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- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #ifndef ANTKEEPER_SCENE_DIRECTIONAL_LIGHT_HPP
- #define ANTKEEPER_SCENE_DIRECTIONAL_LIGHT_HPP
-
- #include "scene/light.hpp"
- #include "gl/texture-2d.hpp"
- #include "utility/fundamental-types.hpp"
- #include <vector>
-
- namespace scene {
-
- /**
- * Light source with parallel rays and constant intensity.
- */
- class directional_light: public light
- {
- public:
- /// Creates a directional light.
- directional_light();
-
- /**
- * Enables or disables shadow casting.
- *
- * @param caster `true` if the light should cast shadows, `false` otherwise.
- */
- void set_shadow_caster(bool caster) noexcept;
-
- /**
- * Sets the shadow map framebuffer.
- *
- * @param framebuffer Pointer to a shadow map framebuffer.
- */
- void set_shadow_framebuffer(const gl::framebuffer* framebuffer) noexcept;
-
- /**
- * Sets the shadow bias factor for reducing self-shadowing.
- *
- * @param bias Shadow bias factor.
- */
- void set_shadow_bias(float bias) noexcept;
-
- /**
- * Sets the number of shadow cascades.
- *
- * @param count Number of shadow cascades.
- */
- void set_shadow_cascade_count(unsigned int count) noexcept;
-
- /**
- * Sets the shadow cascade coverage factor.
- *
- * @param factor Percentage of the view frustum clipping range covered by shadow cascades. A value of `1.0` results in full coverage of the view frustum clipping range, `0.5` results in coverage of half of the clipping range, etc.
- */
- void set_shadow_cascade_coverage(float factor) noexcept;
-
- /**
- * Sets the shadow cascade distribution.
- *
- * @param weight Linear interpolation weight between uniform and logarithmic cascade distributions. A weight of `0.0` results in a uniform cascade distribution, while `1.0` results in a logarithmic distribution.
- */
- void set_shadow_cascade_distribution(float weight) noexcept;
-
- /**
- * Sets the light texture, also known as a gobo, cucoloris, or cookie.
- *
- * @param texture Light texture.
- */
- void set_light_texture(const gl::texture_2d* texture);
-
- /**
- * Sets the opacity of the light texture.
- *
- * @param opacity Light texture opacity, on `[0, 1]`.
- */
- void set_light_texture_opacity(float opacity);
-
- /**
- * Sets the scale of the light texture.
- *
- * @param scale Scale of the light texture.
- */
- void set_light_texture_scale(const float2& scale);
-
- /// Returns light_type::directional.
- virtual light_type get_light_type() const;
-
- /// Returns the normalized direction vector of the light.
- const float3& get_direction() const;
-
- /// Returns `true` if the light casts shadows, `false` otherwise.
- bool is_shadow_caster() const noexcept;
-
- /// Returns the shadow map framebuffer, of `nullptr` if no shadow map framebuffer is set.
- const gl::framebuffer* get_shadow_framebuffer() const noexcept;
-
- /// Returns the shadow bias factor.
- float get_shadow_bias() const noexcept;
-
- /// Returns the number of shadow cascades.
- unsigned int get_shadow_cascade_count() const noexcept;
-
- /// Returns the shadow cascade coverage factor.
- float get_shadow_cascade_coverage() const noexcept;
-
- /// Returns the shadow cascade distribution weight.
- float get_shadow_cascade_distribution() const noexcept;
-
- /// Returns the array of shadow cascade far clipping plane distances.
- float* get_shadow_cascade_distances() const noexcept;
-
- /// Returns the array of world-space to cascade texture-space transformation matrices.
- float4x4* get_shadow_cascade_matrices() const noexcept;
-
- /// Returns the light texture for this light, or `nullptr` if no light texture is set.
- const gl::texture_2d* get_light_texture() const;
-
- /// Returns the light texture opacity.
- float get_light_texture_opacity() const;
-
- /// Returns the light texture scale.
- const float2& get_light_texture_scale() const;
-
- /// Returns the light direction tween.
- const tween<float3>& get_direction_tween() const;
-
- /// Returns the light texture opacity tween.
- const tween<float>& get_light_texture_opacity_tween() const;
-
- /// Returns the light texture scale tween.
- const tween<float2>& get_light_texture_scale_tween() const;
-
- /// @copydoc object_base::update_tweens();
- virtual void update_tweens();
-
- private:
- virtual void transformed();
-
- tween<float3> direction;
-
- bool shadow_caster;
- const gl::framebuffer* shadow_framebuffer;
- float shadow_bias;
- unsigned int shadow_cascade_count;
- float shadow_cascade_coverage;
- float shadow_cascade_distribution;
- mutable std::vector<float> shadow_cascade_distances;
- mutable std::vector<float4x4> shadow_cascade_matrices;
-
- const gl::texture_2d* light_texture;
- tween<float> light_texture_opacity;
- tween<float2> light_texture_scale;
-
- };
-
- inline light_type directional_light::get_light_type() const
- {
- return light_type::directional;
- }
-
- inline const float3& directional_light::get_direction() const
- {
- return direction[1];
- }
-
- inline bool directional_light::is_shadow_caster() const noexcept
- {
- return shadow_caster;
- }
-
- inline const gl::framebuffer* directional_light::get_shadow_framebuffer() const noexcept
- {
- return shadow_framebuffer;
- }
-
- inline float directional_light::get_shadow_bias() const noexcept
- {
- return shadow_bias;
- }
-
- inline unsigned int directional_light::get_shadow_cascade_count() const noexcept
- {
- return shadow_cascade_count;
- }
-
- inline float directional_light::get_shadow_cascade_coverage() const noexcept
- {
- return shadow_cascade_coverage;
- }
-
- inline float directional_light::get_shadow_cascade_distribution() const noexcept
- {
- return shadow_cascade_distribution;
- }
-
- inline float* directional_light::get_shadow_cascade_distances() const noexcept
- {
- return shadow_cascade_distances.data();
- }
-
- inline float4x4* directional_light::get_shadow_cascade_matrices() const noexcept
- {
- return shadow_cascade_matrices.data();
- }
-
- inline const gl::texture_2d* directional_light::get_light_texture() const
- {
- return light_texture;
- }
-
- inline float directional_light::get_light_texture_opacity() const
- {
- return light_texture_opacity[1];
- }
-
- inline const float2& directional_light::get_light_texture_scale() const
- {
- return light_texture_scale[1];
- }
-
- inline const tween<float3>& directional_light::get_direction_tween() const
- {
- return direction;
- }
-
- inline const tween<float>& directional_light::get_light_texture_opacity_tween() const
- {
- return light_texture_opacity;
- }
-
- inline const tween<float2>& directional_light::get_light_texture_scale_tween() const
- {
- return light_texture_scale;
- }
-
- } // namespace scene
-
- #endif // ANTKEEPER_SCENE_DIRECTIONAL_LIGHT_HPP
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