Support setting cascade map splits in light options
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547b7e8a31
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2 changed files with 18 additions and 9 deletions
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@ -72,6 +72,7 @@ namespace psemek::gfx
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bool shadowed = true;
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std::size_t shadow_map_size = 1024;
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std::size_t cascades = 4;
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std::vector<geom::interval<float>> cascade_ranges;
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};
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struct point_light
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@ -1497,20 +1497,31 @@ void main()
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auto dir = geom::as_vector(camera_clip_planes[4]);
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std::vector<geom::interval<float>> cascade_splits(l.cascades);
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float offset;
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{
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float offset;
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auto dir_length = geom::length(dir);
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float near = camera_clip_planes[4][3] / dir_length;
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dir /= dir_length;
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offset = geom::dot(camera_position - geom::point<float, 3>::zero(), dir);
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near += offset;
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float far = -camera_clip_planes[5][3] / geom::length(geom::as_vector(camera_clip_planes[5])) - offset;
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float lambda = 1.f / 24.f;
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for (int i = 0; i < l.cascades; ++i)
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if (l.cascade_ranges.empty())
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{
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cascade_splits[i].max = (1.f - lambda) * near * std::pow(far / near, i * 1.f / l.cascades) + lambda * (near + (far - near) * (i * 1.f / l.cascades));
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cascade_splits[i].min = (1.f - lambda) * near * std::pow(far / near, (i + 1) * 1.f / l.cascades) + lambda * (near + (far - near) * ((i + 1) * 1.f / l.cascades));
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cascade_splits[i] -= offset;
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float lambda = 1.f / 24.f;
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for (int i = 0; i < l.cascades; ++i)
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{
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cascade_splits[i].max = (1.f - lambda) * near * std::pow(far / near, i * 1.f / l.cascades) + lambda * (near + (far - near) * (i * 1.f / l.cascades));
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cascade_splits[i].min = (1.f - lambda) * near * std::pow(far / near, (i + 1) * 1.f / l.cascades) + lambda * (near + (far - near) * ((i + 1) * 1.f / l.cascades));
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cascade_splits[i] -= offset;
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}
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}
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else
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{
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for (int i = 0; i < l.cascades; ++i)
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{
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cascade_splits[i] = - l.cascade_ranges[i] - offset;
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}
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}
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}
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@ -1578,10 +1589,7 @@ void main()
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}
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for (auto const & v : geom::vertices(casts_shadow_bbox))
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{
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// light_bbox[2].min = std::min(light_bbox[2].min, geom::dot(light_axes[2], v - origin));
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light_bbox[2] |= geom::dot(light_axes[2], v - origin);
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}
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light_transform[cascade] = geom::orthographic_camera{light_bbox}.projection() * geom::homogeneous(geom::by_rows(light_axes[0], light_axes[1], light_axes[2]));
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