Files
loop/src/Picture.hs
T
2021-07-30 11:53:51 +02:00

380 lines
10 KiB
Haskell

{-# LANGUAGE TupleSections #-}
module Picture
( module Picture.Data
, polygon
, polygonZ
, polygonCol
, poly3
, poly3Col
, bezierQuad
, arc
, arcSolid
, thickArc
, thickCircle
, thickLine
, thickLineCol
, 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 = (V4 0 0 0 1)
polygon :: [Point2] -> Picture
{-# INLINE polygon #-}
polygon ps = map (f . zeroZ) $ polyToTris ps
where
f pos = Verx pos black PolyV 0
polygonZ :: [Point2] -> Float -> Picture
{-# INLINE polygonZ #-}
polygonZ ps z = map (f . zeroZ) $ polyToTris ps
where
f pos = Verx pos black (PolyzV z) 0
polygonCol :: [(Point2,RGBA)] -> Picture
{-# INLINE polygonCol #-}
polygonCol vs = map f $ polyToTris vs
where
f ((V2 x y),col) = Verx (V3 x y 0) col PolyV 0
poly3 :: [Point3] -> Picture
{-# INLINE poly3 #-}
poly3 = poly3Col . map (, black)
poly3Col :: [(Point3,RGBA)] -> Picture
{-# INLINE poly3Col #-}
poly3Col vs = map f $ polyToTris vs
where
f (pos,col) = Verx pos col PolyV 0
-- 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, (V2 (fa aIn) (fc aIn)) , (V2 1 0) )
,(aIn, cola, (V2 (fa aIn) (fc aIn)) , (V2 1 0) )
,(cIn, colc, (V2 (fa cIn) (fc cIn)) , (V2 0 1) )
,( aX, cola, (V2 1 0) , (V2 (fa' aX) (fc' aX)) )
,( cX, colc, (V2 0 1) , (V2 (fa' cX) (fc' cX)) )
,( bX, colb, (V2 0 0) , (V2 (fa' bX) (fc' bX)) )
,( bX, colb, (V2 0 0) , (V2 (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, Point2, Point2)] -> Picture
bzhelp = map f
where
f ((V2 x y),col,(V2 a b),(V2 c d)) = Verx (V3 x y 0) col (BezV (V4 a b c d)) 0
-- 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 (V2 ox oy) (V2 ax ay) (V2 bx by) (V2 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 $ overCol (const c)
translate3 :: Float -> Float -> Point3 -> Point3
{-# INLINE translate3 #-}
translate3 a b (V3 x y z) = V3 (x+a) (y+b) z
translate :: Float -> Float -> Picture -> Picture
--{-# INLINE translate #-}
--translate x y = map $ second $ overPos (translate3 x y)
translate x y = map $ overPos (translate3 x y)
setDepth :: Float -> Picture -> Picture
--{-# INLINE setDepth #-}
--setDepth d = map $ second $ overPos (\(x,y,_) -> (x,y,d))
setDepth d = map $ overPos (\(V3 x y _) -> V3 x y d)
addDepth :: Float -> Picture -> Picture
--{-# INLINE addDepth #-}
--addDepth d = map $ second $ overPos (\(x,y,z) -> (x,y,z+d))
addDepth d = map $ overPos (\(V3 x y z) -> V3 x y (z+d))
setLayer :: Int -> Picture -> Picture
{-# INLINE setLayer #-}
setLayer i = map f
where
f v = v {_vxLayer = i}
scale3 :: Float -> Float -> Point3 -> Point3
{-# INLINE scale3 #-}
scale3 a b (V3 x y z) = (V3 (x*a) (y*b) (z))
scale :: Float -> Float -> Picture -> Picture
--{-# INLINE scale #-}
--scale x y = map . second . overPos $ scale3 x y
scale x y = map $ overPos $ scale3 x y
rotate :: Float -> Picture -> Picture
--{-# INLINE rotate #-}
rotate a = map $ overPos $ rotate3 a
pictures :: [Picture] -> Picture
{-# INLINE pictures #-}
pictures = concat
makeArc :: Float -> Point2 -> [Point2]
{-# INLINE makeArc #-}
makeArc rad (V2 a b) = map (`rotateV` (V2 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 = map f
[( (V3 (-r) ( r) (0)), colC)
,( (V3 (-r) (-r) (0)), colE)
,( (V3 ( r) (-r) (0)), black)
]
where
f (pos,col) = Verx pos col EllV 0
circle :: Float -> Picture
{-# INLINE circle #-}
circle rad = thickArc 0 (2*pi) rad 1
text :: String -> Picture
{-# INLINE text #-}
text s = map f $ stringToList s
where
f (pos,col,val) = Verx pos col (TextV val) 0
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) *.* safeNormalizeV (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 $ (V2 0 0) : makeArc rad (V2 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 -> [Verx]
thickArcHelp startA endA rad wdth = map f
[( (V3 0 0 0),black,(V3 0 0 wdth))
,((V3 xa ya 0),black,(V3 1 0 wdth))
,((V3 xb yb 0),black,(V3 1 1 wdth))
,( (V3 0 0 0),black,(V3 0 0 wdth))
,((V3 xb yb 0),black,(V3 1 1 wdth))
,((V3 xc yc 0),black,(V3 0 1 wdth))
]
where
(V2 xa ya) = rotateV startA (V2 rad 0)
(V2 xb yb) = rotateV (0.5 * (startA + endA)) (V2 (rad * sqrt 2) (0))
(V2 xc yc) = rotateV endA (V2 rad 0)
f (pos,col,val) = Verx pos col (ArcV val) 0
withAlpha :: Float -> RGBA -> RGBA
{-# INLINE withAlpha #-}
withAlpha a (V4 x y z a') = (V4 x y z (a*a'))
red,green,blue,yellow,cyan,magenta,rose,violet,azure,aquamarine,chartreuse,orange,white::Color
red = toV4 (1,0,0,1)
green = toV4 (0,1,0,1)
blue = toV4 (0,0,1,1)
yellow = toV4 (1,1,0,1)
cyan = toV4 (0,1,1,1)
magenta = toV4 (1,0,1,1)
rose = toV4 (1,0,0.5,1)
violet = toV4 (0.5,0,1,1)
azure = toV4 (0,0.5,1,1)
aquamarine= toV4 (0,1,0.5,1)
chartreuse= toV4 (0.5,1,0,1)
orange = toV4 (1,0.5,0,1)
white = toV4 (1,1,1,1)
mixColors :: Float -> Float -> Color -> Color -> Color
mixColors rata ratb (V4 r0 g0 b0 a0) (V4 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 (V4 (f r0 r2 ) ( f g0 g2 ) ( f b0 b2 ) ( normrata * a0 + normratb * a2))
light :: Color -> Color
light (V4 r g b a) = (V4 (r+0.2) (g+0.2) (b+0.2) (a))
dark :: Color -> Color
dark (V4 r g b a) = (V4 (r-0.2) (g-0.2) (b-0.2) (a))
dim :: Color -> Color
dim (V4 r g b a) = (V4 (r/1.2) (g/1.2) (b/1.2) (a))
bright :: Color -> Color
bright (V4 r g b a) = (V4 (r*1.2) (g*1.2) (b*1.2) (a))
greyN :: Float -> Color
greyN x = toV4 (x,x,x,1)
overPos :: (Point3 -> Point3) -> Verx -> Verx
{-# INLINE overPos #-}
overPos = over vxPos
overCol :: (Point4 -> Point4) -> Verx -> Verx
overCol = over vxCol
-- 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 =
[((V3 (x-50) (-100) (0)), white,(V2 offset 1))
,((V3 (x-50) (100) (0)), white,(V2 offset 0))
,((V3 (x+50) (100) (0)), white,(V2 (offset+1) 0))
,((V3 (x-50) (-100) (0)), white,(V2 offset 1))
,((V3 (x+50) (-100) (0)), white,(V2 (offset+1) 1))
,((V3 (x+50) (100) (0)), white,(V2 (offset+1) 0))
]
where
offset = fromIntegral (fromEnum c) - 32