module Solid where import Vec import Clr import Data.List hiding (group) --COMMON DATATYPES AND UTILITY FUNCTIONS-- data Bbox = Bbox {p1 :: !Vec, p2 :: !Vec} deriving Show data Interval = Interval !Flt !Flt deriving Show -- used instead of a tuple --union of two bounding boxes bbjoin :: Bbox -> Bbox -> Bbox bbjoin (Bbox p1a p2a) (Bbox p1b p2b) = (Bbox (vmin p1a p1b) (vmax p2a p2b)) --overlap of two bounding boxes bboverlap :: Bbox -> Bbox -> Bbox bboverlap (Bbox p1a p2a) (Bbox p1b p2b) = (Bbox (vmax p1a p1b) (vmin p2a p2b)) --split a bounding box into two bbsplit :: Bbox -> Int -> Flt -> (Bbox,Bbox) bbsplit (Bbox p1 p2) axis offset = if (offset < (va p1 axis)) || (offset > (va p2 axis)) then error "degenerate bounding box split" else ((Bbox p1 (vset p2 axis offset)), (Bbox (vset p1 axis offset) p2)) -- generate a bounding box from a list of points bbpts :: [Vec] -> Bbox bbpts [] = empty_bbox bbpts ((Vec x y z):[]) = Bbox (Vec (x-delta) (y-delta) (z-delta)) (Vec (x+delta) (y+delta) (z+delta)) bbpts ((Vec x y z):pts) = let (Bbox (Vec p1x p1y p1z) (Vec p2x p2y p2z)) = bbpts pts minx = fmin (x-delta) p1x miny = fmin (y-delta) p1y minz = fmin (z-delta) p1z maxx = fmax (x+delta) p2x maxy = fmax (y+delta) p2y maxz = fmax (z+delta) p2z in Bbox (Vec minx miny minz) (Vec maxx maxy maxz) -- surface area, volume of bounding boxes bbsa :: Bbox -> Flt bbsa (Bbox p1 p2) = let Vec dx dy dz = vsub p2 p1 in dx*dy + dx*dz + dy*dz bbvol :: Bbox -> Flt bbvol (Bbox p1 p2) = let (Vec dx dy dz) = vsub p2 p1 in dx*dy*dz empty_bbox = Bbox (Vec infinity infinity infinity) (Vec (-infinity) (-infinity) (-infinity)) everything_bbox = Bbox (Vec (-infinity) (-infinity) (-infinity)) (Vec infinity infinity infinity) -- Find a ray's entrance and exit from a bounding -- box. If last entrance is before the first exit, -- we hit. Otherwise, we miss. (It's up to the -- caller to figure that out.) bbclip :: Ray -> Bbox -> Interval bbclip (Ray (Vec ox oy oz) (Vec dx dy dz)) (Bbox (Vec p1x p1y p1z) (Vec p2x p2y p2z)) = let dxrcp = 1/dx dyrcp = 1/dy dzrcp = 1/dz Interval inx outx = if dx > 0 then Interval ((p1x-ox)*dxrcp) ((p2x-ox)*dxrcp) else Interval ((p2x-ox)*dxrcp) ((p1x-ox)*dxrcp) Interval iny outy = if dy > 0 then Interval ((p1y-oy)*dyrcp) ((p2y-oy)*dyrcp) else Interval ((p2y-oy)*dyrcp) ((p1y-oy)*dyrcp) Interval inz outz = if dz > 0 then Interval ((p1z-oz)*dzrcp) ((p2z-oz)*dzrcp) else Interval ((p2z-oz)*dzrcp) ((p1z-oz)*dzrcp) in Interval (fmax3 inx iny inz) (fmin3 outx outy outz) data Rayint = RayHit { depth :: !Flt, pos :: !Vec, norm :: !Vec, texture :: !Texture } | RayMiss deriving Show nearest :: Rayint -> Rayint -> Rayint nearest a RayMiss = a nearest RayMiss b = b nearest (RayHit da pa na ta) (RayHit db pb nb tb) = if da < db then RayHit da pa na ta else RayHit db pb nb tb furthest :: Rayint -> Rayint -> Rayint furthest a RayMiss = RayMiss furthest RayMiss b = RayMiss furthest (RayHit da pa na ta) (RayHit db pb nb tb) = if da > db then RayHit da pa na ta else RayHit db pb nb tb hit :: Rayint -> Bool hit (RayHit _ _ _ _) = True hit RayMiss = False dist :: Rayint -> Flt dist RayMiss = infinity dist (RayHit d _ _ _) = d --Packet Types-- data PacketResult = PacketResult Rayint Rayint Rayint Rayint packetmiss = PacketResult RayMiss RayMiss RayMiss RayMiss nearest_packetresult :: PacketResult -> PacketResult -> PacketResult nearest_packetresult (PacketResult a1 a2 a3 a4) (PacketResult b1 b2 b3 b4) = PacketResult (nearest a1 b1) (nearest a2 b2) (nearest a3 b3) (nearest a4 b4) -- move ray forward, intersect, fix result -- useful in csg rayint_advance :: SolidItem -> Ray -> Flt -> Texture -> Flt -> Rayint rayint_advance s r d t adv = let a = adv+delta in case (rayint s (ray_move r a) (d-a) t) of RayMiss -> RayMiss RayHit depth pos norm tex -> RayHit (depth+a) pos norm tex --MATERIALS-- data Material = Material {clr :: Color, refl, refr, ior, kd, shine :: !Flt} deriving Show type Texture = Rayint -> Material -- this is sort of a no-op; we don't have a -- good way to show an arbitrary function showTexture :: Texture -> String showTexture t = show $ t RayMiss instance Show Texture where show = showTexture m_white = (Material c_white 0 0 0 1 2) t_white ri = m_white t_uniform :: Material -> Texture t_uniform m = \x -> m interp :: Flt -> Flt -> Flt -> Flt interp scale a b = scale*a + (1-scale)*b --not really correct, but we'll go with it for now m_interp :: Material -> Material -> Flt -> Material m_interp m1 m2 scale = let (Material m1c m1refl m1refr m1ior m1kd m1shine) = m1 (Material m2c m2refl m2refr m2ior m2kd m2shine) = m2 intp = interp scale c = cadd (cscale m1c scale) (cscale m2c (1-scale)) refl = intp m1refl m2refl refr = intp m1refr m2refr ior = intp m1ior m2ior kd = intp m1kd m2kd shine = intp m1shine m2shine in (Material c refl refr ior kd shine) --SOLID CLASS-- class (Show a) => Solid a where rayint :: a -> Ray -> Flt -> Texture -> Rayint packetint :: a -> Ray -> Ray -> Ray -> Ray -> Flt -> Texture -> PacketResult shadow :: a -> Ray -> Flt -> Bool inside :: a -> Vec -> Bool bound :: a -> Bbox tolist :: a -> [SolidItem] transform :: a -> [Xfm] -> SolidItem flatten_transform :: a -> SolidItem -- Sometimes, we can improve performance by -- intersecting 4 rays at once. This is -- especially true of acceleration structures. -- By default, we fall back on mono-rays. packetint s r1 r2 r3 r4 d t = PacketResult (rayint s r1 d t) (rayint s r2 d t) (rayint s r3 d t) (rayint s r4 d t) -- if there is no shadow function, we fall back on rayint shadow s r d = case (rayint s r d t_white) of RayHit _ _ _ _ -> True RayMiss -> False -- This is here so we can flatten a group of groups -- into a single group; the default is fine for everything -- but groups and Void and SolidItem tolist a = [SolidItem (a)] -- Method to transform an object; the default works fine -- except for instances themselves, which will want to -- collapse the two transformations into a sigle transform. transform a xfm = SolidItem $ Instance (SolidItem a) (compose xfm) -- This prepares a composite primitive to be fed into the bih constructor -- by pushing all the transformations out to the leaves and -- throwing away manual bounding structures. flatten_transform a = SolidItem a --Existential type so we can make a heterogeneous list of solids --http://notes-on-haskell.blogspot.com/2007/01/proxies-and-delegation-vs-existential.html data SolidItem = forall a. Solid a => SolidItem a instance Solid SolidItem where rayint (SolidItem s) r d t = rayint s r d t shadow (SolidItem s) r d = shadow s r d inside (SolidItem s) pt = inside s pt bound (SolidItem s) = bound s tolist s = [s] -- don't wrap in a redundant SolidItem like everything else transform (SolidItem s) xfm = transform s xfm -- same here flatten_transform (SolidItem s) = (SolidItem (flatten_transform s)) -- and here instance Show SolidItem where show (SolidItem s) = "SI " ++ show s -- we implement "group", "void", and "instance" here because they're -- used by some of the other primitives -- GROUP -- group :: [SolidItem] -> SolidItem group [] = SolidItem Void group (sld:[]) = sld group slds = SolidItem (flatten_group slds) -- smash a group of groups into a single group, -- so we can build an efficient bounding heirarchy flatten_group :: [SolidItem] -> [SolidItem] flatten_group slds = concat (map tolist slds) -- this lets us treat lists of SolidItems as regular Solids rayint_group :: [SolidItem] -> Ray -> Flt -> Texture -> Rayint rayint_group [] _ _ _ = RayMiss rayint_group (x:xs) r d t = nearest (rayint x r d t) (rayint_group xs r d t) shadow_group :: [SolidItem] -> Ray -> Flt -> Bool shadow_group [] r d = False shadow_group (x:xs) r d = (shadow x r d) || (shadow_group xs r d) inside_group :: [SolidItem] -> Vec -> Bool inside_group slds pt = foldl' (||) False (map (\x -> inside x pt) slds) bound_group :: [SolidItem] -> Bbox bound_group slds = foldl' bbjoin empty_bbox (map bound slds) flatten_transform_group :: [SolidItem] -> SolidItem flatten_transform_group slds = SolidItem $ map flatten_transform slds instance Solid [SolidItem] where rayint = rayint_group shadow = shadow_group inside = inside_group bound = bound_group tolist a = concat $ map tolist a -- VOID -- -- non-object (originally called "Nothing", but that -- conflicted with the prelude maybe type, so we call -- it "Void" instead) data Void = Void deriving Show nothing = SolidItem Void instance Solid Void where rayint Void r d t = RayMiss shadow Void r d = False inside Void pt = False bound Void = empty_bbox tolist Void = [] -- INSTANCE -- -- this would be better in its own module, but we need -- "Instance" to be defined here for the default implementation -- of "transform". (I tried mutually recursive modules, it -- didn't work. http://www.haskell.org/ghc/docs/latest/html/ -- users_guide/separate-compilation.html#mutual-recursion ) -- Another good reason to include Instance in Solid.hs -- is that it's referenced from Cone.hs -- An instance is a primitive that has been modified -- by a transformation (i.e. some combination of -- translation, rotation, and scaling). This is a -- reasonably space-efficient way of making multiple copies -- of a complex object. -- It's unfortunate that "instance" is also a reserved word. -- "instance Solid Instance where..." is a little confusing. data Instance = Instance SolidItem Xfm deriving Show rayint_instance :: Instance -> Ray -> Flt -> Texture -> Rayint rayint_instance (Instance sld xfm) (Ray orig dir) d t = let newdir = invxfm_vec xfm dir neworig = invxfm_point xfm orig lenscale = vlen newdir invlenscale = 1/lenscale in case (rayint sld (Ray neworig (vscale newdir invlenscale)) (d*lenscale) t) of RayMiss -> RayMiss RayHit depth pos n tex -> RayHit (depth*invlenscale) (xfm_point xfm pos) (vnorm (invxfm_norm xfm n)) tex shadow_instance :: Instance -> Ray -> Flt -> Bool shadow_instance (Instance sld xfm) (Ray orig dir) d = let newdir = invxfm_vec xfm dir neworig = invxfm_point xfm orig lenscale = vlen newdir invlenscale = 1/lenscale in shadow sld (Ray neworig (vscale newdir invlenscale)) (d*lenscale) inside_instance :: Instance -> Vec -> Bool inside_instance (Instance s xfm) pt = inside s (xfm_point xfm pt) bound_instance :: Instance -> Bbox bound_instance (Instance sld xfm) = let (Bbox (Vec p1x p1y p1z) (Vec p2x p2y p2z)) = bound sld pxfm = xfm_point xfm in bbpts [(pxfm (Vec x y z)) | x <- [p1x,p2x], y <- [p1y,p2y], z <- [p1z,p2z]] -- If we try to create a transformation of -- a transformation, we can merge those -- into a single transformation. -- This ought to be tested to verify this -- is really applying transforms in the -- correct order... transform_instance :: Instance -> [Xfm] -> SolidItem transform_instance (Instance s xfm2) xfm1 = transform s [compose ([xfm2]++xfm1) ] -- Flatten_transform attempts to push all transformations -- in a heirarchy out to the leaf nodes. The case we're -- interested in here is an instance of a group, and we -- want to replace that with a group of individually -- transformed instances. This could be construed as a -- waste of memory, but in some cases it's necessary. flatten_transform_instance :: Instance -> SolidItem flatten_transform_instance (Instance s xfm) = group $ map (\x -> transform (flatten_transform x) [xfm]) (tolist s) instance Solid Instance where rayint = rayint_instance shadow = shadow_instance inside = inside_instance bound = bound_instance transform = transform_instance flatten_transform = flatten_transform_instance