LNXSDK/leenkx/Sources/iron/object/LightObject.hx
2025-01-22 16:18:30 +01:00

678 lines
20 KiB
Haxe

package iron.object;
import kha.arrays.Float32Array;
import kha.graphics4.TextureFormat;
import kha.graphics4.Usage;
import iron.math.Mat4;
import iron.math.Vec4;
import iron.data.LightData;
import iron.object.CameraObject;
class LightObject extends Object {
public var data: LightData;
#if rp_shadowmap
#if lnx_shadowmap_atlas
public var tileNotifyOnRemove: Void -> Void;
public var lightInAtlas = false;
public var lightInAtlasTransparent = false;
public var culledLight = false;
public static var pointLightsData: kha.arrays.Float32Array = null;
public var shadowMapScale = 1.0; // When in forward if this defaults to 0.0, the atlas are not drawn before being bound.
// Data used in uniforms
public var tileOffsetX: Array<Float> = [0.0];
public var tileOffsetY: Array<Float> = [0.0];
public var tileScale: Array<Float> = [1.0];
#end
// Cascades
public static var cascadeCount = 1;
public static var cascadeSplitFactor = 0.8;
public static var cascadeBounds = 1.0;
#if lnx_csm
var cascadeData: Float32Array = null;
var cascadeVP: Array<Mat4>;
var camSlicedP: Array<Mat4> = null;
var cascadeSplit: Array<kha.FastFloat>;
var bias = Mat4.identity();
#else
var camSlicedP: Mat4 = null;
#end
#end // rp_shadowmap
#if (lnx_csm || lnx_clusters)
static var helpMat = Mat4.identity();
#end
// Clusters
#if lnx_clusters
static var slicesX = 16;
static var slicesY = 16;
static var slicesZ = 16;
static inline var maxLights = getMaxLights();
public static inline var maxLightsCluster = getMaxLightsCluster(); // Mirror shader constant
static inline var clusterNear = 3.0;
public static var lightsArray: Float32Array = null;
#if lnx_spot
public static var lightsArraySpot: Float32Array = null;
#end
public static var clustersData: kha.Image = null;
static var lpos = new Vec4();
public static var LWVPMatrixArray: Float32Array = null;
#end // lnx_clusters
public var V: Mat4 = Mat4.identity();
public var P: Mat4 = null;
public var VP: Mat4 = Mat4.identity();
public var frustumPlanes: Array<FrustumPlane> = null;
static var m = Mat4.identity();
static var eye = new Vec4();
#if rp_shadowmap
static var corners: Array<Vec4> = null;
#end
public function new(data: LightData) {
super();
this.data = data;
var type = data.raw.type;
var fov = data.raw.fov;
if (type == "sun") {
#if rp_shadowmap
if (corners == null) {
corners = [];
for (i in 0...8) corners.push(new Vec4());
}
P = Mat4.identity();
#else
P = Mat4.ortho(-1, 1, -1, 1, data.raw.near_plane, data.raw.far_plane);
#end
#if lnx_shadowmap_atlas
this.shadowMapScale = 1.0;
#end
}
else if (type == "point" || type == "area") {
P = Mat4.persp(fov, 1, data.raw.near_plane, data.raw.far_plane);
}
else if (type == "spot") {
P = Mat4.persp(fov, 1, data.raw.near_plane, data.raw.far_plane);
}
Scene.active.lights.push(this);
}
override public function remove() {
if (Scene.active != null) Scene.active.lights.remove(this);
final rp = RenderPath.active;
if (rp.light == this) { rp.light = null; }
if (rp.point == this) { rp.point = null; }
else if (rp.sun == this) { rp.sun = null; }
#if rp_shadowmap
#if lnx_shadowmap_atlas
if (tileNotifyOnRemove != null) {
tileNotifyOnRemove();
tileNotifyOnRemove = null;
}
#end
#end
super.remove();
}
public function buildMatrix(camera: CameraObject) {
transform.buildMatrix();
if (data.raw.type == "sun") { // Cover camera frustum
#if (rp_shadowmap && !lnx_csm) // Otherwise set cascades on mesh draw
setCascade(camera, 0);
#else
V.getInverse(transform.world);
updateViewFrustum(camera);
#end
}
else { // Point, spot, area
V.getInverse(transform.world);
updateViewFrustum(camera);
}
}
#if rp_shadowmap
static inline function setCorners() {
corners[0].set(-1.0, -1.0, 1.0);
corners[1].set(-1.0, -1.0, -1.0);
corners[2].set(-1.0, 1.0, 1.0);
corners[3].set(-1.0, 1.0, -1.0);
corners[4].set(1.0, -1.0, 1.0);
corners[5].set(1.0, -1.0, -1.0);
corners[6].set(1.0, 1.0, 1.0);
corners[7].set(1.0, 1.0, -1.0);
}
static inline function mix(a: Float, b: Float, f: Float): Float {
return a * (1 - f) + b * f;
}
public function setCascade(camera: CameraObject, cascade: Int) {
m.setFrom(camera.V);
#if lnx_csm
if (camSlicedP == null) {
camSlicedP = [];
cascadeSplit = [];
var ortho = camera.data.raw.ortho;
if (ortho == null) {
var aspect = camera.data.raw.aspect != null ? camera.data.raw.aspect : iron.App.w() / iron.App.h();
var fov = camera.data.raw.fov;
var near = camera.data.raw.near_plane;
var far = camera.data.raw.far_plane;
var factor = cascadeCount > 2 ? cascadeSplitFactor : cascadeSplitFactor * 0.25;
for (i in 0...cascadeCount) {
var f = i + 1.0;
var cfar = mix(
near + (f / cascadeCount) * (far - near),
near * Math.pow(far / near, f / cascadeCount),
factor);
cascadeSplit.push(cfar);
camSlicedP.push(Mat4.persp(fov, aspect, near, cfar));
}
}
else {
for (i in 0...cascadeCount) {
cascadeSplit.push(data.raw.far_plane);
camSlicedP.push(Mat4.ortho(ortho[0], ortho[1], ortho[2], ortho[3], data.raw.near_plane, data.raw.far_plane));
}
}
}
m.multmat(camSlicedP[cascade]);
#else
if (camSlicedP == null) { // Fit to light far plane
var ortho = camera.data.raw.ortho;
if (ortho == null) {
var fov = camera.data.raw.fov;
var near = data.raw.near_plane;
var far = data.raw.far_plane;
var aspect = camera.data.raw.aspect != null ? camera.data.raw.aspect : iron.App.w() / iron.App.h();
camSlicedP = Mat4.persp(fov, aspect, near, far);
}
else {
// camSlicedP = camera.P;
camSlicedP = Mat4.ortho(ortho[0], ortho[1], ortho[2], ortho[3], data.raw.near_plane, data.raw.far_plane);
}
}
m.multmat(camSlicedP);
#end
m.getInverse(m);
V.getInverse(transform.world);
V.toRotation();
m.multmat(V);
setCorners();
for (v in corners) {
v.applymat4(m);
v.set(v.x / v.w, v.y / v.w, v.z / v.w);
}
var minx = corners[0].x;
var miny = corners[0].y;
var minz = corners[0].z;
var maxx = corners[0].x;
var maxy = corners[0].y;
var maxz = corners[0].z;
for (v in corners) {
if (v.x < minx) minx = v.x;
if (v.x > maxx) maxx = v.x;
if (v.y < miny) miny = v.y;
if (v.y > maxy) maxy = v.y;
if (v.z < minz) minz = v.z;
if (v.z > maxz) maxz = v.z;
}
// Adjust frustum size by longest diagonal - fix rotation swim
var diag0 = Vec4.distance(corners[0], corners[7]);
var offx = (diag0 - (maxx - minx)) * 0.5;
var offy = (diag0 - (maxy - miny)) * 0.5;
minx -= offx;
maxx += offx;
miny -= offy;
maxy += offy;
// Snap to texel coords - fix translation swim
var smsize = data.raw.shadowmap_size;
#if lnx_csm // Cascades
smsize = Std.int(smsize / 4);
#end
var worldPerTexelX = (maxx - minx) / smsize;
var worldPerTexelY = (maxy - miny) / smsize;
var worldPerTexelZ = (maxz - minz) / smsize;
minx = Math.floor(minx / worldPerTexelX) * worldPerTexelX;
miny = Math.floor(miny / worldPerTexelY) * worldPerTexelY;
minz = Math.floor(minz / worldPerTexelZ) * worldPerTexelZ;
maxx = Math.floor(maxx / worldPerTexelX) * worldPerTexelX;
maxy = Math.floor(maxy / worldPerTexelY) * worldPerTexelY;
maxz = Math.floor(maxz / worldPerTexelZ) * worldPerTexelZ;
var hx = (maxx - minx) / 2;
var hy = (maxy - miny) / 2;
var hz = (maxz - minz) / 2;
V._30 = -(minx + hx);
V._31 = -(miny + hy);
V._32 = -(minz + hz);
// (-hz * 4 * cascadeBounds) - include shadow casters out of view frustum
m = Mat4.ortho(-hx, hx, -hy, hy, -hz * 4 * cascadeBounds, hz);
P.setFrom(m);
updateViewFrustum(camera);
#if lnx_csm
if (cascadeVP == null) {
cascadeVP = [];
for (i in 0...cascadeCount) {
cascadeVP.push(Mat4.identity());
}
}
cascadeVP[cascade].setFrom(VP);
#end
}
#end // rp_shadowmap
function updateViewFrustum(camera: CameraObject) {
VP.multmats(P, V);
// Frustum culling enabled
if (camera.data.raw.frustum_culling) {
if (frustumPlanes == null) {
frustumPlanes = [];
for (i in 0...6) frustumPlanes.push(new FrustumPlane());
}
CameraObject.buildViewFrustum(VP, frustumPlanes);
}
}
public function setCubeFace(face: Int, camera: CameraObject) {
// Set matrix to match cubemap face
eye.set(transform.worldx(), transform.worldy(), transform.worldz());
#if (!kha_opengl && !kha_webgl && !lnx_shadowmap_atlas)
var flip = (face == 2 || face == 3) ? true : false; // Flip +Y, -Y
#else
var flip = false;
#end
CameraObject.setCubeFace(V, eye, face, flip);
updateViewFrustum(camera);
}
#if lnx_csm
public function getCascadeData(): Float32Array {
// Cascade mats + split distances
if (cascadeData == null) {
cascadeData = new Float32Array(cascadeCount * 16 + 4);
}
if (cascadeVP == null) return cascadeData;
// 4 cascade mats + split distances
for (i in 0...cascadeCount) {
m.setFrom(cascadeVP[i]);
bias.setFrom(Uniforms.biasMat);
#if (!lnx_shadowmap_atlas)
bias._00 /= cascadeCount; // Atlas offset
bias._30 /= cascadeCount;
bias._30 += i * (1 / cascadeCount);
#else
// tile matrix
helpMat.setIdentity();
// scale [0-1] coords to [0-tilescale]
helpMat._00 = this.tileScale[i];
helpMat._11 = this.tileScale[i];
// offset coordinate start from [0, 0] to [tile-start-x, tile-start-y]
helpMat._30 = this.tileOffsetX[i];
helpMat._31 = this.tileOffsetY[i];
bias.multmat(helpMat);
#if (!kha_opengl)
helpMat.setIdentity();
helpMat._11 = -1.0;
helpMat._31 = 1.0;
bias.multmat(helpMat);
#end
#end
m.multmat(bias);
cascadeData[i * 16] = m._00;
cascadeData[i * 16 + 1] = m._01;
cascadeData[i * 16 + 2] = m._02;
cascadeData[i * 16 + 3] = m._03;
cascadeData[i * 16 + 4] = m._10;
cascadeData[i * 16 + 5] = m._11;
cascadeData[i * 16 + 6] = m._12;
cascadeData[i * 16 + 7] = m._13;
cascadeData[i * 16 + 8] = m._20;
cascadeData[i * 16 + 9] = m._21;
cascadeData[i * 16 + 10] = m._22;
cascadeData[i * 16 + 11] = m._23;
cascadeData[i * 16 + 12] = m._30;
cascadeData[i * 16 + 13] = m._31;
cascadeData[i * 16 + 14] = m._32;
cascadeData[i * 16 + 15] = m._33;
}
cascadeData[cascadeCount * 16 ] = cascadeSplit[0];
cascadeData[cascadeCount * 16 + 1] = cascadeSplit[1];
cascadeData[cascadeCount * 16 + 2] = cascadeSplit[2];
cascadeData[cascadeCount * 16 + 3] = cascadeSplit[3];
return cascadeData;
}
#end // lnx_csm
#if lnx_clusters
// Centralize discarding conditions when iterating over lights
// Important to avoid issues later with "misaligned" data in uniforms (lightsArray, clusterData, LWVPSpotArray)
public inline static function discardLight(light: LightObject) {
return !light.visible || light.data.raw.strength == 0.0 || light.data.raw.type == "sun";
}
// Discarding conditions but with culling included
public inline static function discardLightCulled(light: LightObject) {
return #if lnx_shadowmap_atlas light.culledLight || #end discardLight(light);
}
#if (lnx_shadowmap_atlas && lnx_shadowmap_atlas_lod)
// Arbitrary function to map from [0-16] to [1.0-0.0]
public inline static function zToShadowMapScale(z: Int, max: Int): Float {
return 0.25 * Math.sqrt(-z + max);
}
#end
static function getRadius(strength: kha.FastFloat): kha.FastFloat {
// (1.0 / (dist * dist)) * strength = 0.01
return Math.sqrt(strength / 0.004);
}
inline static function distSliceX(f: Float, lpos: Vec4): Float {
return (lpos.x - f * lpos.z) / Math.sqrt(1.0 + f * f);
}
inline static function distSliceY(f: Float, lpos: Vec4): Float {
return (lpos.y - f * lpos.z) / Math.sqrt(1.0 + f * f);
}
static function sliceToDist(camera: CameraObject, z: Int): Float {
var cnear = clusterNear + camera.data.raw.near_plane;
switch (z) {
case 0:
return camera.data.raw.near_plane;
case 1:
return cnear;
default: {
var depthl = (z - 1) / (slicesZ - 1);
return Math.exp(depthl * Math.log(camera.data.raw.far_plane - cnear + 1.0)) + cnear - 1.0;
}
}
}
public static function updateClusters(camera: CameraObject) {
// Reference: https://newq.net/publications/more/s2015-many-lights-course
var lights = Scene.active.lights;
#if lnx_spot // Point lamps first
lights.sort(function(a, b): Int {
return a.data.raw.type >= b.data.raw.type ? 1 : -1;
});
#end
if (clustersData == null) {
var lines = #if (lnx_spot) 2 #else 1 #end;
clustersData = kha.Image.create(slicesX * slicesY * slicesZ, lines + maxLightsCluster, TextureFormat.L8, Usage.DynamicUsage);
}
var bytes = clustersData.lock();
var stride = slicesX * slicesY * slicesZ;
for (i in 0...stride) {
bytes.set(i, 0);
#if lnx_spot
bytes.set(i + stride * (maxLightsCluster + 1), 0);
#end
}
var fovtan = Math.tan(camera.data.raw.fov * 0.5);
var stepY = (2.0 * fovtan) / slicesY;
var aspect = RenderPath.active.currentW / RenderPath.active.currentH;
var stepX = (2.0 * fovtan * aspect) / slicesX;
var n = lights.length > maxLights ? maxLights : lights.length;
var i = 0;
for (l in lights) {
if (discardLight(l)) continue;
if (i >= n) break;
// Light bounds
lpos.set(l.transform.worldx(), l.transform.worldy(), l.transform.worldz());
lpos.applymat4(camera.V);
lpos.z *= -1.0;
var radius = getRadius(l.data.raw.strength);
var minX = 0;
var minY = 0;
var minZ = 0;
var maxX = slicesX;
var maxY = slicesY;
var maxZ = slicesZ;
while (minX <= slicesX) {
if (distSliceX(stepX * (minX + 1 - slicesX * 0.5), lpos) <= radius) break;
minX++;
}
while (maxX >= minX) {
if (-distSliceX(stepX * (maxX - 1 - slicesX * 0.5), lpos) <= radius) { maxX--; break; }
maxX--;
}
while (minY <= slicesY) {
if (distSliceY(stepY * (minY + 1 - slicesY * 0.5), lpos) <= radius) break;
minY++;
}
while (maxY >= minY) {
if (-distSliceY(stepY * (maxY - 1 - slicesY * 0.5), lpos) <= radius) { maxY--; break; }
maxY--;
}
while (minZ <= slicesZ) {
if (sliceToDist(camera, minZ + 1) >= lpos.z - radius) break;
minZ++;
}
while (maxZ >= minZ) {
if (sliceToDist(camera, maxZ - 1) <= lpos.z + radius) break;
maxZ--;
}
#if lnx_shadowmap_atlas
l.culledLight = maxZ < 0 || minX > maxX || minY > maxY;
l.shadowMapScale = l.culledLight ? 0.0 : #if lnx_shadowmap_atlas_lod zToShadowMapScale(minZ, slicesZ) #else 1.0 #end;
// Discard lights that are outside of the view
if (l.culledLight) {
continue;
}
#end
// Mark affected clusters
for (z in minZ...maxZ + 1) {
for (y in minY...maxY + 1) {
for (x in minX...maxX + 1) {
var cluster = x + y * slicesX + z * slicesX * slicesY;
var numLights = bytes.get(cluster);
if (numLights < maxLightsCluster) {
numLights++;
bytes.set(cluster, numLights);
bytes.set(cluster + stride * numLights, i);
#if lnx_spot
if (l.data.raw.type == "spot") {
// Last line
var numSpots = bytes.get(cluster + stride * (maxLightsCluster + 1)) + 1;
bytes.set(cluster + stride * (maxLightsCluster + 1), numSpots);
}
#end
}
}
}
}
i++;
}
clustersData.unlock();
updateLightsArray(); // TODO: only update on light change
}
static function updateLightsArray() {
if (lightsArray == null) { // vec4x3 - 1: pos, a, color, b, 2: dir, c
lightsArray = new Float32Array(maxLights * 4 * 3);
#if lnx_spot
lightsArraySpot = new Float32Array(maxLights * 4 * 2);
#end
}
var lights = Scene.active.lights;
var n = lights.length > maxLights ? maxLights : lights.length;
var i = 0;
for (l in lights) {
if (discardLightCulled(l)) continue;
if (i >= n) break;
// light position
lightsArray[i * 12 ] = l.transform.worldx();
lightsArray[i * 12 + 1] = l.transform.worldy();
lightsArray[i * 12 + 2] = l.transform.worldz();
lightsArray[i * 12 + 3] = 0.0; // padding or spot scale x
// light color
var f = l.data.raw.strength;
lightsArray[i * 12 + 4] = l.data.raw.color[0] * f;
lightsArray[i * 12 + 5] = l.data.raw.color[1] * f;
lightsArray[i * 12 + 6] = l.data.raw.color[2] * f;
lightsArray[i * 12 + 7] = 0.0; // padding or spot scale y
// other data
lightsArray[i * 12 + 8] = l.data.raw.shadows_bias; // bias
lightsArray[i * 12 + 9] = 0.0; // cutoff for detecting spot
lightsArray[i * 12 + 10] = l.data.raw.cast_shadow ? 1.0 : 0.0; // hasShadows
lightsArray[i * 12 + 11] = 0.0; // padding
#if lnx_spot
if (l.data.raw.type == "spot") {
lightsArray[i * 12 + 9] = l.data.raw.spot_size;
var dir = l.look().normalize();
lightsArraySpot[i * 8 ] = dir.x;
lightsArraySpot[i * 8 + 1] = dir.y;
lightsArraySpot[i * 8 + 2] = dir.z;
lightsArraySpot[i * 8 + 3] = l.data.raw.spot_blend;
// Premultiply scale with z component
var scale = l.transform.scale;
lightsArray[i * 12 + 3] = scale.z == 0.0 ? 0.0 : scale.x / scale.z;
lightsArray[i * 12 + 7] = scale.z == 0.0 ? 0.0 : scale.y / scale.z;
final right = l.right().normalize();
lightsArraySpot[i * 8 + 4] = right.x;
lightsArraySpot[i * 8 + 5] = right.y;
lightsArraySpot[i * 8 + 6] = right.z;
lightsArraySpot[i * 8 + 7] = 0.0; // padding
}
#end
i++;
}
}
public static function updateLWVPMatrixArray(object: Object, type: String) {
if (LWVPMatrixArray == null) {
LWVPMatrixArray = new Float32Array(maxLightsCluster * 16);
}
var lights = Scene.active.lights;
var n = lights.length > maxLightsCluster ? maxLightsCluster : lights.length;
var i = 0;
for (light in lights) {
if (i >= n) {
break;
}
if (discardLightCulled(light)) continue;
if (light.data.raw.type == type) {
m.setFrom(light.VP);
m.multmat(Uniforms.biasMat);
#if lnx_shadowmap_atlas
// tile matrix
helpMat.setIdentity();
// scale [0-1] coords to [0-tilescale]
helpMat._00 = light.tileScale[0];
helpMat._11 = light.tileScale[0];
// offset coordinate start from [0, 0] to [tile-start-x, tile-start-y]
helpMat._30 = light.tileOffsetX[0];
helpMat._31 = light.tileOffsetY[0];
m.multmat(helpMat);
#if (!kha_opengl)
helpMat.setIdentity();
helpMat._11 = -1.0;
helpMat._31 = 1.0;
m.multmat(helpMat);
#end
#end
LWVPMatrixArray[i * 16 ] = m._00;
LWVPMatrixArray[i * 16 + 1] = m._01;
LWVPMatrixArray[i * 16 + 2] = m._02;
LWVPMatrixArray[i * 16 + 3] = m._03;
LWVPMatrixArray[i * 16 + 4] = m._10;
LWVPMatrixArray[i * 16 + 5] = m._11;
LWVPMatrixArray[i * 16 + 6] = m._12;
LWVPMatrixArray[i * 16 + 7] = m._13;
LWVPMatrixArray[i * 16 + 8] = m._20;
LWVPMatrixArray[i * 16 + 9] = m._21;
LWVPMatrixArray[i * 16 + 10] = m._22;
LWVPMatrixArray[i * 16 + 11] = m._23;
LWVPMatrixArray[i * 16 + 12] = m._30;
LWVPMatrixArray[i * 16 + 13] = m._31;
LWVPMatrixArray[i * 16 + 14] = m._32;
LWVPMatrixArray[i * 16 + 15] = m._33;
}
i++;
}
return LWVPMatrixArray;
}
public static inline function getMaxLights(): Int {
#if (rp_max_lights == 8)
return 8;
#elseif (rp_max_lights == 16)
return 16;
#elseif (rp_max_lights == 24)
return 24;
#elseif (rp_max_lights == 32)
return 32;
#elseif (rp_max_lights == 64)
return 64;
#else
return 4;
#end
}
public static inline function getMaxLightsCluster(): Int {
#if (rp_max_lights_cluster == 8)
return 8;
#elseif (rp_max_lights_cluster == 16)
return 16;
#elseif (rp_max_lights_cluster == 24)
return 24;
#elseif (rp_max_lights_cluster == 32)
return 32;
#elseif (rp_max_lights_cluster == 64)
return 64;
#else
return 4;
#end
}
#end // lnx_clusters
public inline function right(): Vec4 {
return new Vec4(V._00, V._10, V._20);
}
public inline function up(): Vec4 {
return new Vec4(V._01, V._11, V._21);
}
public inline function look(): Vec4 {
return new Vec4(V._02, V._12, V._22);
}
}