added adjustable camera
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+11
-15
@@ -26,14 +26,14 @@ scatter (Ray o d) (Hit t p n (Lambertian c)) = do
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scatter (Ray o d) (Hit t p n (Metal c)) = do
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let reflected = reflect (unitVector d) n
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return $ Ray p reflected
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scatter (Ray o d) (Hit t p n (Glass c)) = do
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let refraction_ratio = if isFrontFace (Ray o d) n then 1.0 / 1.5 else 1.0
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scatter (Ray o d) (Hit t p n Glass) = do
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let refraction_ratio = if isFrontFace (Ray o d) n then 1.0 / 1.5 else 1.5
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let ud = unitVector d
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let ct = min (ud `dotP` n) 1.0
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let ct = min (negated ud `dotP` n) 1.0
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let st = sqrt (1.0 - ct * ct)
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rVal <- rand
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rVal <- randRange 0 1
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if refraction_ratio * st > 1.0 || reflectance ct refraction_ratio < rVal
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if refraction_ratio * st > 1.0 || reflectance ct refraction_ratio > rVal
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then do
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let reflected = reflect ud n
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return $ Ray p reflected
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@@ -70,7 +70,7 @@ getRayColor' (Ray o d) (Just (Hit t p n m)) ws depth = do
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colorGradient :: V3 Double -> V3 Double
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colorGradient (V3 x y z) = do
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let t = 0.5 * (y + 1.0)
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(1.0 - t) *^ V3 1.0 1.0 1.0 + t *^ V3 0.5 0.7 1.0
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((1.0 - t) *^ V3 1.0 1.0 1.0) ^+^ (t *^ V3 0.5 0.7 1.0)
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-- from a list of possible hits, get the closest possible hit found
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getBestHit :: [Hit] -> Maybe Hit
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@@ -93,23 +93,19 @@ rayTrace :: (Shape s) => (Int, Int) -> ImageDimensions -> [s] -> Int -> Camera -
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rayTrace coord dim world samples camera = do
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let maxDepth = 50
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l <- replicateM samples (evalRandIO (grc coord dim world maxDepth camera))
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return $ foldl (^+^) (V3 0.0 0.0 0.0) l
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return $ sumV l
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main :: IO ()
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main = do
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let w = 400
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let h = 400
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let aspect = 1.0 --16.0 / 9.0
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let viewHeight = 2.0
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let viewWidth = aspect * viewHeight
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let focalLength = 1.0
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let aspect = 1.0 -- 16.0 / 9.0
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let camera = makeCamera (V3 0.0 0.0 1.0) (V3 0.0 0.0 (-1.0)) (V3 0.0 1.0 0.0) 90 aspect
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let camera = makeCamera (V3 0.0 0.0 0.0) viewWidth viewHeight focalLength
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let samples = 25
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let samples = 500
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let world =
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[ Circle (V3 0.0 0.0 (-1.0)) 0.5 (Glass (V3 1.0 1.0 1.0)),
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[ Circle (V3 0.0 0.0 (-1.0)) 0.5 Glass,
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Circle (V3 1.0 0.0 (-1.0)) 0.5 (Lambertian (V3 1.0 0.753 0.796)),
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Circle (V3 0.0 (-100.5) (-1.0)) 100 (Lambertian (V3 0.7 0.6 0.5))
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]
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+17
-6
@@ -2,13 +2,24 @@ module Camera (Camera (..), makeCamera) where
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import Linear.V3
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import Linear.Vector
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import Maths
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data Camera = Camera {origin :: V3 Double, lowerLeft :: V3 Double, horizontal :: V3 Double, vertical :: V3 Double}
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makeCamera :: V3 Double -> Double -> Double -> Double -> Camera
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makeCamera o viewWidth viewHeight focalLength = do
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let horizontal = V3 viewWidth 0.0 0.0
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let vertical = V3 0.0 viewHeight 0.0
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let focalVec = V3 0.0 0.0 focalLength
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let lowerLeft = o ^-^ (horizontal ^/ 2) ^-^ (vertical ^/ 2) ^-^ focalVec
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--lookat :: V3 Double, vup :: V3 Double}
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makeCamera :: V3 Double -> V3 Double -> V3 Double -> Double -> Double -> Camera
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makeCamera o lookat vup vfov aspect = do
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let t = degToRadians vfov
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let h = tan (t / 2)
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let vh = 2.0 * h
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let vw = aspect * vh
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let w = unitVector (o ^-^ lookat)
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let u = unitVector (cross vup w)
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let v = cross w u
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let horizontal = vw *^ u
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let vertical = vh *^ v
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let lowerLeft = o ^-^ (horizontal ^/ 2) ^-^ (vertical ^/ 2) ^-^ w
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Camera o lowerLeft horizontal vertical
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+7
-6
@@ -15,13 +15,13 @@ data Hit = Hit {root :: Double, p :: V3 Double, n :: V3 Double, m :: Material}
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getFaceNormal :: Ray -> V3 Double -> V3 Double
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getFaceNormal (Ray o d) n
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| (d `dotP` n) < 0.0 = n
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| otherwise = (-1.0) *^ n
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| (d `dotP` n) > 0.0 = negated n
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| otherwise = n
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isFrontFace :: Ray -> V3 Double -> Bool
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isFrontFace (Ray o d) n
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| (d `dotP` n) < 0.0 = True
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| otherwise = False
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| (d `dotP` n) > 0.0 = False
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| otherwise = True
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-- t_min 0 t_max infinity... need closest so far
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instance Shape Circle where
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@@ -41,8 +41,9 @@ instance Shape Circle where
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b = co `dotP` d
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c = lengthSquared co - r * r
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discriminant = b * b - a * c
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root = (b * (-1.0) - sqrt discriminant) / a
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rootP = (b * (-1.0) + sqrt discriminant) / a
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sqrtd = sqrt discriminant
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root = ((b * (-1.0)) - sqrtd) / a
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rootP = ((b * (-1.0)) + sqrtd) / a
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p = rayAt (Ray o d) root
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pp = rayAt (Ray o d) rootP
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+2
-2
@@ -3,8 +3,8 @@ module Material (Material (..), attenuation) where
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import Linear.V3
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import Linear.Vector
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data Material = Lambertian (V3 Double) | Metal (V3 Double) | Glass (V3 Double)
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data Material = Lambertian (V3 Double) | Metal (V3 Double) | Glass
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attenuation (Lambertian c) = c
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attenuation (Metal c) = c
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attenuation (Glass c) = V3 1.0 1.0 1.0
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attenuation Glass = V3 1.0 1.0 1.0
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+4
-3
@@ -9,6 +9,7 @@ module Maths
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refract,
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reflectance,
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clamp,
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degToRadians,
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)
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where
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@@ -54,11 +55,11 @@ refract :: V3 Double -> V3 Double -> Double -> V3 Double
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refract uv n etai_over_etat = perp ^+^ parallel
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where
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ct = min (uv `dotP` n) 1.0
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perp = etai_over_etat *^ ((-1.0 *^ uv) ^+^ (ct *^ n))
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parallel = -1.0 * sqrt (abs (1.0 - lengthSquared perp)) *^ n
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perp = etai_over_etat *^ (negated uv ^+^ (ct *^ n))
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parallel = (-1.0) * sqrt (abs (1.0 - lengthSquared perp)) *^ n
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reflectance :: Double -> Double -> Double
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reflectance c r = r00 + (1 - r00) * (1 - c) ^ 5
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reflectance c r = r00 + (1 - r00) * ((1 - c) ^ 5)
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where
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r0 = (1 - r) / (1 + r)
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r00 = r0 * r0
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