Files
Nuake-custom/Nuake/src/Scene/Components/LightComponent.h

203 lines
7.8 KiB
C++

#pragma once
#include "Component.h"
#include <glm/ext/vector_float3.hpp>
#include <glm/ext/vector_float2.hpp>
#include "TransformComponent.h"
#include "../Rendering/Camera.h"
#include "src/Rendering/Buffers/Framebuffer.h"
#include "VisibilityComponent.h"
#include "../Resource/Serializable.h"
#include <glm/ext/matrix_clip_space.hpp>
namespace Nuake
{
enum LightType
{
Directional, Point, Spot
};
const int CSM_AMOUNT = 4;
class LightComponent : public Component
{
NUAKECOMPONENT(LightComponent, "Light")
public:
LightType Type = Point;
Vector3 Direction;
float Cutoff = 12.5f;
float OuterCutoff = 20.0f;
Vector3 Color;
bool IsVolumetric = false;
float Strength;
bool SyncDirectionWithSky = false;
bool CastShadows = false;
Ref<FrameBuffer> m_Framebuffers[CSM_AMOUNT];
Matrix4 mViewProjections[CSM_AMOUNT];
float mCascadeSplitDepth[CSM_AMOUNT];
float mCascadeSplits[CSM_AMOUNT];
public:
LightComponent();
~LightComponent() = default;
void SetCastShadows(bool toggle);
Matrix4 GetProjection();
Vector3 GetDirection();
void CalculateViewProjection(glm::mat4& view, const glm::mat4& projection)
{
glm::mat4 viewProjection = projection * view;
glm::mat4 inverseViewProjection = glm::inverse(viewProjection);
// TODO: Automate this
const float nearClip = 0.01f;
const float farClip = 800.0f;
const float clipRange = farClip - nearClip;
const float mCascadeNearPlaneOffset = -100.0f;
const float mCascadeFarPlaneOffset = 0.0;
// Calculate the optimal cascade distances
const float minZ = nearClip;
const float maxZ = nearClip + clipRange;
const float range = maxZ - minZ;
const float ratio = maxZ / minZ;
for (int i = 0; i < CSM_AMOUNT; i++)
{
const float p = (i + 1) / static_cast<float>(4);
const float log = minZ * glm::pow(ratio, p);
const float uniform = minZ + range * p;
const float d = 0.91f * (log - uniform) + uniform;
mCascadeSplits[i] = (d - nearClip) / clipRange;
}
mCascadeSplits[0] = 0.01f;
//mCascadeSplits[1] = 0.45f;
//mCascadeSplits[2] = 1.0f;
float lastSplitDist = 0.0f;
// Calculate Orthographic Projection matrix for each cascade
for (int cascade = 0; cascade < CSM_AMOUNT; cascade++)
{
float splitDist = mCascadeSplits[cascade];
glm::vec4 frustumCorners[8] =
{
//Near face
{ 1.0f, 1.0f, -1.0f, 1.0f },
{ -1.0f, 1.0f, -1.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f },
//Far face
{ 1.0f, 1.0f, 1.0f, 1.0f },
{ -1.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f },
{ -1.0f, -1.0f, 1.0f, 1.0f },
};
// Project frustum corners into world space from clip space
for (int i = 0; i < 8; i++)
{
glm::vec4 invCorner = inverseViewProjection * frustumCorners[i];
frustumCorners[i] = invCorner / invCorner.w;
}
for (int i = 0; i < CSM_AMOUNT; i++)
{
glm::vec4 dist = frustumCorners[i + 4] - frustumCorners[i];
frustumCorners[i + 4] = frustumCorners[i] + (dist * splitDist);
frustumCorners[i] = frustumCorners[i] + (dist * lastSplitDist);
}
// Get frustum center
glm::vec3 frustumCenter = glm::vec3(0.0f);
for (int i = 0; i < 8; i++)
frustumCenter += glm::vec3(frustumCorners[i]);
frustumCenter /= 8.0f;
// Get the minimum and maximum extents
float radius = 0.0f;
for (int i = 0; i < 8; i++)
{
float distance = glm::length(glm::vec3(frustumCorners[i]) - frustumCenter);
radius = glm::max(radius, distance);
}
radius = std::ceil(radius * 16.0f) / 16.0f;
glm::vec3 maxExtents = glm::vec3(radius);
glm::vec3 minExtents = -maxExtents;
// Calculate the view and projection matrix
glm::vec3 lightDir = -this->Direction;
glm::mat4 lightViewMatrix = glm::lookAt(frustumCenter - lightDir * -minExtents.z, frustumCenter, glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 lightProjectionMatrix = glm::ortho(minExtents.x, maxExtents.x, minExtents.y, maxExtents.y, 0.0f + mCascadeNearPlaneOffset, maxExtents.z - minExtents.z + mCascadeFarPlaneOffset);
// Offset to texel space to avoid shimmering ->(https://stackoverflow.com/questions/33499053/cascaded-shadow-map-shimmering)
glm::mat4 shadowMatrix = lightProjectionMatrix * lightViewMatrix;
const float ShadowMapResolution = 4096;
glm::vec4 shadowOrigin = (shadowMatrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)) * ShadowMapResolution / 2.0f;
glm::vec4 roundedOrigin = glm::round(shadowOrigin);
glm::vec4 roundOffset = roundedOrigin - shadowOrigin;
roundOffset = roundOffset * 2.0f / ShadowMapResolution;
roundOffset.z = 0.0f;
roundOffset.w = 0.0f;
lightProjectionMatrix[3] += roundOffset;
// Store SplitDistance and ViewProjection-Matrix
mCascadeSplitDepth[cascade] = (nearClip + splitDist * clipRange) * 1.0f;
mViewProjections[cascade] = shadowMatrix;
lastSplitDist = mCascadeSplits[cascade];
// -----------------------Debug only-----------------------
// RendererDebug::BeginScene(viewProjection);
// RendererDebug::SubmitCameraFrustum(frustumCorners, glm::mat4(1.0f), GetColor(cascade)); // Draws the divided camera frustums
// RendererDebug::SubmitLine(glm::vec3(0.0f, 0.0f, 0.0f), frustumCenter, GetColor(cascade)); // Draws the center of the frustum (A line pointing from origin to the center)
// RendererDebug::EndScene();
}
}
json Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(Type);
SERIALIZE_VEC3(Direction);
SERIALIZE_VEC3(Color);
SERIALIZE_VAL(IsVolumetric);
SERIALIZE_VAL(Strength);
SERIALIZE_VAL(SyncDirectionWithSky);
SERIALIZE_VAL(CastShadows);
END_SERIALIZE();
}
bool Deserialize(const json& j)
{
if (j.contains("Type"))
Type = (LightType)j["Type"];
if (j.contains("IsVolumetric"))
IsVolumetric = j["IsVolumetric"];
if (j.contains("Color"))
Color = Vector3(j["Color"]["x"], j["Color"]["y"], j["Color"]["z"]);
if (j.contains("Strength"))
Strength = j["Strength"];
if (j.contains("SyncDirectionWithSky"))
SyncDirectionWithSky = j["SyncDirectionWithSky"];
if (j.contains("CastShadows"))
SetCastShadows(j["CastShadows"]);
if (j.contains("Direction"))
{
float x = j["Direction"]["x"];
float y = j["Direction"]["y"];
float z = j["Direction"]["z"];
this->Direction = Vector3(x, y, z);
}
return true;
}
};
}