minor performace improvements, began adding bounding-boxes for meshes
This commit is contained in:
parent
0ed69c96bf
commit
a1157e2ec4
@ -45,7 +45,6 @@ build-type: Simple
|
||||
-- Constraint on the version of Cabal needed to build this package.
|
||||
cabal-version: >=1.10
|
||||
|
||||
|
||||
executable raytrace
|
||||
-- .hs or .lhs file containing the Main module.
|
||||
main-is: Main.hs
|
||||
@ -73,5 +72,5 @@ executable raytrace
|
||||
default-language: Haskell2010
|
||||
|
||||
ghc-options: -Odph -rtsopts -threaded -fno-liberate-case -funfolding-use-threshold1000 -funfolding-keeness-factor1000 -optlo-O3 -fllvm -eventlog
|
||||
|
||||
-- ghc-options: -Odph -fno-liberate-case -funfolding-use-threshold1000 -funfolding-keeness-factor1000 -optlo-O3 -fllvm -prof -auto-all
|
||||
|
||||
|
@ -2,5 +2,5 @@ if [ -z $1 ]
|
||||
then
|
||||
echo "please specify scene"
|
||||
else
|
||||
dist/build/raytrace/raytrace $1 +RTS -s -N8 && eog out.png
|
||||
dist/build/raytrace/raytrace $1 +RTS -s -N8 $2 && eog out.png
|
||||
fi
|
||||
|
16
src/Main.hs
16
src/Main.hs
@ -5,7 +5,9 @@ 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.Vector.Storable hiding ((++),map, foldl, filter, foldl1)
|
||||
import Linear (V3(..))
|
||||
import Data.Word (Word8)
|
||||
import Data.Functor
|
||||
import Data.Maybe
|
||||
import Control.Parallel.Strategies
|
||||
@ -84,12 +86,18 @@ main = do
|
||||
case args of
|
||||
[] -> putStrLn "please specify a scene to render"
|
||||
(a:_) -> do
|
||||
putStrLn $ "reading and parsing "++ show a
|
||||
!f <- B.readFile a
|
||||
case validateAndParseScene f of
|
||||
Left error -> putStrLn $ "Error: " ++ error
|
||||
Right s -> do
|
||||
putStrLn "redering..."
|
||||
let (w,h) = (width . sceneCamera $ s, height . sceneCamera $ s)
|
||||
!imdata = (render w h s <$> [0..w*h-1]) `using` parListChunk w rdeepseq
|
||||
imvec = fromList imdata
|
||||
im = generateImage (\x y -> imvec ! (x*w+(h-y-1))) w h
|
||||
imvec = fromList ((render w h s <$> [0..w*h-1]) `using` parListChunk w rseq)
|
||||
im = generateImage (v3ToPixel w imvec) w h
|
||||
writePng "out.png" im
|
||||
|
||||
v3ToPixel :: Int -> Vector (V3 Word8) -> Int -> Int -> PixelRGB8
|
||||
v3ToPixel w vec x y = PixelRGB8 r g b
|
||||
where
|
||||
V3 r g b = vec ! (x*w+y)
|
||||
|
@ -1,4 +1,4 @@
|
||||
{-# LANGUAGE OverloadedStrings #-}
|
||||
{-# LANGUAGE OverloadedStrings, BangPatterns #-}
|
||||
module Scene.Renderer (render) where
|
||||
|
||||
import Control.Applicative
|
||||
@ -29,13 +29,13 @@ instance Ord Collision where
|
||||
epsilon :: Float
|
||||
epsilon = 0.00001
|
||||
|
||||
render :: Int -> Int -> Scene -> Int -> PixelRGB8
|
||||
render w h s index = PixelRGB8 (ci cr) (ci cg) (ci cb)
|
||||
render :: Int -> Int -> Scene -> Int -> V3 Word8
|
||||
render w h s index = V3 (ci cr) (ci cg) (ci cb)
|
||||
where
|
||||
(V3 cr cg cb) = getColorFromRay (sceneRecursions s) ray s
|
||||
|
||||
ray@(Ray co _) = camRay x y (sceneCamera s)
|
||||
y = fromIntegral $ index `mod` w
|
||||
y = fromIntegral $ h - (index `mod` w) - 1
|
||||
x = fromIntegral $ index `div` w
|
||||
ci = floor . (clamp 0 255) . (*255)
|
||||
--wrong format:
|
||||
@ -53,13 +53,14 @@ getColorFromRay refLeft ray@(Ray raypos raydir) s = clamp 0 1 <$> color
|
||||
-- + diffuse/spec lighting
|
||||
+ (foldl1 (+) $ (diffuseAndSpec c s raypos) <$> sceneLights s)
|
||||
-- + reflect
|
||||
+ reflection ^* (materialReflection . getMaterial $ obj)
|
||||
+ reflection
|
||||
where
|
||||
reflection = if refLeft == 0 || (materialReflection . getMaterial) obj == 0 then
|
||||
! reflection = if refLeft == 0 || (materialReflection . getMaterial) obj == 0 then
|
||||
V3 0 0 0
|
||||
else
|
||||
getColorFromRay (refLeft-1) (Ray (cpos + (cnor ^* (2 * epsilon))) refldir) s
|
||||
reflcolor ^* (materialReflection . getMaterial $ obj)
|
||||
where
|
||||
reflcolor = getColorFromRay (refLeft-1) (Ray (cpos + (cnor ^* (2 * epsilon))) refldir) s
|
||||
refldir = normalize ((eye3 - 2 *!! outer cnor cnor) !* raydir)
|
||||
|
||||
-- | Collision-Information, Scene, view-position, light
|
||||
@ -73,18 +74,18 @@ diffuseAndSpec (Collision pos n _ obj) s co (Light lpos color int) =
|
||||
else
|
||||
diff + spec
|
||||
where
|
||||
spec = if dot n (normalize lightdir) < 0 || dot r v < 0
|
||||
spec = if dot n ld < 0 || dot r v < 0
|
||||
then V3 0 0 0
|
||||
else i * (dot r v ** materialShinyness mat) *^ color * materialSpec mat
|
||||
r = (dot n ld * 2 *^ n) - ld
|
||||
ld = normalize lightdir
|
||||
! ld = normalize lightdir
|
||||
v = normalize $ co - pos
|
||||
diff = if dot n (normalize lightdir) < 0
|
||||
diff = if dot n ld < 0
|
||||
then V3 0 0 0
|
||||
else i * dot n (normalize lightdir) *^ color * materialDiffuse mat
|
||||
else i * dot n ld *^ color * materialDiffuse mat
|
||||
mat = getMaterial obj
|
||||
blocked = raytrace (Ray pos lightdir) s
|
||||
lightdir = (lpos - pos)
|
||||
! blocked = raytrace (Ray pos lightdir) s
|
||||
! lightdir = (lpos - pos)
|
||||
i = case int of
|
||||
Nothing -> 1
|
||||
Just a -> a
|
||||
@ -120,7 +121,7 @@ intersect (Ray ro rd) s@(S (Sphere sc sr _)) = if (d > 0 && int > 0) then
|
||||
a = dot rd rd
|
||||
b = 2 * dot rd oc
|
||||
c = dot oc oc - sr*sr
|
||||
d = b * b - 4 * a * c
|
||||
! d = b * b - 4 * a * c
|
||||
oc = ro - sc
|
||||
pos = ro + (rd ^* int)
|
||||
int = case ints of
|
||||
@ -132,7 +133,7 @@ intersect (Ray ro rd) p@(P (Plane pc pn _)) = if det == 0 || t < epsilon
|
||||
else Just $ Collision pos pn t p
|
||||
where
|
||||
pos = ro + t *^ rd'
|
||||
det = dot rd' pn
|
||||
! det = dot rd' pn
|
||||
t = (dot (pc - ro) pn)/det
|
||||
rd' = normalize rd
|
||||
intersect _ _ = undefined
|
||||
|
@ -1,6 +1,7 @@
|
||||
module Scene.Types where
|
||||
|
||||
import Linear (V3)
|
||||
import qualified Data.Vector as V
|
||||
|
||||
type Color = V3 Float
|
||||
type Intensity = Float
|
||||
@ -67,6 +68,19 @@ data Mesh = Mesh
|
||||
}
|
||||
deriving (Show, Eq)
|
||||
|
||||
data BoundingBox = BoundingBox
|
||||
{ boundX :: (Float, Float)
|
||||
, boundY :: (Float, Float)
|
||||
, boundZ :: (Float, Float)
|
||||
}
|
||||
|
||||
data MeshObj = MeshObj
|
||||
{ meshVertices :: V.Vector (V3 Float)
|
||||
, meshFaces :: V.Vector (V3 Float)
|
||||
, meshNormals :: V.Vector (V3 Float)
|
||||
, meshBounds :: BoundingBox
|
||||
}
|
||||
|
||||
data ObjectParser = OpS Sphere
|
||||
| OpP Plane
|
||||
| OpM Mesh
|
||||
|
Loading…
Reference in New Issue
Block a user