an imagecabal build && ./raytrace && eog out.png

This commit is contained in:
Nicole Dresselhaus 2014-10-23 18:51:27 +02:00
parent 551685e131
commit 9205c91cc7
3 changed files with 55 additions and 7 deletions

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@ -21,4 +21,4 @@ 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
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
# planes: center, normal, material
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
#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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@ -2,12 +2,15 @@
module Main 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)
import Data.Vector hiding ((++),map, foldl, filter, foldl1)
import Data.Word (Word8)
import Data.Maybe
import Linear (V3(..), (^+^), (^*), (^-^), dot, axisAngle, rotate, cross)
import Data.Attoparsec
@ -73,18 +76,58 @@ validateAndParseScene f = do
}
render :: Int -> Int -> Scene -> Int -> PixelRGB8
render w h s index = trace (show (x,y)) PixelRGB8 255 (fromIntegral x) (fromIntegral y)
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
y = index `mod` w
x = index `div` w
(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 (center cam) $ rotCam x y w h (eye 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 (Sphere sc sr _) = undefined
intersect _ = undefined
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 = do

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@ -84,3 +84,8 @@ data Scene = Scene
, sceneObjects :: [Collidable]
}
deriving (Show, Eq)
getMaterial :: Collidable -> Material
getMaterial (S (Sphere _ _ m)) = m
getMaterial (P (Plane _ _ m)) = m
getMaterial (M (Mesh _ _ m)) = m