ReflectionProbeNode.cpp 6.0 KB

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  1. // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #include <AnKi/Scene/ReflectionProbeNode.h>
  6. #include <AnKi/Scene/Components/ReflectionProbeComponent.h>
  7. #include <AnKi/Scene/Components/MoveComponent.h>
  8. #include <AnKi/Scene/Components/FrustumComponent.h>
  9. #include <AnKi/Scene/Components/SpatialComponent.h>
  10. #include <AnKi/Core/ConfigSet.h>
  11. #include <AnKi/Shaders/Include/ClusteredShadingTypes.h>
  12. namespace anki {
  13. /// Feedback component
  14. class ReflectionProbeNode::MoveFeedbackComponent : public SceneComponent
  15. {
  16. ANKI_SCENE_COMPONENT(ReflectionProbeNode::MoveFeedbackComponent)
  17. public:
  18. MoveFeedbackComponent(SceneNode* node)
  19. : SceneComponent(node, getStaticClassId(), true)
  20. {
  21. }
  22. Error update(SceneComponentUpdateInfo& info, Bool& updated) override
  23. {
  24. updated = false;
  25. MoveComponent& move = info.m_node->getFirstComponentOfType<MoveComponent>();
  26. if(move.getTimestamp() == info.m_node->getGlobalTimestamp())
  27. {
  28. // Move updated
  29. ReflectionProbeNode& dnode = static_cast<ReflectionProbeNode&>(*info.m_node);
  30. dnode.onMoveUpdate(move);
  31. }
  32. return Error::kNone;
  33. }
  34. };
  35. ANKI_SCENE_COMPONENT_STATICS(ReflectionProbeNode::MoveFeedbackComponent)
  36. /// Feedback component
  37. class ReflectionProbeNode::ShapeFeedbackComponent : public SceneComponent
  38. {
  39. ANKI_SCENE_COMPONENT(ReflectionProbeNode::ShapeFeedbackComponent)
  40. public:
  41. ShapeFeedbackComponent(SceneNode* node)
  42. : SceneComponent(node, getStaticClassId(), true)
  43. {
  44. }
  45. Error update(SceneComponentUpdateInfo& info, Bool& updated) override
  46. {
  47. updated = false;
  48. ReflectionProbeComponent& reflc = info.m_node->getFirstComponentOfType<ReflectionProbeComponent>();
  49. if(reflc.getTimestamp() == info.m_node->getGlobalTimestamp())
  50. {
  51. ReflectionProbeNode& dnode = static_cast<ReflectionProbeNode&>(*info.m_node);
  52. dnode.onShapeUpdate(reflc);
  53. }
  54. return Error::kNone;
  55. }
  56. };
  57. ANKI_SCENE_COMPONENT_STATICS(ReflectionProbeNode::ShapeFeedbackComponent)
  58. ReflectionProbeNode::ReflectionProbeNode(SceneGraph* scene, CString name)
  59. : SceneNode(scene, name)
  60. {
  61. // Move component first
  62. newComponent<MoveComponent>();
  63. // Feedback component
  64. newComponent<MoveFeedbackComponent>();
  65. // The frustum components
  66. const F32 ang = toRad(90.0f);
  67. Mat3 rot;
  68. rot = Mat3(Euler(0.0f, -kPi / 2.0f, 0.0f)) * Mat3(Euler(0.0f, 0.0f, kPi));
  69. m_frustumTransforms[0].setRotation(Mat3x4(Vec3(0.0f), rot));
  70. rot = Mat3(Euler(0.0f, kPi / 2.0f, 0.0f)) * Mat3(Euler(0.0f, 0.0f, kPi));
  71. m_frustumTransforms[1].setRotation(Mat3x4(Vec3(0.0f), rot));
  72. rot = Mat3(Euler(kPi / 2.0f, 0.0f, 0.0f));
  73. m_frustumTransforms[2].setRotation(Mat3x4(Vec3(0.0f), rot));
  74. rot = Mat3(Euler(-kPi / 2.0f, 0.0f, 0.0f));
  75. m_frustumTransforms[3].setRotation(Mat3x4(Vec3(0.0f), rot));
  76. rot = Mat3(Euler(0.0f, kPi, 0.0f)) * Mat3(Euler(0.0f, 0.0f, kPi));
  77. m_frustumTransforms[4].setRotation(Mat3x4(Vec3(0.0f), rot));
  78. rot = Mat3(Euler(0.0f, 0.0f, kPi));
  79. m_frustumTransforms[5].setRotation(Mat3x4(Vec3(0.0f), rot));
  80. for(U i = 0; i < 6; ++i)
  81. {
  82. m_frustumTransforms[i].setOrigin(Vec4(0.0f));
  83. m_frustumTransforms[i].setScale(1.0f);
  84. FrustumComponent* frc = newComponent<FrustumComponent>();
  85. frc->setFrustumType(FrustumType::kPerspective);
  86. frc->setPerspective(CLUSTER_OBJECT_FRUSTUM_NEAR_PLANE, 10.0f, ang, ang);
  87. frc->setWorldTransform(m_frustumTransforms[i]);
  88. frc->setEnabledVisibilityTests(FrustumComponentVisibilityTestFlag::NONE);
  89. frc->setEffectiveShadowDistance(getConfig().getSceneReflectionProbeShadowEffectiveDistance());
  90. frc->setShadowCascadeCount(1);
  91. }
  92. // Reflection probe comp
  93. newComponent<ReflectionProbeComponent>();
  94. // Feedback
  95. newComponent<ShapeFeedbackComponent>();
  96. // Spatial component
  97. SpatialComponent* spatialc = newComponent<SpatialComponent>();
  98. spatialc->setUpdateOctreeBounds(false);
  99. }
  100. ReflectionProbeNode::~ReflectionProbeNode()
  101. {
  102. }
  103. void ReflectionProbeNode::onMoveUpdate(MoveComponent& move)
  104. {
  105. // Update frustum components
  106. U count = 0;
  107. iterateComponentsOfType<FrustumComponent>([&](FrustumComponent& frc) {
  108. Transform trf = m_frustumTransforms[count];
  109. trf.setOrigin(move.getWorldTransform().getOrigin());
  110. frc.setWorldTransform(trf);
  111. ++count;
  112. });
  113. ANKI_ASSERT(count == 6);
  114. // Update the spatial comp
  115. SpatialComponent& sp = getFirstComponentOfType<SpatialComponent>();
  116. sp.setSpatialOrigin(move.getWorldTransform().getOrigin().xyz());
  117. // Update the refl comp
  118. ReflectionProbeComponent& reflc = getFirstComponentOfType<ReflectionProbeComponent>();
  119. reflc.setWorldPosition(move.getWorldTransform().getOrigin().xyz());
  120. }
  121. void ReflectionProbeNode::onShapeUpdate(ReflectionProbeComponent& reflc)
  122. {
  123. const Vec3 halfProbeSize = reflc.getBoxVolumeSize() / 2.0f;
  124. F32 effectiveDistance = max(halfProbeSize.x(), halfProbeSize.y());
  125. effectiveDistance = max(effectiveDistance, halfProbeSize.z());
  126. effectiveDistance = max(effectiveDistance, getConfig().getSceneReflectionProbeEffectiveDistance());
  127. // Update frustum components
  128. iterateComponentsOfType<FrustumComponent>([&](FrustumComponent& frc) {
  129. frc.setFar(effectiveDistance);
  130. });
  131. // Update the spatial comp
  132. SpatialComponent& sp = getFirstComponentOfType<SpatialComponent>();
  133. sp.setAabbWorldSpace(reflc.getAabbWorldSpace());
  134. }
  135. Error ReflectionProbeNode::frameUpdate([[maybe_unused]] Second prevUpdateTime, [[maybe_unused]] Second crntTime)
  136. {
  137. // Check the reflection probe component and if it's marked for rendering enable the frustum components
  138. const ReflectionProbeComponent& reflc = getFirstComponentOfType<ReflectionProbeComponent>();
  139. constexpr FrustumComponentVisibilityTestFlag frustumTestFlags =
  140. FrustumComponentVisibilityTestFlag::RENDER_COMPONENTS | FrustumComponentVisibilityTestFlag::LIGHT_COMPONENTS;
  141. const FrustumComponentVisibilityTestFlag testFlags =
  142. reflc.getMarkedForRendering() ? frustumTestFlags : FrustumComponentVisibilityTestFlag::NONE;
  143. iterateComponentsOfType<FrustumComponent>([testFlags](FrustumComponent& frc) {
  144. frc.setEnabledVisibilityTests(testFlags);
  145. });
  146. return Error::kNone;
  147. }
  148. } // end namespace anki