💿🐜 Antkeeper source code https://antkeeper.com
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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/>.
*/
#include "directional-light.hpp"
#include "config.hpp"
#include "math/quaternion.hpp"
#include "math/interpolation.hpp"
namespace scene {
static float3 interpolate_direction(const float3& x, const float3& y, float a)
{
math::quaternion<float> q0 = math::rotation(config::global_forward, x);
math::quaternion<float> q1 = math::rotation(config::global_forward, y);
return math::normalize(math::slerp(q0, q1, a) * config::global_forward);
}
directional_light::directional_light():
direction(config::global_forward, interpolate_direction),
shadow_caster(false),
shadow_framebuffer(nullptr),
shadow_bias(0.005f),
shadow_cascade_count(4),
shadow_cascade_coverage(1.0f),
shadow_cascade_distribution(0.8f),
light_texture(nullptr),
light_texture_opacity(1.0f, math::lerp<float, float>),
light_texture_scale({1.0f, 1.0f}, math::lerp<float2, float>)
{
shadow_cascade_distances.resize(shadow_cascade_count);
shadow_cascade_matrices.resize(shadow_cascade_count);
}
void directional_light::set_shadow_caster(bool caster) noexcept
{
shadow_caster = caster;
}
void directional_light::set_shadow_framebuffer(const gl::framebuffer* framebuffer) noexcept
{
shadow_framebuffer = framebuffer;
}
void directional_light::set_shadow_bias(float bias) noexcept
{
shadow_bias = bias;
}
void directional_light::set_shadow_cascade_count(unsigned int count) noexcept
{
shadow_cascade_count = count;
shadow_cascade_distances.resize(shadow_cascade_count);
shadow_cascade_matrices.resize(shadow_cascade_count);
}
void directional_light::set_shadow_cascade_coverage(float factor) noexcept
{
shadow_cascade_coverage = factor;
}
void directional_light::set_shadow_cascade_distribution(float weight) noexcept
{
shadow_cascade_distribution = weight;
}
void directional_light::set_light_texture(const gl::texture_2d* texture)
{
light_texture = texture;
}
void directional_light::set_light_texture_opacity(float opacity)
{
light_texture_opacity[1] = opacity;
}
void directional_light::set_light_texture_scale(const float2& scale)
{
light_texture_scale[1] = scale;
}
void directional_light::update_tweens()
{
light::update_tweens();
direction.update();
if (light_texture)
{
light_texture_opacity.update();
light_texture_scale.update();
}
}
void directional_light::transformed()
{
direction[1] = math::normalize(get_transform().rotation * config::global_forward);
}
} // namespace scene