100 lines
3.8 KiB
Kotlin
100 lines
3.8 KiB
Kotlin
package org.openrndr.extra.dnk3
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import org.openrndr.draw.RenderTarget
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import org.openrndr.math.Matrix44
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sealed class Shadows {
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object None : Shadows()
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abstract class MappedShadows(val mapSize: Int) : Shadows()
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abstract class DepthMappedShadows(mapSize: Int) : MappedShadows(mapSize)
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abstract class ColorMappedShadows(mapSize: Int) : MappedShadows(mapSize)
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class Simple(mapSize: Int = 1024) : DepthMappedShadows(mapSize)
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class PCF(mapSize: Int = 1024, val sampleCount: Int = 12) : DepthMappedShadows(mapSize)
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class VSM(mapSize: Int = 1024) : ColorMappedShadows(mapSize)
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}
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interface ShadowLight {
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var shadows: Shadows
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fun projection(renderTarget: RenderTarget): Matrix44
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fun view(node: SceneNode): Matrix44 {
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return node.worldTransform.inversed
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}
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}
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// shaders
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fun Shadows.VSM.fs(index: Int) : String = """
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|{
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| vec4 smc = (p_lightTransform$index * vec4(v_worldPosition,1.0));
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| vec3 lightProj = (smc.xyz/smc.w) * 0.5 + 0.5;
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| if (lightProj.x > 0.0 && lightProj.x < 1.0 && lightProj.y > 0.0 && lightProj.y < 1.0) {
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| vec2 moments = texture(p_lightShadowMap$index, lightProj.xy).xy;
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| attenuation *= (chebyshevUpperBound(moments, length(Lr), 50.0));
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| }
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|}
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""".trimMargin()
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fun Shadows.Simple.fs(index: Int): String = """
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|{
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| vec4 smc = (p_lightTransform$index * vec4(v_worldPosition,1.0));
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| vec3 lightProj = (smc.xyz/smc.w) * 0.5 + 0.5;
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| if (lightProj.x > 0.0 && lightProj.x < 1.0 && lightProj.y > 0.0 && lightProj.y < 1.0) {
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| vec3 smz = texture(p_lightShadowMap$index, lightProj.xy).rgb;
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| vec2 step = 1.0 / vec2(textureSize(p_lightShadowMap$index,0));
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| float result = 0.0;
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| float compToZ = (lightProj.z- 0.0020 * tan(acos(NoL))) - 0.0003;
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| float currentDepth = lightProj.z;
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| float closestDepth = smz.x;
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| float shadow = (currentDepth - 0.0020 * tan(acos(NoL))) - 0.0003 >= closestDepth ? 0.0 : 1.0;
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| attenuation *= shadow;
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| }
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|}
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""".trimMargin()
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fun Shadows.PCF.fs(index: Int): String = """
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|{
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| float lrl = length(Lr)/100.0;
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| vec2 fTaps_Poisson[12];
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| fTaps_Poisson[0] = vec2(-.326,-.406);
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| fTaps_Poisson[1] = vec2(-.840,-.074);
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| fTaps_Poisson[2] = vec2(-.696, .457);
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| fTaps_Poisson[3] = vec2(-.203, .621);
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| fTaps_Poisson[4] = vec2( .962,-.195);
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| fTaps_Poisson[5] = vec2( .473,-.480);
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| fTaps_Poisson[6] = vec2( .519, .767);
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| fTaps_Poisson[7] = vec2( .185,-.893);
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| fTaps_Poisson[8] = vec2( .507, .064);
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| fTaps_Poisson[9] = vec2( .896, .412);
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| fTaps_Poisson[10] = vec2(-.322,-.933);
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| fTaps_Poisson[11] = vec2(-.792,-.598);
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| vec4 smc = (p_lightTransform$index * vec4(v_worldPosition,1.0));
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| vec3 lightProj = (smc.xyz/smc.w) * 0.5 + 0.5;
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| if (lightProj.x > 0.0 && lightProj.x < 1.0 && lightProj.y > 0.0 && lightProj.y < 1.0) {
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| vec3 smz = texture(p_lightShadowMap$index, lightProj.xy).rgb;
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| vec2 stepSize = 1.0 / vec2(textureSize(p_lightShadowMap$index,0));
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| float result = 0.0;
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| float compToZ = (lightProj.z- 0.0020 * tan(acos(NoL))) - 0.0003;
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| float noise = hash22(lightProj.xy*10.0).x;
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| float r = noise * 3.1415926535 * 2.0;
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| mat2 rot = mat2( vec2(cos(r), -sin(r)), vec2(sin(r),cos(r)));
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| for (int i = 0; i < 12; ++i) {
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| float depth = texture(p_lightShadowMap$index, lightProj.xy + rot*fTaps_Poisson[i]*float(i)*lrl*stepSize ).r;
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| result += step(compToZ, depth);
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| }
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| result /= 12.0;
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| float currentDepth = lightProj.z;
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| float closestDepth = smz.x;
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| float shadow = result;// (currentDepth - 0.0020 * tan(acos(NoL))) - 0.0003 >= closestDepth ? 0.0 : 1.0;
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| attenuation *= shadow;
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| }
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|}
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""".trimMargin()
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fun Shadows.fs(index: Int): String = when (this) {
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is Shadows.PCF -> this.fs(index)
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is Shadows.Simple -> this.fs(index)
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is Shadows.VSM -> this.fs(index)
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is Shadows.None -> ""
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else -> TODO()
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}
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