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- // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #include <AnKi/Scene/Components/ReflectionProbeComponent.h>
- #include <AnKi/Scene/Components/MoveComponent.h>
- #include <AnKi/Scene/SceneGraph.h>
- #include <AnKi/Scene/SceneNode.h>
- #include <AnKi/Core/ConfigSet.h>
- namespace anki {
- ReflectionProbeComponent::ReflectionProbeComponent(SceneNode* node)
- : SceneComponent(node, getStaticClassId())
- , m_uuid(node->getSceneGraph().getNewUuid())
- , m_spatial(this)
- {
- m_worldPos = node->getWorldTransform().getOrigin().xyz();
- for(U32 i = 0; i < 6; ++i)
- {
- m_frustums[i].init(FrustumType::kPerspective, &node->getMemoryPool());
- m_frustums[i].setPerspective(kClusterObjectFrustumNearPlane, 100.0f, kPi / 2.0f, kPi / 2.0f);
- m_frustums[i].setWorldTransform(
- Transform(m_worldPos.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f));
- m_frustums[i].setShadowCascadeCount(1);
- m_frustums[i].update();
- }
- }
- ReflectionProbeComponent::~ReflectionProbeComponent()
- {
- }
- Error ReflectionProbeComponent::update(SceneComponentUpdateInfo& info, Bool& updated)
- {
- const Bool moved = info.m_node->movedThisFrame();
- const Bool shapeUpdated = m_dirty;
- m_dirty = false;
- updated = moved || shapeUpdated;
- if(moved) [[unlikely]]
- {
- m_worldPos = info.m_node->getWorldTransform().getOrigin().xyz();
- for(U32 i = 0; i < 6; ++i)
- {
- m_frustums[i].setWorldTransform(
- Transform(m_worldPos.xyz0(), Frustum::getOmnidirectionalFrustumRotations()[i], 1.0f));
- }
- }
- if(shapeUpdated) [[unlikely]]
- {
- F32 effectiveDistance = max(m_halfSize.x(), m_halfSize.y());
- effectiveDistance = max(effectiveDistance, m_halfSize.z());
- effectiveDistance =
- max(effectiveDistance, getExternalSubsystems(*info.m_node).m_config->getSceneProbeEffectiveDistance());
- const F32 shadowCascadeDistance = min(
- effectiveDistance, getExternalSubsystems(*info.m_node).m_config->getSceneProbeShadowEffectiveDistance());
- for(U32 i = 0; i < 6; ++i)
- {
- m_frustums[i].setFar(effectiveDistance);
- m_frustums[i].setShadowCascadeDistance(0, shadowCascadeDistance);
- // Add something really far to force LOD 0 to be used. The importing tools create LODs with holes some times
- // and that causes the sky to bleed to GI rendering
- m_frustums[i].setLodDistances({effectiveDistance - 3.0f * kEpsilonf, effectiveDistance - 2.0f * kEpsilonf,
- effectiveDistance - 1.0f * kEpsilonf});
- }
- }
- if(updated) [[unlikely]]
- {
- // Set a new UUID to force the renderer to update the probe
- m_uuid = info.m_node->getSceneGraph().getNewUuid();
- for(U32 i = 0; i < 6; ++i)
- {
- m_frustums[i].update();
- }
- Aabb aabbWorld(-m_halfSize + m_worldPos, m_halfSize + m_worldPos);
- m_spatial.setBoundingShape(aabbWorld);
- m_spatial.update(info.m_node->getSceneGraph().getOctree());
- }
- return Error::kNone;
- }
- } // end namespace anki
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