First render
This commit is contained in:
+28
-21
@@ -22,41 +22,41 @@ type ImageDimensions = (Int, Int)
|
||||
type ViewPortDimensions = (Double, Double)
|
||||
|
||||
-- TODO
|
||||
-- add multiple samples per pixel
|
||||
-- DONE add multiple samples per pixel
|
||||
-- fix coordinate system
|
||||
-- DONE fix random number generator
|
||||
|
||||
backgroundColor = V3 0.0 0.0 0.0
|
||||
|
||||
-- getRayColor :: (Shape s, RandomGen g) => [s] -> Int -> Ray Double -> Rand g (V3 Double)
|
||||
-- need to accumulate somewhere
|
||||
getRayColor :: (Shape s, RandomGen g) => [s] -> Int -> Ray Double -> Rand g (V3 Double)
|
||||
getRayColor ws d r = do
|
||||
let h = getBestHit (mapMaybe (testHit r) ws)
|
||||
v <- getRayColor' r h ws d
|
||||
return $ v
|
||||
return v
|
||||
|
||||
getRayColor' :: (Shape s, RandomGen g) => Ray Double -> Maybe Hit -> [s] -> Int -> Rand g (V3 Double)
|
||||
getRayColor' (Ray o d) Nothing _ _ = do return $ colorGradient (unitVector d)
|
||||
getRayColor' _ _ _ 0 = do return $ backgroundColor
|
||||
getRayColor' (Ray o d) _ _ 0 = do return $ colorGradient (unitVector d)
|
||||
getRayColor' (Ray o d) (Just (Hit t p n)) ws depth =
|
||||
do
|
||||
r <- randV3
|
||||
let target = p ^+^ n ^+^ r
|
||||
nextVal <- (getRayColor ws (depth - 1) (Ray p (target ^-^ p)))
|
||||
return $ colorWithNormal (calculateRayNormal (Ray o d) t) ^+^ (0.5 *^ nextVal)
|
||||
let target = p ^+^ colorWithNormal (unitVector n) ^+^ r
|
||||
nextVal <- getRayColor ws (depth - 1) (Ray p (target ^-^ p))
|
||||
return (0.5 *^ nextVal)
|
||||
|
||||
colorGradient :: V3 Double -> V3 Double
|
||||
colorGradient (V3 x y z) = do
|
||||
let t = 0.5 * (y + 1.0)
|
||||
(1.0 - t) *^ V3 1.0 1.0 1.0 + t *^ V3 0.5 0.7 1.0
|
||||
|
||||
getBestHit :: [Hit] -> Maybe Hit
|
||||
-- testHit needs to take into account other hits, not here
|
||||
getBestHit [] = Nothing
|
||||
getBestHit (h : hs) = Just (getBestHit' hs h)
|
||||
|
||||
getBestHit' :: [Hit] -> Hit -> Hit
|
||||
getBestHit' (h : hs) bestHit =
|
||||
if root h > root bestHit
|
||||
-- always pick closest hit to camera
|
||||
if root h < root bestHit
|
||||
then getBestHit' hs h
|
||||
else getBestHit' hs bestHit
|
||||
getBestHit' [] hit = hit
|
||||
@@ -64,21 +64,29 @@ getBestHit' [] hit = hit
|
||||
colorWithNormal :: V3 Double -> V3 Double
|
||||
colorWithNormal v = 0.5 *^ (v ^+^ V3 1.0 1.0 1.0)
|
||||
|
||||
rayTrace :: (Shape s, RandomGen g) => (Int, Int) -> ImageDimensions -> ViewPortDimensions -> [s] -> Rand g (V3 Double)
|
||||
rayTrace :: (Shape s) => (Int, Int) -> ImageDimensions -> ViewPortDimensions -> [s] -> IO (V3 Double)
|
||||
rayTrace (x, y) (w, h) (vw, vh) world = do
|
||||
getRayColor world 50 (buildRay (xf * (vw / wf)) (yf * (vh / hf)))
|
||||
evalRandIO (getRayColor world 50 $ buildRay (xf * (vw / wf)) (yf * (vh / hf)))
|
||||
where
|
||||
xf = fromIntegral x
|
||||
yf = fromIntegral y
|
||||
wf = fromIntegral (w - 1)
|
||||
hf = fromIntegral (h - 1)
|
||||
|
||||
clamp :: Double -> Double -> Double -> Double
|
||||
clamp x mi ma
|
||||
| x < mi = mi
|
||||
| x > ma = ma
|
||||
| otherwise = x
|
||||
|
||||
colorToString :: Color -> IO ()
|
||||
colorToString (x, y, z) = tupToString (xr, yr, zr)
|
||||
where
|
||||
xr = round (x * 255.0)
|
||||
yr = round (y * 255.0)
|
||||
zr = round (z * 255.0)
|
||||
-- scale 1
|
||||
scale = 1.0
|
||||
xr = truncate ((clamp (sqrt (x * scale)) 0.0 0.999) * 256.0)
|
||||
yr = truncate ((clamp (sqrt (y * scale)) 0.0 0.999) * 256.0)
|
||||
zr = truncate ((clamp (sqrt (z * scale)) 0.0 0.999) * 256.0)
|
||||
|
||||
tupToString :: (Show a) => (a, a, a) -> IO ()
|
||||
tupToString (x, y, z) = putStrLn (show x ++ " " ++ show y ++ " " ++ show z)
|
||||
@@ -91,14 +99,13 @@ main = do
|
||||
let w = 400
|
||||
let h = 400
|
||||
-- weirdly, the bottom circle appears on top and bottom
|
||||
let world = [Circle (V3 0.0 0.0 1.0) 0.25, Circle (V3 0.0 (-10.05) 1.0) 10]
|
||||
let coords = range ((-1 * (w `div` 2), -1 * (h `div` 2)), ((w `div` 2) - 1, (h `div` 2) - 1)) -- "canvas"
|
||||
--let aspect = 16.0 / 9.0
|
||||
g <- getStdGen
|
||||
let colors = map (\x -> foldl (^+^) (V3 0.0 0.0 0.0) $ replicate 50 $ evalRand (rayTrace x (w - 1, h - 1) (1.0, 1.0) world) g) coords
|
||||
-- Circle (V3 0.0 (-10.05) 1.0) 5]
|
||||
let world = [Circle (V3 0.0 0.0 (-1.0)) 0.25, Circle (V3 0.0 (-10.25) (-1.0)) 10]
|
||||
let coords = reverse $ range ((-1 * (w `div` 2), -1 * (h `div` 2)), ((w `div` 2) - 1, (h `div` 2) - 1)) -- "canvas"
|
||||
colors <- mapM (\x -> rayTrace x (w, h) (1.0, 1.0) world) coords
|
||||
let convertedColors = map v3ToColor colors
|
||||
--mapM_ print colors
|
||||
putStrLn "P3"
|
||||
putStrLn (show w ++ " " ++ show h)
|
||||
putStrLn "255"
|
||||
mapM_ colorToString convertedColors
|
||||
mapM_ print convertedColors
|
||||
|
||||
+17
-2
@@ -5,6 +5,7 @@ import Linear.Vector
|
||||
import Maths
|
||||
import Ray
|
||||
|
||||
-- section 6.4 will be the key here
|
||||
class Shape s where
|
||||
testHit :: Ray Double -> s -> Maybe Hit
|
||||
|
||||
@@ -12,18 +13,32 @@ data Circle = Circle (V3 Double) Double
|
||||
|
||||
data Hit = Hit {root :: Double, p :: V3 Double, n :: V3 Double}
|
||||
|
||||
getFaceNormal :: Ray Double -> V3 Double -> V3 Double
|
||||
getFaceNormal (Ray o d) n
|
||||
| (d `dotP` n) < 0.0 = n
|
||||
| otherwise = (-1.0) *^ n
|
||||
|
||||
-- t_min 0 t_max infinity... need closest so far
|
||||
instance Shape Circle where
|
||||
testHit (Ray o d) (Circle center r) =
|
||||
if discriminant < 0.0
|
||||
then Nothing
|
||||
else Just (Hit root p (p - center ^/ r))
|
||||
else
|
||||
if root > 0.001
|
||||
then Just (Hit root p (getFaceNormal (Ray o d) ((p - center) ^/ r)))
|
||||
else
|
||||
if rootP > 0.001
|
||||
then Just (Hit rootP pp (getFaceNormal (Ray o d) ((pp - center) ^/ r)))
|
||||
else Nothing
|
||||
where
|
||||
co = o - center
|
||||
a = lengthSquared d -- a vector dotted with itself is = lengthSquared
|
||||
b = d `dotP` co
|
||||
b = co `dotP` d
|
||||
c = lengthSquared co - r ^ 2
|
||||
discriminant = b ^ 2 - a * c
|
||||
root = (b * (-1.0) - sqrt discriminant) / a
|
||||
rootP = (b * (-1.0) + sqrt discriminant) / a
|
||||
p = rayAt (Ray o d) root
|
||||
pp = rayAt (Ray o d) rootP
|
||||
|
||||
-- would make sense to build a Functor for shapes
|
||||
|
||||
+3
-1
@@ -22,7 +22,9 @@ randV3 = do
|
||||
x <- rand
|
||||
y <- rand
|
||||
z <- rand
|
||||
return $ V3 x y z
|
||||
if vectorLength (V3 x y z) >= 1.0
|
||||
then randV3
|
||||
else return $ unitVector (V3 x y z)
|
||||
|
||||
-- _ -> randV3
|
||||
|
||||
|
||||
+2
-1
@@ -6,6 +6,7 @@ module Ray
|
||||
)
|
||||
where
|
||||
|
||||
import Control.Monad.Random
|
||||
import Linear.V3
|
||||
import Linear.Vector
|
||||
import Maths
|
||||
@@ -21,4 +22,4 @@ calculateRayNormal :: (Floating f) => Ray f -> f -> V3 f
|
||||
calculateRayNormal r t = unitVector (rayAt r t ^-^ V3 0.0 0.0 1.0)
|
||||
|
||||
buildRay :: (Floating f) => f -> f -> Ray f
|
||||
buildRay u v = Ray (V3 0.0 0.0 0.0) (V3 v u 1.0)
|
||||
buildRay u v = Ray (V3 0.0 0.0 0.0) (V3 v u (-1.0))
|
||||
|
||||
Reference in New Issue
Block a user