CameraComponent.cpp 2.6 KB

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  1. // Copyright (C) 2009-2023, 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/CameraComponent.h>
  6. #include <AnKi/Scene/Components/MoveComponent.h>
  7. #include <AnKi/Scene/SceneNode.h>
  8. #include <AnKi/Gr/GrManager.h>
  9. #include <AnKi/Core/App.h>
  10. namespace anki {
  11. static NumericCVar<U8> g_shadowCascadeCountCVar(CVarSubsystem::kScene, "ShadowCascadeCount", (ANKI_PLATFORM_MOBILE) ? 2 : kMaxShadowCascades, 1,
  12. kMaxShadowCascades, "Max number of shadow cascades for directional lights");
  13. static NumericCVar<F32> g_shadowCascade0DistanceCVar(CVarSubsystem::kScene, "ShadowCascade0Distance", 18.0, 1.0, kMaxF32,
  14. "The distance of the 1st cascade");
  15. static NumericCVar<F32> g_shadowCascade1DistanceCVar(CVarSubsystem::kScene, "ShadowCascade1Distance", 40.0, 1.0, kMaxF32,
  16. "The distance of the 2nd cascade");
  17. static NumericCVar<F32> g_shadowCascade2DistanceCVar(CVarSubsystem::kScene, "ShadowCascade2Distance", 80.0, 1.0, kMaxF32,
  18. "The distance of the 3rd cascade");
  19. static NumericCVar<F32> g_shadowCascade3DistanceCVar(CVarSubsystem::kScene, "ShadowCascade3Distance", 200.0, 1.0, kMaxF32,
  20. "The distance of the 4th cascade");
  21. static NumericCVar<F32> g_earyZDistanceCVar(CVarSubsystem::kScene, "EarlyZDistance", (ANKI_PLATFORM_MOBILE) ? 0.0f : 10.0f, 0.0f, kMaxF32,
  22. "Objects with distance lower than that will be used in early Z");
  23. CameraComponent::CameraComponent(SceneNode* node)
  24. : SceneComponent(node, kClassType)
  25. {
  26. // Init main frustum
  27. m_frustum.init(FrustumType::kPerspective);
  28. m_frustum.setLodDistance(0, g_lod0MaxDistanceCVar.get());
  29. m_frustum.setLodDistance(1, g_lod1MaxDistanceCVar.get());
  30. m_frustum.setShadowCascadeCount(g_shadowCascadeCountCVar.get());
  31. static_assert(kMaxShadowCascades == 4);
  32. m_frustum.setShadowCascadeDistance(0, g_shadowCascade0DistanceCVar.get());
  33. m_frustum.setShadowCascadeDistance(1, g_shadowCascade1DistanceCVar.get());
  34. m_frustum.setShadowCascadeDistance(2, g_shadowCascade2DistanceCVar.get());
  35. m_frustum.setShadowCascadeDistance(3, g_shadowCascade3DistanceCVar.get());
  36. m_frustum.setWorldTransform(node->getWorldTransform());
  37. m_frustum.setEarlyZDistance(g_earyZDistanceCVar.get());
  38. m_frustum.update();
  39. }
  40. CameraComponent::~CameraComponent()
  41. {
  42. }
  43. Error CameraComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
  44. {
  45. if(info.m_node->movedThisFrame())
  46. {
  47. m_frustum.setWorldTransform(info.m_node->getWorldTransform());
  48. }
  49. updated = m_frustum.update();
  50. return Error::kNone;
  51. }
  52. } // end namespace anki