/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "directional-light.hpp"
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#include "config.hpp"
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#include "math/quaternion.hpp"
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#include "math/interpolation.hpp"
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namespace scene {
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static float3 interpolate_direction(const float3& x, const float3& y, float a)
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{
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math::quaternion<float> q0 = math::rotation(config::global_forward, x);
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math::quaternion<float> q1 = math::rotation(config::global_forward, y);
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return math::normalize(math::slerp(q0, q1, a) * config::global_forward);
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}
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directional_light::directional_light():
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direction(config::global_forward, interpolate_direction),
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shadow_caster(false),
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shadow_framebuffer(nullptr),
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shadow_bias(0.005f),
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shadow_cascade_count(4),
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shadow_cascade_coverage(1.0f),
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shadow_cascade_distribution(0.8f),
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light_texture(nullptr),
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light_texture_opacity(1.0f, math::lerp<float, float>),
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light_texture_scale({1.0f, 1.0f}, math::lerp<float2, float>)
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{
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shadow_cascade_distances.resize(shadow_cascade_count);
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shadow_cascade_matrices.resize(shadow_cascade_count);
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}
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void directional_light::set_shadow_caster(bool caster) noexcept
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{
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shadow_caster = caster;
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}
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void directional_light::set_shadow_framebuffer(const gl::framebuffer* framebuffer) noexcept
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{
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shadow_framebuffer = framebuffer;
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}
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void directional_light::set_shadow_bias(float bias) noexcept
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{
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shadow_bias = bias;
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}
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void directional_light::set_shadow_cascade_count(unsigned int count) noexcept
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{
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shadow_cascade_count = count;
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shadow_cascade_distances.resize(shadow_cascade_count);
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shadow_cascade_matrices.resize(shadow_cascade_count);
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}
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void directional_light::set_shadow_cascade_coverage(float factor) noexcept
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{
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shadow_cascade_coverage = factor;
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}
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void directional_light::set_shadow_cascade_distribution(float weight) noexcept
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{
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shadow_cascade_distribution = weight;
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}
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void directional_light::set_light_texture(const gl::texture_2d* texture)
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{
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light_texture = texture;
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}
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void directional_light::set_light_texture_opacity(float opacity)
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{
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light_texture_opacity[1] = opacity;
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}
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void directional_light::set_light_texture_scale(const float2& scale)
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{
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light_texture_scale[1] = scale;
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}
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void directional_light::update_tweens()
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{
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light::update_tweens();
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direction.update();
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if (light_texture)
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{
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light_texture_opacity.update();
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light_texture_scale.update();
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}
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}
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void directional_light::transformed()
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{
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direction[1] = math::normalize(get_transform().rotation * config::global_forward);
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}
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} // namespace scene
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