Merge Picture and RenderType datatypes

This commit is contained in:
jgk
2021-07-25 02:12:55 +02:00
parent 84a9badea8
commit f5873db68d
8 changed files with 143 additions and 238 deletions
+49 -19
View File
@@ -54,8 +54,10 @@ import Geometry
import Geometry.Vector3D
import Geometry.Data
import Picture.Data
import Picture.Tree
--import Data.Bifunctor
import Data.List
import Data.Bifunctor
--import qualified Data.DList as DL
--import Graphics.Rendering.OpenGL (lineWidth, ($=))
--import Control.Lens
@@ -63,17 +65,22 @@ import Picture.Data
black :: RGBA
black = (0,0,0,1)
zl :: RenderType -> [(Int,RenderType)]
zl rt = [(0,rt)]
polygon :: [Point2] -> Picture
{-# INLINE polygon #-}
polygon = Polygon
polygon ps = zl $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
polygonZ :: [Point2] -> Float -> Picture
{-# INLINE polygonZ #-}
polygonZ = PolygonZ
polygonZ ps z = zl $ RenderPolyZ $ zip3 (map zeroZ $ polyToTris ps) (repeat black) (repeat z)
polygonCol :: [(Point2,RGBA)] -> Picture
{-# INLINE polygonCol #-}
polygonCol = PolygonCol
polygonCol vs = zl $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
where
(ps,cs) = unzip vs
poly3 :: [Point3] -> Picture
{-# INLINE poly3 #-}
@@ -81,14 +88,14 @@ poly3 = poly3Col . map (, black)
poly3Col :: [(Point3,RGBA)] -> Picture
{-# INLINE poly3Col #-}
poly3Col = Poly3D
poly3Col vs = zl $ RenderPoly $ polyToTris vs
-- note that much of work computing the width of the bezier curve is done here
bezierQuad :: Color -> Color -> Float -> Float -> Point2 -> Point2 -> Point2 -> Picture
bezierQuad cola colc ra rc a b c
| a == b && b == c = blank
| a == b || b == c = bezierQuad cola colc ra rc a (0.5 *.* (a +.+ c)) c
| otherwise = BezierQuad
| otherwise = bzhelp
[-- ( (0,0) , cola, (0,0), (0,0) )
(aIn, cola, (fa aIn,fc aIn) , (1,0) )
,(aIn, cola, (fa aIn,fc aIn) , (1,0) )
@@ -118,6 +125,12 @@ bezierQuad cola colc ra rc a b c
fa' = extrapolate aIn cIn bIn
fc' = extrapolate cIn aIn bIn
bzhelp vs = zl $ RenderBezQ $ zip3 (map zeroZ ps) cols rs
where
(ps,cols,offps,rads) = unzip4 vs
rs = zipWith (\(x,y) (z,w) -> (x,y,z,w)) offps rads
-- given a one and two zeros of a linear function over x and y,
-- determine the function
-- so if f(ox,oy) = 1 and f(ax,ay) = f(bx,by) = 0, determines f
@@ -135,7 +148,7 @@ extrapolate (ox,oy) (ax,ay) (bx,by) (x,y) =
color :: RGBA -> Picture -> Picture
{-# INLINE color #-}
color c = OverPic id (const c)
color c = map $ second $ overCol (const c)
translate3 :: Float -> Float -> Point3 -> Point3
{-# INLINE translate3 #-}
@@ -143,19 +156,19 @@ translate3 a b (x,y,z) = (x+a,y+b,z)
translate :: Float -> Float -> Picture -> Picture
{-# INLINE translate #-}
translate x y = OverPic (translate3 x y) id
translate x y = map $ second $ overPos (translate3 x y)
setDepth :: Float -> Picture -> Picture
{-# INLINE setDepth #-}
setDepth d = OverPic (\(x,y,_) -> (x,y,d)) id
setDepth d = map $ second $ overPos (\(x,y,_) -> (x,y,d))
addDepth :: Float -> Picture -> Picture
{-# INLINE addDepth #-}
addDepth d = OverPic (\(x,y,z) -> (x,y,z+d)) id
addDepth d = map $ second $ overPos (\(x,y,z) -> (x,y,z+d))
setLayer :: Int -> Picture -> Picture
{-# INLINE setLayer #-}
setLayer = OnLayer
setLayer = map . first . const
scale3 :: Float -> Float -> Point3 -> Point3
{-# INLINE scale3 #-}
@@ -163,15 +176,15 @@ scale3 a b (x,y,z) = (x*a,y*b,z)
scale :: Float -> Float -> Picture -> Picture
{-# INLINE scale #-}
scale x y = OverPic (scale3 x y) id
scale x y = map $ second $ overPos $ (scale3 x y)
rotate :: Float -> Picture -> Picture
{-# INLINE rotate #-}
rotate a = OverPic (rotate3 a) id
rotate a = map $ second $ overPos $ (rotate3 a)
pictures :: [Picture] -> Picture
{-# INLINE pictures #-}
pictures = Pictures
pictures = concat
makeArc :: Float -> (Float,Float) -> [Point2]
{-# INLINE makeArc #-}
@@ -182,11 +195,15 @@ makeArc rad (a,b) = map (`rotateV` (0,rad)) angles
circleSolid :: Float -> Picture
{-# INLINE circleSolid #-}
circleSolid = Circle white white
circleSolid = circleSolidCol white white
circleSolidCol :: Color -> Color -> Float -> Picture
{-# INLINE circleSolidCol #-}
circleSolidCol = Circle
circleSolidCol colC colE r = zl $ RenderEllipse
[( (-r, r,0), colC)
,( (-r,-r,0), colE)
,( ( r,-r,0), black)
]
circle :: Float -> Picture
{-# INLINE circle #-}
@@ -194,7 +211,7 @@ circle rad = thickArc 0 (2*pi) rad 1
text :: String -> Picture
{-# INLINE text #-}
text = Text
text s = zl $ RenderText $ stringToList s
line :: [Point2] -> Picture
{-# INLINE line #-}
@@ -256,13 +273,26 @@ thickArc :: Float -> Float -> Float -> Float -> Picture
thickArc startA endA rad wdth
| endA - startA > pi = pictures
[ thickArc (startA + pi) endA rad wdth
, ThickArc startA (startA + pi) r w
, thickArcHelp startA (startA + pi) r w
]
| otherwise = ThickArc startA endA r w
| otherwise = thickArcHelp startA endA r w
where
r = rad + 0.5 * wdth
w = 1 - wdth / r
thickArcHelp startA endA rad wdth = zl $ RenderArc
[( (0,0,0),black,(0,0,wdth))
,((xa,ya,0),black,(1,0,wdth))
,((xb,yb,0),black,(1,1,wdth))
,( (0,0,0),black,(0,0,wdth))
,((xb,yb,0),black,(1,1,wdth))
,((xc,yc,0),black,(0,1,wdth))
]
where
(xa,ya) = rotateV startA (rad,0)
(xb,yb) = rotateV (0.5 * (startA + endA)) (rad * sqrt 2,0)
(xc,yc) = rotateV endA (rad,0)
withAlpha :: Float -> RGBA -> RGBA
{-# INLINE withAlpha #-}
withAlpha a (x,y,z,a') = (x,y,z,a*a')