diff --git a/lib/linguist/languages.yml b/lib/linguist/languages.yml index 11086f22..eb799171 100644 --- a/lib/linguist/languages.yml +++ b/lib/linguist/languages.yml @@ -1292,6 +1292,13 @@ LLVM: extensions: - .ll +LOLCODE: + type: programming + lexer: Text only + extensions: + - .lol + color: "#cc9900" + LSL: type: programming lexer: LSL diff --git a/samples/LOLCODE/LOLTracer.lol b/samples/LOLCODE/LOLTracer.lol new file mode 100644 index 00000000..9d8a6d20 --- /dev/null +++ b/samples/LOLCODE/LOLTracer.lol @@ -0,0 +1,795 @@ +HAI 1.3 + OBTW + Author: Logan Kelly (logan.kelly@gmail.com) + Github: https://github.com/LoganKelly/LOLTracer + TLDR + + OBTW prev is the number used in the randin function. + I had to declare it in global scope so that it + would retain its value between calls to randin. + TLDR + I HAS A prev ITZ 0 + I HAS A rand_max ITZ 104729 + + + OBTW Equivalent to C's rand() function, except returns + a number in the range of 0 to rand_max. + TLDR + HOW IZ I randin + I HAS A a ITZ 33083 + I HAS A c ITZ 67607 + prev R MOD OF SUM OF PRODUKT OF prev AN a AN c AN rand_max + FOUND YR prev + IF U SAY SO + + + BTW Returns a random number within the range of 0-1. + HOW IZ I rand_onein + I HAS A rand_num ITZ I IZ randin MKAY + rand_num IS NOW A NUMBAR + I HAS A rand_max_float ITZ MAEK rand_max A NUMBAR + FOUND YR QUOSHUNT OF rand_num AN rand_max_float + IF U SAY SO + + + OBTW Equivalent to C ceil() function. Returns the next + largest integer for the given number. + TLDR + HOW IZ I ceilin YR num + I HAS A int_num ITZ num + int_num IS NOW A NUMBR + BOTH SAEM int_num AN num, O RLY? + YA RLY, FOUND YR num + OIC + DIFFRINT num AN SMALLR OF num AN 0, O RLY? + YA RLY + int_num R SUM OF int_num AN 1 + FOUND YR MAEK int_num A NUMBAR + OIC + DIFFRINT num AN BIGGR OF num AN 0, O RLY? + YA RLY + FOUND YR MAEK int_num A NUMBAR + OIC + IF U SAY SO + + + OBTW Convert a number to hexadecimal. This + is returned as a string. + TLDR + HOW IZ I decimal_to_hex YR num + I HAS A i ITZ 0 + I HAS A rem + I HAS A hex_num ITZ A BUKKIT + I HAS A decimal_num ITZ num + IM IN YR num_loop + rem R MOD OF decimal_num AN 16 + I HAS A hex_digit + rem, WTF? + OMG 10, hex_digit R "A", GTFO + OMG 11, hex_digit R "B", GTFO + OMG 12, hex_digit R "C", GTFO + OMG 13, hex_digit R "D", GTFO + OMG 14, hex_digit R "E", GTFO + OMG 15, hex_digit R "F", GTFO + OMGWTF, hex_digit R rem + OIC + hex_num HAS A SRS i ITZ hex_digit + decimal_num R QUOSHUNT OF decimal_num AN 16 + BOTH SAEM decimal_num AN 0, O RLY? + YA RLY, GTFO + NO WAI, i R SUM OF i AN 1 + OIC + IM OUTTA YR num_loop + I HAS A hex_string ITZ A YARN + IM IN YR string_reverse + DIFFRINT i AN BIGGR OF i AN 0, O RLY? + YA RLY, GTFO + OIC + hex_string R SMOOSH hex_string AN hex_num'Z SRS i MKAY + i R DIFF OF i AN 1 + IM OUTTA YR string_reverse + FOUND YR hex_string + IF U SAY SO + + + OBTW Convert a number to binary. This is returned + as a bukkit which has slots number 0-N where + n is equal to the number of binary digits - 1. + It also has a length slot which is equal to + the number of binary digits. + TLDR + HOW IZ I decimal_to_binary YR num + I HAS A i ITZ 0 + I HAS A decimal_num ITZ num + I HAS A binary_num ITZ A BUKKIT + IM IN YR num_loop + binary_num HAS A SRS i ITZ MOD OF decimal_num AN 2 + decimal_num R QUOSHUNT OF decimal_num AN 2 + BOTH SAEM decimal_num AN 0, O RLY? + YA RLY + I HAS A length ITZ SUM OF i AN 1 + binary_num HAS A length ITZ length + GTFO + NO WAI, i R SUM OF i AN 1 + OIC + IM OUTTA YR num_loop + FOUND YR binary_num + IF U SAY SO + + + OBTW Bitwise and two binary numbers. The numbers + must be provided in the format returned by + decimal_to_binary. + TLDR + HOW IZ I bitwise_andin YR first_num AN YR second_num + I HAS A binary_first_num ITZ I IZ decimal_to_binary YR first_num MKAY + I HAS A binary_second_num ITZ I IZ decimal_to_binary YR second_num MKAY + I HAS A first_length ITZ binary_first_num'Z length + I HAS A second_length ITZ binary_second_num'Z length + I HAS A max_length ITZ BIGGR OF first_length AN second_length + I HAS A final_binary ITZ A BUKKIT + I HAS A final_length ITZ 0 + I HAS A i ITZ 0 + IM IN YR num_loop + BOTH SAEM i AN max_length, O RLY? + YA RLY, GTFO + OIC + I HAS A first_binary ITZ 0 + I HAS A second_binary ITZ 0 + DIFFRINT i AN BIGGR OF i AN first_length, O RLY? + YA RLY, first_binary R binary_first_num'Z SRS i + OIC + DIFFRINT i AN BIGGR OF i AN second_length, O RLY? + YA RLY, second_binary R binary_second_num'Z SRS i + OIC + EITHER OF BOTH SAEM first_binary AN 0 AN ... + BOTH SAEM second_binary AN 0, O RLY? + YA RLY, final_binary HAS A SRS i ITZ 0 + NO WAI + final_binary HAS A SRS i ITZ 1 + final_length R SUM OF i AN 1 + OIC + i R SUM OF i AN 1 + IM OUTTA YR num_loop + final_binary HAS A length ITZ final_length + FOUND YR final_binary + IF U SAY SO + + + OBTW Bitshift left a binary number by num_bits. + The binary number must be provided in the format + returned by decimal_to_binary. + TLDR + HOW IZ I bit_shift_leftin YR num AN YR num_bits + I HAS A binary_num ITZ num + I HAS A length ITZ binary_num'Z length + I HAS A i ITZ SUM OF DIFF OF length AN 1 AN num_bits + I HAS A shifted_binary_num ITZ A BUKKIT + IM IN YR num_loop + BOTH SAEM i AN -1, O RLY? + YA RLY, GTFO + OIC + I HAS A unshifted_index ITZ DIFF OF i AN num_bits + BOTH SAEM unshifted_index AN BIGGR OF unshifted_index AN 0, O RLY? + YA RLY + shifted_binary_num HAS A SRS i ITZ binary_num'Z SRS unshifted_index + NO WAI + shifted_binary_num HAS A SRS i ITZ 0 + OIC + i R DIFF OF i AN 1 + IM OUTTA YR num_loop + shifted_binary_num HAS A length ITZ SUM OF binary_num'Z length AN num_bits + FOUND YR shifted_binary_num + IF U SAY SO + + + OBTW Convert a binary number into a decimal number. + The binary number must be provided in the format + return by decimal_to_binary. + TLDR + HOW IZ I binary_to_decimal YR binary_num + I HAS A length ITZ binary_num'Z length + I HAS A decimal_num ITZ 0 + I HAS A i ITZ 0 + IM IN YR num_loop + BOTH SAEM i AN length, O RLY? + YA RLY, GTFO + OIC + I HAS A binary_value ITZ binary_num'Z SRS i + I HAS A decimal_value ITZ 0 + BOTH SAEM binary_value AN 1, O RLY? + YA RLY, decimal_value R I IZ power_of YR 2 AN YR i MKAY + OIC + decimal_num R SUM OF decimal_num AN decimal_value + i R SUM OF i AN 1 + IM OUTTA YR num_loop + FOUND YR decimal_num + IF U SAY SO + + + OBTW Equivalent to C's pow() function. Raises + base to the power of exponent. + TLDR + HOW IZ I power_of YR base AN YR exponent + I HAS A i ITZ 0 + I HAS A num ITZ 1 + IM IN YR num_loop + BOTH SAEM i AN exponent, O RLY? + YA RLY, GTFO + OIC + num R PRODUKT OF num AN base + i R SUM OF i AN 1 + IM OUTTA YR num_loop + FOUND YR num + IF U SAY SO + + + OBTW Return a binary number as a YARN. + The binary number must be provided in the format + return by decimal_to_binary. + TLDR + HOW IZ I binary_to_string YR binary_num + I HAS A binary_string ITZ A YARN + I HAS A i ITZ DIFF OF binary_num'Z length AN 1 + IM IN YR string_reverse + DIFFRINT i AN BIGGR OF i AN 0, O RLY? + YA RLY, GTFO + OIC + binary_string R SMOOSH binary_string AN binary_num'Z SRS i MKAY + i R DIFF OF i AN 1 + IM OUTTA YR string_reverse + FOUND YR binary_string + IF U SAY SO + + OBTW Converts a hexadecimal number to the character + equivalent in UNICODE. This was originally used + in an attempt to write out to the P6 format of PPM, + but the string produced by VISIBLE didn't seem to be + properly formatted for some reason. Instead I fell back + to P3 of PPM and wrote out to regular ascii format. + TLDR + HOW IZ I hex_to_char YR hex_string + OBTW This is a hack I found for converting hexadecimal strings + into their unicode character equivalents. Instead of using + the ":" character directly, we escape it and get it using its + unicode hex value (3A). This allows us to assemble the string + with our inserted hex value without errors. + TLDR + FOUND YR SMOOSH ":(3A)" AN "(" AN hex_string AN ")" MKAY + IF U SAY SO + + + OBTW Equivalent to C's square() function. However it will only + produce accurate results if the number is no larger than + 1048576. See the note below. This is based upon Newton's + Approximation Method as adapted in C at this website (#11): + + http://www.codeproject.com/Articles/69941/Best-Square-Root-Method-Algorithm-Function-Precisi + TLDR + HOW IZ I square_rootin YR number + OBTW Forcing a comparison between the accuracy and a number + which is so big that its precision is larger than the + accuracy causes an infinite loop to occur. For this + reason we have to set any number larger than 2^20 to + a value below it. + TLDR + BOTH SAEM number AN BIGGR OF number AN 1048576.00, O RLY? + YA RLY, number R 1048575.00 + OIC + I HAS A accuracy ITZ 0.0001 + I HAS A lower ITZ A NUMBAR + I HAS A upper ITZ A NUMBAR + I HAS A guess ITZ A NUMBAR + DIFFRINT number AN BIGGR OF number AN 1.0, O RLY? + YA RLY + lower R number + upper R 1.0 + NO WAI + lower R 1.0 + upper R number + OIC + IM IN YR LOOP + I HAS A delta ITZ DIFF OF upper AN lower + BOTH SAEM delta AN SMALLR OF delta AN accuracy, O RLY? + YA RLY, GTFO + OIC + I HAS A guess ITZ QUOSHUNT OF SUM OF lower AN upper AN 2.0 + I HAS A guess_squared ITZ PRODUKT OF guess AN guess + DIFFRINT guess_squared AN SMALLR OF guess_squared AN number, O RLY? + YA RLY + upper R guess + NO WAI + lower R guess + OIC + IM OUTTA YR LOOP + FOUND YR QUOSHUNT OF SUM OF lower AN upper AN 2.0 + IF U SAY SO + + + OBTW + The intersection test for line [o, d] + Return 2 if a hit was found (and also return distance t and bouncing ray n). + Return 0 if no hit was found but ray goes upward + Return 1 if no hit was found but ray goes downward + TLDR + HOW IZ I tracin YR o AN YR d + I HAS A t ITZ 1000000000 + I HAS A m ITZ 0 + BOTH SAEM d'Z z AN 0, O RLY? + YA RLY, d'Z z R 0.00001 + OIC + I HAS A p ITZ QUOSHUNT OF DIFF OF 0 AN o'Z z AN d'Z z + I HAS A n ITZ LIEK A Vector + DIFFRINT p AN SMALLR OF p AN 0.01, O RLY? + YA RLY + t R p + n R Vector IZ constructin YR 0.0 AN YR 0.0 AN YR 1.0 MKAY + m R 1 + OIC + + BTW The world is encoded in sphere_positions, with 9 lines and 19 columns + I HAS A k ITZ 18 + IM IN YR column_loop BTW For each column of objects + BOTH SAEM k AN -1, O RLY? + YA RLY, GTFO + OIC + + I HAS A j ITZ 8 + IM IN YR line_loop BTW For each line on that column + BOTH SAEM j AN -1, O RLY? + YA RLY, GTFO + OIC + + I HAS A sphere_positions_line ITZ sphere_positions'Z SRS j + sphere_positions_line'Z SRS k, O RLY? + YA RLY + BTW There is a sphere, but does the ray hit it? + p R Vector IZ addin YR o AN YR ... + Vector IZ constructin YR DIFF OF 0 AN k AN ... + YR 0 AN ... + YR DIFF OF DIFF OF 0 AN j AN 4 MKAY ... + MKAY + I HAS A b ITZ Vector IZ dot_productin YR p AN YR d MKAY + I HAS A q_c ITZ DIFF OF Vector IZ dot_productin YR p AN YR p MKAY AN 1 + I HAS A q ITZ DIFF OF PRODUKT OF b AN b AN q_c + + + DIFFRINT q AN SMALLR OF q AN 0, O RLY? + YA RLY + BTW It does, compute the distance camera-sphere + I HAS A s ITZ DIFF OF DIFF OF 0 AN b AN I IZ square_rootin YR q MKAY + + + BOTH OF DIFFRINT s AN BIGGR OF s AN t AN ... + DIFFRINT s AN SMALLR OF s AN 0.01, O RLY? + YA RLY + BTW So far this is the minimum distance, save it. And + BTW also compute the bouncing ray vector into 'n' + t R s + I HAS A bouncing_ray ITZ Vector IZ scalin YR direction AN YR t MKAY + bouncing_ray R Vector IZ addin YR p AN YR bouncing_ray MKAY + n R Vector IZ normalizin YR bouncing_ray MKAY + m R 2 + OIC + OIC + OIC + j R DIFF OF j AN 1 + IM OUTTA YR line_loop + k R DIFF OF k AN 1 + IM OUTTA YR column_loop + I HAS A result ITZ A BUKKIT + result HAS A m ITZ m + result HAS A t ITZ t + result HAS A n ITZ n + FOUND YR result + IF U SAY SO + + + OBTW + Sample the world and return the pixel color for + a ray [o, d] + TLDR + HOW IZ I samplin YR o AN YR d + + BTW Search for an intersection ray Vs. world + I HAS A result ITZ I IZ tracin YR o AN YR d MKAY + I HAS A m ITZ result'Z m + I HAS A t ITZ result'Z t + I HAS A n ITZ result'Z n + + BOTH SAEM m AN 0, O RLY? + YA RLY + BTW No sphere found and the ray goes upward: Generate a sky color + I HAS A vec_result ITZ Vector IZ constructin YR 0.7 AN YR 0.6 AN YR 1.0 MKAY + + I HAS A z_component ITZ d'Z z + DIFFRINT z_component AN BIGGR OF z_component AN 0, O RLY? + YA RLY, z_component R 0 + OIC + I HAS A vec_num ITZ DIFF OF 1 AN z_component + vec_num R I IZ power_of YR vec_num AN YR 4 MKAY + FOUND YR Vector IZ scalin YR vec_result AN YR vec_num MKAY + OIC + + BTW h = intersection coordinate + I HAS A h ITZ Vector IZ scalin YR d AN YR t MKAY + h R Vector IZ addin YR o AN YR h MKAY + BTW l = direction to light (with random delta for soft shadows) + I HAS A l ITZ LIEK A Vector + l HAS A x ITZ SUM OF 9 AN I IZ rand_onein MKAY + l HAS A y ITZ SUM OF 9 AN I IZ rand_onein MKAY + l HAS A z ITZ 16 + I HAS A l_two ITZ Vector IZ scalin YR h AN YR -1.0 MKAY + l R Vector IZ addin YR l AN YR l_two MKAY + l R Vector IZ normalizin YR l MKAY + BTW r = The half-vector + I HAS A r ITZ Vector IZ dot_productin YR n AN YR d MKAY + r R PRODUKT OF r AN -2 + r R Vector IZ scalin YR n AN YR r MKAY + r R Vector IZ addin YR d AN YR r MKAY + + BTW Calculate the lambertian factor + I HAS A b ITZ Vector IZ dot_productin YR l AN YR n MKAY + + BTW Calculate illumination factor (lambertian coefficient > 0 or in shadow)? + I HAS A illumination_result ITZ I IZ tracin YR h AN YR l MKAY + I HAS A i_m ITZ illumination_result'Z m + EITHER OF DIFFRINT b AN BIGGR OF b AN 0 AN BOTH SAEM i_m AN 2, O RLY? + YA RLY, b R 0 + OIC + + BTW Calculate the color 'p' with diffuse and specular component + I HAS A base + DIFFRINT b AN SMALLR OF b AN 0, O RLY? + YA RLY, base R 1 + NO WAI, base R 0 + OIC + base R Vector IZ scalin YR r AN YR base MKAY + base R Vector IZ dot_productin YR l AN YR r MKAY + I HAS A p ITZ I IZ power_of YR base AN YR 99 MKAY + + BOTH SAEM m AN 1, O RLY? + YA RLY + BTW No sphere was hit and the ray was going downward: Generate a floor color + h R Vector IZ scalin YR h AN YR 0.2 MKAY + I HAS A ceil_h_x ITZ I IZ ceilin YR h'Z x MKAY + I HAS A ceil_h_y ITZ I IZ ceilin YR h'Z y MKAY + I HAS A ceil_h ITZ SUM OF ceil_h_x AN ceil_h_y + ceil_h IS NOW A NUMBR + I HAS A color_choice ITZ MOD OF ceil_h AN 2 + I HAS A color ITZ LIEK A Vector + color_choice, O RLY? + YA RLY + color HAS A x ITZ 3 + color HAS A y ITZ 1 + color HAS A z ITZ 1 + NO WAI + color HAS A x ITZ 3 + color HAS A y ITZ 3 + color HAS A z ITZ 3 + OIC + FOUND YR Vector IZ scalin YR color AN YR SUM OF PRODUKT OF b AN 0.2 AN 0.1 MKAY + OIC + + BTW m == 2 A sphere was hit. Cast a ray bouncing from the sphere surface. + I HAS A sphere_color ITZ LIEK A Vector + sphere_color HAS A x ITZ p + sphere_color HAS A y ITZ p + sphere_color HAS A z ITZ p + I HAS A recursive_color ITZ I IZ samplin YR h AN YR r MKAY + BTW Attenuate color by 50% since it is bouncing (* .5) + recursive_color R Vector IZ scalin YR recursive_color AN YR 0.5 MKAY + FOUND YR Vector IZ addin YR sphere_color AN YR recursive_color MKAY + IF U SAY SO + + + OBTW The vector class provides functionality for all the common + linear algebra operations performed on vectors. + TLDR + O HAI IM Vector + I HAS A x ITZ 0 + I HAS A y ITZ 0 + I HAS A z ITZ 0 + + BTW Add vector_one and vector_two + HOW IZ I addin YR vector_one AN YR vector_two + I HAS A result ITZ LIEK A Vector + result HAS A x ITZ 0 + result HAS A y ITZ 0 + result HAS A z ITZ 0 + result'Z x R SUM OF vector_one'Z x AN vector_two'Z x + result'Z y R SUM OF vector_one'Z y AN vector_two'Z y + result'Z z R SUM OF vector_one'Z z AN vector_two'Z z + FOUND YR result + IF U SAY SO + + BTW Scale vector_one by value + HOW IZ I scalin YR vector_one AN YR value + I HAS A result ITZ LIEK A Vector + result HAS A x ITZ 0 + result HAS A y ITZ 0 + result HAS A z ITZ 0 + result'Z x R PRODUKT OF vector_one'Z x AN value + result'Z y R PRODUKT OF vector_one'Z y AN value + result'Z z R PRODUKT OF vector_one'Z z AN value + FOUND YR result + IF U SAY SO + + BTW Dot product of vector_one and vector_two + HOW IZ I dot_productin YR vector_one AN YR vector_two + FOUND YR SUM OF SUM OF PRODUKT OF vector_one'Z x AN vector_two'Z x AN ... + PRODUKT OF vector_one'Z y AN vector_two'Z y AN ... + PRODUKT OF vector_one'Z z AN vector_two'Z z + IF U SAY SO + + BTW Cross product of vector_one and vector_two + HOW IZ I cross_productin YR vector_one AN YR vector_two + I HAS A result ITZ LIEK A Vector + result HAS A x ITZ 0 + result HAS A y ITZ 0 + result HAS A z ITZ 0 + result'Z x R DIFF OF PRODUKT OF vector_one'Z y AN vector_two'Z z AN ... + PRODUKT OF vector_one'Z z AN vector_two'Z y + result'Z y R DIFF OF PRODUKT OF vector_one'Z z AN vector_two'Z x AN ... + PRODUKT OF vector_one'Z x AN vector_two'Z z + result'Z z R DIFF OF PRODUKT OF vector_one'Z x AN vector_two'Z y AN ... + PRODUKT OF vector_one'Z y AN vector_two'Z x + FOUND YR result + IF U SAY SO + + BTW Length of vector_one + HOW IZ I lengthin YR vector_one + FOUND YR I IZ square_rootin YR ... + SUM OF SUM OF PRODUKT OF vector_one'Z x AN vector_one'Z x AN ... + PRODUKT OF vector_one'Z y AN vector_one'Z y AN ... + PRODUKT OF vector_one'Z z AN vector_one'Z z MKAY + IF U SAY SO + + BTW Normalize vector_one + HOW IZ I normalizin YR vector_one + I HAS A result ITZ LIEK A Vector + result HAS A x ITZ 0 + result HAS A y ITZ 0 + result HAS A z ITZ 0 + I HAS A length ITZ Vector IZ lengthin YR vector_one MKAY + BOTH SAEM length AN 0, O RLY? + YA RLY + length R 1 + OIC + result'Z x R QUOSHUNT OF vector_one'Z x AN length + result'Z y R QUOSHUNT OF vector_one'Z y AN length + result'Z z R QUOSHUNT OF vector_one'Z z AN length + FOUND YR result + IF U SAY SO + + BTW Printable YARN version of vector + HOW IZ I to_stringin YR vector + FOUND YR SMOOSH "[" AN vector'Z x AN ", " ... + AN vector'Z y AN ", " ... + AN vector'Z z AN "]" MKAY + IF U SAY SO + + BTW Create and return a vector with components x, y, and z + HOW IZ I constructin YR x AN YR y AN YR z + I HAS A result ITZ LIEK A Vector + result HAS A x ITZ x + result HAS A y ITZ y + result HAS A z ITZ z + FOUND YR result + IF U SAY SO + KTHX + + OBTW The positions of the spheres are essentially + stored in a 2-D array. This differs from Kensler's + version where he used bit flags to store the + positions in a compressed and quickly accessed + manner. Unfortunately for us, bit operations + in LOLCODE were too slow for this to be a tenable + solution. + TLDR + I HAS A sphere_positions ITZ A BUKKIT + I HAS A sphere_positions_0 ITZ A BUKKIT + IM IN YR LOOP UPPIN YR pos_index TIL BOTH SAEM pos_index AN 19 + sphere_positions_0 HAS A SRS pos_index ITZ FAIL + IM OUTTA YR LOOP + sphere_positions HAS A SRS 0 ITZ sphere_positions_0 + I HAS A sphere_positions_1 ITZ A BUKKIT + sphere_positions_1 HAS A SRS 0 ITZ WIN + BTW sphere_positions_1 HAS A SRS 0 ITZ FAIL + sphere_positions_1 HAS A SRS 1 ITZ FAIL + sphere_positions_1 HAS A SRS 2 ITZ WIN + BTW sphere_positions_1 HAS A SRS 2 ITZ FAIL + sphere_positions_1 HAS A SRS 3 ITZ FAIL + sphere_positions_1 HAS A SRS 4 ITZ WIN + BTW sphere_positions_1 HAS A SRS 4 ITZ FAIL + sphere_positions_1 HAS A SRS 5 ITZ FAIL + sphere_positions_1 HAS A SRS 6 ITZ FAIL + sphere_positions_1 HAS A SRS 7 ITZ WIN + BTW sphere_positions_1 HAS A SRS 7 ITZ FAIL + sphere_positions_1 HAS A SRS 8 ITZ FAIL + sphere_positions_1 HAS A SRS 9 ITZ WIN + BTW sphere_positions_1 HAS A SRS 9 ITZ FAIL + sphere_positions_1 HAS A SRS 10 ITZ FAIL + sphere_positions_1 HAS A SRS 11 ITZ WIN + BTW sphere_positions_1 HAS A SRS 11 ITZ FAIL + sphere_positions_1 HAS A SRS 12 ITZ FAIL + sphere_positions_1 HAS A SRS 13 ITZ FAIL + sphere_positions_1 HAS A SRS 14 ITZ WIN + BTWsphere_positions_1 HAS A SRS 14 ITZ FAIL + sphere_positions_1 HAS A SRS 15 ITZ FAIL + sphere_positions_1 HAS A SRS 16 ITZ WIN + BTW sphere_positions_1 HAS A SRS 16 ITZ FAIL + sphere_positions_1 HAS A SRS 17 ITZ FAIL + sphere_positions_1 HAS A SRS 18 ITZ WIN + BTW sphere_positions_1 HAS A SRS 18 ITZ FAIL + sphere_positions HAS A SRS 1 ITZ sphere_positions_1 + I HAS A sphere_positions_2 ITZ A BUKKIT + IM IN YR LOOP UPPIN YR pos_index TIL BOTH SAEM pos_index AN 19 + sphere_positions_2 HAS A SRS pos_index ITZ FAIL + IM OUTTA YR LOOP + sphere_positions HAS A SRS 2 ITZ sphere_positions_2 + I HAS A sphere_positions_3 ITZ A BUKKIT + sphere_positions_3 HAS A SRS 0 ITZ FAIL + sphere_positions_3 HAS A SRS 1 ITZ FAIL + sphere_positions_3 HAS A SRS 2 ITZ FAIL + sphere_positions_3 HAS A SRS 3 ITZ FAIL + sphere_positions_3 HAS A SRS 4 ITZ WIN + BTW sphere_positions_3 HAS A SRS 4 ITZ FAIL + sphere_positions_3 HAS A SRS 5 ITZ FAIL + sphere_positions_3 HAS A SRS 6 ITZ FAIL + sphere_positions_3 HAS A SRS 7 ITZ WIN + BTW sphere_positions_3 HAS A SRS 7 ITZ FAIL + sphere_positions_3 HAS A SRS 8 ITZ FAIL + sphere_positions_3 HAS A SRS 9 ITZ FAIL + sphere_positions_3 HAS A SRS 10 ITZ FAIL + sphere_positions_3 HAS A SRS 11 ITZ WIN + sphere_positions_3 HAS A SRS 12 ITZ FAIL + sphere_positions_3 HAS A SRS 13 ITZ FAIL + sphere_positions_3 HAS A SRS 14 ITZ FAIL + sphere_positions_3 HAS A SRS 15 ITZ FAIL + sphere_positions_3 HAS A SRS 16 ITZ FAIL + sphere_positions_3 HAS A SRS 17 ITZ FAIL + sphere_positions_3 HAS A SRS 18 ITZ WIN + BTW sphere_positions_3 HAS A SRS 18 ITZ FAIL + sphere_positions HAS A SRS 3 ITZ sphere_positions_3 + I HAS A sphere_positions_4 ITZ A BUKKIT + IM IN YR LOOP UPPIN YR pos_index TIL BOTH SAEM pos_index AN 19 + sphere_positions_4 HAS A SRS pos_index ITZ FAIL + IM OUTTA YR LOOP + sphere_positions HAS A SRS 4 ITZ sphere_positions_4 + I HAS A sphere_positions_5 ITZ A BUKKIT + sphere_positions_5 HAS A SRS 0 ITZ FAIL + sphere_positions_5 HAS A SRS 1 ITZ FAIL + sphere_positions_5 HAS A SRS 2 ITZ FAIL + sphere_positions_5 HAS A SRS 3 ITZ FAIL + sphere_positions_5 HAS A SRS 4 ITZ WIN + BTW sphere_positions_5 HAS A SRS 4 ITZ FAIL + sphere_positions_5 HAS A SRS 5 ITZ FAIL + sphere_positions_5 HAS A SRS 6 ITZ FAIL + sphere_positions_5 HAS A SRS 7 ITZ WIN + BTW sphere_positions_5 HAS A SRS 7 ITZ FAIL + sphere_positions_5 HAS A SRS 8 ITZ FAIL + sphere_positions_5 HAS A SRS 9 ITZ WIN + BTW sphere_positions_5 HAS A SRS 9 ITZ FAIL + sphere_positions_5 HAS A SRS 10 ITZ FAIL + sphere_positions_5 HAS A SRS 11 ITZ WIN + BTW sphere_positions_5 HAS A SRS 11 ITZ FAIL + sphere_positions_5 HAS A SRS 12 ITZ FAIL + sphere_positions_5 HAS A SRS 13 ITZ FAIL + sphere_positions_5 HAS A SRS 14 ITZ FAIL + sphere_positions_5 HAS A SRS 15 ITZ FAIL + sphere_positions_5 HAS A SRS 16 ITZ FAIL + sphere_positions_5 HAS A SRS 17 ITZ FAIL + sphere_positions_5 HAS A SRS 18 ITZ WIN + BTW sphere_positions_5 HAS A SRS 18 ITZ FAIL + sphere_positions HAS A SRS 5 ITZ sphere_positions_5 + I HAS A sphere_positions_6 ITZ A BUKKIT + IM IN YR LOOP UPPIN YR pos_index TIL BOTH SAEM pos_index AN 19 + sphere_positions_6 HAS A SRS pos_index ITZ FAIL + IM OUTTA YR LOOP + sphere_positions HAS A SRS 6 ITZ sphere_positions_6 + I HAS A sphere_positions_7 ITZ A BUKKIT + IM IN YR LOOP UPPIN YR pos_index TIL BOTH SAEM pos_index AN 19 + sphere_positions_7 HAS A SRS pos_index ITZ FAIL + IM OUTTA YR LOOP + sphere_positions HAS A SRS 7 ITZ sphere_positions_7 + I HAS A sphere_positions_8 ITZ A BUKKIT + IM IN YR LOOP UPPIN YR pos_index TIL BOTH SAEM pos_index AN 19 + sphere_positions_8 HAS A SRS pos_index ITZ FAIL + IM OUTTA YR LOOP + sphere_positions HAS A SRS 8 ITZ sphere_positions_8 + + BTW Camera direction + I HAS A g ITZ Vector IZ constructin YR -6.0 AN YR -16.0 AN YR 0.0 MKAY + g R Vector IZ normalizin YR g MKAY + + BTW Camera up vector + I HAS A a ITZ Vector IZ constructin YR 0.0 AN YR 0.0 AN YR 1.0 MKAY + a R Vector IZ cross_productin YR a AN YR g MKAY + a R Vector IZ normalizin YR a MKAY + a R Vector IZ scalin YR a AN YR 0.002 MKAY + BTW Camera right vector + I HAS A b ITZ Vector IZ cross_productin YR g AN YR a MKAY + b R Vector IZ normalizin YR b MKAY + b R Vector IZ scalin YR b AN YR 0.002 MKAY + BTW Camera eye offset + I HAS A c ITZ Vector IZ addin YR a AN YR b MKAY + c R Vector IZ scalin YR c AN YR -256.0 MKAY + c R Vector IZ addin YR c AN YR g MKAY + + I HAS A max_x ITZ 511 + I HAS A max_y ITZ max_x + BTW Issue the PPM Header info + VISIBLE "P3 " SUM OF max_x AN 1 " " SUM OF max_y AN 1 " 255"! + + I HAS A viewpoint ITZ Vector IZ constructin YR 17 AN YR 16 AN YR 8 MKAY + + I HAS A y ITZ max_y + IM IN YR y_loop + BOTH SAEM y AN -1, O RLY? + YA RLY, GTFO + OIC + I HAS A x ITZ max_x + IM IN YR x_loop + BOTH SAEM x AN -1, O RLY? + YA RLY, GTFO + OIC + I HAS A pixel_color ITZ Vector IZ constructin YR 13 AN YR 13 AN YR 13 MKAY + + I HAS A rays ITZ 64 + IM IN YR ray_loop + BOTH SAEM rays AN 0, O RLY? + YA RLY, GTFO + OIC + + BTW The delta to apply to the origin of the view (For Depth of View blur). + I HAS A a_rand ITZ DIFF OF I IZ rand_onein MKAY AN 0.5 + I HAS A t_a ITZ Vector IZ scalin YR a AN YR a_rand MKAY + t_a R Vector IZ scalin YR t_a AN YR 99.0 MKAY + I HAS A b_rand ITZ DIFF OF I IZ rand_onein MKAY AN 0.5 + I HAS A t_b ITZ Vector IZ scalin YR b AN YR b_rand MKAY + t_b R Vector IZ scalin YR t_b AN YR 99.0 MKAY + I HAS A t ITZ Vector IZ addin YR t_a AN YR t_b MKAY + + I HAS A origin ITZ Vector IZ addin YR viewpoint AN YR t MKAY + + BTW Ray direction with random deltas for stochastic sampling + I HAS A direction_up ITZ SUM OF I IZ rand_onein MKAY AN x + direction_up R Vector IZ scalin YR a AN YR direction_up MKAY + I HAS A direction_right ITZ SUM OF I IZ rand_onein MKAY AN y + direction_right R Vector IZ scalin YR b AN YR direction_right MKAY + I HAS A direction_t ITZ Vector IZ scalin YR t AN YR -1 MKAY + I HAS A direction ITZ Vector IZ addin YR direction_right AN YR direction_up MKAY + direction R Vector IZ addin YR direction AN YR c MKAY + direction R Vector IZ scalin YR direction AN YR 16 MKAY + direction R Vector IZ addin YR direction AN YR direction_t MKAY + direction R Vector IZ normalizin YR direction MKAY + + I HAS A sample_color ITZ I IZ samplin YR origin AN YR direction MKAY + sample_color R Vector IZ scalin YR sample_color AN YR 3.5 MKAY + BTW + pixel_color for color accumulation + pixel_color R Vector IZ addin YR sample_color AN YR pixel_color MKAY + rays R DIFF OF rays AN 1 + IM OUTTA YR ray_loop + I HAS A write_color ITZ pixel_color + write_color'Z x IS NOW A NUMBR + write_color'Z y IS NOW A NUMBR + write_color'Z z IS NOW A NUMBR + DIFFRINT write_color'Z x AN BIGGR OF write_color'Z x AN 0, O RLY? + YA RLY, write_color'Z x R 0 + OIC + DIFFRINT write_color'Z y AN BIGGR OF write_color'Z y AN 0, O RLY? + YA RLY, write_color'Z y R 0 + OIC + DIFFRINT write_color'Z z AN BIGGR OF write_color'Z z AN 0, O RLY? + YA RLY, write_color'Z z R 0 + OIC + VISIBLE " " write_color'Z x " " ... + " " write_color'Z y " " ... + " " write_color'Z z " "! + x R DIFF OF x AN 1 + IM OUTTA YR x_loop + y R DIFF OF y AN 1 + IM OUTTA YR y_loop + +KTHXBYE