\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} {-# LANGUAGE Arrows, MultiParamTypeClasses, FlexibleInstances, FunctionalDependencies, TypeFamilies #-} module RSAGL.Scene.Scene (Scene, Camera(..), infiniteCameraOf, SceneLayerInfo(..), SceneObject, SceneLayer, ScenicAccumulator(..), SceneAccumulator, null_scene_accumulator, sceneObject, cameraRelativeSceneObject, lightSource, accumulateSceneM, accumulateSceneA, assembleScene, sceneToOpenGL, stdSceneLayerInfo, stdSceneLayers, std_scene_layer_hud, std_scene_layer_cockpit, std_scene_layer_local, std_scene_layer_infinite, LightSourceLayerTransform(..), cameraLightSourceLayerTransform) where import Data.Ord import RSAGL.Modeling.BoundingBox import RSAGL.Math.Vector import RSAGL.Math.Affine as Affine import RSAGL.Math.Angle as Angle import RSAGL.Modeling.Model import RSAGL.Scene.CoordinateSystems import Data.List import Control.Monad.State as State import Control.Arrow import Control.Arrow.Operations import Graphics.UI.GLUT as GLUT import Data.Maybe import RSAGL.Math.WrappedAffine import RSAGL.Math.Orthagonal import RSAGL.Scene.LightSource import qualified Data.Map as Map import qualified Data.Set as Set import Data.Monoid import RSAGL.Auxiliary.RecombinantState import Data.MemoCombinators import RSAGL.Types \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 :: RSdouble -> (RSdouble,RSdouble) -> 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 (f2f $ toDegrees fov) (f2f aspect_ratio) (f2f near) (f2f far) matrixMode $= Modelview 0 lookAt (Vertex3 (f2f px) (f2f py) (f2f pz)) (Vertex3 (f2f lx) (f2f ly) (f2f lz)) (Vector3 (f2f ux) (f2f uy) (f2f uz)) infiniteCameraOf :: Camera -> Camera infiniteCameraOf pc = translateToFrom origin_point_3d (camera_position pc) pc cameraOrientation :: (AffineTransformable a) => Camera -> a -> a cameraOrientation c = modelLookAt (camera_position c) (forward $ Left $ camera_lookat c) (up $ Right $ camera_up c) cameraLookAt :: (AffineTransformable a) => Camera -> a -> a cameraLookAt = inverseTransformation . cameraOrientation \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 m = LightSource LightSource | Model (Camera -> m (WrappedAffine IntermediateModel)) instance (Monad m) => AffineTransformable (SceneObject m) where transform m (LightSource ls) = LightSource $ transform m ls transform m (Model imodel) = Model $ \c -> liftM (transform m) (imodel c) type SceneLayer = Integer data SceneAccumulator m = SceneAccumulator { sceneaccum_objs :: [(SceneLayer,SceneObject m)], sceneaccum_coordinate_system :: CoordinateSystem } instance CoordinateSystemClass (SceneAccumulator m) where getCoordinateSystem = sceneaccum_coordinate_system storeCoordinateSystem cs sceneaccum = sceneaccum { sceneaccum_coordinate_system = cs } instance RecombinantState (SceneAccumulator m) where type SubState (SceneAccumulator m) = SceneAccumulator m clone orig = orig { sceneaccum_objs = [] } recombine orig new = orig { sceneaccum_objs = sceneaccum_objs new ++ sceneaccum_objs orig } class (RecombinantState a,CoordinateSystemClass a,Monad m) => ScenicAccumulator a m | a -> m where -- REVISIT: fundeps just for this, really? accumulateScene :: SceneLayer -> SceneObject m -> a -> a instance (Monad m) => ScenicAccumulator (SceneAccumulator m) m where accumulateScene slayer scobj sceneaccum = sceneaccum { sceneaccum_objs = (slayer,migrateToFrom (sceneaccum_coordinate_system sceneaccum) root_coordinate_system scobj) : sceneaccum_objs sceneaccum } null_scene_accumulator :: SceneAccumulator m null_scene_accumulator = SceneAccumulator [] root_coordinate_system sceneObject :: (Monad m,ModelType mt) => m mt -> SceneObject m sceneObject = cameraRelativeSceneObject . const . liftM (wrapAffine . toIntermediateModel) cameraRelativeSceneObject :: (Monad m) => (Camera -> m (WrappedAffine IntermediateModel)) -> SceneObject m cameraRelativeSceneObject = Model lightSource :: LightSource -> SceneObject m lightSource = LightSource accumulateSceneM :: (ScenicAccumulator sa a,Monad m,MonadState sa m) => SceneLayer -> SceneObject a -> m () accumulateSceneM slayer scobj = modify (accumulateScene slayer scobj) accumulateSceneA :: (ScenicAccumulator sa m,Arrow arr,ArrowState sa arr) => arr (SceneLayer,SceneObject m) () 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 SceneElement = SceneElement { scene_elem_layer :: SceneLayer, scene_elem_opaque :: Bool, scene_elem_model :: WrappedAffine IntermediateModel, scene_elem_light_sources :: [LightSource] } data Scene = Scene { scene_elements :: Map.Map (SceneLayer,Bool) [SceneElement], scene_layerToCamera :: (SceneLayer -> Camera) } data SceneLayerInfo = SceneLayerInfo { scene_layer_camera :: SceneLayer -> Camera, scene_layer_light_source_layer_transform :: LightSourceLayerTransform } assembleScene :: (Monad m) => SceneLayerInfo -> SceneAccumulator m -> m Scene assembleScene (SceneLayerInfo layerToCamera light_source_layer_transform) scene_accum = do elements <- liftM (Map.mapWithKey (\(_,opaque) -> if not opaque then sortModels else id) . foldr (\se -> Map.alter (Just . (se:) . fromMaybe []) (scene_elem_layer se,scene_elem_opaque se)) Map.empty . concat) $ mapM toElement $ sceneaccum_objs scene_accum return $ Scene { scene_elements = elements, scene_layerToCamera = layerToCamera } where splitOpaquesWrapped :: WrappedAffine IntermediateModel -> (WrappedAffine IntermediateModel, [WrappedAffine IntermediateModel]) splitOpaquesWrapped (WrappedAffine a m) = let (opaques,transparents) = splitOpaques m in (WrappedAffine a opaques,map (WrappedAffine a) transparents) toLightSource :: SceneLayer -> (SceneLayer,SceneObject m) -> LightSource toLightSource entering_layer (originating_layer,LightSource ls) = lightSourceLayerTransform light_source_layer_transform entering_layer originating_layer ls toLightSource _ _ = NoLight sortModels :: [SceneElement] -> [SceneElement] sortModels = map fst . sortBy (comparing $ \(se,bbox) -> negate $ minimalDistanceToBoundingBox (camera_position $ layerToCamera $ scene_elem_layer se) bbox) . map (\(se@(SceneElement { scene_elem_model = WrappedAffine cs m })) -> (se,migrateToFrom cs root_coordinate_system $ boundingBox m)) toElement :: (Monad m) => (SceneLayer,SceneObject m) -> m [SceneElement] toElement (n,Model f) = do (opaque,transparents) <- liftM splitOpaquesWrapped $ f (layerToCamera n) let light_sources = filter (not . isNoLight) $ map (toLightSource n) (sceneaccum_objs scene_accum) let base_element = SceneElement { scene_elem_layer = n, scene_elem_opaque = True, scene_elem_model = opaque, scene_elem_light_sources = light_sources } return $ base_element : map (\m -> base_element { scene_elem_model = m, scene_elem_opaque = False }) transparents toElement _ = return [] sceneToOpenGL :: RSdouble -> (RSdouble,RSdouble) -> Scene -> IO () sceneToOpenGL aspect_ratio nearfar s = do let ns = reverse $ Set.toList $ Set.map fst $ Map.keysSet $ scene_elements s mapM_ (render1Layer aspect_ratio nearfar s) ns render1Layer :: RSdouble -> (RSdouble,RSdouble) -> Scene -> SceneLayer -> IO () render1Layer aspect_ratio nearfar (Scene elems layerToCamera) n = 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 cameraToOpenGL aspect_ratio nearfar (layerToCamera n) mapM_ render1Element $ fromMaybe [] $ Map.lookup (n,True) elems depthMask $= Disabled mapM_ render1Element $ fromMaybe [] $ Map.lookup (n,False) elems lightModelAmbient $= save_light_model_ambient lighting $= save_lighting depthMask $= save_depth_mask depthFunc $= save_depth_func cullFace $= save_cull_face rescaleNormal $= save_rescale_normal render1Element :: SceneElement -> IO () render1Element (SceneElement { scene_elem_light_sources = lss, scene_elem_model = (WrappedAffine m imodel)}) = do setLightSourcesToOpenGL lss migrateToFrom m root_coordinate_system $ intermediateModelToOpenGL imodel \end{code} \subsection{Standard Scene Layers} This is an example of how to implement scene layers that should be adequate to most purposes. \begin{code} stdSceneLayerInfo :: Camera -> SceneLayerInfo stdSceneLayerInfo c = SceneLayerInfo (stdSceneLayers c) (cameraLightSourceLayerTransform (stdSceneLayers c)) stdSceneLayers :: Camera -> SceneLayer -> Camera stdSceneLayers c sl | sl <= std_scene_layer_hud = c stdSceneLayers c sl | sl == std_scene_layer_cockpit = c { camera_position = origin_point_3d, camera_lookat = Point3D 0 0 (-1), camera_up = Vector3D 0 1 0 } stdSceneLayers c sl | sl == std_scene_layer_local = c stdSceneLayers c sl | sl >= std_scene_layer_infinite = infiniteCameraOf c stdSceneLayers _ _ = error "stdSceneLayers: impossible case" std_scene_layer_hud :: SceneLayer std_scene_layer_hud = 0 std_scene_layer_cockpit :: SceneLayer std_scene_layer_cockpit = 1 std_scene_layer_local :: SceneLayer std_scene_layer_local = 2 std_scene_layer_infinite :: SceneLayer std_scene_layer_infinite = 3 \end{code} \subsection{Standard Light Layer Transforms} \begin{code} newtype LightSourceLayerTransform = LightSourceLayerTransform { lightSourceLayerTransform :: SceneLayer -> SceneLayer -> LightSource -> LightSource } instance Monoid LightSourceLayerTransform where mempty = LightSourceLayerTransform $ const $ const id mappend (LightSourceLayerTransform f) (LightSourceLayerTransform g) = LightSourceLayerTransform $ memo2 integral integral $ \a b -> f a b . g a b -- | Performs the minimal light source layer transform needed to maintain correct light sources under camera transformations. cameraLightSourceLayerTransform :: (SceneLayer -> Camera) -> LightSourceLayerTransform cameraLightSourceLayerTransform layerToCamera = LightSourceLayerTransform $ memo2 integral integral f where f :: SceneLayer -> SceneLayer -> LightSource -> LightSource f entering_layer originating_layer | entering_layer == originating_layer = id f entering_layer originating_layer | entering_layer < originating_layer = cameraOrientation (layerToCamera entering_layer) . infiniteLightSourceOf . cameraLookAt (layerToCamera originating_layer) f _ _ = const NoLight \end{code}