htrace/src/Scene/Renderer.hs

79 lines
3.1 KiB
Haskell
Raw Normal View History

{-# LANGUAGE OverloadedStrings #-}
module Scene.Renderer (render) where
import Control.Applicative
import Control.Arrow
import Codec.Picture.Png
import Codec.Picture.Types
import qualified Data.ByteString as B
import qualified Data.ByteString.Char8 as B8
import Data.Vector hiding ((++),map, foldl, filter, foldl1)
import Data.Word (Word8)
import Data.Maybe
import Linear
import Scene.Parser
import Scene.Types
import Debug.Trace
data Ray = Ray (V3 Float) (V3 Float)
data Collision = Collision (V3 Float) Float Collidable
deriving (Eq)
instance Ord Collision where
compare (Collision _ a _) (Collision _ b _) = compare a b
render :: Int -> Int -> Scene -> Int -> PixelRGB8
render w h s index = case pcolls of
[] -> PixelRGB8 (ci br) (ci bg) (ci bb) --no collision -> Background
_ -> PixelRGB8 (ci ar) (ci ag) (ci ab) --collission -> git color
where
(V3 ar ag ab) = materialAmbience $ getMaterial coll
(Background (V3 br bg bb)) = sceneBackground s
pcolls = map fromJust $ filter isJust $ (intersect ray) <$> (sceneObjects s)
(Collision pos _ coll) = foldl1 min pcolls
ray = camRay x y (sceneCamera s) --Ray (eye cam) $ rotCam x y w h (center cam ^-^ eye cam) (up cam) (fovy cam)
cam = sceneCamera s
y = fromIntegral $ index `mod` w
x = fromIntegral $ index `div` w
ci = floor . (*255)
camRay :: Float -> Float -> Camera -> Ray
camRay x y c = Ray (eye c) (lowerLeft c ^+^ x *^ xDir c ^+^ y *^ yDir c ^-^ eye c)
rotateDegAx :: Float -> V3 Float -> V3 Float -> V3 Float
rotateDegAx phi axis = rotate q
where
q = axisAngle axis phi
intersect :: Ray -> Collidable -> Maybe Collision
intersect (Ray ro rd) s@(S (Sphere sc sr _)) = if (d > 0 && int > 0) then
Just (Collision (ro ^+^ (rd ^* int)) int s)
else
Nothing
where
a = dot rd rd
b = 2 * dot rd oc
c = dot oc oc - sr*sr
d = b * b - 4 * a * c
oc = ro ^-^ sc
int = case ints of
[] -> 0
a -> foldl1 min a
ints = filter (uncurry (&&).(&&&) (>0.00001) (not.isNaN)) [(-b-(sqrt d))/(2*a),(-b+(sqrt d))/(2*a)]
intersect _ _ = undefined
-- deprecated - wrong calculation of rays.
rotCam :: Float -> Float -> Int -> Int -> V3 Float -> V3 Float -> Float -> V3 Float
rotCam x y w h dir up fovy = rotxy
where
rotxy = rotateDegAx (rad $ fovy*dy) (cross up roty) roty
roty = rotateDegAx (rad $ fovy*dx*(-1)) up dir
dx = (x - (fromIntegral w) / 2)/(fromIntegral w)
dy = (y - (fromIntegral h) / 2)/(fromIntegral h)
rad = (*pi).(/180)