summaryrefslogtreecommitdiff
path: root/testdata/ShadowMapping.wip.lc
blob: e9a5f11aced62a322e650a9513f87919176320eb (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
shadowMapSize = 512

triangleCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex

gaussFilter7 :: [(Float, Float)]
gaussFilter7 = 
    [ (-3.0,   0.015625)
    , (-2.0,   0.09375)
    , (-1.0,   0.234375)
    , (0.0,    0.3125)
    , (1.0,    0.234375)
    , (2.0,    0.09375)
    , (3.0,    0.015625)
    ]

gaussFilter9 :: [(Float, Float)]
gaussFilter9 = 
    [ (-4.0,   0.05)
    , (-3.0,   0.09)
    , (-2.0,   0.12)
    , (-1.0,   0.15)
    , (0.0,    0.16)
    , (1.0,    0.15)
    , (2.0,    0.12)
    , (3.0,    0.09)
    , (4.0,    0.05)
    ]

blurCoefficients :: [(Float, Float)]
blurCoefficients = gaussFilter9

blur :: [(Float, Float)] -> Image 1 ('Color (Vec 4 Float)) -> FrameBuffer 1 '[ 'Color (Vec 4 Float) ]
blur coefficients img = filter1D dirH (PrjImage (filter1D dirV img))
  where
    dirH v = V2 (v / shadowMapSize) 0.0
    dirV v = V2 0.0 (v / shadowMapSize)

-- todo --    filter1D :: (Float -> Vec 2 Float) -> Image 1 ('Color (Vec 4 Float)) -> FrameBuffer 1 '[ 'Color (Vec 4 Float) ]
    filter1D dir img = accumulate accCtx frag
                                 (rasterizePrimitives triangleCtx ((NoPerspective)) prims) clearBuf
      where
        accCtx = ((ColorOp NoBlending (V4 True True True True)))
        clearBuf = FrameBuffer ((ColorImage @1 (V4 0 0 0 0.0)))
--        vert :: Vec 2 Float -> VertexOut (Vec 2 Float)
        vert ((uv)) = (pos, uv')
          where
            uv'    = uv *! 0.5 +! 0.5
            pos    = V4 uv%x uv%y 1.0 1.0

        prims = mapPrimitives vert (fetch "postSlot" ((Attribute "position")) :: PrimitiveStream Triangle ((Vec 2 Float)))

--        frag :: FragmentShader (Vec 2 Float -> Color (Vec 4 Float))
        frag ((uv)) = ((sample))
          where
            tex = Texture2D (V2 shadowMapSize shadowMapSize) img
            smp = Sampler LinearFilter ClampToEdge tex
            sample = foldr1 (\a b -> a + b) [ texture2D smp (uv + dir ofs) *! coeff
                                            | (ofs, coeff) <- coefficients
                                            ]

moments :: FrameBuffer 1 '[Depth Float, Color (Vec 4 Float)]
moments = accumulate accCtx frag (rasterizePrimitives triangleCtx ((Smooth)) prims) clearBuf
  where
    accCtx = (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
    clearBuf = FrameBuffer (DepthImage @1 1000, ColorImage @1 (V4 0.0 0.0 0.0 1.0{-todo: use 1-}))

    lightMatrix = Uniform "lightMatrix" :: Mat 4 4 Float
    modelMatrix = Uniform "modelMatrix" :: Mat 4 4 Float

--    vert :: ((Vec 3 Float)) -> ((Float
    vert ((pos)) = (lightPos, depth)
      where
        lightPos = lightMatrix *. modelMatrix *. v3FToV4F pos
        depth = lightPos%z

    prims = mapPrimitives vert (fetch "geometrySlot" ((Attribute "position" :: Vec 3 Float)))

--    frag :: Float -> (Depth Float,Color (Vec 4 Float))
    frag ((depth)) = (depth, V4 moment1 moment2 0 1)
      where
        dx = dFdx depth
        dy = dFdy depth
        moment1 = depth
        moment2 = depth *! depth +! 0.25 *! (dx *! dx +! dy *! dy)
{-
depth :: FrameBuffer 1 (Depth Float, Color (Vec 4 Float))
depth = accumulate accCtx PassAll frag (Rasterize triangleCtx prims) clearBuf
  where
    accCtx = accumulationContext (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
    clearBuf = FrameBuffer (DepthImage @1 1000, ColorImage @1 (V4 0.0 0.0 0.0 1.0))

    lightMatrix = Uniform "lightMatrix" :: Mat 4 4 Float
    modelMatrix = Uniform "modelMatrix" :: Mat 4 4 Float

    vert :: Vec 3 Float -> VertexOut Float
    vert pos = VertexOut lightPos 1 () (Smooth depth)
      where
        lightPos = lightMatrix *. modelMatrix *. v3FToV4F pos
        depth = lightPos%z

    prims = Transform vert (fetch "geometrySlot" Triangle (Attribute "position" :: Vec 3 Float))

    frag :: FragmentShader (Float -> (Depth Float, Color (Vec 4 Float)))
    frag = FragmentShaderRastDepth $ \depth -> (V4 depth 0 0 1)

vsm :: FrameBuffer 1 (Depth Float, Color (Vec 4 Float))
vsm = accumulate accCtx PassAll frag (Rasterize triangleCtx prims) clearBuf
  where
    accCtx = accumulationContext (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
    cameraMatrix = Uniform "cameraMatrix" :: Mat 4 4 Float
    lightMatrix = Uniform "lightMatrix" :: Mat 4 4 Float
    modelMatrix = Uniform "modelMatrix" :: Mat 4 4 Float
    lightPosition = Uniform "lightPosition" :: Vec 3 Float

    shadowMap = Texture2D (V2 shadowMapSize shadowMapSize) (PrjImageColor moments)
    shadowMapBlur = Texture2D (V2 shadowMapSize shadowMapSize) (PrjImage blurredMoments)
      where
        blurredMoments = blur blurCoefficients (PrjImageColor moments)
    sampler = Sampler LinearFilter ClampToEdge shadowMapBlur

    frag :: FragmentShader ((Vec 3 Float, Vec 4 Float, Vec 3 Float) -> (Depth Float, Color (Vec 4 Float)))
    frag = FragmentShaderRastDepth $ \(worldPos, lightPos, worldNormal) -> (luminance)
      where
        clampUV x = clampS x 0.0 1.0
        scaleUV x = x *! 0.5 +! 0.5
        lightU = lightPos%x
        lightV = lightPos%y
        lightDepth = lightPos%z
        lightW = lightPos%w
        uv = clampUV (scaleUV ((V2 lightU lightV) /! lightW))
        
        val = texture2D sampler uv
        moment1 = val%x
        moment2 = val%y
        variance = max 0.002 (moment2 -! moment1 *! moment1)
        distance = max 0.0 (lightDepth -! moment1)
        lightProbMax = variance /! (variance +! distance *! distance)
        
        lambert = max 0.0 (dot worldNormal (normalize (lightPosition - worldPos)))
        
        uv' = uv -! 0.5
        spotShape = 1.0 -! length uv *! 4.0
        intensity = max 0 (spotShape *! lambert)
        
        val2 = scaleUV (round (uv' *! 10.0)) *! intensity
        spotR = val2%x
        spotG = val2%y
        
        luminance = (V4 spotR spotG intensity 1.0) *! pow lightProbMax 2.0
        

    clearBuf = FrameBuffer ( DepthImage @1 1000
                           , ColorImage @1 (V4 0.1 0.2 0.6 1))

    vert :: (Vec 3 Float, Vec 3 Float) -> VertexOut (Vec 3 Float, Vec 4 Float, Vec 3 Float)
    vert (localPos, localNormal) = VertexOut viewPos 1 () (Smooth worldPos%xyz, ((Smooth)) lightPos, ((Smooth)) worldNormal)
      where
        worldPos = modelMatrix *. v3FToV4F localPos
        viewPos = cameraMatrix *. worldPos
        lightPos = lightMatrix *. worldPos
        worldNormal = normalize ((modelMatrix *. v3FToV4F localNormal)%xyz)

    prims = Transform vert (fetch "geometrySlot" Triangle (Attribute "position" :: Vec 3 Float, Attribute "normal" :: Vec 3 Float))


sm :: FrameBuffer 1 (Depth Float, Color (Vec 4 Float))
sm = accumulate accCtx PassAll frag (Rasterize triangleCtx prims) clearBuf
  where
    accCtx = accumulationContext (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
    clearBuf = FrameBuffer (DepthImage @1 1000, ColorImage @1 (V4 0.1 0.2 0.6 1))
    cameraMatrix = Uniform "cameraMatrix" :: Mat 4 4 Float
    lightMatrix = Uniform "lightMatrix" :: Mat 4 4 Float
    modelMatrix = Uniform "modelMatrix" :: Mat 4 4 Float
    lightPosition = Uniform "lightPosition" :: Vec 3 Float

    vert :: (Vec 3 Float, Vec 3 Float) -> VertexOut (Vec 3 Float, Vec 4 Float, Vec 3 Float)
    vert (localPos, localNormal) = VertexOut viewPos 1 () (Smooth (worldPos%xyz), ((Smooth)) lightPos, ((Smooth)) worldNormal)
      where
        worldPos = modelMatrix *. v3FToV4F localPos
        viewPos = cameraMatrix *. worldPos
        lightPos = lightMatrix *. worldPos
        worldNormal = normalize ((modelMatrix *. v3FToV4F localNormal)%xyz)

    prims = Transform vert (fetch "geometrySlot" Triangle (Attribute "position" :: Vec 3 Float, Attribute "normal" :: Vec 3 Float))

    --shadowMap :: Exp Obj (Texture Tex2D SingleTex (Regular Float) Red)
    shadowMap = Texture2D (V2 shadowMapSize shadowMapSize) (PrjImageColor depth)
    sampler = Sampler PointFilter ClampToEdge shadowMap
    
    frag :: FragmentShader ((Vec 3 Float, Vec 4 Float, Vec 3 Float) -> (Depth Float, Color (Vec 4 Float)))
    frag = FragmentShaderRastDepth $ \(worldPos, lightPos, worldNormal) -> (luminance)
      where
        lightU = lightPos%x
        lightV = lightPos%y
        lightDepth = lightPos%z
        lightW = lightPos%w
        clampUV x = clampS x 0 1
        scaleUV x = x *! 0.5 +! 0.5
        uv = clampUV (scaleUV ((V2 lightU lightV) /! lightW))
        
        surfaceDistance = (texture2D sampler uv)%x
        lightPortion = if (lightDepth <= surfaceDistance +! 0.01) then 1 else 0
        
        lambert = max 0 (dot worldNormal (normalize (lightPosition - worldPos)))
        
        --intensity = lambert @* lightPortion
        --luminance = pack' (V4 intensity intensity intensity (floatF 1))
        
        uv' = uv -! 0.5
        spotShape = 1 -! length uv' *! 4
        intensity = max 0 (spotShape *! lambert)

        val = scaleUV (round (uv' *! 10)) *! intensity
        spotR = val%x
        spotG = val%y
        
        luminance = (V4 spotR spotG intensity 1) *! lightPortion
        
main = ScreenOut sm
-}