Files
loop/src/Picture.hs
T

428 lines
12 KiB
Haskell

{-# LANGUAGE TupleSections
, BangPatterns
#-}
module Picture
( module Picture.Data
, blank
, polygon
, polygonZ
, polygonCol
, poly3
, poly3Col
, bezierQuad
, arc
, arcSolid
, thickArc
, thickCircle
, thickLine
, thickLineCol
, circleSolid
, circleSolidCol
, circle
, line
, lineCol
, text
, pictures
, concatMapPic
, appendPic
, tranRot
, translate
, rotate
, scale
, color
, withAlpha
, greyN
, red
, green
, blue
, yellow
, cyan
, magenta
, rose
, violet
, azure
, aquamarine
, chartreuse
, orange
, white
, black
, dim
, light
, dark
, bright
, brightX
, 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
--import Data.Foldable
--import qualified Data.Vector.Fusion.Stream.Monadic as VS
blank :: Picture
{-# INLINE blank #-}
blank = []
polygon :: [Point2] -> Picture
{-# INLINE polygon #-}
polygon ps = map f $ polyToTris ps
where
f (V2 x y) = Verx (V3 x y 0) black [] 0 polyNum
polygonZ :: [Point2] -> Float -> Picture
{-# INLINE polygonZ #-}
polygonZ ps z = map (f . zeroZ) $ polyToTris ps
where
f pos = Verx pos black [z] 0 polyzNum
polygonCol :: [(Point2,RGBA)] -> Picture
{-# INLINE polygonCol #-}
polygonCol vs = polyToTris $ map f vs
where
f (V2 x y,col) = Verx (V3 x y 0) col [] 0 polyNum
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 [] 0 polyNum
-- 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
[(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 [a,b,c,d] 0 bezNum
-- 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 = map . overPos . translate3 x
tranRot :: V2 Float -> Float -> Picture -> Picture
{-# INLINE tranRot #-}
tranRot (V2 x y) r = map $ overPos (translate3 x y . rotate3 r)
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 = map . overPos . scale3 x
rotate :: Float -> Picture -> Picture
{-# INLINE rotate #-}
rotate = map . overPos . rotate3
concatMapPic :: Foldable t => (a -> Picture) -> t a -> Picture
{-# INLINE concatMapPic #-}
concatMapPic = concatMap
appendPic :: Picture -> Picture -> Picture
{-# INLINE appendPic #-}
appendPic = (++)
pictures :: Foldable t => t Picture -> Picture
{-# INLINABLE 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 [] 0 ellNum
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,V2 a b) = Verx pos col [a,b] 0 textNum
line :: [Point2] -> Picture
{-# INLINE line #-}
line = flip thickLine 1
lineCol :: [(Point2,RGBA)] -> Picture
{-# INLINE 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/ 2) = pictures
[ thickArc (startA + pi/2) endA rad wdth
, thickArcHelp startA (startA + pi/2) r w
]
| otherwise = thickArcHelp startA endA r w
where
r = rad + 0.5 * wdth
w = 1 - wdth / r
thickArcHelp :: Float -> Float -> Float -> Float -> Picture
{-# INLINE thickArcHelp #-}
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 xb yb) = rotateV (0.5 * (startA + endA)) (V2 (rad * 2) 0)
(V2 xc yc) = rotateV endA (V2 rad 0)
f (pos,col,V3 a b c) = Verx pos col [a,b,c] 0 arcNum
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,black::Color
red = V4 1 0 0 1
green = V4 0 1 0 1
blue = V4 0 0 1 1
yellow = V4 1 1 0 1
cyan = V4 0 1 1 1
magenta = V4 1 0 1 1
rose = V4 1 0 0.5 1
violet = V4 0.5 0 1 1
azure = V4 0 0.5 1 1
aquamarine= V4 0 1 0.5 1
chartreuse= V4 0.5 1 0 1
orange = V4 1 0.5 0 1
white = V4 1 1 1 1
black = V4 0 0 0 1
{-# INLINE red #-}
{-# INLINE green #-}
{-# INLINE blue #-}
{-# INLINE yellow #-}
{-# INLINE cyan #-}
{-# INLINE magenta #-}
{-# INLINE rose #-}
{-# INLINE violet #-}
{-# INLINE azure #-}
{-# INLINE aquamarine #-}
{-# INLINE chartreuse #-}
{-# INLINE orange #-}
{-# INLINE white #-}
{-# INLINE black #-}
mixColors :: Float -> Float -> Color -> Color -> Color
{-# INLINE mixColors #-}
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
{-# INLINE light #-}
light (V4 r g b a) = V4 (r+0.2) (g+0.2) (b+0.2) a
dark :: Color -> Color
{-# INLINE dark #-}
dark (V4 r g b a) = V4 (r-0.2) (g-0.2) (b-0.2) a
dim :: Color -> Color
{-# INLINE dim #-}
dim (V4 r g b a) = V4 (r/1.2) (g/1.2) (b/1.2) a
brightX :: Float -> Float -> Color -> Color
{-# INLINE brightX #-}
brightX cm am (V4 r g b a) = V4 (r*cm) (g*cm) (b*cm) (a*am)
bright :: Color -> Color
{-# INLINE bright #-}
bright (V4 r g b a) = V4 (r*1.2) (g*1.2) (b*1.2) a
greyN :: Float -> Color
{-# INLINE greyN #-}
greyN x = toV4 (x,x,x,1)
-- Currently the lens version is much slower
overPos :: (Point3 -> Point3) -> Verx -> Verx
{-# INLINE overPos #-}
--overPos = over vxPos
overPos f vx = vx {_vxPos = f (_vxPos vx)}
overCol :: (Point4 -> Point4) -> Verx -> Verx
{-# INLINE overCol #-}
overCol f vx = vx {_vxCol = f (_vxCol vx)}
-- 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