85 lines
2.8 KiB
Text
85 lines
2.8 KiB
Text
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## Cleaning the code
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The first thing to do is to separate the GLUT/OpenGL
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part from the computation of the shape.
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Here is the cleaned version of the preceeding section.
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Most boilerplate was put in external files.
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- [`YBoiler.hs`](code/04_Mandelbulb/YBoiler.hs), the 3D rendering
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- [`Mandel`](code/04_Mandelbulb/Mandel.hs), the mandel function
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- [`ExtComplex`](code/04_Mandelbulb/ExtComplex.hs), the extended complexes
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> import YBoiler -- Most the OpenGL Boilerplate
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> import Mandel -- The 3D Mandelbrot maths
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The `yMainLoop` takes two arguments:
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the title of the window
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and a function from time to triangles
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> main :: IO ()
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> main = yMainLoop "3D Mandelbrot" (\_ -> allPoints)
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We set some global constant (this is generally bad).
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> nbDetails = 200 :: GLfloat
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> width = nbDetails
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> height = nbDetails
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> deep = nbDetails
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We then generate colored points from our function.
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This is similar to the preceding section.
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> allPoints :: [ColoredPoint]
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> allPoints = planPoints ++ map inverseDepth planPoints
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> where
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> planPoints = depthPoints ++ map inverseHeight depthPoints
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> inverseHeight (x,y,z,c) = (x,-y,z,c)
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> inverseDepth (x,y,z,c) = (x,y,-z+1/deep,c)
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> depthPoints :: [ColoredPoint]
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> depthPoints = do
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> x <- [-width..width]
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> y <- [0..height]
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> let
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> neighbors = [(x,y),(x+1,y),(x+1,y+1),(x,y+1)]
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> depthOf (u,v) = findMaxOrdFor (ymandel u v) 0 deep 7
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> -- zs are 3D points with found depth
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> zs = map (\(u,v) -> (u,v,depthOf (u,v))) neighbors
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> -- ts are 3D pixels + mandel value
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> ts = map (\(u,v,w) -> (u,v,w,ymandel u v (w+1))) zs
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> -- ps are 3D opengl points + color value
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> ps = map (\(u,v,w,c') ->
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> (u/width,v/height,w/deep,colorFromValue c')) ts
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> -- If the point diverged too fast, don't display it
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> if (and $ map (\(_,_,_,c) -> c>=57) ts)
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> then []
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> -- Draw two triangles
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> else [ps!!0,ps!!1,ps!!2,ps!!0,ps!!2,ps!!3]
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>
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> findMaxOrdFor func minval maxval 0 = (minval+maxval)/2
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> findMaxOrdFor func minval maxval n =
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> if (func medpoint) /= 0
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> then findMaxOrdFor func minval medpoint (n-1)
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> else findMaxOrdFor func medpoint maxval (n-1)
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> where medpoint = (minval+maxval)/2
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>
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> colorFromValue n =
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> let
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> t :: Int -> GLfloat
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> t i = 0.7 + 0.3*cos( fromIntegral i / 10 )
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> in
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> ((t n),(t (n+5)),(t (n+10)))
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>
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> ymandel x y z = mandel (2*x/width) (2*y/height) (2*z/deep) 64
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This code is cleaner but many things doesn't feel right.
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First, all the user interaction code is outside our main file.
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I feel it is okay to hide the detail for the rendering.
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But I would have preferred to control the user actions.
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On the other hand, we continue to handle a lot rendering details.
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For example, we provide ordered vertices.
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I feel, this should be externalized.
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I would have preferred to make things a bit more general.
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