use crate::camera::*;
use crate::core::*;
use crate::definition::*;
use crate::math::*;
pub struct SpotLight {
context: Context,
light_buffer: UniformBuffer,
shadow_texture: DepthTargetTexture2D,
shadow_camera: Option<Camera>,
}
impl SpotLight {
pub fn new(
context: &Context,
intensity: f32,
color: &Vec3,
position: &Vec3,
direction: &Vec3,
cutoff: f32,
attenuation_constant: f32,
attenuation_linear: f32,
attenuation_exponential: f32,
) -> Result<SpotLight, Error> {
let uniform_sizes = [3u32, 1, 1, 1, 1, 1, 3, 1, 3, 1, 16];
let mut light = SpotLight {
context: context.clone(),
light_buffer: UniformBuffer::new(context, &uniform_sizes)?,
shadow_texture: DepthTargetTexture2D::new(
context,
1,
1,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
DepthFormat::Depth32F,
)?,
shadow_camera: None,
};
light.set_intensity(intensity);
light.set_color(color);
light.set_cutoff(cutoff);
light.set_direction(direction);
light.set_position(position);
light.set_attenuation(
attenuation_constant,
attenuation_linear,
attenuation_exponential,
);
Ok(light)
}
pub fn set_color(&mut self, color: &Vec3) {
self.light_buffer.update(0, &color.to_slice()).unwrap();
}
pub fn set_intensity(&mut self, intensity: f32) {
self.light_buffer.update(1, &[intensity]).unwrap();
}
pub fn set_attenuation(&mut self, constant: f32, linear: f32, exponential: f32) {
self.light_buffer.update(2, &[constant]).unwrap();
self.light_buffer.update(3, &[linear]).unwrap();
self.light_buffer.update(4, &[exponential]).unwrap();
}
pub fn set_position(&mut self, position: &Vec3) {
self.light_buffer.update(6, &position.to_slice()).unwrap();
}
pub fn position(&self) -> Vec3 {
let p = self.light_buffer.get(6).unwrap();
vec3(p[0], p[1], p[2])
}
pub fn set_cutoff(&mut self, cutoff: f32) {
self.light_buffer.update(7, &[cutoff]).unwrap();
}
pub fn set_direction(&mut self, direction: &Vec3) {
self.light_buffer
.update(8, &direction.normalize().to_slice())
.unwrap();
}
pub fn direction(&self) -> Vec3 {
let d = self.light_buffer.get(8).unwrap();
vec3(d[0], d[1], d[2])
}
pub fn clear_shadow_map(&mut self) {
self.shadow_camera = None;
self.shadow_texture = DepthTargetTexture2D::new(
&self.context,
1,
1,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
DepthFormat::Depth32F,
)
.unwrap();
self.light_buffer.update(9, &[0.0]).unwrap();
}
pub fn generate_shadow_map(
&mut self,
frustrum_depth: f32,
texture_size: usize,
geometries: &[&dyn Geometry],
) -> Result<(), Error> {
let position = self.position();
let direction = self.direction();
let up = compute_up_direction(direction);
let cutoff = self.light_buffer.get(7).unwrap()[0];
self.shadow_camera = Some(Camera::new_perspective(
&self.context,
position,
position + direction,
up,
degrees(cutoff),
1.0,
0.1,
frustrum_depth,
)?);
self.light_buffer.update(
10,
&shadow_matrix(self.shadow_camera.as_ref().unwrap()).to_slice(),
)?;
self.shadow_texture = DepthTargetTexture2D::new(
&self.context,
texture_size,
texture_size,
Wrapping::ClampToEdge,
Wrapping::ClampToEdge,
DepthFormat::Depth32F,
)?;
self.shadow_texture.write(Some(1.0), || {
let viewport = Viewport::new_at_origo(texture_size, texture_size);
for geometry in geometries {
if geometry
.aabb()
.map(|aabb| self.shadow_camera.as_ref().unwrap().in_frustum(&aabb))
.unwrap_or(true)
{
geometry.render_depth(
RenderStates::default(),
viewport,
self.shadow_camera.as_ref().unwrap(),
)?;
}
}
Ok(())
})?;
self.light_buffer.update(9, &[1.0])?;
Ok(())
}
pub fn shadow_map(&self) -> &DepthTargetTexture2D {
&self.shadow_texture
}
pub fn buffer(&self) -> &UniformBuffer {
&self.light_buffer
}
}
fn shadow_matrix(camera: &Camera) -> Mat4 {
let bias_matrix = crate::Mat4::new(
0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0,
);
bias_matrix * camera.projection() * camera.view()
}
fn compute_up_direction(direction: Vec3) -> Vec3 {
if vec3(1.0, 0.0, 0.0).dot(direction).abs() > 0.9 {
(vec3(0.0, 1.0, 0.0).cross(direction)).normalize()
} else {
(vec3(1.0, 0.0, 0.0).cross(direction)).normalize()
}
}