Files
loop/src/Picture.hs
T
2021-07-25 02:21:55 +02:00

379 lines
11 KiB
Haskell

{-# LANGUAGE TupleSections #-}
module Picture
( module Picture.Data
, polygon
, polygonZ
, polygonCol
, poly3
, poly3Col
, bezierQuad
, arc
, arcSolid
, thickArc
, thickCircle
, thickLine
, circleSolid
, circleSolidCol
, circle
, line
, lineCol
, text
, pictures
, translate
, rotate
, scale
, color
, withAlpha
, greyN
, red
, green
, blue
, yellow
, cyan
, magenta
, rose
, violet
, azure
, aquamarine
, chartreuse
, orange
, white
, black
, dim
, light
, dark
, bright
, mixColors
, zeroZ
, setDepth
, addDepth
, setLayer
)
where
import Geometry
import Geometry.Vector3D
import Geometry.Data
import Picture.Data
import Data.List
import Data.Bifunctor
--import qualified Data.DList as DL
--import Graphics.Rendering.OpenGL (lineWidth, ($=))
--import Control.Lens
black :: RGBA
black = (0,0,0,1)
zl :: RenderType -> [(Int,RenderType)]
zl rt = [(0,rt)]
polygon :: [Point2] -> Picture
{-# INLINE polygon #-}
polygon ps = zl $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
polygonZ :: [Point2] -> Float -> Picture
{-# INLINE polygonZ #-}
polygonZ ps z = zl $ RenderPolyZ $ zip3 (map zeroZ $ polyToTris ps) (repeat black) (repeat z)
polygonCol :: [(Point2,RGBA)] -> Picture
{-# INLINE polygonCol #-}
polygonCol vs = zl $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
where
(ps,cs) = unzip vs
poly3 :: [Point3] -> Picture
{-# INLINE poly3 #-}
poly3 = poly3Col . map (, black)
poly3Col :: [(Point3,RGBA)] -> Picture
{-# INLINE poly3Col #-}
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 = bzhelp
[-- ( (0,0) , cola, (0,0), (0,0) )
(aIn, cola, (fa aIn,fc aIn) , (1,0) )
,(aIn, cola, (fa aIn,fc aIn) , (1,0) )
,(cIn, colc, (fa cIn,fc cIn) , (0,1) )
,( aX, cola, (1,0) , (fa' aX,fc' aX) )
,( cX, colc, (0,1) , (fa' cX,fc' cX) )
,( bX, colb, (0,0) , (fa' bX,fc' bX) )
,( bX, colb, (0,0) , (fa' bX,fc' bX) )
]
where
colb = mixColors 0.5 0.5 cola colc
b2a | isLHS a b c = a -.- b
| otherwise = b -.- a
aRadVec = 0.5 * ra *.* normalizeV (vNormal b2a)
aX = a -.- aRadVec
aIn = a +.+ aRadVec
b2c | isLHS a b c = b -.- c
| otherwise = c -.- b
cRadVec = 0.5 * rc *.* normalizeV (vNormal b2c)
cX = c -.- cRadVec
cIn = c +.+ cRadVec
bRadVec = 0.25 * (ra + rc) *.* normalizeV (a +.+ b -.- 2 *.* c)
bX = b +.+ bRadVec
bIn = b -.- bRadVec
fa = extrapolate aX cX bX
fc = extrapolate cX aX bX
fa' = extrapolate aIn cIn bIn
fc' = extrapolate cIn aIn bIn
bzhelp :: [(Point2, Point4, (Float, Float), (Float, Float))] -> [(Int, RenderType)]
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
extrapolate :: Point2 -> Point2 -> Point2 -> Point2 -> Float
extrapolate (ox,oy) (ax,ay) (bx,by) (x,y) =
( x * ( ay - by )
+ y * ( bx - ax )
+ (ax * by - bx * ay)
)
/
( ox * ( ay - by )
+ ax * ( by - oy )
+ bx * ( oy - ay )
)
color :: RGBA -> Picture -> Picture
{-# INLINE color #-}
color c = map $ second $ overCol (const c)
translate3 :: Float -> Float -> Point3 -> Point3
{-# INLINE translate3 #-}
translate3 a b (x,y,z) = (x+a,y+b,z)
translate :: Float -> Float -> Picture -> Picture
{-# INLINE translate #-}
translate x y = map $ second $ overPos (translate3 x y)
setDepth :: Float -> Picture -> Picture
{-# INLINE setDepth #-}
setDepth d = map $ second $ overPos (\(x,y,_) -> (x,y,d))
addDepth :: Float -> Picture -> Picture
{-# INLINE addDepth #-}
addDepth d = map $ second $ overPos (\(x,y,z) -> (x,y,z+d))
setLayer :: Int -> Picture -> Picture
{-# INLINE setLayer #-}
setLayer = map . first . const
scale3 :: Float -> Float -> Point3 -> Point3
{-# INLINE scale3 #-}
scale3 a b (x,y,z) = (x*a,y*b,z)
scale :: Float -> Float -> Picture -> Picture
{-# INLINE scale #-}
scale x y = map $ second $ overPos $ (scale3 x y)
rotate :: Float -> Picture -> Picture
{-# INLINE rotate #-}
rotate a = map $ second $ overPos $ (rotate3 a)
pictures :: [Picture] -> Picture
{-# INLINE pictures #-}
pictures = concat
makeArc :: Float -> (Float,Float) -> [Point2]
{-# INLINE makeArc #-}
makeArc rad (a,b) = map (`rotateV` (0,rad)) angles
where
angles = [a,a+step.. b]
step = pi * 0.2
circleSolid :: Float -> Picture
{-# INLINE circleSolid #-}
circleSolid = circleSolidCol white white
circleSolidCol :: Color -> Color -> Float -> Picture
{-# INLINE circleSolidCol #-}
circleSolidCol colC colE r = zl $ RenderEllipse
[( (-r, r,0), colC)
,( (-r,-r,0), colE)
,( ( r,-r,0), black)
]
circle :: Float -> Picture
{-# INLINE circle #-}
circle rad = thickArc 0 (2*pi) rad 1
text :: String -> Picture
{-# INLINE text #-}
text s = zl $ RenderText $ stringToList s
line :: [Point2] -> Picture
{-# INLINE line #-}
--line = Line
line = flip thickLine 1
lineCol :: [(Point2,RGBA)] -> Picture
{-# INLINE lineCol #-}
--lineCol = LineCol
lineCol = flip thickLineCol 1
thickLine :: [Point2] -> Float -> Picture
{-# INLINE thickLine #-}
thickLine ps t = pictures $ f ps
where
f (x:y:ys)
| x == y = f (x:ys)
| otherwise = polygon [x +.+ n x y, x -.- n x y, y -.- n x y, y +.+ n x y] : f (y:ys)
f _ = []
n a b = (t*0.5) *.* errorNormalizeV 42 (vNormal (a -.- b))
thickLineCol :: [(Point2,RGBA)] -> Float -> Picture
{-# INLINE thickLineCol #-}
thickLineCol ps t = pictures $ f ps
where
f ((x,c):(y,c'):ys)
| x == y = f ((x,c):ys)
| otherwise = polygonCol
[(x +.+ n x y,c)
,(x -.- n x y,c)
,(y -.- n x y,c')
,(y +.+ n x y,c')
] : f ((y,c'):ys)
f _ = []
n a b = (t*0.5) *.* errorNormalizeV 42 (vNormal (a -.- b))
thickCircle :: Float -> Float -> Picture
{-# INLINE thickCircle #-}
thickCircle = thickArc 0 (2*pi)
arcSolid
:: Float -- ^ Start angle
-> Float -- ^ End angle
-> Float -- ^ Radius
-> Picture
{-# INLINE arcSolid #-}
arcSolid startA endA rad = polygon $ (0,0) : makeArc rad (startA,endA)
arc
:: Float -- ^ Start angle
-> Float -- ^ End angle
-> Float -- ^ Radius
-> Picture
arc startA endA rad = thickArc startA endA rad 1
{-# INLINE arc #-}
thickArc :: Float -> Float -> Float -> Float -> Picture
{-# INLINE thickArc #-}
thickArc startA endA rad wdth
| endA - startA > pi = pictures
[ thickArc (startA + pi) endA rad wdth
, thickArcHelp startA (startA + pi) r w
]
| otherwise = thickArcHelp startA endA r w
where
r = rad + 0.5 * wdth
w = 1 - wdth / r
thickArcHelp :: Float -> Float -> Float -> Float -> [(Int, RenderType)]
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')
red,green,blue,yellow,cyan,magenta,rose,violet,azure,aquamarine,chartreuse,orange,white::Color
red = (1,0,0,1)
green = (0,1,0,1)
blue = (0,0,1,1)
yellow = (1,1,0,1)
cyan = (0,1,1,1)
magenta = (1,0,1,1)
rose = (1,0,0.5,1)
violet = (0.5,0,1,1)
azure = (0,0.5,1,1)
aquamarine= (0,1,0.5,1)
chartreuse= (0.5,1,0,1)
orange = (1,0.5,0,1)
white = (1,1,1,1)
mixColors :: Float -> Float -> Color -> Color -> Color
mixColors rata ratb (r0,g0,b0,a0) (r2,g2,b2,a2) =
let fullrat = rata + ratb
normrata = rata / fullrat
normratb = ratb / fullrat
f x y = sqrt $ normrata * x^(2::Int) + normratb * y^(2::Int)
in (f r0 r2 , f g0 g2 , f b0 b2 , normrata * a0 + normratb * a2)
light :: Color -> Color
light (r,g,b,a) = (r+0.2,g+0.2,b+0.2,a)
dark :: Color -> Color
dark (r,g,b,a) = (r-0.2,g-0.2,b-0.2,a)
dim :: Color -> Color
dim (r,g,b,a) = (r/1.2,g/1.2,b/1.2,a)
bright :: Color -> Color
bright (r,g,b,a) = (r*1.2,g*1.2,b*1.2,a)
greyN :: Float -> Color
greyN x = (x,x,x,1)
overPos :: (Point3 -> Point3) -> RenderType -> RenderType
--{-# INLINE overPos #-}
overPos f (RenderPoly vs) = RenderPoly $ map (first f) vs
overPos f (RenderText vs) = RenderText $ map (\(a,b,c) -> (f a,b,c)) vs
overPos f (RenderBezQ vs) = RenderBezQ $ map (\(a,b,c) -> (f a,b,c)) vs
overPos f (RenderEllipse vs) = RenderEllipse $ map (first f) vs
overPos f (RenderArc vs) = RenderArc $ map (\(a,b,c) -> (f a,b,c)) vs
overPos f (RenderPolyZ vs) = RenderPolyZ $ map (\(a,b,c) -> (f a,b,c)) vs
overPos _ _ = undefined
overCol :: (Point4 -> Point4) -> RenderType -> RenderType
--{-# INLINE overCol #-}
overCol f (RenderPoly vs) = RenderPoly $ map (second f) vs
overCol f (RenderEllipse vs) = RenderEllipse $ map (second f) vs
overCol f (RenderText vs) = RenderText $ map (\(a,b,c) -> (a,f b,c)) vs
overCol f (RenderBezQ vs) = RenderBezQ $ map (\(a,b,c) -> (a,f b,c)) vs
overCol f (RenderArc vs) = RenderArc $ map (\(a,b,c) -> (a,f b,c)) vs
overCol f (RenderPolyZ vs) = RenderPolyZ $ map (\(a,b,c) -> (a,f b,c)) vs
overCol _ _ = undefined
-- no premature optimisation, consider changing to use texture arrays
stringToList :: String -> [(Point3,Point4,Point2)]
{-# INLINE stringToList #-}
--stringToList s = concat $ zipWith charToTuple [0,0.9*dimText ..] s
stringToList s = concatMap (uncurry charToTuple) $ zip [0,0.9*dimText ..] s
where
dimText = 100
charToTuple :: Float -> Char -> [(Point3,Point4,Point2)]
{-# INLINE charToTuple #-}
charToTuple x c =
[((x-50,-100,0), white,(offset,1))
,((x-50,100,0), white,(offset,0))
,((x+50,100,0), white,(offset+1,0))
,((x-50,-100,0), white,(offset,1))
,((x+50,-100,0), white,(offset+1,1))
,((x+50,100,0), white,(offset+1,0))
]
where
offset = fromIntegral (fromEnum c) - 32