| 1 | |
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| 2 | module Main (main) where |
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| 3 | |
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| 4 | import Control.Parallel.Strategies |
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| 5 | import System.Environment |
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| 6 | import System.IO |
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| 7 | |
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| 8 | type CFlt = Float |
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| 9 | data Color = Color !CFlt !CFlt !CFlt deriving Show |
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| 10 | |
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| 11 | c_black :: Color |
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| 12 | c_black = Color 0.0 0.0 0.0 |
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| 13 | c_white :: Color |
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| 14 | c_white = Color 1.0 1.0 1.0 |
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| 15 | |
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| 16 | get_color :: Flt -> Flt -> Scene -> Color |
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| 17 | get_color x y scn = |
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| 18 | let (Scene _ (Camera pos fwd up right) _ _) = scn |
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| 19 | dir0 = vnorm $ vadd3 fwd (vscale right (-x)) (vscale up y) |
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| 20 | ray = Ray pos dir0 |
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| 21 | in |
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| 22 | trace scn ray infinity |
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| 23 | |
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| 24 | gen_pixel_list :: Flt -> Flt -> Flt -> Flt -> Flt -> Flt -> Scene |
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| 25 | -> [(Float,Float,Float,Float,Float)] |
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| 26 | gen_pixel_list curx cury stopx stopy maxx maxy scene = |
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| 27 | [ let scx = (x - midx) / midx |
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| 28 | scy = (y - midy) / midy |
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| 29 | Color r g b = get_color scx (scy * (midy / midx)) scene |
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| 30 | in (scx, scy, r, g, b) |
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| 31 | | x <- [curx .. (stopx - 1)], |
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| 32 | y <- [cury .. (stopy - 1)] |
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| 33 | ] |
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| 34 | where midx = maxx / 2 |
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| 35 | midy = maxy / 2 |
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| 36 | |
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| 37 | gen_blocks_list :: Bool -> Flt -> Flt -> Flt -> Scene -> IO () |
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| 38 | gen_blocks_list par maxx maxy block_size scene = |
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| 39 | let xblocks = maxx / block_size |
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| 40 | yblocks = maxy / block_size |
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| 41 | blocks = [ (x*block_size, y*block_size) |
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| 42 | | x <- [0..xblocks-1], |
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| 43 | y <- [0..yblocks-1] ] |
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| 44 | mapper = if par then parMap rnf else map |
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| 45 | pixels = mapper |
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| 46 | (\(x,y) -> gen_pixel_list x y (x+block_size) (y+block_size) maxx maxy scene) |
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| 47 | blocks |
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| 48 | in |
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| 49 | do |
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| 50 | print ('A', xblocks) |
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| 51 | print ('B', yblocks) |
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| 52 | print ('C', blocks) |
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| 53 | rnf pixels `seq` return () |
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| 54 | |
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| 55 | |
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| 56 | main :: IO () |
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| 57 | main = do |
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| 58 | args <- getArgs |
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| 59 | let par = null args |
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| 60 | display par xscene |
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| 61 | display par xscene |
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| 62 | display par xscene |
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| 63 | display par xscene |
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| 64 | display par xscene |
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| 65 | |
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| 66 | display :: Bool -> Scene -> IO () |
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| 67 | display par scene = do |
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| 68 | gen_blocks_list par 512 512 128 scene |
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| 69 | |
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| 70 | data Rayint = RayHit !Flt !Vec !Vec !Texture | RayMiss deriving Show |
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| 71 | |
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| 72 | data Material = Material Color !Flt !Flt !Flt !Flt !Flt deriving Show |
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| 73 | type Texture = Rayint -> Material |
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| 74 | |
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| 75 | showTexture :: Texture -> String |
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| 76 | showTexture t = show $ t RayMiss |
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| 77 | |
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| 78 | instance Show Texture where |
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| 79 | show = showTexture |
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| 80 | |
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| 81 | t_white :: Rayint -> Material |
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| 82 | t_white _ = Material c_white 0 0 0 1 2 |
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| 83 | |
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| 84 | data Solid = Sphere !Vec !Flt !Flt !Flt |
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| 85 | | SNothing deriving Show |
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| 86 | |
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| 87 | sphere :: Vec -> Flt -> Solid |
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| 88 | sphere c r = |
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| 89 | Sphere c r (r*r) (1.0/r) |
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| 90 | |
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| 91 | rayint :: Solid -> Ray -> Flt -> Texture -> Rayint |
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| 92 | |
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| 93 | rayint (Sphere center r rsqr _) (Ray e dir0) dist t = |
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| 94 | let eo = vsub center e |
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| 95 | v = vdot eo dir0 |
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| 96 | in |
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| 97 | if (dist >= (v - r)) && (v > 0.0) |
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| 98 | then |
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| 99 | let vsqr = v*v |
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| 100 | csqr = vdot eo eo |
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| 101 | disc = rsqr - (csqr - vsqr) in |
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| 102 | if disc < 0.0 then |
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| 103 | RayMiss |
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| 104 | else |
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| 105 | let d = sqrt disc |
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| 106 | p = vscaleadd e dir0 (v - d) |
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| 107 | n = vnorm (vsub p center) in |
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| 108 | RayHit (v-d) p n t |
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| 109 | else |
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| 110 | RayMiss |
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| 111 | |
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| 112 | rayint SNothing _ _ _ = RayMiss |
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| 113 | |
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| 114 | data Camera = Camera !Vec !Vec !Vec !Vec deriving Show |
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| 115 | |
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| 116 | camera :: Vec -> Vec -> Vec -> Flt -> Camera |
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| 117 | camera pos at up angle = |
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| 118 | let fwd = vnorm $ vsub at pos |
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| 119 | right = vnorm $ vcross up fwd |
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| 120 | up_ = vnorm $ vcross fwd right |
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| 121 | cam_scale = tan ((pi/180)*(angle/2)) |
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| 122 | in |
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| 123 | Camera pos fwd |
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| 124 | (vscale up_ cam_scale) |
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| 125 | (vscale right cam_scale) |
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| 126 | |
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| 127 | data Scene = Scene !Solid !Camera !Texture !Color deriving Show |
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| 128 | |
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| 129 | cam :: Camera |
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| 130 | cam = camera (Vec 2.1 1.3 1.7) |
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| 131 | (Vec 0 0 0) |
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| 132 | (Vec 0 0 1) |
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| 133 | 45 |
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| 134 | |
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| 135 | bgc :: Color |
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| 136 | bgc = Color 0.078 0.361 0.753 |
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| 137 | |
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| 138 | xscene :: Scene |
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| 139 | xscene = let prim = sphere (Vec 0.272166 0.272166 0.544331) 0.166667 |
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| 140 | in Scene prim cam t_white bgc |
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| 141 | |
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| 142 | shade :: Rayint -> Color |
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| 143 | shade ri = |
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| 144 | case ri of |
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| 145 | RayHit _ _ _ _ -> c_black |
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| 146 | RayMiss -> c_white |
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| 147 | |
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| 148 | trace :: Scene -> Ray -> Flt -> Color |
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| 149 | trace scn ray depth = |
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| 150 | let (Scene xsld _ dtex _) = scn |
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| 151 | ri = rayint xsld ray depth dtex |
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| 152 | in shade ri |
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| 153 | |
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| 154 | type Flt = Float |
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| 155 | |
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| 156 | infinity :: Flt |
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| 157 | infinity = 1.0 / 0.0 |
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| 158 | |
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| 159 | data Vec = Vec {vec_x, vec_y, vec_z :: !Flt} deriving Show |
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| 160 | data Ray = Ray !Vec !Vec deriving Show |
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| 161 | |
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| 162 | vdot :: Vec -> Vec -> Flt |
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| 163 | vdot !v1 !v2 = |
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| 164 | ((vec_x v1) * (vec_x v2)) + ((vec_y v1) * (vec_y v2)) + ((vec_z v1) * (vec_z v2)) |
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| 165 | |
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| 166 | vcross :: Vec -> Vec -> Vec |
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| 167 | vcross !(Vec x1 y1 z1) !(Vec x2 y2 z2) = |
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| 168 | Vec |
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| 169 | ((y1 * z2) - (z1 * y2)) |
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| 170 | ((z1 * x2) - (x1 * z2)) |
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| 171 | ((x1 * y2) - (y1 * x2)) |
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| 172 | |
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| 173 | vadd3 :: Vec -> Vec -> Vec -> Vec |
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| 174 | vadd3 !(Vec x1 y1 z1) !(Vec x2 y2 z2) !(Vec x3 y3 z3) = |
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| 175 | Vec (x1 + x2 + x3) |
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| 176 | (y1 + y2 + y3) |
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| 177 | (z1 + z2 + z3) |
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| 178 | |
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| 179 | vsub :: Vec -> Vec -> Vec |
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| 180 | vsub !(Vec x1 y1 z1) !(Vec x2 y2 z2) = |
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| 181 | Vec (x1 - x2) |
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| 182 | (y1 - y2) |
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| 183 | (z1 - z2) |
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| 184 | |
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| 185 | vscale :: Vec -> Flt -> Vec |
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| 186 | vscale v1 fac = |
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| 187 | Vec ((vec_x v1) * fac) |
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| 188 | ((vec_y v1) * fac) |
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| 189 | ((vec_z v1) * fac) |
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| 190 | |
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| 191 | vscaleadd :: Vec -> Vec -> Flt -> Vec |
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| 192 | vscaleadd v1 v2 fac = |
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| 193 | Vec ((vec_x v1) + ((vec_x v2) * fac)) |
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| 194 | ((vec_y v1) + ((vec_y v2) * fac)) |
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| 195 | ((vec_z v1) + ((vec_z v2) * fac)) |
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| 196 | |
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| 197 | vnorm :: Vec -> Vec |
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| 198 | vnorm (Vec x1 y1 z1) = |
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| 199 | let len = 1.0 / (sqrt ((x1*x1)+(y1*y1)+(z1*z1))) in |
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| 200 | Vec (x1*len) (y1*len) (z1*len) |
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