Files
Nuake-custom/Nuake/src/Rendering/Light.cpp
2023-07-19 00:31:22 -04:00

129 lines
5.6 KiB
C++

#include "Light.h"
#include <src/Vendors/glm/ext/matrix_clip_space.hpp>
#include "src/Rendering/RenderCommand.h"
#include <dependencies/GLEW/include/GL/glew.h>
namespace Nuake
{
DirectionalLight::DirectionalLight()
{
for (int i = 0; i < CSM_SPLIT_AMOUNT; i++)
{
Ref<FrameBuffer> shadowmap = CreateRef<FrameBuffer>(false, glm::vec2(4096, 4096));
Ref<Texture> texture = CreateRef<Texture>(glm::vec2(4096, 4096), GL_DEPTH_COMPONENT);
texture->SetParameter(GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
shadowmap->SetTexture(texture, GL_DEPTH_ATTACHMENT);
m_ShadowMaps[i] = shadowmap;
}
}
DirectionalLight::~DirectionalLight()
{
for (int i = 0; i < CSM_SPLIT_AMOUNT; i++)
{
}
}
void DirectionalLight::CSMViewCalculation(const Matrix4& camView, const Matrix4& camProjection)
{
Matrix4 viewProjection = camProjection * camView;
Matrix4 inverseViewProjection = glm::inverse(viewProjection);
// Calculate the optimal cascade distances
const float range = CSM_FAR_CLIP - CSM_NEAR_CLIP;
const float ratio = CSM_FAR_CLIP / CSM_NEAR_CLIP;
for (int i = 0; i < CSM_SPLIT_AMOUNT; i++)
{
const float p = (i + 1) / static_cast<float>(4);
const float log = CSM_NEAR_CLIP * glm::pow(ratio, p);
const float uniform = CSM_NEAR_CLIP + range * p;
const float d = 0.91f * (log - uniform) + uniform;
m_CascadeSplits[i] = (d - CSM_NEAR_CLIP) / CSM_CLIP_RANGE;
}
float lastSplitDist = 0.0f;
// Calculate Orthographic Projection matrix for each cascade
for (int cascade = 0; cascade < CSM_SPLIT_AMOUNT; cascade++)
{
float splitDist = m_CascadeSplits[cascade];
Vector4 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++)
{
Vector4 invCorner = inverseViewProjection * frustumCorners[i];
frustumCorners[i] = invCorner / invCorner.w;
}
for (int i = 0; i < CSM_SPLIT_AMOUNT; i++)
{
Vector4 dist = frustumCorners[i + 4] - frustumCorners[i];
frustumCorners[i + 4] = frustumCorners[i] + (dist * splitDist);
frustumCorners[i] = frustumCorners[i] + (dist * lastSplitDist);
}
// Get frustum center
Vector3 frustumCenter = Vector3(0.0f);
for (int i = 0; i < 8; i++)
frustumCenter += Vector3(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(Vector3(frustumCorners[i]) - frustumCenter);
radius = glm::max(radius, distance);
}
radius = std::ceil(radius * 16.0f) / 16.0f;
Vector3 maxExtents = Vector3(radius);
Vector3 minExtents = -maxExtents;
// Calculate the view and projection matrix
Vector3 lightDir = -this->Direction;
Matrix4 lightViewMatrix = glm::lookAt(frustumCenter - lightDir * -minExtents.z, frustumCenter, Vector3(0.0f, 0.0f, 1.0f));
Matrix4 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)
Matrix4 shadowMatrix = lightProjectionMatrix * lightViewMatrix;
const float ShadowMapResolution = 4096;
Vector4 shadowOrigin = (shadowMatrix * Vector4(0.0f, 0.0f, 0.0f, 1.0f)) * ShadowMapResolution / 2.0f;
Vector4 roundedOrigin = glm::round(shadowOrigin);
Vector4 roundOffset = roundedOrigin - shadowOrigin;
roundOffset = roundOffset * 2.0f / ShadowMapResolution;
roundOffset.z = 0.0f;
roundOffset.w = 0.0f;
lightProjectionMatrix[0] += roundOffset;
lightProjectionMatrix[1] += roundOffset;
lightProjectionMatrix[2] += roundOffset;
lightProjectionMatrix[3] += roundOffset;
// Store SplitDistance and ViewProjection-Matrix
m_CascadeSplitDepths[cascade] = (CSM_NEAR_CLIP + splitDist * CSM_FAR_CLIP) * 1.0f;
m_CascadeViewProjections[cascade] = lightProjectionMatrix * lightViewMatrix;
lastSplitDist = m_CascadeSplits[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();
}
}
}