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/*
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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 <engine/scene/directional-light.hpp>
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namespace scene {
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directional_light::directional_light()
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{
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set_shadow_bias(m_shadow_bias);
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update_shadow_cascade_distances();
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}
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void directional_light::set_direction(const math::fvec3& direction)
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{
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set_rotation(math::rotation(math::fvec3{0.0f, 0.0f, -1.0f}, direction));
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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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m_shadow_caster = caster;
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}
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void directional_light::set_shadow_framebuffer(std::shared_ptr<gl::framebuffer> framebuffer) noexcept
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{
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m_shadow_framebuffer = std::move(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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m_shadow_bias = bias;
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update_shadow_scale_bias_matrices();
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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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m_shadow_cascade_count = std::min(std::max(count, 1u), 4u);
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update_shadow_scale_bias_matrices();
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update_shadow_cascade_distances();
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}
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void directional_light::set_shadow_max_distance(float distance) noexcept
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{
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m_shadow_max_distance = distance;
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update_shadow_cascade_distances();
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}
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void directional_light::set_shadow_fade_range(float range) noexcept
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{
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m_shadow_fade_range = range;
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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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m_shadow_cascade_distribution = weight;
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update_shadow_cascade_distances();
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}
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void directional_light::transformed()
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{
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m_direction = get_rotation() * math::fvec3{0.0f, 0.0f, -1.0f};
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}
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void directional_light::color_updated()
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{
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m_colored_illuminance = m_color * m_illuminance;
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}
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void directional_light::illuminance_updated()
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{
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m_colored_illuminance = m_color * m_illuminance;
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}
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void directional_light::update_shadow_scale_bias_matrices()
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{
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// Transform coordinate range from `[-1, 1]` to `[0, 1]` and apply shadow bias
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auto m = math::translate(math::fvec3{0.5f, 0.5f, m_shadow_bias}) * math::scale(math::fvec3{0.5f, 0.5f, 1.0f});
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// Apply cascade scale
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m = math::scale(math::fvec3{0.5f, 0.5f, 1.0f}) * m;
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for (unsigned int i = 0; i < m_shadow_cascade_count; ++i)
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{
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// Apply cascade bias
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m_shadow_scale_bias_matrices[i] = math::translate(math::fvec3{static_cast<float>(i % 2) * 0.5f, static_cast<float>(i / 2) * 0.5f, 0.0f}) * m;
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}
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}
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void directional_light::update_shadow_cascade_distances()
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{
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if (!m_shadow_cascade_count)
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{
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return;
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}
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m_shadow_cascade_distances[m_shadow_cascade_count - 1] = m_shadow_max_distance;
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for (unsigned int i = 0; i < m_shadow_cascade_count - 1; ++i)
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{
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const auto weight = static_cast<float>(i + 1) / static_cast<float>(m_shadow_cascade_count);
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// Calculate linear and logarithmic distribution distances
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const auto linear_distance = m_shadow_max_distance * weight;
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// const auto log_distance = math::log_lerp(0.0f, m_shadow_max_distance, weight);
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// Interpolate between linear and logarithmic distribution distances
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// cascade_distances[i] = math::lerp(linear_distance, log_distance, light.get_shadow_cascade_distribution());
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m_shadow_cascade_distances[i] = linear_distance;
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}
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}
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} // namespace scene
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