代码:
#include
int main()
{
int i, j, k, l, m;
char c=3; //ASCII码里面 3 就是一个字符小爱心
for (i=1; i<=5; i++) printf("\n"); //开头空出5行
for (i=1; i<=3; i++) { //前3行中间有空隙分开来写
for (j=1; j<=32-2*i; j++) printf(" "); //左边的空格,每下一行左边的空格比上一行少2个 //8*n-2*i
for (k=1; k<=4*i+1; k++) printf("%c", c);//输出左半部分字符小爱心
for (l=1; l<=13-4*i; l++) printf(" "); //中间的空格,每下一行的空格比上一行少4个
for (m=1; m<=4*i+1; m++) printf("%c", c);//输出右半部分字符小爱心
printf("\n"); //每一行输出完毕换行
}
for (i=1; i<=3; i++) { //下3行中间没有空格
for (j=1; j<=24+1; j++) printf(" "); //左边的空格 //8*(n-1)+1
for (k=1; k<=29; k++) printf("%c", c);//输出字符小爱心
printf("\n"); //每一行输出完毕换行
}
for (i=7; i>=1; i--) { //下7行
for (j=1; j<=40-2*i; j++) printf(" "); //左边的空格,每下一行左边的空格比上一行少2个//8*(n+1)-2*i
for (k=1; k<=4*i-1; k++) printf("%c", c);//每下一行的字符小爱心比上一行少4个(这个循环是i--)
printf("\n"); //每一行输出完毕换行
}
for (i=1; i<=39; i++) printf(" "); //最后一行左边的空格
printf("%c\n", c); //最后一个字符小爱心
for (i=1; i<=5; i++) printf("\n"); //最后空出5行
return 0;
}
代码:
#include
int main()
{
int i, j, k, n = 0, x = 0, y = 50;
//爱心的头部没有规律,所以直接打印
printf("\n\n\n\n\n");
printf(" lovelove lovelove\n");
printf(" lovelovelove lovelovelove\n");
printf(" lovelovelovelove lovelovelovelove\n");
printf(" lovelovelovelovelove lovelovelovelovelove\n");
printf(" lovelovelovelovelovelo lovelovelovelovelovelo\n");
printf(" lovelovelovelovelovelove lovelovelovelovelovelov\n");
for (i = 0; i < 2; i++)
{
printf("lovelovelovelovelovelovelovelovelovelovelovelovelove\n");
}
for(i=0;i<5;i++) //爱心的中间部分的上部分
{
y = 50;
y = y - i*2;
n++;
for (k = 0; k < n; k++) //在每一行的起始位置先打印空格
{
printf(" ");
}
while(1) //空格后面打印love,但是要注意love即使没打印完,也要换行
{
if (x < y)
{
printf("l");
y--;
}
else
break;
if (x < y)
{
printf("o");
y--;
}
else
break; if (x < y)
{
printf("v");
y--;
}
else
break; if (x < y)
{
printf("e");
y--;
}
else
break;
}
printf("\n");
}
//最下面的部分,具体内容同上,没和上一部分放一起是因为从这行开始多两个空格
for (i = 0,n=3; i < 10; i++)
{
y = 37;
y = y - i * 4;
n++;
for (k = 0; k < n; k++)
{
printf(" ");
}
while (1)
{
if (x < y)
{
printf("l");
y--;
}
else
break;
if (x < y)
{
printf("o");
y--;
}
else
break; if (x < y)
{
printf("v");
y--;
}
else
break; if (x < y)
{
printf("e");
y--;
}
else
break;
}
printf("\n");
}
printf("\n\n\n\n\n\n\n\n\n\n\n\n");
return 0;
}
代码:
#include
#include
#include
#include
float f(float x, float y, float z) {
float a = x * x + 9.0f / 4.0f * y * y + z * z - 1;
return a * a * a - x * x * z * z * z - 9.0f / 80.0f * y * y * z * z * z;
}
float h(float x, float z) {
for (float y = 1.0f; y >= 0.0f; y -= 0.001f)
if (f(x, y, z) <= 0.0f)
return y;
return 0.0f;
}
int main() {
HANDLE o = GetStdHandle(STD_OUTPUT_HANDLE);
_TCHAR buffer[25][80] = { _T(' ') };
_TCHAR ramp[] = _T(".:-=+*#%@");
for (float t = 0.0f;; t += 0.1f) {
int sy = 0;
float s = sinf(t);
float a = s * s * s * s * 0.2f;
for (float z = 1.3f; z > -1.2f; z -= 0.1f) {
_TCHAR* p = &buffer[sy++][0];
float tz = z * (1.2f - a);
for (float x = -1.5f; x < 1.5f; x += 0.05f) {
float tx = x * (1.2f + a);
float v = f(tx, 0.0f, tz);
if (v <= 0.0f) {
float y0 = h(tx, tz);
float ny = 0.01f;
float nx = h(tx + ny, tz) - y0;
float nz = h(tx, tz + ny) - y0;
float nd = 1.0f / sqrtf(nx * nx + ny * ny + nz * nz);
float d = (nx + ny - nz) * nd * 0.5f + 0.5f;
*p++ = ramp[(int)(d * 5.0f)];
}
else
*p++ = ' ';
}
}
for (sy = 0; sy < 25; sy++) {
COORD coord = { 0, sy };
SetConsoleCursorPosition(o, coord);
WriteConsole(o, buffer[sy], 79, NULL, 0);
}
Sleep(33);
}
}
代码:
#include
#include
#include
int main()
{
system("color F4"); //控制面板的颜色,F4为红色
double x,y,a;
for(y=1.5;y>-1.5;y-=0.1214) //调好的参数,爱心形状,可以自行调参数,改变爱心的形状
{
for(x=-1.5;x<1.5;x+=0.05)
{
a=x*x+y*y-1;
if(a*a*a-x*x*y*y*y<=0) //爱心方程
{
printf("*");
Sleep(10); //Sleep调节速度,可以调节爱心打印的速度
}
else
printf(" ");
}
printf("\n");
}
return 0;
}
(此代码用VS运行时会报错,建议使用其他编译器或者自行更改)
代码:
#include
#include
#include
#include
int main()
{
for (float y = 1.5f; y > -1.5f; y -= 0.1f)
{
for (float x = -1.5f; x < 1.5f; x += 0.05f)
{
float a = x * x + y * y - 1;
putchar(a * a * a - x * x * y * y * y <= 0.0f ? '*' : ' ');
}
putchar('\n');
}
for(;!kbhit();) //kbhit()位于conio.h中,检测是否有键按下
{
char str[10];
sprintf(str,"color %x",rand() % 16); //形成一条color X的字符串,注意要用%x
system(str);
sleep(1); //调整闪烁速度
}
return 0;
}
代码:
#include
#include
#include
const int max_iterations = 128;
const float stop_threshold = 0.01f;
const float grad_step = 0.01f;
const float clip_far = 10.0f;
const float PI = 3.14159265359f;
const float PI2 = 6.28318530718f;
const float DEG_TO_RAD = PI / 180.0f;
typedef struct { float x, y; } vec2;
typedef struct { float x, y, z; } vec3;
typedef struct { float m[9]; } mat3;
const vec3 light_pos = { 20.0f, 50.0f, 20.0f };
float min(float a, float b) { return a < b ? a : b; }
float max(float a, float b) { return a > b ? a : b; }
float clamp(float f, float a, float b) { return max(min(f, b), a); }
vec2 make2(float x, float y) { vec2 r = { x, y }; return r; }
vec2 add2(vec2 a, vec2 b) { vec2 r = { a.x + b.x, a.y + b.y }; return r; }
vec2 sub2(vec2 a, vec2 b) { vec2 r = { a.x - b.x, a.y - b.y }; return r; }
float dot2(vec2 a, vec2 b) { return a.x * b.x + a.y * b.y; }
float length2(vec2 v) { return sqrt(dot2(v, v)); }
vec3 make3(float x, float y, float z) { vec3 r = { x, y, z }; return r; }
vec3 add3(vec3 a, vec3 b) { vec3 r = { a.x + b.x, a.y + b.y, a.z + b.z }; return r; }
vec3 sub3(vec3 a, vec3 b) { vec3 r = { a.x - b.x, a.y - b.y, a.z - b.z }; return r; }
vec3 mul3(vec3 a, vec3 b) { vec3 r = { a.x * b.x, a.y * b.y, a.z * b.z }; return r; }
vec3 scale3(vec3 v, float s) { vec3 r = { v.x * s, v.y * s, v.z * s }; return r; }
float dot3(vec3 a, vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
float length3(vec3 v) { return sqrt(dot3(v, v)); }
vec3 normalize3(vec3 v) { return scale3(v, 1.0f / length3(v)); }
vec3 mul(mat3 m, vec3 v) {
return make3(
m.m[0] * v.x + m.m[3] * v.y + m.m[6] * v.z,
m.m[1] * v.x + m.m[4] * v.y + m.m[7] * v.z,
m.m[2] * v.x + m.m[5] * v.y + m.m[8] * v.z);
}
mat3 rotationXY(float x, float y) {
vec2 c = { cos(x), cos(y) }, s = { sin(x), sin(y) };
mat3 m = {
c.y , 0.0f, -s.y,
s.y * s.x, c.x, c.y * s.x,
s.y * c.x, -s.x, c.y * c.x
};
return m;
}
float opI(float d1, float d2) { return max(d1, d2); }
float opU(float d1, float d2) { return min(d1, d2); }
float opS(float d1, float d2) { return max(-d1, d2); }
float sdPetal(vec3 p, float s)
{
p = add3(mul3(p, make3(0.8f, 1.5f, 0.8f)), make3(0.1f, 0.0f, 0.0f));
vec2 q = make2(length2(make2(p.x, p.z)), p.y);
float lower = length2(q) - 1.0f;
lower = opS(length2(q) - 0.97f, lower);
lower = opI(lower, q.y);
float upper = length2(sub2(q, make2(s, 0.0f))) + 1.0f - s;
upper = opS(upper, length2(sub2(q, make2(s, 0.0f))) + 0.97f - s);
upper = opI(upper, -q.y);
upper = opI(upper, q.x - 2.0f);
float region = length3(sub3(p, make3(1.0f, 0.0f, 0.0f))) - 1.0f;
return opI(opU(upper, lower), region);
}
float map(vec3 p) {
float d = 1000.0f, s = 2.0f;
mat3 r = rotationXY(0.1f, PI2 * 0.618034f);
r.m[0] *= 1.08f; r.m[1] *= 1.08f; r.m[2] *= 1.08f;
r.m[3] *= 0.995f; r.m[4] *= 0.995f; r.m[5] *= 0.995f;
r.m[6] *= 1.08f; r.m[7] *= 1.08f; r.m[8] *= 1.08f;
for (int i = 0; i < 21; i++) {
d = opU(d, sdPetal(p, s));
p = mul(r, p);
p = add3(p, make3(0.0, -0.02, 0.0));
s *= 1.05f;
}
return d;
}
vec3 gradient(vec3 pos) {
const vec3 dx = { grad_step, 0.0, 0.0 };
const vec3 dy = { 0.0, grad_step, 0.0 };
const vec3 dz = { 0.0, 0.0, grad_step };
return normalize3(make3(
map(add3(pos, dx)) - map(sub3(pos, dx)),
map(add3(pos, dy)) - map(sub3(pos, dy)),
map(add3(pos, dz)) - map(sub3(pos, dz))));
}
float ray_marching(vec3 origin, vec3 dir, float start, float end) {
float depth = start;
for (int i = 0; i < max_iterations; i++) {
float dist = map(add3(origin, scale3(dir, depth)));
if (dist < stop_threshold)
return depth;
depth += dist * 0.3;
if (depth >= end)
return end;
}
return end;
}
float shading(vec3 v, vec3 n, vec3 eye) {
vec3 ev = normalize3(sub3(v, eye));
vec3 vl = normalize3(sub3(light_pos, v));
float diffuse = dot3(vl, n) * 0.5f + 0.5f;
vec3 h = normalize3(sub3(vl, ev));
float rim = pow(1.0f - max(-dot3(n, ev), 0.0f), 2.0f) * 0.15f;
float ao = clamp(v.y * 0.5f + 0.5f, 0.0f, 1.0f);
return (diffuse + rim) * ao;
}
vec3 ray_dir(float fov, vec2 pos) {
vec3 r = { pos.x, pos.y, -tan((90.0f - fov * 0.5f) * DEG_TO_RAD) };
return normalize3(r);
}
float f(vec2 fragCoord) {
vec3 dir = ray_dir(45.0f, fragCoord);
vec3 eye = { 0.0f, 0.0f, 4.5f };
mat3 rot = rotationXY(-1.0f, 1.0f);
dir = mul(rot, dir);
eye = mul(rot, eye);
float depth = ray_marching(eye, dir, 0.0f, clip_far);
vec3 pos = add3(eye, scale3(dir, depth));
if (depth >= clip_far)
return 0.0f;
else
return shading(pos, gradient(pos), eye);
}
int main() {
puts("TX");
for (int y = 0; y < 80; y++) {
for (int x = 0; x < 160; x++)
putchar(" .,-:;+=*#@"[(int)(f(make2((x / 160.0f - 0.5f) * 2.0f, (y / 80.0f - 0.5f) * -2.0f)) * 12.0f)]);
putchar('\n');
}
printf(" 一见钟情,不是看了一眼就喜欢上了你。而是在看了一眼之后,就再也没有忘记过你。-----ZXY");
system("color 0c");
return 0;
}