the following[1] is the demo of pure CPU implementation of the famous "raymarching" algorithm[2]. of course, doing that in GLSL shader will be many times faster (10x? 20x? dunno), but i'm too lazy to port the necessary gl headers (and don't want to use derelict for some random reason ;-), so i did it on CPU.

it's basically the fragment shader code, executing on CPU instead of GPU.


of course, one can use more threads to render image parts, but i'm too lazy to implement that (let's say that i left this as an excercise for a reader; i know you all love such "excercises").

you will need Adam's simpledisplay.d and color.d from here[3].

no OpenGL required.


[1] http://ketmar.no-ip.org/dmd/zrm3_adam_trd.d
[2] http://iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm
[3] https://github.com/adamdruppe/arsd

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