 300;// radius of the sphere
 
@Override
public void start(Stage primaryStage) throws Exception {
Point3D otherSphere = new Point3D(-radius, 0, -radius * 1.5);
final TriangleMesh triangleMesh = createMesh(DIVISION, radius, otherSphere);
MeshView a = new MeshView(triangleMesh);
 
a.setTranslateY(radius);
a.setTranslateX(radius);
a.setRotationAxis(Rotate.Y_AXIS);
Scene scene = new Scene(new Group(a));
// uncomment if you want to move the other sphere
// scene.setOnKeyPressed(new EventHandler<KeyEvent>() {
// Point3D sphere = otherSphere;
//
// @Override
// public void handle(KeyEvent e) {
// KeyCode code = e.getCode();
// switch (code) {
// case UP:
// sphere = sphere.add(0, -10, 0);
// break;
// case DOWN:
// sphere = sphere.add(0, 10, 0);
// break;
// case LEFT:
// sphere = sphere.add(-10, 0, 0);
// break;
// case RIGHT:
// sphere = sphere.add(10, 0, 0);
// break;
// case W:
// sphere = sphere.add(0, 0, 10);
// break;
// case S:
// sphere = sphere.add(0, 0, -10);
// break;
// default:
// return;
// }
// a.setMesh(createMesh(DIVISION, radius, sphere));
//
// }
// });
 
primaryStage.setScene(scene);
primaryStage.show();
}
 
static TriangleMesh createMesh(final int division, final float radius, final Point3D centerOtherSphere) {
Rotate rotate = new Rotate(180, centerOtherSphere);
final int div2 = division / 2;
 
final int nPoints = division * (div2 - 1) + 2;
final int nTPoints = (division + 1) * (div2 - 1) + division * 2;
final int nFaces = division * (div2 - 2) * 2 + division * 2;
 
final float rDiv = 1.f / division;
 
float points[] = new float[nPoints * 3];
float tPoints[] = new float[nTPoints * 2];
int faces[] = new int[nFaces * 6];
 
int pPos = 0, tPos = 0;
 
for (int y = 0; y < div2 - 1; ++y) {
float va = rDiv * (y + 1 - div2 / 2) * 2 * (float) Math.PI;
float sin_va = (float) Math.sin(va);
float cos_va = (float) Math.cos(va);
 
float ty = 0.5f + sin_va * 0.5f;
for (int i = 0; i < division; ++i) {
double a = rDiv * i * 2 * (float) Math.PI;
float hSin = (float) Math.sin(a);
float hCos = (float) Math.cos(a);
points[pPos + 0] = hSin * cos_va * radius;
points[pPos + 2] = hCos * cos_va * radius;
points[pPos + 1] = sin_va * radius;
 
final Point3D point3D = new Point3D(points[pPos + 0], points[pPos + 1], points[pPos + 2]);
double distance = centerOtherSphere.distance(point3D);
if (distance <= radius) {
Point3D subtract = centerOtherSphere.subtract(point3D);
Point3D transform = rotate.transform(subtract);
points[pPos + 0] = (float) transform.getX();
points[pPos + 1] = (float) transform.getY();
points[pPos + 2] = (float) transform.getZ();
}
tPoints[tPos + 0] = 1 - rDiv * i;
tPoints[tPos + 1] = ty;
pPos += 3;
tPos += 2;
}
tPoints[tPos + 0] = 0;
tPoints[tPos + 1] = ty;
tPos += 2;
}
 
points[pPos + 0] = 0;
points[pPos + 1] = -radius;
points[pPos + 2] = 0;
points[pPos + 3] = 0;
points[pPos + 4] = radius;
points[pPos + 5] = 0;
pPos += 6;
 
int pS = (div2 - 1) * division;
 
float textureDelta = 1.f / 256;
for (int i = 0; i < division; ++i) {
tPoints[tPos + 0] = rDiv * (0.5f + i);
tPoints[tPos + 1] = textureDelta;
tPos += 2;
}
 
for (int i = 0; i < division; ++i) {
tPoints[tPos + 0] = rDiv * (0.5f + i);
tPoints[tPos + 1] = 1 - textureDelta;
tPos += 2;
}
 
int fIndex = 0;
for (int y = 0; y < div2 - 2; ++y) {
for (int x = 0; x < division; ++x) {
int p0 = y * division + x;
int p1 = p0 + 1;
int p2 = p0 + division;
int p3 = p1 + division;
 
int t0 = p0 + y;
int t1 = t0 + 1;
int t2 = t0 + division + 1;
int t3 = t1 + division + 1;
 
// add p0, p1, p2
faces[fIndex + 0] = p0;
faces[fIndex + 1] = t0;
faces[fIndex + 2] = p1 % division == 0 ? p1 - division : p1;
faces[fIndex + 3] = t1;
faces[fIndex + 4] = p2;
faces[fIndex + 5] = t2;
fIndex += 6;
 
// add p3, p2, p1
faces[fIndex + 0] = p3 % division == 0 ? p3 - division : p3;
faces[fIndex + 1] = t3;
faces[fIndex + 2] = p2;
faces[fIndex + 3] = t2;
faces[fIndex + 4] = p1 % division == 0 ? p1 - division : p1;
faces[fIndex + 5] = t1;
fIndex += 6;
}
}
 
int p0 = pS;
int tB = (div2 - 1) * (division + 1);
for (int x = 0; x < division; ++x) {
int p2 = x, p1 = x + 1, t0 = tB + x;
faces[fIndex + 0] = p0;
faces[fIndex + 1] = t0;
faces[fIndex + 2] = p1 == division ? 0 : p1;
faces[fIndex + 3] = p1;
faces[fIndex + 4] = p2;
faces[fIndex + 5] = p2;
fIndex += 6;
}
 
p0 = p0 + 1;
tB = tB + division;
int pB = (div2 - 2) * division;
 
for (int x = 0; x < division; ++x) {
int p1 = pB + x, p2 = pB + x + 1, t0 = tB + x;
int t1 = (div2 - 2) * (division + 1) + x, t2 = t1 + 1;
faces[fIndex + 0] = p0;
faces[fIndex + 1] = t0;
faces[fIndex + 2] = p1;
faces[fIndex + 3] = t1;
faces[fIndex + 4] = p2 % division == 0 ? p2 - division : p2;
faces[fIndex + 5] = t2;
fIndex += 6;
}
 
TriangleMesh m = new TriangleMesh();
m.getPoints().setAll(points);
m.getTexCoords().setAll(tPoints);
m.getFaces().setAll(faces);
 
return m;
}
 
public static void main(String[] args) {
 
launch(args);
}
 
}
</syntaxhighlight>
===Using Java 11===
Alternatively, without using JavaFX, which has been removed from the JavaJDK since version 11.
<syntaxhighlight lang="java">
 
import java.awt.Color;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import java.util.List;
 
import javax.imageio.ImageIO;
 
public final class DeathStar {
 
public static void main(String[] aArgs) throws IOException {
Vector direction = new Vector(20.0, -40.0, -10.0);
direction.normalise();
Sphere positive = new Sphere(0, 0, 0, 120);
Sphere negative = new Sphere(-90, -90, -30, 100);
 
BufferedImage image = deathStar(positive, negative, direction, 1.5, 0.5);
ImageIO.write(image, "png", new File("DeathStarJava.png"));
}
private static BufferedImage deathStar(
Sphere aPositive, Sphere aNegative, Vector aDirection, double aShadow, double aBrightness) {
final int width = aPositive.radius * 4;
final int height = aPositive.radius * 3;
BufferedImage result = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
Graphics graphics = result.getGraphics();
graphics.setColor(Color.CYAN);
graphics.fillRect(0, 0, width, height);
Vector ray = new Vector(0.0, 0.0, 0.0);
final int deltaX = aPositive.x - width / 2;
final int deltaY = aPositive.y - height / 2;
 
double xMax = aPositive.x + aPositive.radius;
double yMax = aPositive.y + aPositive.radius;
for ( int y = aPositive.y - aPositive.radius; y < yMax; y++ ) {
for ( int x = aPositive.x - aPositive.radius; x < xMax; x++ ) {
List<Object> contacts = aPositive.contact(x, y);
final double zb1 = (double) contacts.get(0);
final int zb2 = (int) contacts.get(1);
final boolean positiveHit = (boolean) contacts.get(2);
if ( ! positiveHit ) {
continue;
}
contacts = aNegative.contact(x, y);
final double zs1 = (double) contacts.get(0);
final int zs2 = (int) contacts.get(1);
boolean negativeHit = (boolean) contacts.get(2);
if ( negativeHit ) {
if ( zs1 > zb1 ) {
negativeHit = false;
} else if ( zs2 > zb2 ) {
continue;
}
}
if ( negativeHit ) {
ray.x = aNegative.x - x;
ray.y = aNegative.y - y;
ray.z = aNegative.z - zs2;
} else {
ray.x = x - aPositive.x;
ray.y = y - aPositive.y;
ray.z = zb1 - aPositive.z;
}
ray.normalise();
double rayComponent = ray.scalarProduct(aDirection);
if ( rayComponent < 0 ) {
rayComponent = 0;
}
int color = (int) ( 255 * ( Math.pow(rayComponent, aShadow) + aBrightness) / ( 1 + aBrightness ) );
if ( color < 0 ) {
color = 0;
} else if ( color > 255 ) {
color = 255;
}
result.setRGB(x - deltaX, y - deltaY, color);
}
}
return result;
}
private static class Vector {
public Vector(double aX, double aY, double aZ) {
x = aX; y = aY; z = aZ;
}
public double scalarProduct(Vector aOther) {
return x * aOther.x + y * aOther.y + z * aOther.z;
}
public Vector normalise() {
final double magnitude = Math.sqrt(this.scalarProduct(this));
return new Vector(x /= magnitude, y /= magnitude, z /= magnitude);
}
private double x, y, z;
}
private static class Sphere {
public Sphere(int aX, int aY, int aZ, int aRadius) {
x = aX; y = aY; z = aZ; radius = aRadius;
}
public List<Object> contact(int aX, int aY) {
final int xx = aX - x;
final int yy = aY - y;
final int zSquared = radius * radius - ( xx * xx + yy * yy );
if ( zSquared >= 0 ) {
final double zz = Math.sqrt(zSquared);
return List.of(z - zz, z, true);
}
return List.of( 0.0, 0, false );
}
private int x, y, z, radius;
}
 
}
</syntaxhighlight>
{{ out }}
[[Media:DeathStarJava.png]]
 
=={{header|JavaScript}}==
Layer circles and gradients to achieve result similar to that of the Wikipedia page for the [http://en.wikipedia.org/wiki/Death_Star Death Star].
<syntaxhighlight lang="javascript">
<!DOCTYPE html>
<html>
<body style="margin:0">
<canvas id="myCanvas" width="250" height="250" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
//Fill the canvas with a dark gray background
ctx.fillStyle = "#222222";
ctx.fillRect(0,0,250,250);
 
// Create radial gradient for large base circle
var grd = ctx.createRadialGradient(225,175,190,225,150,130);
grd.addColorStop(0,"#EEEEEE");
grd.addColorStop(1,"black");
//Apply gradient and fill circle
ctx.fillStyle = grd;
ctx.beginPath();
ctx.arc(125,125,105,0,2*Math.PI);
ctx.fill();
// Create linear gradient for small inner circle
var grd = ctx.createLinearGradient(75,90,102,90);
grd.addColorStop(0,"black");
grd.addColorStop(1,"gray");
//Apply gradient and fill circle
ctx.fillStyle = grd;
ctx.beginPath();
ctx.arc(90,90,30,0,2*Math.PI);
ctx.fill();
//Add another small circle on top of the previous one to enhance the "shadow"
ctx.fillStyle = "black";
ctx.beginPath();
ctx.arc(80,90,17,0,2*Math.PI);
ctx.fill();
</script>
</body>
</html>
 
</syntaxhighlight>
 
=={{header|Julia}}==
<syntaxhighlight lang="julia"># run in REPL
using GLMakie
 
function deathstar()
n = 60
θ = [0; (0.5: n - 0.5) / n; 1]
φ = [(0: 2n - 2) * 2 / (2n - 1); 2]
# if x is +0.9 radius units, replace it with the coordinates of sphere surface
# at (1.2,0,0) center, radius 0.5 units
x = [(x1 = cospi(φ)*sinpi(θ)) > 0.9 ? 1.2 - x1 * 0.5 : x1 for θ in θ, φ in φ]
y = [sinpi(φ)*sinpi(θ) for θ in θ, φ in φ]
z = [cospi(θ) for θ in θ, φ in φ]
scene = Scene(backgroundcolor=:black)
surface!(scene, x, y, z, color = rand(RGBAf0, 124, 124), show_axis=false)
return scene
end
 
scene = deathstar()
</syntaxhighlight>
 
=={{header|LSL}}==
Rez a box on the ground, raise it up a few meters, add the following as a New Script.
<syntaxhighlight lang="lsl">default {
state_entry() {
llSetPrimitiveParams([PRIM_NAME, "RosettaCode DeathStar"]);
llSetPrimitiveParams([PRIM_DESC, llGetObjectName()]);
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SPHERE, PRIM_HOLE_CIRCLE, <0.0, 1.0, 0.0>, 0.0, <0.0, 0.0, 0.0>, <0.12, 1.0, 0.0>]);
llSetPrimitiveParams([PRIM_ROTATION, <-0.586217, 0.395411, -0.586217, 0.395411>]);
llSetPrimitiveParams([PRIM_TEXTURE, ALL_SIDES, TEXTURE_BLANK, ZERO_VECTOR, ZERO_VECTOR, 0.0]);
llSetPrimitiveParams([PRIM_TEXT, llGetObjectName(), <1.0, 1.0, 1.0>, 1.0]);
llSetPrimitiveParams([PRIM_COLOR, ALL_SIDES, <0.5, 0.5, 0.5>, 1.0]);
llSetPrimitiveParams([PRIM_BUMP_SHINY, ALL_SIDES, PRIM_SHINY_HIGH, PRIM_BUMP_NONE]);
llSetPrimitiveParams([PRIM_SIZE, <10.0, 10.0, 10.0>]);
llSetPrimitiveParams([PRIM_OMEGA, <0.0, 0.0, 1.0>, 1.0, 1.0]);
}
}</syntaxhighlight>
Output:
[[File:Death_Star_LSL.jpg|200px|Death Star]]
 
=={{header|Lua}}==
{{trans|C}}
<syntaxhighlight lang="lua">function V3(x,y,z) return {x=x,y=y,z=z} end
function dot(v,w) return v.x*w.x + v.y*w.y + v.z*w.z end
function norm(v) local m=math.sqrt(dot(v,v)) return V3(v.x/m, v.y/m, v.z/m) end
function clamp(n,lo,hi) return math.floor(math.min(math.max(lo,n),hi)) end
function hittest(s, x, y)
local z = s.r^2 - (x-s.x)^2 - (y-s.y)^2
if z >= 0 then
z = math.sqrt(z)
return true, s.z-z, s.z+z
end
return false, 0, 0
end
 
function deathstar(pos, neg, sun, k, amb)
shades = {[0]=" ",".",":","!","*","o","e","&","#","%","@"}
for y = pos.x-pos.r-0.5, pos.x+pos.r+0.5 do
for x = pos.x-pos.r-0.5, pos.x+pos.r+0.5, 0.5 do
local hitpos, pz1, pz2 = hittest(pos, x, y)
local result, hitneg, nz1, nz2 = 0
if hitpos then
hitneg, nz1, nz2 = hittest(neg, x, y)
if not hitneg or nz1 > pz1 then result = 1
elseif nz2 > pz2 then result = 0
elseif nz2 > pz1 then result = 2
else result = 1
end
end
local shade = 0
if result > 0 then
if result == 1 then
shade = clamp((1-dot(sun, norm(V3(x-pos.x, y-pos.y, pz1-pos.z)))^k+amb) * #shades, 1, #shades)
else
shade = clamp((1-dot(sun, norm(V3(neg.x-x, neg.y-y, neg.z-nz2)))^k+amb) * #shades, 1, #shades)
end
end
io.write(shades[shade])
end
io.write("\n")
end
end
 
deathstar({x=20, y=20, z=0, r=20}, {x=10, y=10, z=-15, r=10}, norm(V3(-2,1,3)), 2, 0.1)</syntaxhighlight>
{{out}}
<pre style="font-size:50%"> @@@%%%%%%%%%#########%
@@@@@%%%%%%#######&&&&&&&&&&&&&&&&&&##
@@@@@@%%%%%%######&&&&&&&eeeeeeeeeeeeeeeeeeeee&&
@@@@@@@@@@@@@@@@@@@&&&&&&eeeeeeeoooooooooooooooooooooeee&
@@@@@&####%%%%@@@@@@@@@@@@%eeeeoooooooo*******************oooee
@@@@eeee&&&&####%%%@@@@@@@@@@@@%oooooo********!!!!!!!!!!!!!!*****oooe
@@@**ooooeeee&&&####%%%@@@@@@@@@@@%oo*******!!!!!!!!!!!!!!!!!!!!!!!****oo&
@@@!!!****ooooeee&&&###%%%%@@@@@@@@@@%*****!!!!!!!!:::::::::::::::::!!!!!**ooe
@@@:::!!!!!****oooeee&&###%%%%@@@@@@@@@%***!!!!!!!::::::::::::::::::::::::!!!***oe
@@@@::::::::!!!***oooeee&&&##%%%%@@@@@@@@@**!!!!!!!:::::::::............::::::!!!**oo
@@@.......::::!!!!***ooeee&&###%%%@@@@@@@@@*!!!!!!::::::::..................:::::!!!**oe
%@@@@.........::::!!!**oooee&&&##%%%@@@@@@@@*!!!!!!::::::::......................::::!!!*oe
%@@@@...........:::!!!***ooeee&&###%%%@@@@@@**!!!!!!:::::::........................::::!!!*oo
%@@@@@...........:::!!!***ooeee&&###%%@@@@@@***!!!!!!:::::::.........................::::!!!*oe
@@@@@@..........::::!!!**oooee&&&##%%%@@@@@****!!!!!!:::::::..........................::::!!**oe
%@@@@@@::::...:::::!!!!***ooeee&&###%%@@@@o*****!!!!!!:::::::..........................::::!!!**o
@@@@@@@@!!!:::::!!!!!***oooee&&&##%%%@@oooo******!!!!!!:::::::.........................:::::!!**oe
%@@@@@@@@@o****!******ooooeee&&###%%%eeeooooo*****!!!!!!!:::::::........................::::!!!**oe
%@@@@@@@@@@@eeoooooooeeeee&&&##%%%&eeeeeeooooo*****!!!!!!!::::::::.....................:::::!!!**oo&
%@@@@@@@@@@@@@@@@##&&&#####%###&&&&&eeeeeoooooo******!!!!!!:::::::::..................:::::!!!!**oe&
%@@@@@@@@@@@@@@@@@@@%%%%%%######&&&&&eeeeeoooooo******!!!!!!!:::::::::::...........:::::::!!!!***oe&
%%@@@@@@@@@@@@@@@@@@@%%%%%%######&&&&&eeeeeeooooo*******!!!!!!!::::::::::::::::::::::::::!!!!***ooe&
#%@@@@@@@@@@@@@@@@@@@%%%%%%%######&&&&&eeeeeeoooooo*******!!!!!!!!::::::::::::::::::::!!!!!!***ooee
%%@@@@@@@@@@@@@@@@@@@%%%%%%%######&&&&&&eeeeeeoooooo*******!!!!!!!!!!!!::::::::::!!!!!!!!****ooee&
#%@@@@@@@@@@@@@@@@@@@@%%%%%%%######&&&&&&eeeeeeooooooo*********!!!!!!!!!!!!!!!!!!!!!!!!****oooee&
%%@@@@@@@@@@@@@@@@@@@@@%%%%%%%######&&&&&&eeeeeeeooooooo**********!!!!!!!!!!!!!!!*******ooooee&#
&%%@@@@@@@@@@@@@@@@@@@@@%%%%%%%#######&&&&&&eeeeeeeooooooooo*************************oooooeee&#
#%%@@@@@@@@@@@@@@@@@@@@@@%%%%%%%#######&&&&&&&eeeeeeeooooooooooo****************ooooooeeee&&#
&%%@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%#######&&&&&&&&eeeeeeeeeoooooooooooooooooooooooooeeeee&&##
#%%@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%########&&&&&&&&eeeeeeeeeeeeoooooooooooooeeeeeeee&&&##%
#%%@@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%%########&&&&&&&&&&eeeeeeeeeeeeeeeeeeeeeeee&&&&&##%
#%%@@@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%%#########&&&&&&&&&&&&&&&&eeeee&&&&&&&&&&####%%
#%%@@@@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%%%###########&&&&&&&&&&&&&&&&&&&&######%%%
#%%@@@@@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%%%%#############################%%%%@
#%%@@@@@@@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%%%%%%%%###############%%%%%%%@
#%%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%%%%%%%%%%%%%%%%%%%%@@@
#%%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@%%%%%%%%@@@@@@@@@
%%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
%@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@@@@@@@@@@@@@@@@@@@@@@</pre>
 
=={{header|Maple}}==
<syntaxhighlight lang="maple">with(plots):
with(plottools):
plots:-display(
implicitplot3d(x^2 + y^2 + z^2 = 1, x = -1..0.85, y = -1..1, z = -1..1, style = surface, grid = [50,50,50]),
translate(rotate(implicitplot3d(x^2 + y^2 + z^2 = 1, x = 0.85..1, y = -1..1, z = -1..1, style = surface, grid = [50,50,50]), 0, Pi, 0), 1.70, 0, 0),
axes = none, scaling = constrained, color = gray)</syntaxhighlight>
 
=={{header|Mathematica}} / {{header|Wolfram Language}}==
<syntaxhighlight lang="mathematica">RegionPlot3D[x^2 + y^2 + z^2 < 1 && (x + 1.7)^2 + y^2 + z^2 > 1,
{x, -1, 1}, {y, -1, 1}, {z, -1, 1},
Boxed -> False, Mesh -> False, Axes -> False, Background -> Black, PlotPoints -> 100]</syntaxhighlight>
 
=={{header|Nim}}==
{{trans|Go}}
{{libheader|nimPNG}}
 
The result is written in a PNG file. For this purpose, we used the modules “bitmap” and “grayscale_image” created for the tasks “Bitmap” and “Grayscale image”. To write the PNG file, we use the third party library “nimPNG”.
 
<syntaxhighlight lang="nim">import math
 
import bitmap, grayscale_image, nimPNG
 
type
 
Vector = array[3, float]
 
Sphere = object
cx, cy, cz: int
r: int
 
#---------------------------------------------------------------------------------------------------
 
func dot(x, y: Vector): float {.inline.} =
x[0] * y[0] + x[1] * y[1] + x[2] * y[2]
 
#---------------------------------------------------------------------------------------------------
 
func normalize(v: var Vector) =
let invLen = 1 / sqrt(dot(v, v))
v[0] *= invLen
v[1] *= invLen
v[2] *= invLen
 
#---------------------------------------------------------------------------------------------------
 
func hit(s: Sphere; x, y: int): tuple[z1, z2: float; hit: bool] =
let x = x - s.cx
let y = y - s.cy
let zsq = s.r * s.r - (x * x + y * y)
if zsq >= 0:
let zsqrt = sqrt(zsq.toFloat)
result = (s.cz.toFloat - zsqrt, s.cz.toFloat, true)
else:
result = (0.0, 0.0, false)
 
#---------------------------------------------------------------------------------------------------
 
func deathStar(pos, neg: Sphere; k, amb: float; dir: Vector): GrayImage =
 
let w = pos.r * 4
let h = pos.r * 3
result = newGrayImage(w, h)
var vect: Vector
let deltaX = pos.cx - w div 2
let deltaY = pos.cy - h div 2
 
let xMax = pos.cx + pos.r
let yMax = pos.cy + pos.r
for y in (pos.cy - pos.r)..yMax:
for x in (pos.cx - pos.r)..xMax:
let (zb1, zb2, posHit) = pos.hit(x, y)
if not posHit: continue
var (zs1, zs2, negHit) = neg.hit(x, y)
if negHit:
if zs1 > zb1: negHit = false
elif zs2 > zb2: continue
if negHit:
vect[0] = (neg.cx - x).toFloat
vect[1] = (neg.cy - y).toFloat
vect[2] = neg.cz.toFloat - zs2
else:
vect[0] = (x - pos.cx).toFloat
vect[1] = (y - pos.cy).toFloat
vect[2] = zb1 - pos.cz.toFloat
vect.normalize()
var s = dot(dir, vect)
if s < 0: s = 0
var lum = (255 * (s.pow(k) + amb) / (1 + amb)).toInt
if lum < 0: lum = 0
elif lum > 255: lum = 255
result[x - deltaX, y - deltaY] = Luminance(lum)
 
#———————————————————————————————————————————————————————————————————————————————————————————————————
 
var dir: Vector = [float 20, -40, -10]
dir.normalize()
let pos = Sphere(cx: 0, cy: 0, cz: 0, r: 120)
let neg = Sphere(cx: -90, cy: -90, cz: -30, r: 100)
 
let grayImage = deathStar(pos, neg, 1.5, 0.2, dir)
 
# Save to PNG. We convert to an RGB image then transform the pixels
# in a sequence of bytes (actually a copy) in order to call "savePNG24".
let rgbImage = grayImage.toImage
var data = newSeqOfCap[byte](rgbImage.pixels.len * 3)
for color in rgbImage.pixels:
data.add([color.r, color.g, color.b])
echo savePNG24("death_star.png", data, rgbImage.w, rgbImage.h)</syntaxhighlight>
 
=={{header|Openscad}}==
<syntaxhighlight lang="openscad">// We are performing geometric subtraction
 
difference() {
 
// Create the primary sphere of radius 60 centred at the origin
 
translate(v = [0,0,0]) {
sphere(60);
}
 
/*Subtract an overlapping sphere with a radius of 40
The resultant hole will be smaller than this, because we only
only catch the edge
*/
 
translate(v = [0,90,0]) {
sphere(40);
}
}</syntaxhighlight>
 
=={{header|Perl}}==
[[file:death-star-perl.png|thumb]]
Writes a PGM to stdout.
<langsyntaxhighlight lang="perl">use strict;
 
sub sq {
Line 415 ⟶ 1,895:
}
 
my $bigpos = [ 120, 120, 0, 120 ];
my $sm neg = [ 27-77, 67-33, -90100, 80190 ];
my $light = normalize([ 120-12, -13013, -15010 ]);
sub draw {
my ($k, $amb) = @_;
binmode STDOUT, ":raw";
print "P5\n", $bigpos->[0] * 2 + 3, " ", $bigpos->[1] * 2 + 3, "\n255\n";
for my $y (($bigpos->[1] - $bigpos->[3] - 1) .. ($bigpos->[1] + $bigpos->[3] + 1)) {
my @row = ();
for my $x (($bigpos->[0] - $bigpos->[3] - 1) .. ($bigpos->[0] + $bigpos->[3] + 1)) {
my ($hit, @hs) = 0;
my @h = hit($bigpos, $x, $y);
 
if (!@h) { $hit = 0 }
elsif (!(@hs = hit($smneg, $x, $y))) { $hit = 1 }
elsif ($hs[0] > $h[0]) { $hit = 1 }
elsif ($hs[1] > $h[0]) { $hit = $hs[1] > $h[1] ? 0 : 2 }
Line 437 ⟶ 1,917:
if ($hit == 0) { $val = 0 }
elsif ($hit == 1) {
$v = [ $x - $bigpos->[0],
$y - $bigpos->[1],
$h[0] - $bigpos->[2] ];
} else {
$v = [ $smneg->[0] - $x,
$smneg->[1] - $y,
$smneg->[2] - $hs[1] ];
}
if ($v) {
Line 456 ⟶ 1,936:
}
 
draw(42, 0.2);</langsyntaxhighlight>
 
=={{header|Perl 6}}==
=={{header|Phix}}==
{{trans|Go}}
{{libheader|Phix/pGUI}}
{{libheader|Phix/online}}
You can run this online [http://phix.x10.mx/p2js/deathstar.htm here]. Note it is rather slow to redraw fullscreen.
<!--<syntaxhighlight lang="phix">(phixonline)-->
<span style="color: #000080;font-style:italic;">--
-- demo\rosetta\DeathStar.exw
-- ==========================
--
-- Translated from Go.
--</span>
<span style="color: #008080;">with</span> <span style="color: #008080;">javascript_semantics</span>
<span style="color: #008080;">include</span> <span style="color: #000000;">pGUI</span><span style="color: #0000FF;">.</span><span style="color: #000000;">e</span>
<span style="color: #008080;">constant</span> <span style="color: #000000;">title</span> <span style="color: #0000FF;">=</span> <span style="color: #008000;">"Death Star"</span>
<span style="color: #004080;">Ihandle</span> <span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">canvas</span>
<span style="color: #004080;">cdCanvas</span> <span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">cdcanvas</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">dot</span><span style="color: #0000FF;">(</span><span style="color: #004080;">sequence</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">sequence</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">return</span> <span style="color: #7060A8;">sum</span><span style="color: #0000FF;">(</span><span style="color: #7060A8;">sq_mul</span><span style="color: #0000FF;">(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">))</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">normalize</span><span style="color: #0000FF;">(</span><span style="color: #004080;">sequence</span> <span style="color: #000000;">v</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">len</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">sqrt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dot</span><span style="color: #0000FF;">(</span><span style="color: #000000;">v</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">v</span><span style="color: #0000FF;">))</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">len</span><span style="color: #0000FF;">=</span><span style="color: #000000;">0</span> <span style="color: #008080;">then</span> <span style="color: #008080;">return</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0</span><span style="color: #0000FF;">}</span> <span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">return</span> <span style="color: #7060A8;">sq_mul</span><span style="color: #0000FF;">(</span><span style="color: #000000;">v</span><span style="color: #0000FF;">,</span><span style="color: #000000;">1</span><span style="color: #0000FF;">/</span><span style="color: #000000;">len</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">enum</span> <span style="color: #000000;">X</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Y</span><span style="color: #0000FF;">,</span><span style="color: #000000;">Z</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">hit</span><span style="color: #0000FF;">(</span><span style="color: #004080;">sequence</span> <span style="color: #000000;">s</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">atom</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">r</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">x</span> <span style="color: #0000FF;">-=</span> <span style="color: #000000;">s</span><span style="color: #0000FF;">[</span><span style="color: #000000;">X</span><span style="color: #0000FF;">]</span>
<span style="color: #000000;">y</span> <span style="color: #0000FF;">-=</span> <span style="color: #000000;">s</span><span style="color: #0000FF;">[</span><span style="color: #000000;">Y</span><span style="color: #0000FF;">]</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">zsq</span> <span style="color: #0000FF;">:=</span> <span style="color: #000000;">r</span><span style="color: #0000FF;">*</span><span style="color: #000000;">r</span> <span style="color: #0000FF;">-</span> <span style="color: #0000FF;">(</span><span style="color: #000000;">x</span><span style="color: #0000FF;">*</span><span style="color: #000000;">x</span> <span style="color: #0000FF;">+</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">*</span><span style="color: #000000;">y</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">zsq</span> <span style="color: #0000FF;">>=</span> <span style="color: #000000;">0</span> <span style="color: #008080;">then</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">zsqrt</span> <span style="color: #0000FF;">:=</span> <span style="color: #7060A8;">sqrt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">zsq</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">return</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">s</span><span style="color: #0000FF;">[</span><span style="color: #000000;">Z</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">-</span> <span style="color: #000000;">zsqrt</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">s</span><span style="color: #0000FF;">[</span><span style="color: #000000;">Z</span><span style="color: #0000FF;">]</span> <span style="color: #0000FF;">+</span> <span style="color: #000000;">zsqrt</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">true</span><span style="color: #0000FF;">}</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">return</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">0</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">false</span><span style="color: #0000FF;">}</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">procedure</span> <span style="color: #000000;">deathStar</span><span style="color: #0000FF;">(</span><span style="color: #004080;">integer</span> <span style="color: #000000;">width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">height</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">atom</span> <span style="color: #000000;">k</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">atom</span> <span style="color: #000000;">amb</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">sequence</span> <span style="color: #000000;">direction</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">t0</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">time</span><span style="color: #0000FF;">()+</span><span style="color: #000000;">1</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">t1</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">t0</span><span style="color: #0000FF;">,</span>
<span style="color: #000000;">lmul</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">255</span><span style="color: #0000FF;">/(</span><span style="color: #000000;">1</span><span style="color: #0000FF;">+</span><span style="color: #000000;">amb</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">integer</span> <span style="color: #000000;">r</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">((</span><span style="color: #7060A8;">min</span><span style="color: #0000FF;">(</span><span style="color: #000000;">width</span><span style="color: #0000FF;">,</span><span style="color: #000000;">height</span><span style="color: #0000FF;">)-</span><span style="color: #000000;">40</span><span style="color: #0000FF;">)/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">),</span>
<span style="color: #000000;">cx</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">width</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">),</span>
<span style="color: #000000;">cy</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">floor</span><span style="color: #0000FF;">(</span><span style="color: #000000;">height</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">sequence</span> <span style="color: #000000;">pos</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0</span><span style="color: #0000FF;">,</span><span style="color: #000000;">0</span><span style="color: #0000FF;">},</span>
<span style="color: #000000;">neg</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">r</span><span style="color: #0000FF;">*-</span><span style="color: #000000;">3</span><span style="color: #0000FF;">/</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span><span style="color: #000000;">r</span><span style="color: #0000FF;">*-</span><span style="color: #000000;">3</span><span style="color: #0000FF;">/</span><span style="color: #000000;">4</span><span style="color: #0000FF;">,</span><span style="color: #000000;">r</span><span style="color: #0000FF;">*-</span><span style="color: #000000;">1</span><span style="color: #0000FF;">/</span><span style="color: #000000;">4</span><span style="color: #0000FF;">}</span>
<span style="color: #008080;">for</span> <span style="color: #000000;">y</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">r</span> <span style="color: #008080;">to</span> <span style="color: #0000FF;">+</span><span style="color: #000000;">r</span> <span style="color: #008080;">do</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">time</span><span style="color: #0000FF;">()></span><span style="color: #000000;">t1</span> <span style="color: #008080;">then</span>
<span style="color: #000080;font-style:italic;">-- Let the user know we aren't completely dead just yet</span>
<span style="color: #7060A8;">IupSetStrAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"TITLE"</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"%s - drawing (%d%%)"</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">title</span><span style="color: #0000FF;">,</span><span style="color: #000000;">100</span><span style="color: #0000FF;">*(</span><span style="color: #000000;">y</span><span style="color: #0000FF;">+</span><span style="color: #000000;">r</span><span style="color: #0000FF;">)/(</span><span style="color: #000000;">2</span><span style="color: #0000FF;">*</span><span style="color: #000000;">r</span><span style="color: #0000FF;">)})</span>
<span style="color: #000000;">t1</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">time</span><span style="color: #0000FF;">()+</span><span style="color: #000000;">1</span>
<span style="color: #000080;font-style:italic;">--
-- Hmm, not entirely sure why this is needed, but without it
-- after ~7 seconds the window gets a "(Not Responding)" and
-- then something decides to force a full repaint, which at
-- fullscreen will never finish in &lt; 7s on this ancient box.
-- I suppose this is the corrollary to the above, this time
-- letting Windows 10 know the process is not quite dead...
-- Currently and possibly forever neither of these routines
-- exist in pGUI.js, the browser is more forgiving anyway.
--</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()!=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">IupLoopStep</span><span style="color: #0000FF;">()=</span><span style="color: #004600;">IUP_CLOSE</span> <span style="color: #008080;">then</span>
<span style="color: #7060A8;">IupExitLoop</span><span style="color: #0000FF;">()</span>
<span style="color: #008080;">exit</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">for</span> <span style="color: #000000;">x</span> <span style="color: #0000FF;">=</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">r</span> <span style="color: #008080;">to</span> <span style="color: #0000FF;">+</span><span style="color: #000000;">r</span> <span style="color: #008080;">do</span>
<span style="color: #004080;">atom</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">zb1</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">zb2</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">hit1</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">:=</span> <span style="color: #000000;">hit</span><span style="color: #0000FF;">(</span><span style="color: #000000;">pos</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">r</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">hit1</span> <span style="color: #008080;">then</span>
<span style="color: #004080;">atom</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">zs1</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">zs2</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">hit2</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">:=</span> <span style="color: #000000;">hit</span><span style="color: #0000FF;">(</span><span style="color: #000000;">neg</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">y</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">r</span><span style="color: #0000FF;">/</span><span style="color: #000000;">2</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">if</span> <span style="color: #008080;">not</span> <span style="color: #000000;">hit2</span> <span style="color: #008080;">or</span> <span style="color: #000000;">zs2</span><span style="color: #0000FF;"><=</span><span style="color: #000000;">zb2</span> <span style="color: #008080;">then</span>
<span style="color: #004080;">bool</span> <span style="color: #000000;">dish</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">hit2</span> <span style="color: #008080;">and</span> <span style="color: #000000;">zs1</span><span style="color: #0000FF;"><=</span><span style="color: #000000;">zb1</span>
<span style="color: #004080;">sequence</span> <span style="color: #000000;">vec</span> <span style="color: #0000FF;">=</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dish</span><span style="color: #0000FF;">?</span><span style="color: #7060A8;">sq_sub</span><span style="color: #0000FF;">(</span><span style="color: #000000;">neg</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">,</span><span style="color: #000000;">zs2</span><span style="color: #0000FF;">}):{</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span><span style="color: #000000;">y</span><span style="color: #0000FF;">,</span><span style="color: #000000;">zb1</span><span style="color: #0000FF;">})</span>
<span style="color: #004080;">atom</span> <span style="color: #000000;">s</span> <span style="color: #0000FF;">=</span> <span style="color: #000000;">dot</span><span style="color: #0000FF;">(</span><span style="color: #000000;">direction</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">normalize</span><span style="color: #0000FF;">(</span><span style="color: #000000;">vec</span><span style="color: #0000FF;">)),</span>
<span style="color: #000000;">l</span> <span style="color: #0000FF;">=</span> <span style="color: #008080;">iff</span><span style="color: #0000FF;">(</span><span style="color: #000000;">s</span><span style="color: #0000FF;"><=</span><span style="color: #000000;">0</span><span style="color: #0000FF;">?</span><span style="color: #000000;">0</span><span style="color: #0000FF;">:</span><span style="color: #7060A8;">power</span><span style="color: #0000FF;">(</span><span style="color: #000000;">s</span><span style="color: #0000FF;">,</span><span style="color: #000000;">k</span><span style="color: #0000FF;">))</span>
<span style="color: #004080;">integer</span> <span style="color: #000000;">lum</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">and_bits</span><span style="color: #0000FF;">(</span><span style="color: #000000;">#FF</span><span style="color: #0000FF;">,</span><span style="color: #000000;">lmul</span><span style="color: #0000FF;">*(</span><span style="color: #000000;">l</span><span style="color: #0000FF;">+</span><span style="color: #000000;">amb</span><span style="color: #0000FF;">))</span>
<span style="color: #7060A8;">cdCanvasPixel</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">cx</span><span style="color: #0000FF;">+</span><span style="color: #000000;">x</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">cy</span><span style="color: #0000FF;">-</span><span style="color: #000000;">y</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">lum</span><span style="color: #0000FF;">*</span><span style="color: #000000;">#10101</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">for</span>
<span style="color: #008080;">if</span> <span style="color: #000000;">t1</span><span style="color: #0000FF;">!=</span><span style="color: #000000;">t0</span> <span style="color: #008080;">then</span>
<span style="color: #7060A8;">IupSetStrAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">,</span><span style="color: #008000;">"TITLE"</span><span style="color: #0000FF;">,</span><span style="color: #000000;">title</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">redraw_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000080;font-style:italic;">/*ih*/</span><span style="color: #0000FF;">,</span> <span style="color: #004080;">integer</span> <span style="color: #000080;font-style:italic;">/*posx*/</span><span style="color: #0000FF;">,</span> <span style="color: #000080;font-style:italic;">/*posy*/</span><span style="color: #0000FF;">)</span>
<span style="color: #004080;">integer</span> <span style="color: #0000FF;">{</span><span style="color: #000000;">width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">height</span><span style="color: #0000FF;">}</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupGetIntInt</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"DRAWSIZE"</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">cdCanvasActivate</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">cdCanvasClear</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">deathStar</span><span style="color: #0000FF;">(</span><span style="color: #000000;">width</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">height</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">1.5</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">0.2</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">normalize</span><span style="color: #0000FF;">({</span><span style="color: #000000;">20</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">40</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">-</span><span style="color: #000000;">10</span><span style="color: #0000FF;">}))</span>
<span style="color: #7060A8;">cdCanvasFlush</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">function</span> <span style="color: #000000;">map_cb</span><span style="color: #0000FF;">(</span><span style="color: #004080;">Ihandle</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">cdcanvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_IUP</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">ih</span><span style="color: #0000FF;">)</span>
<span style="color: #000000;">cddbuffer</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">cdCreateCanvas</span><span style="color: #0000FF;">(</span><span style="color: #004600;">CD_DBUFFER</span><span style="color: #0000FF;">,</span> <span style="color: #000000;">cdcanvas</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">cdCanvasSetBackground</span><span style="color: #0000FF;">(</span><span style="color: #000000;">cddbuffer</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">CD_BLACK</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">return</span> <span style="color: #004600;">IUP_DEFAULT</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">function</span>
<span style="color: #008080;">procedure</span> <span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">IupOpen</span><span style="color: #0000FF;">()</span>
<span style="color: #000000;">canvas</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupCanvas</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"RASTERSIZE=340x340"</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">IupSetCallbacks</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #0000FF;">{</span><span style="color: #008000;">"MAP_CB"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"map_cb"</span><span style="color: #0000FF;">),</span>
<span style="color: #008000;">"ACTION"</span><span style="color: #0000FF;">,</span> <span style="color: #7060A8;">Icallback</span><span style="color: #0000FF;">(</span><span style="color: #008000;">"redraw_cb"</span><span style="color: #0000FF;">)})</span>
<span style="color: #000000;">dlg</span> <span style="color: #0000FF;">=</span> <span style="color: #7060A8;">IupDialog</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span><span style="color: #008000;">`TITLE="%s"`</span><span style="color: #0000FF;">,{</span><span style="color: #000000;">title</span><span style="color: #0000FF;">})</span>
<span style="color: #7060A8;">IupMap</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">)</span>
<span style="color: #7060A8;">IupSetAttribute</span><span style="color: #0000FF;">(</span><span style="color: #000000;">canvas</span><span style="color: #0000FF;">,</span> <span style="color: #008000;">"RASTERSIZE"</span><span style="color: #0000FF;">,</span> <span style="color: #004600;">NULL</span><span style="color: #0000FF;">)</span> <span style="color: #000080;font-style:italic;">-- release the minimum limitation</span>
<span style="color: #7060A8;">IupShow</span><span style="color: #0000FF;">(</span><span style="color: #000000;">dlg</span><span style="color: #0000FF;">)</span>
<span style="color: #008080;">if</span> <span style="color: #7060A8;">platform</span><span style="color: #0000FF;">()!=</span><span style="color: #004600;">JS</span> <span style="color: #008080;">then</span>
<span style="color: #7060A8;">IupMainLoop</span><span style="color: #0000FF;">()</span>
<span style="color: #7060A8;">IupClose</span><span style="color: #0000FF;">()</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">if</span>
<span style="color: #008080;">end</span> <span style="color: #008080;">procedure</span>
<span style="color: #000000;">main</span><span style="color: #0000FF;">()</span>
<!--</syntaxhighlight>-->
 
=={{header|POV-Ray}}==
<syntaxhighlight lang="pov">camera { perspective location <0.0 , .8 ,-3.0> look_at 0
aperture .1 blur_samples 20 variance 1/100000 focal_point 0}
light_source{< 3,3,-3> color rgb 1}
 
sky_sphere { pigment{ color rgb <0,.2,.5>}}
 
plane {y,-5 pigment {color rgb .54} normal {hexagon} }
 
difference {
sphere { 0,1 }
sphere { <-1,1,-1>,1 }
texture {
pigment{ granite }
finish { phong 1 reflection {0.10 metallic 0.5} }
}
} </syntaxhighlight>
[[image:PovRay-deathstar.jpg]]
 
=={{header|Python}}==
{{trans|C}}
<syntaxhighlight lang="python">import sys, math, collections
 
Sphere = collections.namedtuple("Sphere", "cx cy cz r")
V3 = collections.namedtuple("V3", "x y z")
 
def normalize((x, y, z)):
len = math.sqrt(x**2 + y**2 + z**2)
return V3(x / len, y / len, z / len)
 
def dot(v1, v2):
d = v1.x*v2.x + v1.y*v2.y + v1.z*v2.z
return -d if d < 0 else 0.0
 
def hit_sphere(sph, x0, y0):
x = x0 - sph.cx
y = y0 - sph.cy
zsq = sph.r ** 2 - (x ** 2 + y ** 2)
if zsq < 0:
return (False, 0, 0)
szsq = math.sqrt(zsq)
return (True, sph.cz - szsq, sph.cz + szsq)
 
def draw_sphere(k, ambient, light):
shades = ".:!*oe&#%@"
pos = Sphere(20.0, 20.0, 0.0, 20.0)
neg = Sphere(1.0, 1.0, -6.0, 20.0)
 
for i in xrange(int(math.floor(pos.cy - pos.r)),
int(math.ceil(pos.cy + pos.r) + 1)):
y = i + 0.5
for j in xrange(int(math.floor(pos.cx - 2 * pos.r)),
int(math.ceil(pos.cx + 2 * pos.r) + 1)):
x = (j - pos.cx) / 2.0 + 0.5 + pos.cx
 
(h, zb1, zb2) = hit_sphere(pos, x, y)
if not h:
hit_result = 0
else:
(h, zs1, zs2) = hit_sphere(neg, x, y)
if not h:
hit_result = 1
elif zs1 > zb1:
hit_result = 1
elif zs2 > zb2:
hit_result = 0
elif zs2 > zb1:
hit_result = 2
else:
hit_result = 1
 
if hit_result == 0:
sys.stdout.write(' ')
continue
elif hit_result == 1:
vec = V3(x - pos.cx, y - pos.cy, zb1 - pos.cz)
elif hit_result == 2:
vec = V3(neg.cx-x, neg.cy-y, neg.cz-zs2)
vec = normalize(vec)
 
b = dot(light, vec) ** k + ambient
intensity = int((1 - b) * len(shades))
intensity = min(len(shades), max(0, intensity))
sys.stdout.write(shades[intensity])
print
 
light = normalize(V3(-50, 30, 50))
draw_sphere(2, 0.5, light)</syntaxhighlight>
 
=={{header|Q}}==
write an image in BMP format:
<syntaxhighlight lang="q">
/ https://en.wikipedia.org/wiki/BMP_file_format
/ BITMAPINFOHEADER / RGB24
 
/ generate a header
 
genheader:{[w;h]
0x424d, "x"$(f2i4[54+4*h*w],0,0,0,0,54,0,0,0,40,0,0,0,
f2i4[h],f2i4[w],1,0,24,0,0,0,0,0,
f2i4[h*((w*3)+((w*3)mod 4))],
19,11,0,0,19,11,0,0,0,0,0,0,0,0,0,0)};
 
/ generate a raster line at a vertical position
 
genrow:{[w;y;fcn]
row:enlist 0i;xx:0i;do[w;row,:fcn[xx;y];xx+:1i];row,:((w mod 4)#0i);1_row};
 
/ generate a bitmap
 
genbitmap:{[w;h;fcn]
ary:enlist 0i;yy:0i;do[h;ary,:genrow[w;yy;fcn];yy+:1i];"x"$1_ary};
 
/ deal with endianness
/ might need to reverse last line if host computer is not a PC
 
f2i4:{[x] r:x;
s0:r mod 256;r-:s0; r%:256;
s1:r mod 256;r-:s1; r%:256;
s2:r mod 256;r-:s2; r%:256;
s3:r mod 256;
"h"$(s0,s1,s2,s3)}
 
/ compose and write a file
 
writebmp:{[w;h;fcn;fn]
fn 1: (genheader[h;w],genbitmap[w;h;fcn])};
 
/ / usage example:
/ w:400;
/ h:300;
/ fcn:{x0:x-w%2;y0:y-h%2;r:175;$[(r*r)>((x0*x0)+(y0*y0));(0;0;255);(0;255;0)]};
/ fn:`:demo.bmp;
/ writebmp[w;h;fcn;fn];
</syntaxhighlight>
 
Create the death star image:
 
<syntaxhighlight lang="q">
w:400; h:300; r:150; l:-0.5 0.7 0.5
sqrt0:{$[x>0;sqrt x;0]};
 
/ get x,y,z position of point on sphere given x,y,r
 
z:{[x;y;r]sqrt0((r*r)-((x*x)+(y*y)))};
 
/ get diffused light at point on sphere
 
is:{[x;y;r]
z0:z[x;y;r];
s:(x;y;z0)%r;
$[z0>0;i:0.5*1+(+/)(s*l);i:0];
i};
 
/ get pixel value at given image position
 
fcn:{[xpx;ypx]
x:xpx-w%2;
y:ypx-h%2;
z1:z[x;y;r];
x2:x+190;
z2:170-z[x2;y;r];
$[(r*r)<((x*x)+(y*y));
$[y>-50;
i:3#0;
i:200 100 50];
$[z2>z1;
i:3#is[x;y;r]*140;
i:3#is[(-1*x2);(-1*y);r]*120]
];
"i"$i};
 
/ do it ...
 
\l bmp.q
fn:`:demo.bmp;
writebmp[w;h;fcn;fn];
 
</syntaxhighlight>(converted to JPG ...)
 
[[image:qdstar.jpg]]
 
=={{header|Racket}}==
<syntaxhighlight lang="racket">
#lang racket
(require plot)
(plot3d (polar3d (λ (φ θ) (real-part (- (sin θ) (sqrt (- (sqr 1/3) (sqr (cos θ)))))))
#:samples 100 #:line-style 'transparent #:color 9)
#:altitude 60 #:angle 80
#:height 500 #:width 400
#:x-min -1/2 #:x-max 1/2
#:y-min -1/2 #:y-max 1/2
#:z-min 0 #:z-max 1)
</syntaxhighlight>
[[File:death-star.png]]
 
=={{header|Raku}}==
(formerly Perl 6)
{{trans|C}}Reimplemented to output a .pgm image.
{{works with|Rakudo|2018.10}}
[[File:Deathstar-perl6.png|thumb]]
<syntaxhighlight lang="raku" perl6line>class sphere {
has $.cx; # center x coordinate
has $.cy; # center y coordinate
Line 469 ⟶ 2,278:
my $depth = 255; # image color depth
 
my $xwidth = my $yheight = 255; # dimensions of generated .pgm; must be odd
 
my $s = ($xwidth - 1)/2; # scaled dimension to build geometry
 
my @light = normalize([ -24, 4-1, -53 ]);
 
# largepositive sphere at origin
my $lgpos = sphere.new(
cx => 0,
cy => 0,
Line 483 ⟶ 2,292:
);
 
# smallnegative sphere offset to upper left
my $smneg = sphere.new(
cx => (-$s*.6590).Int,
cy => (-$s*.6590).Int,
cz => (-$s*.53).Int,
r => ($s*.57).Int
);
 
sub MAIN ($outfile = 'deathstar-perl6.pgm') {
my $out = open(spurt $outfile, :w, :bin ) or die ("P5\n$width $!height\n$depth\n"); # .pgm header
my $out.say = open("P5\n$x $y\n$depth"outfile, :a, :bin ); #orelse .pgm headerdie;
say 'Calculating row:Working...';
$out.printwrite( Blob.new( |draw_ds(3, .15)».chrs ) );
say 'File written.';
$out.close;
}
 
sub draw_ds ( $k, $ambient ) {
my @pixels[$height];
 
my $bs = 8.chr x 8;
for (($lgpos.cy - $lgpos.r) .. ($lgpos.cy + $lgpos.r)).race.map: -> $y {
printmy @row[$bs, $y, ' 'width]; # monitor progress
for (($lgpos.cx - $lgpos.r) .. ($lgpos.cx + $lgpos.r)).map: -> $x {
# black if we don't hit largepositive sphere, ignore smallnegative sphere
if not hit($lgpos, $x, $y, my $lgzposz) {
@pixels.push(row[$x + $s] = 0);
next;
}
my @vec;
# is front of largepositive sphere inside smallnegative sphere?
if hit($smneg, $x, $y, my $smznegz) and $smznegz.min < $lgzposz.min < $smznegz.max {
# make black if whole largepositive sphere eaten here
if $smznegz.min < $lgzposz.max < $smznegz.max { @pixels.push(row[$x + $s] = 0); next; }
# render inside of smallnegative sphere
@vec = normalize([$smneg.cx - $x, $smneg.cy - $y, -$smznegz.max - $smneg.cz]);
}
else {
# render outside of positive sphere
@vec = normalize([$x - $pos.cx, $y - $pos.cy, $posz.max - $pos.cz]);
}
else {
# render outside of large sphere
@vec = normalize([$x - $lg.cx, $y - $lg.cy, $lgz.max - $lg.cz]);
}
my $intensity = dot(@light, @vec) ** $k + $ambient;
@pixels.push(row[$x + $s] = ($intensity * $depth).Int min $depth );
}
@pixels[$y + $s] = @row;
}
sayflat $bs, 'Writing|@pixels.map: file*.'list;
return @pixels;
}
 
# normalize a vector
sub normalize (@vec) { return @vec »/» ([+] @vec Z»*« @vec).sqrt }
 
# dot product of two vectors
sub dot (@x, @y) { return -([+] @x Z»*« @y) max 0 }
 
# are the coordinates within the radius of the sphere?
Line 541 ⟶ 2,351:
$y -= $sphere.cy;
my $z2 = $sphere.r * $sphere.r - $x * $x - $y * $y;
return 0False if $z2 < 0;
$z2 = $z2.sqrt;
$z = $sphere.cz - $z2 .. $sphere.cz + $z2;
return 1True;
}</langsyntaxhighlight>
 
=={{header|OpenscadREXX}}==
{{trans|D}}
<lang openscad>// We are performing geometric subtraction
 
(Apologies for the comments making the lines so wide, but it was easier to read and compare to the original &nbsp; '''D''' &nbsp; source.)
difference() {
<syntaxhighlight lang="rexx">/*REXX program displays a sphere with another sphere subtracted where it's superimposed.*/
call deathStar 2, .5, v3('-50 30 50')
exit /*stick a fork in it, we're all done. */
/*──────────────────────────────────────────────────────────────────────────────────────*/
dot: #=0; do j=1 for words(x); #=# + word(x,j)*word(y,j); end; return #
dot.: procedure; parse arg x,y; d=dot(x,y); if d<0 then return -d; return 0
ceil: procedure; parse arg x; _=trunc(x); return _+(x>0)*(x\=_)
floor: procedure; parse arg x; _=trunc(x); return _-(x<0)*(x\=_)
v3: procedure; parse arg a b c; #=sqrt(a**2 + b**2 + c**2); return a/# b/# c/#
/*──────────────────────────────────────────────────────────────────────────────────────*/
sqrt: procedure; parse arg x; if x=0 then return 0; d=digits(); h= d+6; numeric digits
m.=9; numeric form; parse value format(x,2,1,,0) 'E0' with g 'E' _ .; g=g*.5'e'_%2
do j=0 while h>9; m.j= h; h= h % 2 + 1; end /*j*/
do k=j+5 to 0 by -1; numeric digits m.k; g= (g +x/g)* .5; end /*k*/; return g
/*──────────────────────────────────────────────────────────────────────────────────────*/
hitSphere: procedure expose !.; parse arg xx yy zz r,x0,y0; z= r*r -(x0-xx)**2-(y0-yy)**2
if z<0 then return 0; _= sqrt(z); !.z1= zz - _; !.z2= zz + _; return 1
/*──────────────────────────────────────────────────────────────────────────────────────*/
deathStar: procedure; parse arg k,ambient,sun /* [↓] display the deathstar to screen*/
parse var sun s1 s2 s3 /*identify the light source coördinates*/
if 5=="f5"x then shading= '.:!*oe&#%@' /*dithering chars for an EBCDIC machine*/
else shading= '·:!ºoe@░▒▓' /* " " " " ASCII " */
shadingL= length(shading) /*the number of dithering characters. */
shades.= ' '; do i=1 for shadingL; shades.i= substr(shading, i, 1)
end /*i*/
ship= 20 20 0 20 ; parse var ship shipX shipY shipZ shipR
hole= ' 1 1 -6 20' ; parse var hole holeX holeY holeZ .
 
do i=floor(shipY-shipR ) to ceil(shipY+shipR )+1; y= i +.5; @= /*@ is a single line of the deathstar to be displayed.*/
// Create the primary sphere of radius 60 centred at the origin
do j=floor(shipX-shipR*2) to ceil(shipX+shipR*2)+1; !.= 0
x=.5 * (j-shipX+1) + shipX; $bg= 0; $pos= 0; $neg= 0 /*$BG, $POS, and $NEG are boolean values. */
?= hitSphere(ship, x, y); b1= !.z1; b2= !.z2 /*? is boolean, "true" indicates ray hits the sphere.*/
/*$BG: if 1, its background; if zero, it's foreground.*/
if \? then $bg= 1 /*ray lands in blank space, so draw the background. */
else do; ?= hitSphere(hole, x, y); s1= !.z1; s2= !.z2
if \? then $pos= 1 /*ray hits ship but not the hole, so draw ship surface. */
else if s1>b1 then $pos=1 /*ray hits both, but ship front surface is closer. */
else if s2>b2 then $bg= 1 /*ship surface is inside hole, so show the background. */
else if s2>b1 then $neg=1 /*hole back surface is inside ship; the only place ··· */
else $pos=1 /*························ a hole surface will be shown.*/
end
select
when $bg then do; @= @' '; iterate j; end /*append a blank character to the line to be displayed. */
when $pos then vec_= v3(x-shipX y-shipY b1-shipZ)
when $neg then vec_= v3(holeX-x holeY-y holeZ-s2)
end /*select*/
 
b=1 +min(shadingL, max(0, trunc((1 - (dot.(sun, v3(vec_))**k + ambient)) * shadingL)))
translate(v = [0,0,0]) {
@=@ || shades.b /*B: the ray's intensity│brightness*/
sphere(60);
end /*j*/ /* [↑] build a line for the sphere.*/
}
 
if @\='' then say strip(@, 'T') /*strip trailing blanks from line. */
/*Subtract an overlapping sphere with a radius of 40
end /*i*/ /* [↑] show all lines for sphere. */
The resultant hole will be smaller than this, because we only
return</syntaxhighlight>
only catch the edge
{{out|output|text=&nbsp; when using the internal default input:}}
*/
(Shown at &nbsp; <big>'''<sup>1</sup>/<sub>2</sub>'''</big> &nbsp; size.)
<pre style="font-size:50%">
eeeee:::::::
eeeeeeeee··············
ooeeeeeeeeee··················
ooooeeeeeeeee······················
oooooooeeeeeeee··························
ooooooooooeeeee······························
ººooooooooooeeee·································
ººººooooooooooee·····································
!ºººººooooooooooe·······································
!!!ºººººooooooooo:··········································
:!!!!ºººººooooooo:::···········································
:::!!!!ºººººooooo!:::::···········································
::::!!!!!ºººººooo!!!!::::············································
·::::!!!!ºººººooº!!!!!::::············································
···::::!!!!ººººººººº!!!!:::::············································
···::::!!!!ººººoººººº!!!!!::::············································
····::::!!!!ºººoooºººººº!!!!!::::············································
····::::!!!!ºoooooooººººº!!!!!:::::···········································
···::::!!!!!ooooooooooººººº!!!!!:::::··········································
:::::!!!!eeoooooooooooºººººº!!!!!:::::·········································
!!!!!eeeeeeeoooooooooooºººººº!!!!!:::::········································
eeeeeeeeeeeeooooooooooooºººººº!!!!!:::::·······································
eeeeeeeeeeeeeooooooooooooºººººº!!!!!!:::::·····································
eeeeeeeeeeeeeeooooooooooooºººººº!!!!!!:::::····································
eeeeeeeeeeeeeeooooooooooooººººººº!!!!!!:::::·································
eeeeeeeeeeeeeeeoooooooooooooºººººº!!!!!!::::::······························:
eeeeeeeeeeeeeeeoooooooooooooººººººº!!!!!!:::::::··························:
eeeeeeeeeeeeeeeeooooooooooooooººººººº!!!!!!!:::::::·····················::!
eeeeeeeeeeeeeeeeeoooooooooooooºººººººº!!!!!!!:::::::::··············::::!
eeeeeeeeeeeeeeeeeooooooooooooooºººººººº!!!!!!!!::::::::::::::::::::::!º
eeeeeeeeeeeeeeeeeeoooooooooooooooºººººººº!!!!!!!!!!:::::::::::::!!!!º
eeeeeeeeeeeeeeeeeooooooooooooooooºººººººººº!!!!!!!!!!!!!!!!!!!!!º
eeeeeeeeeeeeeeeeeeoooooooooooooooooºººººººººººº!!!!!!!!!!!!ºººº
eeeeeeeeeeeeeeeeeeooooooooooooooooooººººººººººººººººººººººo
eeeeeeeeeeeeeeeeeeeoooooooooooooooooooooººººººººººººooo
eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeooooooooooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeeoooooooooooooooooo
eeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
eeeeeeeeeeeeeeeee
</pre>
 
=={{header|Set lang}}==
translate(v = [0,90,0]) {
<syntaxhighlight lang="set_lang">set ! 32
sphere(40);
set ! }32
set ! 46
}</lang>
set ! 45
{{omit from|Modula-2}}
set ! 126
set ! 34
set ! 34
set ! 126
set ! 45
set ! 46
set ! 10
set ! 46
set ! 39
set ! 40
set ! 95
set ! 41
set ! 32
set ! 32
set ! 32
set ! 32
set ! 32
set ! 39
set ! 46
set ! 10
set ! 124
set ! 61
set ! 61
set ! 61
set ! 61
set ! 61
set ! 61
set ! 61
set ! 61
set ! 61
set ! 61
set ! 124
set ! 10
set ! 39
set ! 46
set ! 32
set ! 32
set ! 32
set ! 32
set ! 32
set ! 32
set ! 32
set ! 32
set ! 46
set ! 39
set ! 10
set ! 32
set ! 32
set ! 126
set ! 45
set ! 46
set ! 95
set ! 95
set ! 46
set ! 45
set ! 126</syntaxhighlight>
Outputs:
<pre> .-~""~-.
.'(_) '.
|==========|
'. .'
~-.__.-~</pre>
(it's the best I could do!)
 
=={{header|POV-RaySidef}}==
{{trans|Perl}}
<lang POV-Ray>camera { perspective location <0.0 , .8 ,-3.0> look_at 0
Writes a PGM to stdout.
aperture .1 blur_samples 20 variance 1/100000 focal_point 0}
<syntaxhighlight lang="ruby">func hitf(sph, x, y) {
x -= sph[0]
light_source{< 3,3,-3> color rgb 1}
y -= sph[1]
 
var z = (sph[3]**2 - (x**2 + y**2))
sky_sphere { pigment{ color rgb <0,.2,.5>}}
 
z < 0 && return nil
plane {y,-5 pigment {color rgb .54} normal {hexagon} }
 
z.sqrt!
difference {
[sph[2] - z, sph[2] + z]
sphere { 0,1 }
}
sphere { <-1,1,-1>,1 }
texture {
pigment{ granite }
finish { phong 1 reflection {0.10 metallic 0.5} }
}
} </lang>
[[image:PovRay-deathstar.jpg]]
 
func normalize(v) {
{{omit from|AWK|Does not have this functionality in the language}}
v / v.abs
{{omit from|Lotus 123 Macro Scripting}}
}
{{omit from|ML/I}}
 
{{omit from|Retro}}
func dot(x, y) {
max(0, x*y)
}
 
var pos = [120, 120, 0, 120]
var neg = [-77, -33, -100, 190]
var light = normalize(Vector(-12, 13, -10))
 
func draw(k, amb) {
STDOUT.binmode(':raw')
print ("P5\n", pos[0]*2 + 3, " ", pos[1]*2 + 3, "\n255\n")
 
for y in ((pos[1] - pos[3] - 1) .. (pos[1] + pos[3] + 1)) {
var row = []
for x in ((pos[0] - pos[3] - 1) .. (pos[0] + pos[3] + 1)) {
 
var hit = 0
var hs = []
var h = hitf(pos, x, y)
 
if (!h) { hit = 0; h = [0, 0] }
elsif (!(hs = hitf(neg, x, y))) { hit = 1; hs = [0, 0] }
elsif (hs[0] > h[0]) { hit = 1 }
elsif (hs[1] > h[0]) { hit = (hs[1] > h[1] ? 0 : 2) }
else { hit = 1 }
 
var (val, v)
 
given(hit) {
when (0) { val = 0}
when (1) { v = Vector(x-pos[0], y-pos[1], h[0]-pos[2]) }
default { v = Vector(neg[0]-x, neg[1]-y, neg[2]-hs[1]) }
}
 
if (defined(v)) {
v = normalize(v)
val = int((dot(v, light)**k + amb) * 255)
val = (val > 255 ? 255 : (val < 0 ? 0 : val))
}
row.append(val)
}
print 'C*'.pack(row...)
}
}
 
draw(2, 0.2)</syntaxhighlight>
Output image: [https://github.com/trizen/rc/blob/master/img/death_star_sidef.png here].
 
=={{header|Tcl}}==
{{trans|C}}
Note that this code has a significant amount of refactoring relative to the C version, including the addition of specular reflections and the separation of the scene code from the raytracing from the rendering.
<syntaxhighlight lang="tcl">package require Tcl 8.5
 
proc normalize vec {
upvar 1 $vec v
lassign $v x y z
set len [expr {sqrt($x**2 + $y**2 + $z**2)}]
set v [list [expr {$x/$len}] [expr {$y/$len}] [expr {$z/$len}]]
return
}
 
proc dot {a b} {
lassign $a ax ay az
lassign $b bx by bz
return [expr {-($ax*$bx + $ay*$by + $az*$bz)}]
}
 
# Intersection code; assumes that the vector is parallel to the Z-axis
proc hitSphere {sphere x y z1 z2} {
dict with sphere {
set x [expr {$x - $cx}]
set y [expr {$y - $cy}]
set zsq [expr {$r**2 - $x**2 - $y**2}]
if {$zsq < 0} {return 0}
upvar 1 $z1 _1 $z2 _2
set zsq [expr {sqrt($zsq)}]
set _1 [expr {$cz - $zsq}]
set _2 [expr {$cz + $zsq}]
return 1
}
}
 
# How to do the intersection with our scene
proc intersectDeathStar {x y vecName} {
global big small
if {![hitSphere $big $x $y zb1 zb2]} {
# ray lands in blank space
return 0
}
upvar 1 $vecName vec
# ray hits big sphere; check if it hit the small one first
set vec [if {
![hitSphere $small $x $y zs1 zs2] || $zs1 > $zb1 || $zs2 <= $zb1
} then {
dict with big {
list [expr {$x - $cx}] [expr {$y - $cy}] [expr {$zb1 - $cz}]
}
} else {
dict with small {
list [expr {$cx - $x}] [expr {$cy - $y}] [expr {$cz - $zs2}]
}
}]
normalize vec
return 1
}
 
# Intensity calculators for different lighting components
proc diffuse {k intensity L N} {
expr {[dot $L $N] ** $k * $intensity}
}
proc specular {k intensity L N S} {
# Calculate reflection vector
set r [expr {2 * [dot $L $N]}]
foreach l $L n $N {lappend R [expr {$l-$r*$n}]}
normalize R
# Calculate the specular reflection term
return [expr {[dot $R $S] ** $k * $intensity}]
}
 
# Simple raytracing engine that uses parallel rays
proc raytraceEngine {diffparms specparms ambient intersector shades renderer fx tx sx fy ty sy} {
global light
for {set y $fy} {$y <= $ty} {set y [expr {$y + $sy}]} {
set line {}
for {set x $fx} {$x <= $tx} {set x [expr {$x + $sx}]} {
if {![$intersector $x $y vec]} {
# ray lands in blank space
set intensity end
} else {
# ray hits something; we've got the normalized vector
set b [expr {
[diffuse {*}$diffparms $light $vec]
+ [specular {*}$specparms $light $vec {0 0 -1}]
+ $ambient
}]
set intensity [expr {int((1-$b) * ([llength $shades]-1))}]
if {$intensity < 0} {
set intensity 0
} elseif {$intensity >= [llength $shades]-1} {
set intensity end-1
}
}
lappend line [lindex $shades $intensity]
}
{*}$renderer $line
}
}
 
# The general scene settings
set light {-50 30 50}
set big {cx 20 cy 20 cz 0 r 20}
set small {cx 7 cy 7 cz -10 r 15}
normalize light
 
# Render as text
proc textDeathStar {diff spec lightBrightness ambient} {
global big
dict with big {
raytraceEngine [list $diff $lightBrightness] \
[list $spec $lightBrightness] $ambient intersectDeathStar \
[split ".:!*oe&#%@ " {}] {apply {l {puts [join $l ""]}}} \
[expr {$cx+floor(-$r)}] [expr {$cx+ceil($r)+0.5}] 0.5 \
[expr {$cy+floor(-$r)+0.5}] [expr {$cy+ceil($r)+0.5}] 1
}
}
textDeathStar 3 10 0.7 0.3</syntaxhighlight>
Output:
<pre>
#######&eeeeeeeee
ee&&&&&&########%eeoooooooooooe
**oooee&&&&&&########%ooooo**********oo
!!!***oooee&&&&&&########%********!!!!!!!!***
!!!!!!!****ooee&&&&&&#######%*****!!!!!!!!!!!!!!!**
::::!!!!!!***oooee&&&&&&######***!!!!!!!::::::::::::!!*
:::::::!!!!!!***ooeee&&&&&&#####**!!!!!!:::::::::::::::::!*
::::::::::!!!!!***oooee&&&&&&####*!!!!!!::::::::.........::::!*
::::::::::!!!!!!***oooeee&&&&&&###!!!!!!:::::::..............:::!
..:::::::::!!!!!!****oooeee&&&&&&##!!!!!!::::::..................::!*
...::::::::!!!!!!****ooooeee&&&&&&!!!!!!:::::::....................::!*
....::::::!!!!!!*****ooooeeee&&&&&!!!!!!:::::::......................::!*
....::::::!!!!!*****oooooeeeee&&&&!!!!!!::::::::.......................::!*
...::::::!!!!!*****oooooeeeee&&&!!!!!!:::::::::.........................::!
...:::::!!!!!*****oooooeeeeee&&!!!!!!!:::::::::..........................::!*
..:::::!!!!!****oooooeeeeee&&&!!!!!!!::::::::::..........................::!!
.::::::!!!!*****ooooeeeeee&&*!!!!!!!::::::::::::.........................:::!!*
:::::!!!!!****oooooeeeee&&**!!!!!!!::::::::::::::.......................::::!!*
!!!!!!!!****oooooeeeee&****!!!!!!!::::::::::::::::::..................::::::!!*
#!!!******oooooeeeeeoo*****!!!!!!!:::::::::::::::::::::::::::::::::::::::::!!!*
##oooooooooooeeeeeeoooo****!!!!!!!:::::::::::::::::::::::::::::::::::::::!!!!**
%#####eeee&&&&&&&eeeooo****!!!!!!!!:::::::::::::::::::::::::::::::::::!!!!!!**o
%#########&&&&&&&&eeeooo****!!!!!!!!!::::::::::::::::::!!!!!!!!!!!!!!!!!!!****o
%##########&&&&&&&&eeeooo****!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!****ooe
%##########&&&&&&&&eeeooo*****!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!**********ooo
%%##########&&&&&&&&eeeoooo*****!!!!!!!!!!!!!!!!!!!*********************ooooe
%%##########&&&&&&&&eeeoooo***************************************oooooooee
@%###########&&&&&&&&&eeeooooo*************************ooooooooooooooooeee&
@%###########&&&&&&&&&eeeeoooooo*************ooooooooooooooooooooooeeeee&
@%%##########&&&&&&&&&&eeeeoooooooooooooooooooooooooooooooeeeeeeeeeee&&
@%%###########&&&&&&&&&&eeeeeoooooooooooooooooooeeeeeeeeeeeeeeeeee&&&
%%############&&&&&&&&&&eeeeeeeeeeooeeeeeeeeeeeeeeeeeeeeeeee&&&&&
@%%###########&&&&&&&&&&&&eeeeeeeeeeeeeeeeeeeeeeeeee&&&&&&&&&&&
%%############&&&&&&&&&&&&&&eeeeeeeeeeeeeee&&&&&&&&&&&&&&&&
%%############&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
%%#############&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
%%#############&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&
%##############&&&&&&&&&&&&&&&&&&&&&&&&
%##############&&&&&&&&&&&&&&&&
#################
</pre>
To render it as an image, we just supply different code to map the intensities to displayable values:
{{libheader|Tk}}
[[File:Deathstar-tcl.gif|200px|thumb|Rendering of the Death Star by the Tcl solution.]]
<syntaxhighlight lang="tcl"># Render as a picture (with many hard-coded settings)
package require Tk
proc guiDeathStar {photo diff spec lightBrightness ambient} {
set row 0
for {set i 255} {$i>=0} {incr i -1} {
lappend shades [format "#%02x%02x%02x" $i $i $i]
}
raytraceEngine [list $diff $lightBrightness] \
[list $spec $lightBrightness] $ambient intersectDeathStar \
$shades {apply {l {
upvar 2 photo photo row row
$photo put [list $l] -to 0 $row
incr row
update
}}} 0 40 0.0625 0 40 0.0625
}
pack [label .l -image [image create photo ds]]
guiDeathStar ds 3 10 0.7 0.3</syntaxhighlight>
 
=={{header|VBScript}}==
ASCII graphics. Should be invoked with cscript. Modified from LUA
<syntaxhighlight lang="vb">
'deathstar ascii graphics
 
option explicit
 
const x_=0
const y_=1
const z_=2
const r_=3
 
function clamp(x,b,t)
if x<b then
clamp=b
elseif x>t then
clamp =t
else
clamp=x
end if
end function
 
function dot(v,w) dot=v(x_)*w(x_)+v(y_)*w(y_)+v(z_)*w(z_): end function
 
function normal (byval v)
dim ilen:ilen=1/sqr(dot(v,v)):
v(x_)=v(x_)*ilen: v(y_)=v(y_)*ilen: v(z_)=v(z_)*ilen:
normal=v:
end function
 
function hittest(s,x,y)
dim z
z = s(r_)^2 - (x-s(x_))^2 - (y-s(y_))^2
if z>=0 then
z=sqr(z)
hittest=array(s(z_)-z,s(z_)+z)
else
hittest=0
end if
end function
sub deathstar(pos, neg, sun, k, amb)
dim x,y,shades,result,shade,hp,hn,xx,b
shades=array(" ",".",":","!","*","o","e","&","#","%","@")
for y = pos(y_)-pos(r_)-0.5 to pos(y_)+pos(r_)+0.5
for x = pos(x_)-pos(r_)-0.5 to pos(x_)+pos(r_)+.5
hp=hittest (pos, x, y)
hn=hittest(neg,x,y)
if not isarray(hp) then
result=0
elseif not isarray(hn) then
result=1
elseif hn(0)>hp(0) then
result=1
elseif hn(1)>hp(1) then
result=0
elseif hn(1)>hp(0) then
result=2
else
result=1
end if
 
shade=-1
select case result
case 0
shade=0
case 1
xx=normal(array(x-pos(x_),y-pos(y_),hp(0)-pos(z_)))
'shade=clamp(1-dot(sun,xx)^k+amb,1,ubound(shades))
case 2
xx=normal(array(neg(x_)-x,neg(y_)-y,neg(z_)-hn(1)))
'shade=clamp(1-dot(sun,xx)^k+amb,1,ubound(shades))
end select
if shade <>0 then
b=dot(sun,xx)^k+amb
shade=clamp((1-b) *ubound(shades),1,ubound(shades))
end if
wscript.stdout.write string(2,shades(shade))
next
wscript.stdout.write vbcrlf
next
end sub
 
deathstar array(20, 20, 0, 20),array(10,10,-15,10), normal(array(-2,1,3)), 2, 0.1
</syntaxhighlight>
{{out}}
<pre>
####&&&&&&&&&&&&
%%######&&&&eeeeeeeeooooooooee&&
%%%%####&&&&eeeeeeoooooo************ooee
%%%%####%%%%%%eeoooooo******!!!!!!!!!!!!**oo
%%%%ee&&&&####%%%%%%##oo****!!!!!!!!::::::::!!!!**oo
%%%%ooooeeee&&####%%%%%%##**!!!!!!::::::::::::::::!!!!oo
%%%%!!****ooee&&&&##%%%%%%##!!!!::::::::............::::!!**
%%%%::::!!****ooee&&####%%%%%%&&!!::::....................::!!oo
%%....::::!!**ooooee&&##%%%%%%##::::........................::!!
%%........::::!!**ooee&&####%%%%##::::..........................::!!
##%%..........::!!**ooee&&&&##%%%%##::..............................::oo
%%%%..........::!!!!**ooee&&##%%%%::::..............................::!!
##%%..............::!!**ooee&&##%%%%::::................................::oo
##%%..............::!!**ooee&&##%%%%::::................................::**
%%%%............::::!!**oo&&&&##%%!!::::................................::!!
%%%%............::!!**ooee&&##%%!!!!::::..................................!!
##%%%%%%........::::!!**ooee&&##**!!!!::::..................................::**
##%%%%%%!!::::::!!!!**ooee&&##****!!!!::::..................................::**
##%%%%%%%%**********ooee&&##oo****!!!!!!::::................................::**
##%%%%%%%%%%##eeeeee&&eeeeeeoooo****!!!!::::..............................::!!**
##%%%%%%%%%%######&&&&&&eeeeoooo****!!!!::::::............................::!!**
##%%%%%%%%%%%%######&&&&eeeeoooo******!!!!::::::..........................::!!oo
&&##%%%%%%%%%%######&&&&eeeeeeoooo****!!!!!!::::::......................::::!!oo
&&##%%%%%%%%%%######&&&&&&eeeeoooooo****!!!!!!::::::..................::::!!**ee
##%%%%%%%%%%%%######&&&&eeeeeeoooo******!!!!!!::::::::..........::::::!!!!**
##%%%%%%%%%%%%######&&&&&&eeeeeeoooo******!!!!!!::::::::::::::::::::!!!!**oo
&&##%%%%%%%%%%%%######&&&&&&eeeeoooooo******!!!!!!!!::::::::::::!!!!!!**ooee
ee##%%%%%%%%%%%%########&&&&eeeeeeoooooo********!!!!!!!!!!!!!!!!!!!!****oo&&
&&##%%%%%%%%%%%%######&&&&&&eeeeeeoooooo**********!!!!!!!!!!!!******ooee
ee##%%%%%%%%%%%%%%######&&&&&&eeeeeeoooooooo********************ooooee&&
&&##%%%%%%%%%%%%########&&&&&&&&eeeeeeoooooooooo********ooooooooee&&
####%%%%%%%%%%%%########&&&&&&&&eeeeeeeeooooooooooooooooooeeee&&
ee##%%%%%%%%%%%%%%##########&&&&&&&&eeeeeeeeeeeeeeeeeeeeeeee&&##
&&##%%%%%%%%%%%%%%%%########&&&&&&&&&&eeeeeeeeeeeeee&&&&&&##
&&##%%%%%%%%%%%%%%%%##########&&&&&&&&&&&&&&&&&&&&&&####
&&##%%%%%%%%%%%%%%%%%%##############&&&&&&&&######%%
####%%%%%%%%%%%%%%%%%%######################
&&##%%%%%%%%%%%%%%%%%%%%%%%%######%%%%%%
&&##%%%%%%%%%%%%%%%%%%%%%%%%%%%%
##%%%%%%%%%%%%%%
</pre>
 
=={{header|Wren}}==
{{trans|Go}}
{{libheader|DOME}}
<syntaxhighlight lang="wren">import "dome" for Window
import "graphics" for Canvas, Color, ImageData
import "math" for Vector
 
var Normalize = Fn.new{ |vec|
var invLen = 1 / vec.dot(vec).sqrt
vec.x = vec.x * invLen
vec.y = vec.y * invLen
vec.z = vec.z * invLen
}
 
class Sphere {
construct new(cx, cy, cz, r) {
_cx = cx
_cy = cy
_cz = cz
_r = r
}
 
cx { _cx }
cy { _cy }
cz { _cz }
r { _r }
 
hit(x, y) {
x = x - _cx
y = y - _cy
var zsq = _r*_r - x*x - y*y
if (zsq >= 0) {
var zsqrt = zsq.sqrt
return [_cz - zsqrt, _cz + zsqrt, true]
}
return [0, 0, false]
}
}
 
class DeathStar {
construct new(width, height) {
Window.title = "Death star"
Window.resize(width, height)
Canvas.resize(width, height)
}
 
init() {
Canvas.cls(Color.white)
var dir = Vector.new(20, -40, 10)
Normalize.call(dir)
var pos = Sphere.new(220, 190, 220, 120)
var neg = Sphere.new(130, 100, 190, 100)
deathStar(pos, neg, 1.5, 0.2, dir)
}
 
deathStar(pos, neg, k, amb, dir) {
var w = pos.r * 4
var h = pos.r * 3
var img = ImageData.create("deathStar", w, h)
var vec = Vector.new(0, 0, 0)
for (y in pos.cy - pos.r..pos.cy + pos.r) {
for (x in pos.cx - pos.r..pos.cx + pos.r) {
var res = pos.hit(x, y)
var zb1 = res[0]
var zb2 = res[1]
var hit = res[2]
if (!hit) continue
res = neg.hit(x, y)
var zs1 = res[0]
var zs2 = res[1]
hit = res[2]
if (hit) {
if (zs1 > zb1) {
hit = false
} else if (zs2 > zb2) {
continue
}
}
if (hit) {
vec.x = neg.cx - x
vec.y = neg.cy - y
vec.z = neg.cz - zs2
} else {
vec.x = x - pos.cx
vec.y = y - pos.cy
vec.z = zb1 - pos.cz
}
Normalize.call(vec)
var s = dir.dot(vec)
if (s < 0) s = 0
var lum = 255 * (s.pow(k) + amb) / (1 + amb)
lum = lum.clamp(0, 255)
img.pset(x, y, Color.rgb(lum, lum, lum))
}
}
img.draw(pos.cx - w/2, pos.cy - h/2)
img.saveToFile("deathStar.png")
}
 
update() {
}
 
draw(alpha) {
}
}
 
var Game = DeathStar.new(400, 400)</syntaxhighlight>
 
=={{header|Yabasic}}==
<syntaxhighlight lang="yabasic">open window 100,100
window origin "cc"
backcolor 0,0,0
clear window
 
tonos = 100
interv = int(255 / tonos)
dim shades(tonos)
 
shades(1) = 255
for i = 2 to tonos
shades(i) = shades(i-1) - interv
next i
 
dim light(3)
 
light(0) = 30
light(1) = 30
light(2) = -50
 
 
sub normalize(v())
local long
long = sqrt(v(0)*v(0) + v(1)*v(1) + v(2)*v(2))
v(0) = v(0) / long
v(1) = v(1) / long
v(2) = v(2) / long
end sub
 
sub punto(x(), y())
local d
d = x(0)*y(0) + x(1)*y(1) + x(2)*y(2)
if d < 0 then
return -d
else
return 0
end if
end sub
 
 
//* positive shpere and negative sphere */
dim pos(3)
dim neg(3)
 
// x, y, z, r
 
pos(0) = 10
pos(1) = 10
pos(2) = 0
pos(3) = 20
 
neg(0) = 0
neg(1) = 0
neg(2) = -5
neg(3) = 15
 
 
sub hit_sphere(sph(), x, y)
local zsq
x = x - sph(0)
y = y - sph(1)
zsq = sph(3) * sph(3) - (x * x + y * y)
if (zsq < 0) then
return 0
else
return sqrt(zsq)
end if
end sub
 
sub draw_sphere(k, ambient)
local i, j, intensity, hit_result, result, b, vec(3), x, y, zb1, zb2, zs1, zs2, ini1, fin1, ini2, fin2
ini1 = int(pos(1) - pos(3))
fin1 = int(pos(1) + pos(3) + .5)
for i = ini1 to fin1
y = i + .5
ini2 = int(pos(0) - 2 * pos(3))
fin2 = int(pos(0) + 2 * pos(3) + .5)
for j = ini2 to fin2
x = (j - pos(0)) / 2 + .5 + pos(0)
// ray lands in blank space, draw bg
result = hit_sphere(pos(), x, y)
if not result then
hit_result = 0
 
//* ray hits pos sphere but not neg, draw pos sphere surface */
else
zb1 = pos(2) - result
zb2 = pos(2) + result
result = hit_sphere(neg(), x, y)
if not result then
hit_result = 1
else
zs1 = neg(2) - result
zs2 = neg(2) + result
if (zs1 > zb1) then
hit_result = 1
elseif (zs2 > zb2) then
hit_result = 0
elseif (zs2 > zb1) then
hit_result = 2
else
hit_result = 1
end if
end if
end if
if not hit_result then
color 0,0,0
dot x, y
else
switch(hit_result)
case 1:
vec(0) = x - pos(0)
vec(1) = y - pos(1)
vec(2) = zb1 - pos(2)
break
default:
vec(0) = neg(0) - x
vec(1) = neg(1) - y
vec(2) = neg(2) - zs2
end switch
normalize(vec())
b = (punto(light(), vec())^k) + ambient
intensity = (1 - b) * tonos
if (intensity < 1) intensity = 1
if (intensity > tonos) intensity = tonos
color shades(intensity),shades(intensity),shades(intensity)
dot x,y
end if
next j
next i
end sub
ang = 0
while(true)
//clear window
light(1) = cos(ang * 2)
light(2) = cos(ang)
light(0) = sin(ang)
normalize(light())
ang = ang + .05
 
draw_sphere(2, .3)
wend
</syntaxhighlight>
=={{header|Zig}}==
{{trans|C}}
Primitive ray tracing. Writes a PGM to stdout.
<syntaxhighlight lang="zig">
const std = @import("std");
const Allocator = std.mem.Allocator;
</syntaxhighlight>
<syntaxhighlight lang="zig">pub fn main() !void {
// buffer stdout --------------------------------------
const stdout_file = std.io.getStdOut().writer();
var bw = std.io.bufferedWriter(stdout_file);
const stdout = bw.writer();
 
// allocator ------------------------------------------
var gpa = std.heap.GeneralPurposeAllocator(.{}){};
defer {
const ok = gpa.deinit();
std.debug.assert(ok == .ok);
}
const allocator = gpa.allocator();
 
// deathstar ------------------------------------------
var dstar = try DeathStar(f32).init(allocator);
defer dstar.deinit();
 
// print deathstar PGM to stdout ----------------------
const comments = [_][]const u8{
"Rosetta Code",
"DeathStar",
"https://rosettacode.org/wiki/Death_Star",
};
try dstar.print(stdout, comments[0..]);
 
// ----------------------------------------------------
try bw.flush();
}</syntaxhighlight>
<syntaxhighlight lang="zig">fn Vector(comptime T: type) type {
return struct {
const Self = @This();
x: T,
y: T,
z: T,
 
pub fn init(x: T, y: T, z: T) Self {
return Self{ .x = x, .y = y, .z = z };
}
pub fn zero() Self {
return Self{ .x = 0.0, .y = 0.0, .z = 0.0 };
}
fn dot(a: *const Self, b: *const Self) T {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
fn length(self: *const Self) T {
return std.math.sqrt(self.dot(self));
}
pub fn normalize(self: *Self) void {
const inv_length = 1 / self.length();
self.*.x *= inv_length;
self.*.y *= inv_length;
self.*.z *= inv_length;
}
};
}</syntaxhighlight>
<syntaxhighlight lang="zig">
fn SphereHit(comptime T: type) type {
return struct { z1: T, z2: T };
}</syntaxhighlight>
<syntaxhighlight lang="zig">
fn Sphere(comptime T: type) type {
return struct {
const Self = @This();
cx: T,
cy: T,
cz: T,
r: T,
 
pub fn init(cx: T, cy: T, cz: T, r: T) Self {
return Self{ .cx = cx, .cy = cy, .cz = cz, .r = r };
}
/// Check if a ray (x,y, -inf)->(x, y, inf) hits a sphere.
/// If so, return the intersecting z values. z1 is closer to the eye.
pub fn hit(self: *const Self, xx: T, yy: T) ?SphereHit(T) {
const x = xx - self.cx;
const y = yy - self.cy;
const zsq = self.r * self.r - x * x - y * y;
if (zsq >= 0) {
const zsqrt = std.math.sqrt(zsq);
return .{ .z1 = self.cz - zsqrt, .z2 = self.cz + zsqrt };
}
return null;
}
};
}</syntaxhighlight>
<syntaxhighlight lang="zig">
fn DeathStar(comptime T: type) type {
return struct {
const Self = @This();
allocator: Allocator,
w: usize,
h: usize,
img: ImageData(),
 
const Hit = enum { background, neg, pos };
 
pub fn init(allocator: Allocator) !Self {
var dir = Vector(T).init(20, -40, 10);
dir.normalize();
// positive sphere and negative sphere
const pos = Sphere(T).init(180, 240, 220, 120);
const neg = Sphere(T).init(60, 150, 100, 100);
 
const k: T = 1.5;
const amb: T = 0.2;
 
const w: usize = @intFromFloat(pos.r * 4);
const h: usize = @intFromFloat(pos.r * 3);
var img = try ImageData().init(allocator, "deathStar", w, h);
 
var vec = Vector(T).zero();
 
const start_y: usize = @intFromFloat(pos.cy - pos.r);
const end_y: usize = @intFromFloat(pos.cy + pos.r);
const start_x: usize = @intFromFloat(pos.cx - pos.r);
const end_x: usize = @intFromFloat(pos.cx + pos.r);
 
for (start_y..end_y + 1) |j| {
for (start_x..end_x + 1) |i| {
const x: T = @floatFromInt(i);
const y: T = @floatFromInt(j);
 
const result_pos = pos.hit(x, y);
// ray lands in blank space, show bg
if (result_pos == null)
continue;
 
const zb1 = result_pos.?.z1;
const zb2 = result_pos.?.z2;
 
const result_neg = neg.hit(x, y);
 
switch (calcHit(result_neg, zb1, zb2)) {
.background => continue,
.neg => {
vec.x = neg.cx - x;
vec.y = neg.cy - y;
vec.z = neg.cz - result_neg.?.z2; // zs2
},
.pos => {
vec.x = x - pos.cx;
vec.y = y - pos.cy;
vec.z = zb1 - pos.cz;
},
}
vec.normalize();
var s = dir.dot(&vec);
if (s < 0) s = 0;
const lum = 255 * (std.math.pow(T, s, k) + amb) / (1 + amb);
const lumi: u8 = @intFromFloat(std.math.clamp(lum, 0, 255));
img.pset(i, j, Gray{ .w = lumi });
}
}
return Self{ .allocator = allocator, .w = w, .h = h, .img = img };
}
pub fn deinit(self: *Self) void {
self.img.deinit();
}
pub fn print(self: *Self, writer: anytype, optional_comments: ?[]const []const u8) !void {
try self.img.print(writer, optional_comments);
}
/// Ray has hit the positive sphere.
/// How does it intersect the negative sphere ?
fn calcHit(neg_hit: ?SphereHit(T), zb1: T, zb2: T) Hit {
if (neg_hit) |result| {
const zs1 = result.z1;
const zs2 = result.z2;
if (zs1 > zb1) {
// ray hits both, but pos front surface is closer
return Hit.pos;
} else if (zs2 > zb2) {
// pos sphere surface is inside neg sphere, show bg
return Hit.background;
} else if (zs2 > zb1) {
// back surface on neg sphere is inside pos sphere,
// the only place where neg sphere surface will be shown
return Hit.neg;
} else {
return Hit.pos;
}
} else {
// ray hits pos sphere but not neg, draw pos sphere surface
return Hit.pos;
}
}
};
}</syntaxhighlight>
<syntaxhighlight lang="zig">
const Gray = struct {
w: u8,
const black = Gray{ .w = 0 };
};</syntaxhighlight>
<syntaxhighlight lang="zig">
fn ImageData() type {
return struct {
const Self = @This();
allocator: Allocator,
name: []const u8,
w: usize,
h: usize,
image: []Gray,
 
pub fn init(allocator: Allocator, name: []const u8, w: usize, h: usize) !Self {
const image = try allocator.alloc(Gray, h * w);
// black background fill
for (image) |*pixel| pixel.* = Gray.black;
return Self{ .allocator = allocator, .image = image, .name = name, .w = w, .h = h };
}
pub fn deinit(self: *Self) void {
self.allocator.free(self.image);
}
pub fn pset(self: *Self, x: usize, y: usize, gray: Gray) void {
self.image[x * self.w + y] = gray;
}
/// Write PGM P2 ASCII to 'writer'
pub fn print(self: *const Self, writer: anytype, optional_comments: ?[]const []const u8) !void {
try writer.print("P2\n", .{});
 
if (optional_comments) |lines| {
for (lines) |line|
try writer.print("# {s}\n", .{line});
}
 
try writer.print("{d} {d}\n{d}\n", .{ self.w, self.h, 255 });
 
for (self.image, 0..) |pixel, i| {
const sep = if (i % self.w == self.w - 1) "\n" else " ";
try writer.print("{d}{s}", .{ pixel.w, sep });
}
}
};
}</syntaxhighlight>
12

edits