ReflectionProbeComponent.cpp 3.0 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/Components/ReflectionProbeComponent.h>
  6. #include <AnKi/Scene/Components/MoveComponent.h>
  7. #include <AnKi/Scene/SceneGraph.h>
  8. #include <AnKi/Scene/SceneNode.h>
  9. #include <AnKi/Core/ConfigSet.h>
  10. namespace anki {
  11. ReflectionProbeComponent::ReflectionProbeComponent(SceneNode* node)
  12. : SceneComponent(node, getStaticClassId())
  13. , m_uuid(node->getSceneGraph().getNewUuid())
  14. , m_spatial(this)
  15. {
  16. m_worldPos = node->getWorldTransform().getOrigin().xyz();
  17. for(U32 i = 0; i < 6; ++i)
  18. {
  19. m_frustums[i].init(FrustumType::kPerspective, &node->getMemoryPool());
  20. m_frustums[i].setPerspective(kClusterObjectFrustumNearPlane, 100.0f, kPi / 2.0f, kPi / 2.0f);
  21. m_frustums[i].setWorldTransform(
  22. Transform(m_worldPos.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f));
  23. m_frustums[i].setShadowCascadeCount(1);
  24. m_frustums[i].update();
  25. }
  26. }
  27. ReflectionProbeComponent::~ReflectionProbeComponent()
  28. {
  29. }
  30. Error ReflectionProbeComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  31. {
  32. const Bool moved = info.m_node->movedThisFrame();
  33. const Bool shapeUpdated = m_dirty;
  34. m_dirty = false;
  35. updated = moved || shapeUpdated;
  36. if(updated) [[unlikely]]
  37. {
  38. m_worldPos = info.m_node->getWorldTransform().getOrigin().xyz();
  39. F32 effectiveDistance = max(m_halfSize.x(), m_halfSize.y());
  40. effectiveDistance = max(effectiveDistance, m_halfSize.z());
  41. effectiveDistance =
  42. max(effectiveDistance, getExternalSubsystems(*info.m_node).m_config->getSceneProbeEffectiveDistance());
  43. const F32 shadowCascadeDistance = min(
  44. effectiveDistance, getExternalSubsystems(*info.m_node).m_config->getSceneProbeShadowEffectiveDistance());
  45. for(U32 i = 0; i < 6; ++i)
  46. {
  47. m_frustums[i].setWorldTransform(
  48. Transform(m_worldPos.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f));
  49. m_frustums[i].setFar(effectiveDistance);
  50. m_frustums[i].setShadowCascadeDistance(0, shadowCascadeDistance);
  51. // Add something really far to force LOD 0 to be used. The importing tools create LODs with holes some times
  52. // and that causes the sky to bleed to GI rendering
  53. m_frustums[i].setLodDistances({effectiveDistance - 3.0f * kEpsilonf, effectiveDistance - 2.0f * kEpsilonf,
  54. effectiveDistance - 1.0f * kEpsilonf});
  55. }
  56. // Set a new UUID to force the renderer to update the probe
  57. m_uuid = info.m_node->getSceneGraph().getNewUuid();
  58. const Aabb aabbWorld(-m_halfSize + m_worldPos, m_halfSize + m_worldPos);
  59. m_spatial.setBoundingShape(aabbWorld);
  60. }
  61. const Bool spatialUpdated = m_spatial.update(info.m_node->getSceneGraph().getOctree());
  62. updated = updated || spatialUpdated;
  63. for(U32 i = 0; i < 6; ++i)
  64. {
  65. const Bool frustumUpdated = m_frustums[i].update();
  66. updated = updated || frustumUpdated;
  67. }
  68. return Error::kNone;
  69. }
  70. void ReflectionProbeComponent::onDestroy(SceneNode& node)
  71. {
  72. m_spatial.removeFromOctree(node.getSceneGraph().getOctree());
  73. }
  74. } // end namespace anki