finished sce-parser sans meshes
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.gitignore
vendored
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.gitignore
vendored
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.cabal-sandbox/
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cabal.sandbox.config
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dist/
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*.swp
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24
scenes/test.sce
Normal file
24
scenes/test.sce
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# camera: eye, center, up, fovy, width, height
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camera 1 3 8 1 1 0 0 1 0 45 500 500
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# recursion depth
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depth 5
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# background color
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background 0 0 0
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# global ambient light
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ambience 0.2 0.2 0.2
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# light: position and color
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light 0 50 0 0.3 0.3 0.3
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light 50 50 50 0.3 0.3 0.3
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light -50 50 50 0.3 0.3 0.3
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# spheres: center, radius, material
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sphere 0.0 1.0 0.0 1.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 1.0 1.0 100.0 0.2
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sphere -1.0 0.5 2.0 0.5 0.0 1.0 0.0 0.0 1.0 0.0 1.0 1.0 1.0 200.0 0.2
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sphere 3.0 2.0 1.5 2.0 0.0 0.0 1.0 0.0 0.0 1.0 1.0 1.0 1.0 50.0 0.2
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# planes: center, normal, material
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plane 0 0 0 0 1 0 0.2 0.2 0.2 0.2 0.2 0.2 0.0 0.0 0.0 100.0 0.1
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10
src/Main.hs
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src/Main.hs
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{-# LANGUAGE OverloadedStrings #-}
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module Main where
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import Control.Applicative
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import Data.ByteString as B
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import Data.ByteString.Char8 as B8
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import Data.Attoparsec
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import Scene.Parser
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main :: IO ()
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main = do
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putStrLn "foo"
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f <- B.readFile "scenes/test.sce"
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print $ parseScene f
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{-# LANGUAGE OverloadedStrings #-}
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module Scene.Parser where
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import Data.Attoparsec
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import Control.Applicative
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import Data.Attoparsec.ByteString.Char8
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import Data.Functor
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import Data.ByteString as B
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import Data.ByteString.Char8 as B8
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import Linear.V3
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import Scene.Types
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import Debug.Trace
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partitionEithers :: [Either a b] -> ([a],[b])
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partitionEithers e = go e ([],[])
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where
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go (Left a:as) (xs,ys) = go as (a:xs,ys)
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go (Right b:bs) (xs,ys) = go bs (xs,b:ys)
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go [] (xs,ys) = (xs,ys)
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parseScene :: FilePath -> IO ([String],[SceneObject])
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parseScene f = do
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s <- B.readFile f
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return . partitionEithers $ eitherResult . parse parseObject <$> B8.lines s
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preprocess :: ByteString -> ByteString
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preprocess = B8.unlines . clean . B8.lines
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where
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clean :: [ByteString] -> [ByteString]
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clean (a:as) = if B8.all isWhitespace a
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|| B8.head a == '#'
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then clean as else a:clean as
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clean [] = []
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isWhitespace :: Char -> Bool
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isWhitespace ' ' = True
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isWhitespace '\t' = True
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isWhitespace '\n' = True
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isWhitespace '\r' = True
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isWhitespace _ = False
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parseObject :: Parser SceneObject
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parseScene :: ByteString -> Either String [ObjectParser]
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parseScene s = parseOnly (many parseObject) (preprocess s)
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parseObject :: Parser ObjectParser
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parseObject = do
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t <- string "camera" <|>
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string "depth" <|>
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@ -29,12 +50,104 @@ parseObject = do
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string "mesh"
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case t of
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"camera" -> parseCamera
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_ -> undefined
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"depth" -> do
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skipSpace
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d <- decimal
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endOfLine
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return $ OpR d
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"background" -> do
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c <- parseVector
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endOfLine
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return $ OpB (Background c)
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"ambience" -> do
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c <- parseVector
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endOfLine
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return $ OpA (Ambience c)
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"light" -> do
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p <- parseVector
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skipSpace
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c <- parseVector
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intensity <- double <|> return 0
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i <- return $ if intensity == 0
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then Nothing
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else Just (fromRational . toRational $ intensity)
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endOfLine
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return $ OpL (Light p c i)
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"sphere" -> parseSphere
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"plane" -> parsePlane
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_ -> undefined
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parseCamera :: Parser SceneObject
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parseCamera :: Parser ObjectParser
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parseCamera = do
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pos <- parseVector
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eye' <- parseVector
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center' <- parseVector
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up' <- parseVector
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skipSpace
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fovy' <- double
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skipSpace
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width' <- decimal
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skipSpace
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height' <- decimal
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endOfLine
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return $ OpC $ Camera
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{ eye = eye'
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, center = center'
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, up = up'
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, fovy = (fromRational . toRational) fovy'
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, width = width'
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, height = height'
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}
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parsePlane :: Parser ObjectParser
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parsePlane = do
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c <- parseVector
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n <- parseVector
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m <- parseMaterial
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endOfLine
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return $ OpP Plane
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{ planeCenter = c
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, planeNormal = n
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, planeMaterial = m
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}
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parseSphere :: Parser ObjectParser
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parseSphere = do
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p <- parseVector
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skipSpace
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r <- double
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m <- parseMaterial
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endOfLine
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return $ OpS Sphere
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{ sphereCenter = p
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, sphereRadius = (fromRational . toRational) r
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, sphereMaterial = m
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}
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parseMaterial :: Parser Material
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parseMaterial = do
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a <- parseVector
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d <- parseVector
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s <- parseVector
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skipSpace
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sh <- double
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skipSpace
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r <- double
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return $ Material
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{ materialAmbience = a
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, materialDiffuse = d
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, materialSpec = s
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, materialShinyness = (fromRational . toRational) sh
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, materialReflection = (fromRational . toRational) r
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}
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parseVector :: Parser (V3 Float)
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parseVector = do
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undefined
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skipSpace
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a <- double
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skipSpace
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b <- double
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skipSpace
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c <- double
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return $ V3 (f a) (f b) (f c)
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where
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f = fromRational . toRational --convert Double to Float
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@ -6,50 +6,81 @@ type Color = V3 Float
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type Intensity = Float
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data Camera = Camera
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{ eye :: V3 Float
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{ eye :: V3 Float
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, center :: V3 Float
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, up :: V3 Float
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, fovy :: Float
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, width :: Int
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, up :: V3 Float
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, fovy :: Float
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, width :: Int
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, height :: Int
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}
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deriving (Show, Eq)
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type RecursionDepth = Int
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data Background = Background Color
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deriving (Show, Eq)
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data Ambience = Ambience Color
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deriving (Show, Eq)
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data Light = Light (V3 Float) Color (Maybe Intensity)
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deriving (Show, Eq)
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data Material = Material
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{ materialAmbience :: V3 Float
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, materialDiffuse :: V3 Float
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, materialSpec :: V3 Float
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, materialShinyness :: Int
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{ materialAmbience :: V3 Float
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, materialDiffuse :: V3 Float
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, materialSpec :: V3 Float
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, materialShinyness :: Float
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, materialReflection :: Float
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}
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deriving (Show, Eq)
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data Sphere = Sphere
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{ sphereCenter :: V3 Float
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, sphereRadius :: Float
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{ sphereCenter :: V3 Float
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, sphereRadius :: Float
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, sphereMaterial :: Material
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}
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deriving (Show, Eq)
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data Plane = Plane
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{ planeCenter :: V3 Float
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, planeNormal :: V3 Float
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{ planeCenter :: V3 Float
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, planeNormal :: V3 Float
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, planeMaterial :: Material
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}
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deriving (Show, Eq)
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data Shading = Flat | Phong
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deriving (Show, Eq)
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data Mesh = Mesh
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{ meshFilename :: String
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, meshShading :: Shading
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, material :: Material
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, meshShading :: Shading
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, material :: Material
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}
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deriving (Show, Eq)
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data SceneObject = S Sphere | P Plane | M Mesh | C Camera | L Light |
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data ObjectParser = OpS Sphere
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| OpP Plane
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| OpM Mesh
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| OpC Camera
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| OpL Light
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| OpR RecursionDepth
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| OpA Ambience
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| OpB Background
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deriving (Show, Eq)
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data Collidable = S Sphere
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| P Plane
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| M Mesh
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deriving (Show, Eq)
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data Scene = Scene
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{ ambientLight :: Ambience
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, sceneCamera :: Camera
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, sceneLights :: [Light]
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, sceneBackground :: Background
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, sceneRecursions :: RecursionDepth
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, sceneObjects :: [Collidable]
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}
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deriving (Show, Eq)
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