| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191 | /*************************************************************************//*  voxel_light_baker.h                                                  *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    *//*                                                                       *//* Permission is hereby granted, free of charge, to any person obtaining *//* a copy of this software and associated documentation files (the       *//* "Software"), to deal in the Software without restriction, including   *//* without limitation the rights to use, copy, modify, merge, publish,   *//* distribute, sublicense, and/or sell copies of the Software, and to    *//* permit persons to whom the Software is furnished to do so, subject to *//* the following conditions:                                             *//*                                                                       *//* The above copyright notice and this permission notice shall be        *//* included in all copies or substantial portions of the Software.       *//*                                                                       *//* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       *//* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    *//* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*//* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  *//* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  *//* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     *//* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                *//*************************************************************************/#ifndef VOXEL_LIGHT_BAKER_H#define VOXEL_LIGHT_BAKER_H#include "scene/3d/mesh_instance.h"#include "scene/resources/multimesh.h"class VoxelLightBaker {public:	enum DebugMode {		DEBUG_ALBEDO,		DEBUG_LIGHT	};	enum BakeQuality {		BAKE_QUALITY_LOW,		BAKE_QUALITY_MEDIUM,		BAKE_QUALITY_HIGH	};	enum BakeMode {		BAKE_MODE_CONE_TRACE,		BAKE_MODE_RAY_TRACE,	};private:	enum {		CHILD_EMPTY = 0xFFFFFFFF	};	struct Cell {		uint32_t children[8];		float albedo[3]; //albedo in RGB24		float emission[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)		float normal[3];		uint32_t used_sides;		float alpha; //used for upsampling		int level;		Cell() {			for (int i = 0; i < 8; i++) {				children[i] = CHILD_EMPTY;			}			for (int i = 0; i < 3; i++) {				emission[i] = 0;				albedo[i] = 0;				normal[i] = 0;			}			alpha = 0;			used_sides = 0;			level = 0;		}	};	Vector<Cell> bake_cells;	int cell_subdiv;	struct Light {		int x, y, z;		float accum[6][3]; //rgb anisotropic		float direct_accum[6][3]; //for direct bake		int next_leaf;		Light() {			x = y = z = 0;			for (int i = 0; i < 6; i++) {				for (int j = 0; j < 3; j++) {					accum[i][j] = 0;					direct_accum[i][j] = 0;				}			}			next_leaf = 0;		}	};	int first_leaf;	Vector<Light> bake_light;	struct MaterialCache {		//128x128 textures		Vector<Color> albedo;		Vector<Color> emission;	};	Map<Ref<Material>, MaterialCache> material_cache;	int leaf_voxel_count;	bool direct_lights_baked;	AABB original_bounds;	AABB po2_bounds;	int axis_cell_size[3];	Transform to_cell_space;	int color_scan_cell_width;	int bake_texture_size;	float cell_size;	float propagation;	float energy;	BakeQuality bake_quality;	BakeMode bake_mode;	int max_original_cells;	void _init_light_plot(int p_idx, int p_level, int p_x, int p_y, int p_z, uint32_t p_parent);	Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);	MaterialCache _get_material_cache(Ref<Material> p_material);	void _plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector3 *p_normal, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb);	void _fixup_plot(int p_idx, int p_level);	void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx, DebugMode p_mode);	void _check_init_light();	uint32_t _find_cell_at_pos(const Cell *cells, int x, int y, int z);	struct LightMap {		Vector3 light;		Vector3 pos;		Vector3 normal;	};	void _plot_triangle(Vector2 *vertices, Vector3 *positions, Vector3 *normals, LightMap *pixels, int width, int height);	_FORCE_INLINE_ void _sample_baked_octree_filtered_and_anisotropic(const Vector3 &p_posf, const Vector3 &p_direction, float p_level, Vector3 &r_color, float &r_alpha);	_FORCE_INLINE_ Vector3 _voxel_cone_trace(const Vector3 &p_pos, const Vector3 &p_normal, float p_aperture);	_FORCE_INLINE_ Vector3 _compute_pixel_light_at_pos(const Vector3 &p_pos, const Vector3 &p_normal);	_FORCE_INLINE_ Vector3 _compute_ray_trace_at_pos(const Vector3 &p_pos, const Vector3 &p_normal);	void _lightmap_bake_point(uint32_t p_x, LightMap *p_line);public:	void begin_bake(int p_subdiv, const AABB &p_bounds);	void plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material> > &p_materials, const Ref<Material> &p_override_material);	void begin_bake_light(BakeQuality p_quality = BAKE_QUALITY_MEDIUM, BakeMode p_bake_mode = BAKE_MODE_CONE_TRACE, float p_propagation = 0.85, float p_energy = 1);	void plot_light_directional(const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, bool p_direct);	void plot_light_omni(const Vector3 &p_pos, const Color &p_color, float p_energy, float p_indirect_energy, float p_radius, float p_attenutation, bool p_direct);	void plot_light_spot(const Vector3 &p_pos, const Vector3 &p_axis, const Color &p_color, float p_energy, float p_indirect_energy, float p_radius, float p_attenutation, float p_spot_angle, float p_spot_attenuation, bool p_direct);	void end_bake();	struct LightMapData {		int width;		int height;		PoolVector<float> light;	};	Error make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh, LightMapData &r_lightmap, bool (*p_bake_time_func)(void *, float, float) = NULL, void *p_bake_time_ud = NULL);	PoolVector<int> create_gi_probe_data();	Ref<MultiMesh> create_debug_multimesh(DebugMode p_mode = DEBUG_ALBEDO);	PoolVector<uint8_t> create_capture_octree(int p_subdiv);	float get_cell_size() const;	Transform get_to_cell_space_xform() const;	VoxelLightBaker();};#endif // VOXEL_LIGHT_BAKER_H
 |