Files
petzval/lib/Petzval/Trace.hs

177 lines
7.1 KiB
Haskell

-- | Utilities for full-precision raytracing
-- {-# OPTIONS_HADDOCK ignore-exports #-}
{-# LANGUAGE FlexibleContexts, BangPatterns, DeriveAnyClass, DeriveGeneric #-}
module Petzval.Trace
( Ray(..)
, _dir, _pos
, createRay
, HitRecord(..)
, TraceError(..)
, raytrace
, raytrace1
-- * Ray patterns
, hexapolarPattern
, spiralPattern
) where
import Linear
import Petzval.System
import Petzval.Optics
import Numeric.AD.Mode (Scalar, Mode, auto)
import Control.DeepSeq
import Control.Lens
import Control.Monad.State
import Control.Monad.Except
import Control.Monad.Writer
import GHC.Generics
import qualified Debug.Trace
-- | A ray. The first argument is the direction, and the second
data Ray a = Ray (V3 a) (V3 a)
deriving (Show, Eq, Generic, NFData)
_dir, _pos :: Lens' (Ray a) (V3 a)
-- | The direction of a ray
_dir = lens (\(Ray _ dir) -> dir) (\(Ray pos _) -> Ray pos)
-- | The position of a ray
_pos = lens (\(Ray pos _) -> pos) (\(Ray _ pos) dir -> Ray dir pos)
toMaybe :: Bool -> a -> Maybe a
toMaybe False = const Nothing
toMaybe True = Just
orError :: (MonadError e m) => Maybe a -> e -> m a
orError = maybe throwError (const . return)
forceRay :: Ray a -> Ray a
forceRay ray@(Ray (V3 !px !py !pz) (V3 !dx !dy !dz)) = ray
-- | Create a ray for a given field angle and pupil position.
--
-- * The first argument is the image plane position. If `Nothing`, the object is at infinity.
--
-- * The second argument is the entrance pupil to aim at
--
-- * The third argument is the field angle
--
-- * The fourth argument is the normalized pupil coordinates (in the range of \([-1,1]\))
createRay :: (RealFloat a, Mode a, Epsilon a)
=> Maybe a -- ^ The image plane position. If `Nothing`, the object is at infinity
-> Pupil a -- ^ The entrance pupil to aim at
-> a -- ^ Field angle, in degrees
-> V2 a -- ^ Normalized pupil coordinates (in the range \([-1,1]\))
-> Ray a
createRay (Just objectPlane) Pupil{position=pz,radius=pr} h (V2 px py) =
Ray source (normalize $ target ^-^ source)
where dz = pz - objectPlane
source = V3 0 (dz * tan h) objectPlane
target = V3 (px * pr) (py * pr) pz
createRay Nothing Pupil{position=pz,radius=pr} h (V2 px py) = Ray source (normalize $ target ^-^ source)
where
h' = (pi * (-abs h) / 180) -- field angle in rad
dy = (V3 0 (cos h') (-sin h')) `project` (V3 0 (py * pr) 0)
dz = V3 0 (tan h') 1
source = (dy ^-^ dz * 10) & _x .~ (px * pr)
target = V3 (px * pr) (py * pr) pz
trace1 :: Show a => String -> a -> a
trace1 msg = (msg++) . show >>= Debug.Trace.trace
hitTest :: (Floating a, Ord a, Mode a, Epsilon a) => Element mat a -> Ray a -> Maybe (Ray a, Maybe (V3 a))
hitTest Stop{_outsideRadius} (Ray pos dir) =
toMaybe pass $ (Ray npos dir, Nothing)
where dz = pos ^. _z / dir ^. _z
npos = pos ^-^ (dir ^* dz)
pass = quadrance (npos ^. _xy) <= _outsideRadius ^ 2
hitTest Surface{_curvature, _outsideRadius} ray@(Ray pos dir) =
toMaybe (hit1 && hit2) (Ray npos dir, Just normal)
where _roc = 1/_curvature
origin = pos & _z -~ _roc
!a = dir `dot` dir
!b = (dir `dot` origin) * 2
!c = (origin `dot` origin) - _roc ^ 2
!det = b^2 - 4 * a * c
!hit1 = det >= 0
!p2 = sqrt det
!sa = (p2 - b) / 2 / a
!sb = (-p2 - b) / 2 / a
!s1 = min sa sb
!s2 = max sa sb
!dist = if s1 >= -0.001 then s1 else s2
!normal0 = normalize $ origin ^+^ dir ^* dist
!normal = if (normal0 ^. _z < 0) then -normal0 else normal0
!npos = pos ^+^ dir ^* dist
!hit2 = (quadrance $ npos ^. _xy) <= _outsideRadius^2
hitTest ImagingPlane{_thickness} (Ray pos dir) =
Just (Ray npos dir, Nothing)
where dz = pos ^. _z / dir ^. _z - _thickness
npos = pos ^-^ (dir ^* dz)
refract :: (Floating a, Ord a, Mode a, Scalar a ~ Double, Epsilon a) => BakedIOR -> V3 a -> Ray a -> Maybe (Ray a)
refract (BakedIOR n1 n2) normal (Ray pos incident) =
let ni = normal `dot` incident
mu = auto $ n1 / n2
det = 1 - mu^2 * (1 - ni^2)
in toMaybe (det >= 0) $ Ray pos $ mu *^ incident + (sqrt det - mu * ni) *^ normal
-- | The interaction of a ray with a particular element
data HitRecord a = HitRecord { pos :: Ray a -- ^ Position of the hit
, opl :: a -- ^ Optical path length from the last hit to here
}
deriving (Show)
-- | How a ray failed to complete a trace
data TraceError = HitStop -- ^ Ray passed outside the aperture stop
| ElementMissed -- ^ The ray missed an element completely
| TIR -- ^ The ray hit an element so obliquely that it
-- suffered from total internal reflection
deriving (Show, Eq)
-- | Trace a ray through the give system. Returns the ray after the last element, relative to the vertex of the last element.
--
-- This is equivalent to `foldM raytrace1 ray system`, given an appropriate monad stack.
raytrace :: (Floating a, Ord a, Mode a, Scalar a ~ Double, Epsilon a)
=> [Element BakedIOR a] -- ^ The system to trace
-> Ray a -- ^ The initial ray
-> (Either TraceError (Ray a), [HitRecord a])
raytrace system ray =
runIdentity
. flip evalStateT (1 :: Double)
. runWriterT
. runExceptT
$ foldM raytrace1 ray system
-- | Trace a ray through a single element. Given an appropriate monad, this is a far more powerful interface to tracing than `raytrace`
raytrace1 :: ( Floating a, Ord a, Mode a, Scalar a ~ Double, Epsilon a
, MonadState Double m
, MonadWriter [HitRecord a] m -- ^ Tracing yields a list of
, MonadError TraceError m) -- ^ This can fail
=> Ray a -> Element BakedIOR a -> m (Ray a)
raytrace1 ray element = do
n1 <- get
let stopP = isStop element
(nray, mnorm) <- hitTest element ray `orError` (if stopP then HitStop else ElementMissed)
let !mat@(BakedIOR _ n2) = maybe (BakedIOR n1 n1) id $ element ^? material
!nray' <- maybe (return nray) (\normal -> refract mat normal nray `orError` TIR) mnorm
let !opl = distance (ray ^. _pos) (nray ^. _pos) * auto n1
put n2
tell [HitRecord { pos=nray', opl}]
return $ nray' &_pos._z -~ element ^. thickness
-- | Spiral pattern. This is somewhat more irregular than the hexapolar pattern. The argument is the number of points
spiralPattern :: Floating a => Int -> [V2 a]
spiralPattern n = map (point . fromIntegral) [0..n-1]
where npoints = fromIntegral n - 1
point n = let r = sqrt (n / npoints)
theta = 2.3999632297286531 * n
in r *^ V2 (sin theta) (cos theta)
-- | A hexapolar pattern. This is rather optimally distributed; the argument is the number of rings
hexapolarPattern :: Floating a => Integer -> [V2 a]
hexapolarPattern nRings = (V2 0 0) : ( mconcat . map ring $ [0..nRings-1])
where ring n = let point t = r *^ V2 (sin t) (cos t)
r = (fromIntegral n) / (fromIntegral nRings)
in map (point . (\x -> x / (fromIntegral) n * 3 * pi) . fromIntegral) [0 .. n-1]