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cell/benches/ray_tracer.cm
2026-02-12 18:41:15 -06:00

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// ray_tracer.cm — Simple ray tracer kernel
// Control flow + numeric + allocation. Classic VM benchmark.
var math = use('math/radians')
function vec(x, y, z) {
return {x: x, y: y, z: z}
}
function vadd(a, b) {
return {x: a.x + b.x, y: a.y + b.y, z: a.z + b.z}
}
function vsub(a, b) {
return {x: a.x - b.x, y: a.y - b.y, z: a.z - b.z}
}
function vmul(v, s) {
return {x: v.x * s, y: v.y * s, z: v.z * s}
}
function vdot(a, b) {
return a.x * b.x + a.y * b.y + a.z * b.z
}
function vnorm(v) {
var len = math.sqrt(vdot(v, v))
if (len == 0) return vec(0, 0, 0)
return vmul(v, 1 / len)
}
function make_sphere(center, radius, color) {
return {
center: center,
radius: radius,
color: color
}
}
function intersect_sphere(origin, dir, sphere) {
var oc = vsub(origin, sphere.center)
var b = vdot(oc, dir)
var c = vdot(oc, oc) - sphere.radius * sphere.radius
var disc = b * b - c
if (disc < 0) return -1
var sq = math.sqrt(disc)
var t1 = -b - sq
var t2 = -b + sq
if (t1 > 0.001) return t1
if (t2 > 0.001) return t2
return -1
}
function make_scene() {
var spheres = [
make_sphere(vec(0, -1, 5), 1, vec(1, 0, 0)),
make_sphere(vec(2, 0, 6), 1, vec(0, 1, 0)),
make_sphere(vec(-2, 0, 4), 1, vec(0, 0, 1)),
make_sphere(vec(0, 1, 4.5), 0.5, vec(1, 1, 0)),
make_sphere(vec(1, -0.5, 3), 0.3, vec(1, 0, 1)),
make_sphere(vec(0, -101, 5), 100, vec(0.5, 0.5, 0.5))
]
var light = vnorm(vec(1, 1, -1))
return {spheres: spheres, light: light}
}
function trace(origin, dir, scene) {
var closest_t = 999999
var closest_sphere = null
var i = 0
var t = 0
for (i = 0; i < length(scene.spheres); i++) {
t = intersect_sphere(origin, dir, scene.spheres[i])
if (t > 0 && t < closest_t) {
closest_t = t
closest_sphere = scene.spheres[i]
}
}
if (!closest_sphere) return vec(0.2, 0.3, 0.5) // sky color
var hit = vadd(origin, vmul(dir, closest_t))
var normal = vnorm(vsub(hit, closest_sphere.center))
var diffuse = vdot(normal, scene.light)
if (diffuse < 0) diffuse = 0
// Shadow check
var shadow_origin = vadd(hit, vmul(normal, 0.001))
var in_shadow = false
for (i = 0; i < length(scene.spheres); i++) {
if (scene.spheres[i] != closest_sphere) {
t = intersect_sphere(shadow_origin, scene.light, scene.spheres[i])
if (t > 0) {
in_shadow = true
break
}
}
}
var ambient = 0.15
var intensity = in_shadow ? ambient : ambient + diffuse * 0.85
return vmul(closest_sphere.color, intensity)
}
function render(width, height, scene) {
var aspect = width / height
var fov = 1.0
var total_r = 0
var total_g = 0
var total_b = 0
var y = 0
var x = 0
var u = 0
var v = 0
var dir = null
var color = null
var origin = vec(0, 0, 0)
for (y = 0; y < height; y++) {
for (x = 0; x < width; x++) {
u = (2 * (x + 0.5) / width - 1) * aspect * fov
v = (1 - 2 * (y + 0.5) / height) * fov
dir = vnorm(vec(u, v, 1))
color = trace(origin, dir, scene)
total_r += color.x
total_g += color.y
total_b += color.z
}
}
return {r: total_r, g: total_g, b: total_b}
}
var scene = make_scene()
return {
raytrace_32x32: function(n) {
var i = 0
var result = null
for (i = 0; i < n; i++) {
result = render(32, 32, scene)
}
return result
},
raytrace_64x64: function(n) {
var i = 0
var result = null
for (i = 0; i < n; i++) {
result = render(64, 64, scene)
}
return result
}
}