fyrox_impl/scene/light/directional.rs
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//! Directional light is a light source with parallel rays, it has excellent example in real life - Sun.
//! It does not have position, only direction which defined by parent light scene node.
//!
//! ## Shadows
//!
//! Directional light sources uses cascaded shadow maps for shadows. Each cascade has different position
//! on the viewing frustum and overall split options can be changed by using [`FrustumSplitOptions`].
use crate::{
core::{
algebra::{UnitQuaternion, Vector3},
color::Color,
math::aabb::AxisAlignedBoundingBox,
pool::Handle,
reflect::prelude::*,
uuid::{uuid, Uuid},
variable::InheritableVariable,
visitor::{Visit, VisitResult, Visitor},
TypeUuidProvider,
},
scene::{
base::Base,
debug::SceneDrawingContext,
graph::Graph,
light::{BaseLight, BaseLightBuilder},
node::{Node, NodeTrait},
},
};
use fyrox_core::uuid_provider;
use fyrox_graph::BaseSceneGraph;
use std::ops::{Deref, DerefMut};
use strum_macros::{AsRefStr, EnumString, VariantNames};
/// Maximum amount of cascades.
pub const CSM_NUM_CASCADES: usize = 3;
/// Frustum split options defines how to split camera's frustum to generate cascades.
#[derive(Reflect, Clone, Visit, Debug, PartialEq, AsRefStr, EnumString, VariantNames)]
pub enum FrustumSplitOptions {
/// Camera frustum will be split into a [`CSM_NUM_CASCADES`] splits where each sub-frustum
/// will have fixed far plane location.
///
/// This option allows you to set far planes very precisely, thus allowing you to set desired
/// quality of each cascade.
///
/// This is default option.
Absolute {
/// A fixed set of distances, where each distance sets the location of far plane of
/// of sub-frustum. If far plane exceeds far plane of current camera, then cascade will
/// be discarded and won't be used for rendering.
far_planes: [f32; CSM_NUM_CASCADES],
},
/// Camera frustum will be split into a [`CSM_NUM_CASCADES`] splits using provided fractions.
///
/// This option might give lesser quality results with camera that have large far plane, however
/// it does not require any precise tweaking.
Relative {
/// A fixed set of fractions in `[0; 1]` range which defines how far the far plane of
/// sub-frustum will be relative to camera's frustum.
fractions: [f32; CSM_NUM_CASCADES],
},
}
uuid_provider!(FrustumSplitOptions = "b2ed128a-b7da-4d34-b027-a0af19c2f563");
impl Default for FrustumSplitOptions {
fn default() -> Self {
Self::Absolute {
far_planes: [5.0, 25.0, 64.0],
}
}
}
/// Cascade Shadow Mapping (CSM) options.
#[derive(Reflect, Clone, Visit, PartialEq, Debug)]
pub struct CsmOptions {
/// See [`FrustumSplitOptions`].
pub split_options: FrustumSplitOptions,
#[reflect(min_value = 0.0, step = 0.000025)]
shadow_bias: f32,
}
impl Default for CsmOptions {
fn default() -> Self {
Self {
split_options: Default::default(),
shadow_bias: 0.00025,
}
}
}
impl CsmOptions {
/// Sets new shadow bias value. Shadow bias allows you to prevent "shadow-acne" effect by
/// shifting values fetched from shadow map by a certain value. "Shadow acne" occur due to
/// insufficient precision.
pub fn set_shadow_bias(&mut self, bias: f32) {
self.shadow_bias = bias.max(0.0);
}
/// Returns current shadow bias value.
pub fn shadow_bias(&self) -> f32 {
self.shadow_bias
}
}
/// See module docs.
#[derive(Default, Debug, Visit, Reflect, Clone)]
pub struct DirectionalLight {
base_light: BaseLight,
/// See [`CsmOptions`].
pub csm_options: InheritableVariable<CsmOptions>,
}
impl From<BaseLight> for DirectionalLight {
fn from(base_light: BaseLight) -> Self {
Self {
base_light,
csm_options: Default::default(),
}
}
}
impl Deref for DirectionalLight {
type Target = Base;
fn deref(&self) -> &Self::Target {
&self.base_light.base
}
}
impl DerefMut for DirectionalLight {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.base_light.base
}
}
impl TypeUuidProvider for DirectionalLight {
fn type_uuid() -> Uuid {
uuid!("8b8248e1-1cdf-42a3-9abe-0691de82c519")
}
}
impl DirectionalLight {
/// Returns a reference to base light.
pub fn base_light_ref(&self) -> &BaseLight {
&self.base_light
}
/// Returns a reference to base light.
pub fn base_light_mut(&mut self) -> &mut BaseLight {
&mut self.base_light
}
}
impl NodeTrait for DirectionalLight {
crate::impl_query_component!(base_light: BaseLight);
fn local_bounding_box(&self) -> AxisAlignedBoundingBox {
AxisAlignedBoundingBox::unit()
}
fn world_bounding_box(&self) -> AxisAlignedBoundingBox {
self.local_bounding_box()
.transform(&self.global_transform())
}
fn id(&self) -> Uuid {
Self::type_uuid()
}
fn debug_draw(&self, ctx: &mut SceneDrawingContext) {
ctx.draw_arrow(
16,
Color::GREEN,
1.0,
0.2,
self.global_transform()
* UnitQuaternion::from_axis_angle(&Vector3::x_axis(), 180.0f32.to_radians())
.to_homogeneous(),
);
}
}
/// Allows you to build directional light in declarative manner.
pub struct DirectionalLightBuilder {
base_light_builder: BaseLightBuilder,
csm_options: CsmOptions,
}
impl DirectionalLightBuilder {
/// Creates new builder instance.
pub fn new(base_light_builder: BaseLightBuilder) -> Self {
Self {
base_light_builder,
csm_options: Default::default(),
}
}
/// Creates new instance of directional light.
pub fn build_directional_light(self) -> DirectionalLight {
DirectionalLight {
base_light: self.base_light_builder.build(),
csm_options: self.csm_options.into(),
}
}
/// Sets desired options for cascaded shadow maps.
pub fn with_csm_options(mut self, csm_options: CsmOptions) -> Self {
self.csm_options = csm_options;
self
}
/// Creates new instance of directional light node.
pub fn build_node(self) -> Node {
Node::new(self.build_directional_light())
}
/// Creates new instance of directional light and adds it to the graph.
pub fn build(self, graph: &mut Graph) -> Handle<Node> {
graph.add_node(self.build_node())
}
}