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GPipeEffects.hs
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GPipeEffects.hs
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module GPipeEffects where
import Graphics.GPipe
import Data.List
import qualified Data.Vec as Vec
import Data.Vec.Nat
import Data.Vec.LinAlg.Transform3D
simple cWorldProjection objs = foldl' (\fb obj -> paintColorDepth Less True NoBlending (RGB $ Vec.vec True) (rast obj) fb) clear objs
where
clear = newFrameBufferColorDepth (RGB (0:.0:.0:.())) 1000
--vert :: Vec3 (Vertex Float) -> (Vec4 (Vertex Float),Vec4 (Vertex Float))
vert v = (cWorldProjection `multmv` v4,cWorldProjection `multmv` v4)
where
v4 = Vec.snoc v 1
--rast :: PrimitiveStream Triangle (Vec3 (Vertex Float)) -> FragmentStream (Color RGBFormat (Fragment Float))
rast obj = fmap frag $ rasterizeFront $ fmap vert obj
--frag :: Vec4 (Fragment Float) -> Color RGBFormat (Fragment Float)
frag (x:.y:.z:.w:.()) = (RGB ((fract' x):.(fract' y):.(1 + fract' z):.()),z / w)
----------
-- VSM ---
----------
--moments :: Vec.Mat44 (Vertex Float) -> [PrimitiveStream Triangle (Vec3 (Vertex Float))] -> FrameBuffer RGBFormat () ()
moments worldProjection objs = foldl' (\fb obj -> paintColorDepth Less True NoBlending (RGB $ Vec.vec True) (rast obj) fb) clear objs
where
clear = newFrameBufferColorDepth (RGB (0:.0:.0:.())) 100
--rast :: PrimitiveStream Triangle (Vec3 (Vertex Float)) -> FragmentStream (Color RGBFormat (Fragment Float))
rast obj = fmap storeDepth $ rasterizeFront $ fmap vert obj
--vert :: Vec.Vec3 (Vertex Float) -> (Vec.Vec4 (Vertex Float),Vertex Float)
vert v = (v4,v4)
where
v4 = worldProjection `multmv` (Vec.snoc v 1)
--storeDepth :: Fragment Float -> Color RGBFormat (Fragment Float)
storeDepth (x:.y:.depth':.w:.()) = (RGB (moment1:.moment2:.0:.()),depth'/w)
where
depth = depth'-- * 0.5 + 0.5
dx = dFdx depth
dy = dFdy depth
moment1 = depth
moment2 = depth*depth + 0.25 * (dx*dx + dy*dy)
--vsm :: Vec.Mat44 (Vertex Float) -> Vec.Mat44 (Vertex Float) -> [PrimitiveStream Triangle (Vec3 (Vertex Float))] -> FrameBuffer RGBFormat () ()
vsm cWorldProjection lWorldProjection objs = foldl' (\fb obj -> paintColorDepth Less True NoBlending (RGB $ Vec.vec True) (rast obj) fb) clear objs
where
clear = newFrameBufferColorDepth (RGB (0:.0:.0:.())) 100
shadowTexture :: Texture2D RGBFormat
shadowTexture = fromFrameBufferColor RGB8 (512:.512:.()) $ moments lWorldProjection objs
--vert :: Vec3 (Vertex Float) -> (Vec4 (Vertex Float),Vec4 (Vertex Float))
vert v = (p,(p,lWorldProjection `multmv` v4))
where
p = cWorldProjection `multmv` v4
v4 = Vec.snoc v 1
--rast :: PrimitiveStream Triangle (Vec3 (Vertex Float)) -> FragmentStream (Color RGBFormat (Fragment Float))
rast obj = fmap calcLuminance $ rasterizeFront $ fmap vert obj
--calcLuminance :: Vec4 (Fragment Float) -> Color RGBFormat (Fragment Float)
calcLuminance (x:.y:.z:.w:.(),tx:.ty:.tz:.tw:.()) = (RGB {-$ if tz <= m1 then 1:.1:.1:.() else-} ((fn x):.(fn y):.(fn z):.()),z/w)
where
RGB (m1:.m2:._) = sample (Sampler Linear Clamp) shadowTexture ((tx/tw*0.5+0.5):.(ty/tw*0.5+0.5):.())
variance = max 0.002 (m2 - m1*m1)
d = tz - m1
p_max = variance / (variance + d*d)
fn a = (p_max + 0.1) * fract' a
-----------
-- blur ---
-----------