added camera object

master
Rostyslav Hnatyshyn 2 years ago
parent 77dc540290
commit b0cc878ccc
  1. 38
      app/Main.hs
  2. 14
      src/Camera.hs
  3. 6
      src/Hittable.hs
  4. 11
      src/Ray.hs

@ -1,12 +1,12 @@
module Main where
import Camera
import Control.Monad (mapM)
import Control.Monad.Random
import Data.Ix
import Data.Maybe
import Hittable
import IOUtils
import Linear.V2
import Linear.V3
import Linear.Vector
import Material
@ -17,8 +17,6 @@ type Coord = (Int, Int)
type ImageDimensions = (Int, Int)
type ViewPortDimensions = (Double, Double)
-- TODO
-- antialiasing
@ -26,24 +24,24 @@ type ViewPortDimensions = (Double, Double)
scatter :: (RandomGen g) => Ray -> Hit -> Rand g (Ray)
scatter (Ray o d) (Hit t p n (Lambertian c)) = do
r <- randV3
let target = p ^+^ colorWithNormal (unitVector n) ^+^ r
let target = p ^+^ colorWithNormal n ^+^ r
return $ Ray p (target ^-^ p)
scatter (Ray o d) (Hit t p n (Metal c)) = do
let reflected = reflect (unitVector d) (unitVector n)
let reflected = reflect (unitVector d) n
return $ Ray p reflected
scatter (Ray o d) (Hit t p n (Glass c)) = do
let refraction_ratio = if isFrontFace (Ray o d) n then 1.0 / 1.5 else 1.0
let ud = unitVector d
let ct = min (ud `dotP` (unitVector n)) 1.0
let ct = min (ud `dotP` n) 1.0
let st = sqrt (1.0 - ct * ct)
rVal <- rand
if refraction_ratio * st > 1.0 || reflectance ct refraction_ratio < rVal
then do
let reflected = reflect ud (unitVector n)
let reflected = reflect ud n
return $ Ray p reflected
else do
let refracted = refract ud (unitVector n) refraction_ratio
let refracted = refract ud n refraction_ratio
return $ Ray p refracted
getRayColor :: (Shape s, RandomGen g) => [s] -> Int -> Ray -> Rand g (V3 Double)
@ -84,10 +82,10 @@ 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 -> ViewPortDimensions -> [s] -> Int -> IO (V3 Double)
rayTrace (x, y) (w, h) (vw, vh) world samples = do
rayTrace :: (Shape s) => (Int, Int) -> ImageDimensions -> [s] -> Int -> Camera -> IO (V3 Double)
rayTrace (x, y) (w, h) world samples camera = do
let maxDepth = 50
l <- replicateM samples (evalRandIO (getRayColor world maxDepth $ (buildRay (xf * (vw / wf)) (yf * (vh / hf)))))
l <- replicateM samples (evalRandIO (getRayColor world maxDepth $ buildRay (xf / wf) (yf / hf) camera))
return $ foldl (^+^) (V3 0.0 0.0 0.0) l
where
xf = fromIntegral x
@ -99,14 +97,22 @@ main :: IO ()
main = do
let w = 400
let h = 400
let aspect = 1.0 --16.0 / 9.0
let viewHeight = 2.0
let viewWidth = aspect * viewHeight
let focalLength = 1.0
let camera = makeCamera (V3 0.0 0.0 0.0) viewWidth viewHeight focalLength
let samples = 25
let world =
[ Circle (V3 0.0 0.0 (-1.0)) 0.25 (Glass (V3 1.0 1.0 1.0)),
Circle (V3 0.5 0.0 (-1.0)) 0.25 (Lambertian (V3 0.7 0.1 0.1)),
Circle (V3 0.0 (-10.25) (-1.0)) 10 (Lambertian (V3 0.7 0.6 0.5))
[ 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 0.0 (-100.5) (-1.0)) 100 (Lambertian (V3 0.7 0.6 0.5))
]
let coords = [(x, y) | x <- reverse $ [-1 * (w `div` 2) .. (w `div` 2) - 1], y <- [-1 * (h `div` 2) .. (h `div` 2) - 1]]
colors <- mapM (\x -> rayTrace x (w, h) (1.0, 1.0) world samples) coords
let coords = [(x, y) | 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
putStrLn "P3"

@ -0,0 +1,14 @@
module Camera (Camera (..), makeCamera) where
import Linear.V3
import Linear.Vector
data Camera = Camera {origin :: V3 Double, lowerLeft :: V3 Double, horizontal :: V3 Double, vertical :: V3 Double}
makeCamera :: V3 Double -> Double -> Double -> Double -> Camera
makeCamera o viewWidth viewHeight focalLength = do
let horizontal = V3 viewWidth 0.0 0.0
let vertical = V3 0.0 viewHeight 0.0
let focalVec = V3 0.0 0.0 focalLength
let lowerLeft = o ^-^ (horizontal ^/ 2) ^-^ (vertical ^/ 2) ^-^ focalVec
Camera o lowerLeft horizontal vertical

@ -36,11 +36,11 @@ instance Shape Circle where
then Just (Hit rootP pp (getFaceNormal (Ray o d) ((pp - center) ^/ r)) m)
else Nothing
where
co = o - center
co = o ^-^ center
a = lengthSquared d -- a vector dotted with itself is = lengthSquared
b = co `dotP` d
c = lengthSquared co - r ^ 2
discriminant = b ^ 2 - a * c
c = lengthSquared co - r * r
discriminant = b * b - a * c
root = (b * (-1.0) - sqrt discriminant) / a
rootP = (b * (-1.0) + sqrt discriminant) / a
p = rayAt (Ray o d) root

@ -7,6 +7,7 @@ module Ray
)
where
import Camera
import Control.Monad.Random
import Linear.V3
import Linear.Vector
@ -22,11 +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 -> Rand g Ray
buildRayAA u v = do
buildRayAA :: (RandomGen g) => Double -> Double -> Camera -> Rand g Ray
buildRayAA u v camera = do
ur <- rand
vr <- rand
return (Ray (V3 0.0 0.0 0.0) (V3 (v + vr) (u + ur) (-1.0)))
return $ buildRay (u + ur) (v + vr) camera
buildRay :: Double -> Double -> Ray
buildRay u v = Ray (V3 0.0 0.0 0.0) (V3 v u (-1.0))
buildRay :: Double -> Double -> Camera -> Ray
buildRay u v (Camera o ll h vv) = Ray o (ll ^+^ (v *^ h) ^+^ (u *^ vv) ^-^ o)

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