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HydraV3/HydraEngine/source/ecs/systems/HydraPointShadowSourceSystem.cpp
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#include "HydraPointShadowSourceSystem.h"
#include "../../engine/HydraEngine.h"
#include "../../camera/HydraCamera.h"
#include "../HydraECS.h"
#include "../components/HydraPointShadowSourceComponent.h"
#include "../components/HydraPositionComponent.h"
#include "../components/HydraLightComponent.h"
#include "../../buffer/HydraShadowBuffer.h"
#include "../../buffer/HydraTextureBufferManager.h"
#include "../../buffer/HydraShadowBufferManager.h"
#include "../../scheduler/HydraTaskScheduler.h"
#include "../../task/buffer/HydraCreateGPUBufferTask.hpp"
#include "../../task/buffer/HydraUpdateWholeGPUBufferTask.hpp"
#include "../../task/buffer/HydraUpdatePartialGPUBufferTask.hpp"
#include "../../task/buffer/HydraCreateUnBoundTextureTask.hpp"
#include "../../task/renderer/HydraCreateCubemapShadowFrameBuffer.hpp"
#include "../../task/renderer/HydraCreateShadowFrameBuffer.hpp"
#include "../../actor/HydraActorManager.h"
void HydraPointShadowSourceSystem::Initialise()
{
}
void HydraPointShadowSourceSystem::InitialiseComponent(HydraID entity_id)
{
HydraEngine *engine = GetEngine();
HydraECS *ecs = engine->ECS();
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
HydraPointShadowSourceComponent& shadow_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
HydraID shadow_id = GetEngine()->ShadowBufferManager()->AddPointShadow(shadow_comp);
assert(shadow_id != INVALID_HYDRA_ID && "Add point Shadow - out of shadows!");
light_comp.shadow_map_id = shadow_id;
light_comp.shadow_caster = 1;
shadow_comp.shadow_id = shadow_id;
_InitialiseShadowMap(entity_id);
}
void HydraPointShadowSourceSystem::UpdateSystem(float delta_t_seconds)
{
for (HydraID entity_id : Entities)
{
_UpdateShadowMap(entity_id);
}
}
void HydraPointShadowSourceSystem::_UpdateShadowMap(HydraID entity_id)
{
HydraEngine *engine = GetEngine();
HydraECS *ecs = engine->ECS();
HydraPositionComponent pos_comp = ecs->GetComponent<HydraPositionComponent>(entity_id);
HydraPointShadowSourceComponent &shad_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
float view_size = 4.0f;
float view_near = 0.1f;
float view_far = 100.0f;
glm::vec3 camera_pos = GetEngine()->Camera()->GetPosition();
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float aspect = (float)POINT_SHADOW_MAP_SIZE/(float)POINT_SHADOW_MAP_SIZE;
float width = POINT_SHADOW_MAP_SIZE;
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float fov = glm::radians(90.0f);
glm::mat4 shadow_proj = glm::perspectiveFovLH<float>(fov, width, width, view_near, view_far);
//glm::mat4 shadow_proj = glm::perspective<float>(fov, 1.0f, view_near, view_far);
glm::vec3 light_pos = pos_comp.position;
//GL_TEXTURE_CUBE_MAP_POSITIVE_X - left
shad_comp.light_space_view[0] = glm::lookAt(light_pos, light_pos + glm::vec3(1.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
//GL_TEXTURE_CUBE_MAP_NEGATIVE_X - right
shad_comp.light_space_view[1] = glm::lookAt(light_pos, light_pos + glm::vec3(-1.0, 0.0, 0.0), glm::vec3(0.0, 1.0, 0.0));
//GL_TEXTURE_CUBE_MAP_POSITIVE_Y - Up
shad_comp.light_space_view[2] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, 1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
//GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - down
shad_comp.light_space_view[3] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, -1.0, 0.0), glm::vec3(0.0, 0.0, 1.0));
//GL_TEXTURE_CUBE_MAP_POSITIVE_Z - back
shad_comp.light_space_view[4] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, 0.0, 1.0), glm::vec3(0.0, 1.0, 0.0));
//GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - forward
shad_comp.light_space_view[5] = glm::lookAt(light_pos, light_pos + glm::vec3(0.0, 0.0, -1.0), glm::vec3(0.0, 1.0, 0.0));
shad_comp.light_space_proj = shadow_proj;
shad_comp.far_plane = view_far;
GetEngine()->ShadowBufferManager()->UpdatePointShadow(shad_comp.shadow_id, shad_comp);
}
void HydraPointShadowSourceSystem::_InitialiseShadowMap(HydraID entity_id)
{
HydraEngine *engine = GetEngine();
HydraECS *ecs = engine->ECS();
HydraTextureBufferManager *tex_man = engine->TextureBufferManager();
HydraPointShadowSourceComponent &shad_comp = ecs->GetComponent<HydraPointShadowSourceComponent>(entity_id);
HydraLightComponent &light_comp = ecs->GetComponent<HydraLightComponent>(entity_id);
shad_comp.entity_id = entity_id;
HydraTaskScheduler *task_scheduler = GetEngine()->TaskScheduler();
uint32_t depth_texture_id = 0;
HydraID create_framebuffer_task_id = task_scheduler->CreateTask<HydraCreateCubemapShadowFrameBuffer>(HydraThreadAffinity::Render);
HydraCreateCubemapShadowFrameBuffer *fb_task = static_cast<HydraCreateCubemapShadowFrameBuffer *>(task_scheduler->GetTask(create_framebuffer_task_id));
fb_task->Initialise(&shad_comp.shadow_texture_id, &depth_texture_id, &shad_comp.frame_buffer_id);
task_scheduler->WaitForTask(create_framebuffer_task_id);
shad_comp.shadow_texture_id = depth_texture_id;
}