camera works correctly, picture upside down
This commit is contained in:
parent
494c03f988
commit
1ee771cf98
59
src/Main.hs
59
src/Main.hs
@ -1,20 +1,16 @@
|
|||||||
{-# LANGUAGE OverloadedStrings #-}
|
{-# LANGUAGE OverloadedStrings #-}
|
||||||
module Main where
|
module Main where
|
||||||
|
|
||||||
import Control.Applicative
|
|
||||||
import Control.Arrow
|
|
||||||
import Codec.Picture.Png
|
import Codec.Picture.Png
|
||||||
import Codec.Picture.Types
|
import Codec.Picture.Types
|
||||||
import qualified Data.ByteString as B
|
import qualified Data.ByteString as B
|
||||||
import qualified Data.ByteString.Char8 as B8
|
import qualified Data.ByteString.Char8 as B8
|
||||||
import Data.Vector hiding ((++),map, foldl, filter, foldl1)
|
import Data.Vector hiding ((++),map, foldl, filter, foldl1)
|
||||||
import Data.Word (Word8)
|
|
||||||
import Data.Maybe
|
import Data.Maybe
|
||||||
import Linear (V3(..), (^+^), (^*), (^-^), dot, axisAngle, rotate, cross)
|
|
||||||
|
|
||||||
import Data.Attoparsec
|
|
||||||
|
|
||||||
import Scene.Parser
|
import Scene.Parser
|
||||||
|
import Scene.Renderer
|
||||||
import Scene.Types
|
import Scene.Types
|
||||||
|
|
||||||
import Debug.Trace
|
import Debug.Trace
|
||||||
@ -75,59 +71,6 @@ validateAndParseScene f = do
|
|||||||
, sceneObjects = objects
|
, sceneObjects = objects
|
||||||
}
|
}
|
||||||
|
|
||||||
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 = Ray (eye cam) $ rotCam x y w h (center cam) (up cam) (fovy cam)
|
|
||||||
cam = sceneCamera s
|
|
||||||
y = fromIntegral $ index `mod` w
|
|
||||||
x = fromIntegral $ index `div` w
|
|
||||||
ci = floor . (*255)
|
|
||||||
|
|
||||||
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) up dir
|
|
||||||
dx = (x - (fromIntegral w) / 2)/(fromIntegral w)
|
|
||||||
dy = (y - (fromIntegral h) / 2)/(fromIntegral h)
|
|
||||||
rad = (*pi).(/180)
|
|
||||||
|
|
||||||
rotateDegAx :: Float -> V3 Float -> V3 Float -> V3 Float
|
|
||||||
rotateDegAx phi axis = rotate q
|
|
||||||
where
|
|
||||||
q = axisAngle axis phi
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
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
|
|
||||||
|
|
||||||
main :: IO ()
|
main :: IO ()
|
||||||
main = do
|
main = do
|
||||||
|
@ -1,12 +1,12 @@
|
|||||||
{-# LANGUAGE OverloadedStrings #-}
|
{-# LANGUAGE OverloadedStrings #-}
|
||||||
module Scene.Parser where
|
module Scene.Parser (parseScene) where
|
||||||
|
|
||||||
import Control.Applicative
|
import Control.Applicative
|
||||||
import Data.Attoparsec.ByteString.Char8
|
import Data.Attoparsec.ByteString.Char8
|
||||||
import Data.Functor
|
import Data.Functor
|
||||||
import Data.ByteString as B
|
import Data.ByteString as B
|
||||||
import Data.ByteString.Char8 as B8
|
import Data.ByteString.Char8 as B8
|
||||||
import Linear.V3
|
import Linear
|
||||||
|
|
||||||
import Scene.Types
|
import Scene.Types
|
||||||
|
|
||||||
@ -89,6 +89,17 @@ parseCamera = do
|
|||||||
skipSpace
|
skipSpace
|
||||||
height' <- decimal
|
height' <- decimal
|
||||||
endOfLine
|
endOfLine
|
||||||
|
let xDir' = (normalize $ cross (center' ^-^ eye') up') ^* (im_width / w)
|
||||||
|
yDir' = (normalize $ cross xDir' view) ^* (im_height / h)
|
||||||
|
lowerLeft' = center' ^-^ (0.5 * w *^ xDir')
|
||||||
|
^-^ (0.5 * h *^ yDir')
|
||||||
|
im_height = 2*dist* tan (0.5*(frtr fovy')/180*pi)
|
||||||
|
im_width = w/h * im_height
|
||||||
|
view = (center' ^-^ eye')
|
||||||
|
dist = norm view
|
||||||
|
w = fromIntegral width'
|
||||||
|
h = fromIntegral height'
|
||||||
|
frtr = fromRational . toRational
|
||||||
return $ OpC $ Camera
|
return $ OpC $ Camera
|
||||||
{ eye = eye'
|
{ eye = eye'
|
||||||
, center = center'
|
, center = center'
|
||||||
@ -96,7 +107,12 @@ parseCamera = do
|
|||||||
, fovy = (fromRational . toRational) fovy'
|
, fovy = (fromRational . toRational) fovy'
|
||||||
, width = width'
|
, width = width'
|
||||||
, height = height'
|
, height = height'
|
||||||
|
, lowerLeft = lowerLeft'
|
||||||
|
, xDir = xDir'
|
||||||
|
, yDir = yDir'
|
||||||
}
|
}
|
||||||
|
where
|
||||||
|
|
||||||
|
|
||||||
parsePlane :: Parser ObjectParser
|
parsePlane :: Parser ObjectParser
|
||||||
parsePlane = do
|
parsePlane = do
|
||||||
|
78
src/Scene/Renderer.hs
Normal file
78
src/Scene/Renderer.hs
Normal file
@ -0,0 +1,78 @@
|
|||||||
|
{-# 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)
|
||||||
|
|
@ -6,12 +6,15 @@ type Color = V3 Float
|
|||||||
type Intensity = Float
|
type Intensity = Float
|
||||||
|
|
||||||
data Camera = Camera
|
data Camera = Camera
|
||||||
{ eye :: V3 Float
|
{ eye :: V3 Float
|
||||||
, center :: V3 Float
|
, center :: V3 Float
|
||||||
, up :: V3 Float
|
, up :: V3 Float
|
||||||
, fovy :: Float
|
, fovy :: Float
|
||||||
, width :: Int
|
, width :: Int
|
||||||
, height :: Int
|
, height :: Int
|
||||||
|
, lowerLeft :: V3 Float
|
||||||
|
, xDir :: V3 Float
|
||||||
|
, yDir :: V3 Float
|
||||||
}
|
}
|
||||||
deriving (Show, Eq)
|
deriving (Show, Eq)
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user