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