added antialiasing, fixed x-y issue

master
Rostyslav Hnatyshyn 2 years ago
parent b0cc878ccc
commit 07cde95341
  1. 27
      app/Main.hs
  2. 8
      src/Ray.hs

@ -17,9 +17,6 @@ type Coord = (Int, Int)
type ImageDimensions = (Int, Int)
-- TODO
-- antialiasing
-- scatter rays based on the material of the object that was hit
scatter :: (RandomGen g) => Ray -> Hit -> Rand g (Ray)
scatter (Ray o d) (Hit t p n (Lambertian c)) = do
@ -44,6 +41,16 @@ scatter (Ray o d) (Hit t p n (Glass c)) = do
let refracted = refract ud n refraction_ratio
return $ Ray p refracted
grc :: (RandomGen g, Shape s) => (Int, Int) -> ImageDimensions -> [s] -> Int -> Camera -> Rand g (V3 Double)
grc (x, y) (w, h) ws d camera = do
ray <- buildRayAA xf yf wf hf camera
getRayColor ws d ray
where
xf = fromIntegral x
yf = fromIntegral y
wf = fromIntegral (w - 1)
hf = fromIntegral (h - 1)
getRayColor :: (Shape s, RandomGen g) => [s] -> Int -> Ray -> Rand g (V3 Double)
getRayColor ws d r = do
let h = getBestHit (mapMaybe (testHit r) ws)
@ -83,15 +90,10 @@ colorWithNormal v = 0.5 *^ (v ^+^ V3 1.0 1.0 1.0)
-- heart of loop, for each x y coordinate pixel, convert it into world space and then run the ray tracing algorithm
-- run [samples] times in order to increase fidelity
rayTrace :: (Shape s) => (Int, Int) -> ImageDimensions -> [s] -> Int -> Camera -> IO (V3 Double)
rayTrace (x, y) (w, h) world samples camera = do
rayTrace coord dim world samples camera = do
let maxDepth = 50
l <- replicateM samples (evalRandIO (getRayColor world maxDepth $ buildRay (xf / wf) (yf / hf) camera))
l <- replicateM samples (evalRandIO (grc coord dim world maxDepth camera))
return $ foldl (^+^) (V3 0.0 0.0 0.0) l
where
xf = fromIntegral x
yf = fromIntegral y
wf = fromIntegral (w - 1)
hf = fromIntegral (h - 1)
main :: IO ()
main = do
@ -108,10 +110,11 @@ main = do
let samples = 25
let world =
[ Circle (V3 0.0 0.0 (-1.0)) 0.5 (Glass (V3 1.0 1.0 1.0)),
Circle (V3 1.0 0.0 (-1.0)) 0.5 (Lambertian (V3 0.7 0.1 0.1)),
Circle (V3 1.0 0.0 (-1.0)) 0.5 (Lambertian (V3 1.0 0.753 0.796)),
Circle (V3 0.0 (-100.5) (-1.0)) 100 (Lambertian (V3 0.7 0.6 0.5))
]
let coords = [(x, y) | x <- reverse [0 .. w - 1], y <- [0 .. h - 1]]
-- y x because most raytracing algorithms go top to bottom, left to right
let coords = [(y, x) | x <- reverse [0 .. w - 1], y <- [0 .. h - 1]]
colors <- mapM (\x -> rayTrace x (w, h) world samples camera) coords
let convertedColors = map v3ToColor colors
-- print ppm header

@ -23,11 +23,11 @@ rayAt (Ray origin dir) t = origin + (t *^ dir)
calculateRayNormal :: Ray -> Double -> V3 Double
calculateRayNormal r t = unitVector (rayAt r t ^-^ V3 0.0 0.0 1.0)
buildRayAA :: (RandomGen g) => Double -> Double -> Camera -> Rand g Ray
buildRayAA u v camera = do
buildRayAA :: (RandomGen g) => Double -> Double -> Double -> Double -> Camera -> Rand g Ray
buildRayAA u v w h camera = do
ur <- rand
vr <- rand
return $ buildRay (u + ur) (v + vr) camera
return $ buildRay ((u + ur) / w) ((v + vr) / h) camera
buildRay :: Double -> Double -> Camera -> Ray
buildRay u v (Camera o ll h vv) = Ray o (ll ^+^ (v *^ h) ^+^ (u *^ vv) ^-^ o)
buildRay u v (Camera o ll h vv) = Ray o (ll ^+^ (u *^ h) ^+^ (v *^ vv) ^-^ o)

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