\section{Scenes and Animation} A \texttt{Scene} is a complete description of an image to be rendered, consisting of a camera position, light sources, and models. \begin{code} {-# OPTIONS_GHC -farrows #-} module RSAGL.Scene (Scene, Camera(..), LightSource(..), SceneObject, SceneLayer(..), ScenicAccumulator(..), SceneAccumulator, null_scene_accumulator, sceneObject, cameraRelativeSceneObject, lightSource, accumulateSceneM, accumulateSceneA, assembleScene, sceneToOpenGL) where import Data.Ord import RSAGL.BoundingBox import RSAGL.Vector import RSAGL.Affine as Affine import RSAGL.Angle as Angle import RSAGL.Model import RSAGL.CoordinateSystems import Data.List import Control.Monad.State as State import Control.Arrow import Control.Arrow.Operations import RSAGL.Color as Color import Graphics.UI.GLUT as GLUT import Data.Maybe import RSAGL.WrappedAffine \end{code} \subsection{Cameras} \begin{code} data Camera = PerspectiveCamera { camera_position, camera_lookat :: Point3D, camera_up :: Vector3D, camera_fov :: Angle.Angle } instance AffineTransformable Camera where transform m (pc@(PerspectiveCamera {})) = pc { camera_position = transform m $ camera_position pc, camera_lookat = transform m $ camera_lookat pc, camera_up = transform m $ camera_up pc } cameraToOpenGL :: Double -> (Double,Double) -> Camera -> IO () cameraToOpenGL aspect_ratio (near,far) (PerspectiveCamera { camera_position = (Point3D px py pz), camera_lookat = (Point3D lx ly lz), camera_up = (Vector3D ux uy uz), camera_fov = fov }) = do matrixMode $= Projection loadIdentity perspective (toDegrees fov) aspect_ratio near far matrixMode $= Modelview 0 lookAt (Vertex3 px py pz) (Vertex3 lx ly lz) (Vector3 ux uy uz) infiniteCameraToOpenGL :: Double -> (Double,Double) -> Camera -> IO () infiniteCameraToOpenGL aspect_ratio nearfar pc = cameraToOpenGL aspect_ratio nearfar $ Affine.translate (vectorToFrom origin_point_3d $ camera_position pc) pc \end{code} \subsection{Light Sources} \begin{code} data LightSource = DirectionalLight { lightsource_direction :: Vector3D, lightsource_color :: Color.RGB, lightsource_ambient :: Color.RGB } | PointLight { lightsource_position :: Point3D, lightsource_radius :: Distance, lightsource_color :: Color.RGB, lightsource_ambient :: Color.RGB } | NoLight makeInfinite :: LightSource -> LightSource makeInfinite NoLight = NoLight makeInfinite (d@(DirectionalLight {})) = d makeInfinite (p@PointLight {}) = DirectionalLight { lightsource_direction = vectorToFrom origin_point_3d $ lightsource_position p, lightsource_color = scaleRGB scale_factor $ lightsource_color p, lightsource_ambient = scaleRGB scale_factor $ lightsource_ambient p } where scale_factor = realToFrac $ (distance $ lightsource_radius p) / (distanceBetweenSquared origin_point_3d (lightsource_position p)) instance AffineTransformable LightSource where transform _ NoLight = NoLight transform m (dl@(DirectionalLight {})) = dl { lightsource_direction = transform m $ lightsource_direction dl } transform m (pl@(PointLight {})) = pl { lightsource_position = transform m $ lightsource_position pl, lightsource_radius = transform m $ lightsource_radius pl } setLightSources :: [LightSource] -> IO () setLightSources lss = do max_lights <- GLUT.get maxLights mapM_ setLightSource $ genericTake max_lights $ zip (map Light [0..]) (lss ++ repeat NoLight) setLightSource :: (Light,LightSource) -> IO () setLightSource (l,NoLight) = light l $= Disabled setLightSource (l,dl@DirectionalLight { lightsource_color = Color.RGB cr cg cb, lightsource_ambient = Color.RGB ar ag ab }) = do let Vector3D vx vy vz = vectorNormalize $ lightsource_direction dl light l $= Enabled ambient l $= (Color4 ar ag ab 1.0 :: Color4 Float) GLUT.specular l $= (Color4 cr cg cb 1.0 :: Color4 Float) diffuse l $= (Color4 cr cg cb 1.0 :: Color4 Float) position l $= (Vertex4 (realToFrac vx) (realToFrac vy) (realToFrac vz) 0 :: Vertex4 Float) attenuation l $= (1,0,0) setLightSource (l,pl@(PointLight { lightsource_position = (Point3D px py pz), lightsource_color = Color.RGB cr cg cb, lightsource_ambient = Color.RGB ar ag ab })) = do light l $= Enabled ambient l $= (Color4 ar ag ab 1.0 :: Color4 Float) GLUT.specular l $= (Color4 cr cg cb 1.0 :: Color4 Float) diffuse l $= (Color4 cr cg cb 1.0 :: Color4 Float) position l $= (Vertex4 (realToFrac px) (realToFrac py) (realToFrac pz) 1 :: Vertex4 Float) attenuation l $= (0.01,0,recip $ realToFrac $ distanceSquared $ lightsource_radius pl) \end{code} \subsection{Scene Construction} A \texttt{Scene} supports local and infinite scene layers. The camera moves through the local scene layer, but the infinite scene layer is fixed. Objects in the infinite scene layer never occlude objects in the local layer. All light sources in the infinite scene layer are rendered as directional light sources in the local scene layer. Local light sources are not rendered at all in the infinite layer. Celestial objects such as the moon and sun, as well as the sky sphere, belong in the infinite subscene. Distant clouds or mountains may also belong in the infinite layer. \begin{code} data SceneObject = LightSource LightSource | Model (Camera -> IO (WrappedAffine IntermediateModel)) instance AffineTransformable SceneObject where transform m (LightSource ls) = LightSource $ transform m ls transform m (Model imodel) = Model $ \c -> liftM (transform m) (imodel c) data SceneLayer = Local | Infinite deriving (Eq) data SceneAccumulator = SceneAccumulator { sceneaccum_objs :: [(SceneLayer,SceneObject)], sceneaccum_coordinate_system :: CoordinateSystem } instance CoordinateSystemClass SceneAccumulator where getCoordinateSystem = sceneaccum_coordinate_system storeCoordinateSystem cs sceneaccum = sceneaccum { sceneaccum_coordinate_system = cs } class (CoordinateSystemClass a) => ScenicAccumulator a where accumulateScene :: SceneLayer -> SceneObject -> a -> a instance ScenicAccumulator SceneAccumulator where accumulateScene slayer scobj sceneaccum = sceneaccum { sceneaccum_objs = (slayer,migrate (sceneaccum_coordinate_system sceneaccum) root_coordinate_system scobj) : sceneaccum_objs sceneaccum } instance (ScenicAccumulator sa) => ScenicAccumulator (a,sa) where accumulateScene slayer scobj (a,sceneaccum) = (a,accumulateScene slayer scobj sceneaccum) null_scene_accumulator :: SceneAccumulator null_scene_accumulator = SceneAccumulator [] root_coordinate_system sceneObject :: IO IntermediateModel -> SceneObject sceneObject = cameraRelativeSceneObject . const . liftM wrapAffine cameraRelativeSceneObject :: (Camera -> IO (WrappedAffine IntermediateModel)) -> SceneObject cameraRelativeSceneObject = Model lightSource :: LightSource -> SceneObject lightSource = LightSource accumulateSceneM :: (ScenicAccumulator sa,Monad m,MonadState sa m) => SceneLayer -> SceneObject -> m () accumulateSceneM slayer scobj = modify (accumulateScene slayer scobj) accumulateSceneA :: (ScenicAccumulator sa,Arrow arr,ArrowState sa arr) => arr (SceneLayer,SceneObject) () accumulateSceneA = proc (slayer,scobj) -> do sceneaccum <- fetch -< () store -< accumulateScene slayer scobj sceneaccum \end{code} \subsection{Scene Assembly} Once all objects have been accumulated, the accumulation is used to generate a \texttt{Scene} object. \begin{code} data Scene = Scene { scene_infinite_opaques :: [(WrappedAffine IntermediateModel,[LightSource])], scene_infinite_transparents :: [(WrappedAffine IntermediateModel,[LightSource])], scene_local_opaques :: [(WrappedAffine IntermediateModel,[LightSource])], scene_local_transparents :: [(WrappedAffine IntermediateModel,[LightSource])], scene_camera :: Camera } -- FIXME: This function is a horrible mess (I need to redo this to implement 0.4 features anyway). assembleScene :: Camera -> SceneAccumulator -> IO Scene assembleScene c sceneaccum = do infinite_models <- liftM (map splitOpaquesWrapped . catMaybes) $ mapM toModel infinites local_models <- liftM (map splitOpaquesWrapped . catMaybes) $ mapM toModel locals return $ Scene { scene_infinite_opaques = map (\m -> (fst m,infinite_light_sources)) infinite_models, scene_infinite_transparents = map (\m -> (m,infinite_light_sources)) $ sortModels origin_point_3d $ concatMap snd infinite_models, scene_local_opaques = map (\m -> (fst m,local_light_sources)) local_models, scene_local_transparents = map (\m -> (m,local_light_sources)) $ sortModels (camera_position c) $ concatMap snd local_models, scene_camera = c } where infinites = map snd $ filter ((Infinite ==) . fst) $ sceneaccum_objs sceneaccum locals = map snd $ filter ((Local ==) . fst) $ sceneaccum_objs sceneaccum infinite_light_sources = mapMaybe toLightSource infinites local_light_sources = map makeInfinite infinite_light_sources ++ mapMaybe toLightSource locals sortModels :: Point3D -> [WrappedAffine IntermediateModel] -> [WrappedAffine IntermediateModel] sortModels p = map fst . sortBy (comparing $ negate . minimalDistanceToBoundingBox p . snd) . map (\(wa@(WrappedAffine cs m)) -> (wa,migrate cs root_coordinate_system $ boundingBox m)) splitOpaquesWrapped (WrappedAffine a m) = let (opaques,transparents) = splitOpaques m in (WrappedAffine a opaques,map (WrappedAffine a) transparents) toLightSource so = case so of LightSource ls -> Just ls _ -> Nothing toModel so = case so of Model m -> liftM Just (m c) _ -> return Nothing sceneToOpenGL :: Double -> (Double,Double) -> Scene -> IO () sceneToOpenGL aspect_ratio nearfar scene = do save_rescale_normal <- GLUT.get rescaleNormal save_cull_face <- GLUT.get cullFace save_depth_func <- GLUT.get depthFunc save_depth_mask <- GLUT.get depthMask save_lighting <- GLUT.get lighting save_light_model_ambient <- GLUT.get lightModelAmbient rescaleNormal $= Enabled cullFace $= Just Front depthFunc $= Just Lequal depthMask $= Enabled lighting $= Enabled lightModelAmbient $= (Color4 0 0 0 1) clear [DepthBuffer] preservingMatrix $ do infiniteCameraToOpenGL aspect_ratio nearfar (scene_camera scene) mapM_ render1Object (scene_infinite_opaques scene) depthMask $= Disabled mapM_ render1Object (scene_infinite_transparents scene) depthMask $= Enabled clear [DepthBuffer] preservingMatrix $ do cameraToOpenGL aspect_ratio nearfar (scene_camera scene) mapM_ render1Object (scene_local_opaques scene) depthMask $= Disabled mapM_ render1Object (scene_local_transparents scene) depthMask $= Enabled lightModelAmbient $= save_light_model_ambient lighting $= save_lighting depthMask $= save_depth_mask depthFunc $= save_depth_func cullFace $= save_cull_face rescaleNormal $= save_rescale_normal render1Object :: (WrappedAffine IntermediateModel,[LightSource]) -> IO () render1Object (WrappedAffine m imodel,lss) = do setLightSources lss transformation (migrate m root_coordinate_system) $ intermediateModelToOpenGL imodel \end{code}