Successfully optmized, but unclean

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Yann Esposito (Yogsototh) 2012-05-31 10:02:54 +02:00
parent ab1ec9ec92
commit bcefcae12e
4 changed files with 578 additions and 0 deletions

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module ExtComplex where
import Graphics.Rendering.OpenGL
data ExtComplex = C (GLfloat,GLfloat,GLfloat)
deriving (Show,Eq)
instance Num ExtComplex where
-- The shape of the 3D mandelbrot
-- will depend on this formula
C (x,y,z) * C (x',y',z') = C (x*x' - y*y' - z*z',
x*y' + y*x' + z*z',
x*z' + z*x' )
-- The rest is straightforward
fromInteger n = C (fromIntegral n, 0, 0)
C (x,y,z) + C (x',y',z') = C (x+x', y+y', z+z')
abs (C (x,y,z)) = C (sqrt (x*x + y*y + z*z), 0, 0)
signum (C (x,y,z)) = C (signum x, 0, 0)
extcomplex :: GLfloat -> GLfloat -> GLfloat -> ExtComplex
extcomplex x y z = C (x,y,z)
real :: ExtComplex -> GLfloat
real (C (x,y,z)) = x
im :: ExtComplex -> GLfloat
im (C (x,y,z)) = y
strange :: ExtComplex -> GLfloat
strange (C (x,y,z)) = z
magnitude :: ExtComplex -> GLfloat
magnitude = real.abs

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06_Mandelbulb/Mandel.hs Normal file
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-- The Mandelbrot function
module Mandel (mandel) where
import ExtComplex
mandel r i s nbIterations =
f (extcomplex r i s) 0 nbIterations
where
f :: ExtComplex -> ExtComplex -> Int -> Int
f c z 0 = 0
f c z n = if (magnitude z > 2 )
then n
else f c ((z*z)+c) (n-1)

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## Optimization
> import YGL -- Most the OpenGL Boilerplate
> import Mandel -- The 3D Mandelbrot maths
> import Data.Maybe (isNothing)
> -- Centralize all user input interaction
> inputActionMap :: InputMap World
> inputActionMap = inputMapFromList [
> (Press 'k' , rotate xdir 5)
> ,(Press 'i' , rotate xdir (-5))
> ,(Press 'j' , rotate ydir 5)
> ,(Press 'l' , rotate ydir (-5))
> ,(Press 'o' , rotate zdir 5)
> ,(Press 'u' , rotate zdir (-5))
> ,(Press 'f' , translate xdir 0.1)
> ,(Press 's' , translate xdir (-0.1))
> ,(Press 'e' , translate ydir 0.1)
> ,(Press 'd' , translate ydir (-0.1))
> ,(Press 'z' , translate zdir 0.1)
> ,(Press 'r' , translate zdir (-0.1))
> ,(Press '+' , zoom 1.1)
> ,(Press '-' , zoom (1/1.1))
> ,(Press 'h' , resize 1.2)
> ,(Press 'g' , resize (1/1.2))
> ]
> -- I prefer to set my own name for these types
> data World = World {
> angle :: Point3D
> , scale :: Scalar
> , position :: Point3D
> , shape :: Scalar -> Function3D
> , box :: Box3D
> , told :: Time -- last frame time
> , toCompute :: Bool
> , cache :: [YObject]
> }
> instance DisplayableWorld World where
> winTitle _ = "The YGL Mandelbulb"
> camera w = Camera {
> camPos = position w,
> camDir = angle w,
> camZoom = scale w }
> objects w = cache w
<div style="display:hidden">
> xdir :: Point3D
> xdir = makePoint3D (1,0,0)
> ydir :: Point3D
> ydir = makePoint3D (0,1,0)
> zdir :: Point3D
> zdir = makePoint3D (0,0,1)
>
> rotate :: Point3D -> Scalar -> World -> World
> rotate dir angleValue world =
> world {
> angle = (angle world) + (angleValue -*< dir) }
>
> translate :: Point3D -> Scalar -> World -> World
> translate dir len world =
> world {
> position = (position world) + (len -*< dir) }
>
> zoom :: Scalar -> World -> World
> zoom z world = world {
> scale = z * scale world }
>
> resize :: Scalar -> World -> World
> resize r world =
> tmpWorld { cache = objectFunctionFromWorld tmpWorld }
> where
> tmpWorld = world { box = (box world) {
> resolution = sqrt ((resolution (box world))**2 * r) }}
>
> main :: IO ()
> main = yMainLoop inputActionMap idleAction initialWorld
> -- We initialize the world state
> -- then angle, position and zoom of the camera
> -- And the shape function
> initialWorld :: World
> initialWorld = World {
> angle = makePoint3D (-30,-30,0)
> , position = makePoint3D (0,0,0)
> , scale = 0.8
> , shape = shapeFunc
> , box = Box3D { minPoint = makePoint3D (-2,-2,-2)
> , maxPoint = makePoint3D (2,2,2)
> , resolution = 0.16 }
> , told = 0
> , cache = objectFunctionFromWorld initialWorld
> , toCompute = True
> }
>
> objectFunctionFromWorld w = [Atoms $
> getObject3DFromShapeFunction (shapeFunc (resolution (box w))) (box w)]
>
> getObject3DFromShapeFunction :: Function3D -> Box3D -> [Atom]
> getObject3DFromShapeFunction shape box = do
> x <- [xmin,xmin+res..xmax]
> y <- [ymin,ymin+res..ymax]
> let
> neighbors = [(x,y),(x+res,y),(x+res,y+res),(x,y+res)]
> -- zs are 3D points with found depth and color
> -- zs :: [ (Point,Point,Point,Maybe (Point,Color) ]
> zs = map (\(u,v) -> (u,v,shape u v)) neighbors
> -- ps are 3D opengl points + color value
> ps = zs
> -- If the point diverged too fast, don't display it
> if any (\(_,_,z) -> isNothing z) zs
> then []
> -- Draw two triangles
> -- 3 - 2
> -- | / |
> -- 0 - 1
> -- The order is important
> else
> [ makeAtom (ps!!0) (ps!!2) (ps!!1)
> , makeAtom (ps!!0) (ps!!3) (ps!!2) ]
> where
> makeAtom (p0x,p0y,Just (p0z,c0)) (p1x,p1y,Just (p1z,_)) (p2x,p2y,Just (p2z,_)) =
> ColoredTriangle (makePoint3D (p0x,p0y,p0z)
> ,makePoint3D (p1x,p1y,p1z)
> ,makePoint3D (p2x,p2y,p2z)
> ,c0)
> makeAtom _ _ _ = error "Somethings wrong here"
> -- some naming to make it
> -- easier to read
> xmin = xpoint $ minPoint box
> xmax = xpoint $ maxPoint box
> ymin = ypoint $ minPoint box
> ymax = ypoint $ maxPoint box
> res = resolution box
>
> idleAction :: Time -> World -> World
> idleAction tnew world =
> world {
> angle = (angle world) + (delta -*< zdir)
> , told = tnew
> }
> where
> anglePerSec = 5.0
> delta = anglePerSec * elapsed / 1000.0
> elapsed = fromIntegral (tnew - (told world))
>
> shapeFunc :: Scalar -> Function3D
> shapeFunc res x y =
> let
> z = findMaxOrdFor (ymandel x y) 0 1 20
> in
> if and [ findMaxOrdFor (ymandel (x+xeps) (y+yeps)) 0 1 20 < 0.000001 |
> val <- [res], xeps <- [-val,val], yeps<-[-val,val]]
> then Nothing
> else Just (z,colorFromValue ((ymandel x y z) * 64))
>
> colorFromValue :: Point -> Color
> colorFromValue n =
> let
> t :: Point -> Scalar
> t i = 0.7 + 0.3*cos( i / 10 )
> in
> makeColor (t n) (t (n+5)) (t (n+10))
>
> findMaxOrdFor :: (Fractional a,Num a,Num b,Eq b) =>
> (a -> b) -> a -> a -> Int -> a
> findMaxOrdFor _ minval maxval 0 = (minval+maxval)/2
> findMaxOrdFor func minval maxval n =
> if func medpoint /= 0
> then findMaxOrdFor func minval medpoint (n-1)
> else findMaxOrdFor func medpoint maxval (n-1)
> where medpoint = (minval+maxval)/2
>
> ymandel :: Point -> Point -> Point -> Point
> ymandel x y z = fromIntegral (mandel x y z 64) / 64
</div>
- [`YGL.hs`](code/06_Mandelbulb/YGL.hs), the 3D rendering framework
- [`Mandel`](code/06_Mandelbulb/Mandel.hs), the mandel function
- [`ExtComplex`](code/06_Mandelbulb/ExtComplex.hs), the extended complexes

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-- The languages include needed because I wanted to use
-- (Point,Point,Point) instead of
-- data Point3D = Point3D (Point,Point,Point) deriving ...
{-
The module YGL will contains most boilerplate
And display details.
To make things even nicer, we should separate
this file in many different parts.
Typically separate the display function.
-}
module YGL (
-- Datas
Point
, Time
, Scalar
, Color
, Point3D
, makePoint3D -- helper (x,y,z) -> Point3D
, (-*<) -- scalar product on Point3D
, Function3D
, xpoint, ypoint, zpoint
, Atom (..)
-- Your world state must be an instance
-- of the DisplayableWorld type class
, DisplayableWorld (..)
-- Datas related to DisplayableWorld
, Camera (..)
, YObject (..)
, Box3D (..)
, makeBox
, hexColor
, makeColor
-- Datas related to user Input
, InputMap
, UserInput (Press,Ctrl,Alt,CtrlAlt)
, inputMapFromList
-- The main loop function to call
, yMainLoop) where
import Numeric (readHex)
import Graphics.Rendering.OpenGL hiding (Color)
import Graphics.UI.GLUT hiding (Color)
import Data.IORef
import qualified Data.Map as Map
import Control.Monad (when)
import Data.Maybe (isNothing)
{-- Things start to be complex here.
- Just take the time to follow me.
--}
-- | A 1D point
type Point = GLfloat
-- | A Scalar value
type Scalar = GLfloat
-- | The time type (currently its Int
type Time = Int
-- | A 3D Point mainly '(x,y,z)'
data Point3D = P (Point,Point,Point) deriving (Eq,Show,Read)
type Color = Color3 Scalar
xpoint :: Point3D -> Point
xpoint (P (x,_,_)) = x
ypoint :: Point3D -> Point
ypoint (P (_,y,_)) = y
zpoint :: Point3D -> Point
zpoint (P (_,_,z)) = z
makePoint3D :: (Point,Point,Point) -> Point3D
makePoint3D p = P p
instance Num Point3D where
(+) (P (ax,ay,az)) (P (bx,by,bz)) = P (ax+bx,ay+by,az+bz)
(-) (P (ax,ay,az)) (P (bx,by,bz)) = P (ax-bx,ay-by,az-bz)
(*) (P (ax,ay,az)) (P (bx,by,bz)) = P ( ay*bz - az*by
, az*bx - ax*bz
, ax*by - ay*bx )
abs (P (x,y,z)) = P (abs x,abs y, abs z)
signum (P (x,y,z)) = P (signum x, signum y, signum z)
fromInteger i = P (fromInteger i, 0, 0)
infixr 5 -*<
(-*<) :: Scalar -> Point3D -> Point3D
(-*<) s p = P (s*xpoint p, s*ypoint p, s*zpoint p)
toGLVector3 :: Point3D -> Vector3 GLfloat
toGLVector3 (P(x,y,z)) = Vector3 x y z
toGLVertex3 :: Point3D -> Vertex3 GLfloat
toGLVertex3 (P(x,y,z)) = Vertex3 x y z
toGLNormal3 :: Point3D -> Normal3 GLfloat
toGLNormal3 (P(x,y,z)) = Normal3 x y z
-- | The Box3D type represent a 3D bounding box
-- | Note if minPoint = (x,y,z) and maxPoint = (x',y',z')
-- | Then to have a non empty box you must have
-- | x<x' & y<y' & z<z'
data Box3D = Box3D {
minPoint :: Point3D
, maxPoint :: Point3D
, resolution :: Scalar }
makeBox :: (Point,Point,Point) -> (Point,Point,Point) -> Scalar -> Box3D
makeBox mini maxi res = Box3D {
minPoint = makePoint3D mini
, maxPoint = makePoint3D maxi
, resolution = res }
type Triangle3D = (Point3D,Point3D,Point3D,Color)
-- For a general purpose library we should add many other different atoms
-- corresponding to Quads for example.
data Atom = ColoredTriangle Triangle3D
type Function3D = Point -> Point -> Maybe (Point,Color)
data YObject = XYFunc Function3D Box3D
| Atoms [Atom]
atoms :: YObject -> [Atom]
atoms (XYFunc f b) = getObject3DFromShapeFunction f b
atoms (Atoms atomList) = atomList
-- | We decalre the input map type we need here
-- | It is our API
type InputMap worldType = Map.Map UserInput (worldType -> worldType)
data UserInput = Press Char | Ctrl Char | Alt Char | CtrlAlt Char
deriving (Eq,Ord,Show,Read)
-- | A displayable world
class DisplayableWorld world where
camera :: world -> Camera
camera _ = defaultCamera
lights :: world -> [Light]
lights _ = []
objects :: world -> [YObject]
objects _ = []
winTitle :: world -> String
winTitle _ = "YGL"
-- | the Camera type to know how to
-- | Transform the scene to see the right view.
data Camera = Camera {
camPos :: Point3D
, camDir :: Point3D
, camZoom :: Scalar }
defaultCamera :: Camera
defaultCamera = Camera {
camPos = makePoint3D (0,0,0)
, camDir = makePoint3D (0,0,0)
, camZoom = 1 }
-- Given a shape function and a delimited Box3D
-- return a list of Triangles to be displayed
getObject3DFromShapeFunction :: Function3D -> Box3D -> [Atom]
getObject3DFromShapeFunction shape box = do
x <- [xmin,xmin+res..xmax]
y <- [ymin,ymin+res..ymax]
let
neighbors = [(x,y),(x+res,y),(x+res,y+res),(x,y+res)]
-- zs are 3D points with found depth and color
-- zs :: [ (Point,Point,Point,Maybe (Point,Color) ]
zs = map (\(u,v) -> (u,v,shape u v)) neighbors
-- ps are 3D opengl points + color value
ps = zs
-- If the point diverged too fast, don't display it
if any (\(_,_,z) -> isNothing z) zs
then []
-- Draw two triangles
-- 3 - 2
-- | / |
-- 0 - 1
-- The order is important
else
[ makeAtom (ps!!0) (ps!!2) (ps!!1)
, makeAtom (ps!!0) (ps!!3) (ps!!2) ]
where
makeAtom (p0x,p0y,Just (p0z,c0)) (p1x,p1y,Just (p1z,_)) (p2x,p2y,Just (p2z,_)) =
ColoredTriangle (makePoint3D (p0x,p0y,p0z)
,makePoint3D (p1x,p1y,p1z)
,makePoint3D (p2x,p2y,p2z)
,c0)
makeAtom _ _ _ = error "Somethings wrong here"
-- some naming to make it
-- easier to read
xmin = xpoint $ minPoint box
xmax = xpoint $ maxPoint box
ymin = ypoint $ minPoint box
ymax = ypoint $ maxPoint box
res = resolution box
inputMapFromList :: (DisplayableWorld world) =>
[(UserInput,world -> world)] -> InputMap world
inputMapFromList = Map.fromList
{--
- We set our mainLoop function
- As you can see the code is _not_ pure
- and not even functionnal friendly!
- But when called,
- it will look like a standard function.
--}
yMainLoop :: (DisplayableWorld worldType) =>
InputMap worldType -- the mapping user input / world
-> (Time -> worldType -> worldType)
-> worldType -- the world state
-> IO () -- into IO () for obvious reason
yMainLoop inputActionMap
worldTranformer
world = do
-- The boilerplate
_ <- getArgsAndInitialize
initialDisplayMode $=
[WithDepthBuffer,DoubleBuffered,RGBMode]
_ <- createWindow $ winTitle world
depthFunc $= Just Less
windowSize $= Size 500 500
-- The state variables for the world (I know it feels BAD)
worldRef <- newIORef world
-- Action to call when waiting
idleCallback $= Just (idle worldTranformer worldRef)
-- the keyboard will update the world
keyboardMouseCallback $=
Just (keyboardMouse inputActionMap worldRef)
-- We generate one frame using the callback
displayCallback $= display worldRef
-- Lights
lighting $= Enabled
ambient (Light 0) $= Color4 0 0 0 1
diffuse (Light 0) $= Color4 1 1 1 1
specular (Light 0) $= Color4 1 1 1 1
position (Light 0) $= Vertex4 1 1 0 1
light (Light 0) $= Enabled
colorMaterial $= Just (Front,AmbientAndDiffuse)
materialDiffuse Front $= Color4 0.5 0.5 0.5 1
materialAmbient Front $= Color4 0.5 0.5 0.5 1
materialSpecular Front $= Color4 0.2 0.2 0.2 1
materialEmission Front $= Color4 0.3 0.3 0.3 1
materialShininess Front $= 50.0
-- We enter the main loop
mainLoop
-- When no user input entered do nothing
idle :: (Time -> worldType -> worldType) -> IORef worldType -> IO ()
idle worldTranformer world = do
w <- get world
t <- get elapsedTime
world $= worldTranformer t w
postRedisplay Nothing
-- Get User Input
-- both cleaner, terser and more expendable than the preceeding code
keyboardMouse :: InputMap a -> IORef a
-> Key -> KeyState -> Modifiers -> Position -> IO()
keyboardMouse input world key state _ _ =
when (state == Down) $
let
charFromKey (Char c) = c
-- To replace
charFromKey _ = '#'
transformator = Map.lookup (Press (charFromKey key)) input
in
mayTransform transformator
where
mayTransform Nothing = return ()
mayTransform (Just transform) = do
w <- get world
world $= transform w
-- The function that will display datas
display :: (HasGetter g, DisplayableWorld world) =>
g world -> IO ()
display worldRef = do
-- BEWARE UGLINESS!!!!
-- SHOULD NEVER MODIFY worldRef HERE!!!!
--
-- I SAID NEVER.
w <- get worldRef
-- NO REALLY, NEVER!!!!
-- If someone write a line starting by
-- w $= ... Shoot him immediately in the head
-- and refere to competent authorities
let cam = camera w
-- set the background color (dark solarized theme)
clearColor $= Color4 0 0.1686 0.2117 1
clear [ColorBuffer,DepthBuffer]
-- Transformation to change the view
loadIdentity -- reset any transformation
-- tranlate
translate $ toGLVector3 (camPos cam)
-- zoom
scale (camZoom cam) (camZoom cam) (camZoom cam)
-- rotate
rotate (xpoint (camDir cam)) $ Vector3 1.0 0.0 (0.0::GLfloat)
rotate (ypoint (camDir cam)) $ Vector3 0.0 1.0 (0.0::GLfloat)
rotate (zpoint (camDir cam)) $ Vector3 0.0 0.0 (1.0::GLfloat)
-- Now that all transformation were made
-- We create the object(s)
_ <- preservingMatrix $ mapM drawObject (objects w)
swapBuffers -- refresh screen
-- Hexa style colors
scalarFromHex :: String -> Scalar
scalarFromHex = (/256) . fst . head . readHex
hexColor :: [Char] -> Color
hexColor ('#':rd:ru:gd:gu:bd:bu:[]) = Color3 (scalarFromHex (rd:ru:[]))
(scalarFromHex (gd:gu:[]))
(scalarFromHex (bd:bu:[]))
hexColor ('#':r:g:b:[]) = hexColor ('#':r:r:g:g:b:b:[])
hexColor _ = error "Bad color!!!!"
makeColor :: Scalar -> Scalar -> Scalar -> Color
makeColor x y z = Color3 x y z
---
-- drawObject :: (YObject obj) => obj -> IO()
drawObject :: YObject -> IO()
drawObject shape = do
-- We will print only Triangles
renderPrimitive Triangles $ do
-- solarized base3 color
-- color $ hexColor "#fdf603"
mapM_ drawAtom (atoms shape)
-- simply draw an Atom
drawAtom :: Atom -> IO ()
drawAtom atom@(ColoredTriangle (p0,p1,p2,c)) = do
color c
normal $ toGLNormal3 (getNormal atom)
vertex $ toGLVertex3 p0
vertex $ toGLVertex3 p1
vertex $ toGLVertex3 p2
-- get the normal vector of an Atom
getNormal :: Atom -> Point3D
getNormal (ColoredTriangle (p0,p1,p2,_)) = (p1 - p0) * (p2 - p0)