/* * 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 . */ #include namespace scene { directional_light::directional_light(): m_shadow_cascade_distances(m_shadow_cascade_count), m_shadow_cascade_matrices(m_shadow_cascade_count), m_shadow_bias_scale_matrices(m_shadow_cascade_count) { set_shadow_bias(m_shadow_bias); } void directional_light::set_direction(const math::fvec3& direction) { set_rotation(math::rotation(math::fvec3{0.0f, 0.0f, -1.0f}, direction)); } void directional_light::set_shadow_caster(bool caster) noexcept { m_shadow_caster = caster; } void directional_light::set_shadow_framebuffer(std::shared_ptr framebuffer) noexcept { m_shadow_framebuffer = std::move(framebuffer); } void directional_light::set_shadow_bias(float bias) noexcept { m_shadow_bias = bias; update_shadow_bias_scale_matrices(); } void directional_light::set_shadow_cascade_count(unsigned int count) noexcept { m_shadow_cascade_count = count; m_shadow_cascade_distances.resize(m_shadow_cascade_count); m_shadow_cascade_matrices.resize(m_shadow_cascade_count); m_shadow_bias_scale_matrices.resize(m_shadow_cascade_count); update_shadow_bias_scale_matrices(); } void directional_light::set_shadow_cascade_coverage(float factor) noexcept { m_shadow_cascade_coverage = factor; } void directional_light::set_shadow_cascade_distribution(float weight) noexcept { m_shadow_cascade_distribution = weight; } void directional_light::transformed() { m_direction = get_rotation() * math::fvec3{0.0f, 0.0f, -1.0f}; } void directional_light::color_updated() { m_colored_illuminance = m_color * m_illuminance; } void directional_light::illuminance_updated() { m_colored_illuminance = m_color * m_illuminance; } void directional_light::update_shadow_bias_scale_matrices() { // Construct shadow bias-scale matrix auto m = math::translate(math::fvec3{0.5f, 0.5f, 0.5f + m_shadow_bias}) * math::scale(math::fvec3{0.5f, 0.5f, 0.5f}); // Apply cascade scale m = math::scale(math::fvec3{0.5f, 0.5f, 1.0f}) * m; for (unsigned int i = 0; i < m_shadow_cascade_count; ++i) { // Apply cascade translation m_shadow_bias_scale_matrices[i] = math::translate(math::fvec3{static_cast(i % 2) * 0.5f, static_cast(i / 2) * 0.5f, 0.0f}) * m; } } } // namespace scene