123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216 |
- /**************************************************************************/
- /* lightmap_gi_gizmo_plugin.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /**************************************************************************/
- #include "lightmap_gi_gizmo_plugin.h"
- #include "editor/editor_node.h"
- #include "editor/editor_settings.h"
- #include "editor/editor_string_names.h"
- #include "scene/3d/lightmap_gi.h"
- LightmapGIGizmoPlugin::LightmapGIGizmoPlugin() {
- Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/lightmap_lines");
- gizmo_color.a = 0.1;
- create_material("lightmap_lines", gizmo_color);
- Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
- mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
- // Fade out probes when camera gets too close to them.
- mat->set_distance_fade(StandardMaterial3D::DISTANCE_FADE_PIXEL_DITHER);
- mat->set_distance_fade_min_distance(0.5);
- mat->set_distance_fade_max_distance(1.5);
- mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
- mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, false);
- mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
- add_material("lightmap_probe_material", mat);
- create_icon_material("baked_indirect_light_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLightmapGI"), EditorStringName(EditorIcons)));
- }
- bool LightmapGIGizmoPlugin::has_gizmo(Node3D *p_spatial) {
- return Object::cast_to<LightmapGI>(p_spatial) != nullptr;
- }
- String LightmapGIGizmoPlugin::get_gizmo_name() const {
- return "LightmapGI";
- }
- int LightmapGIGizmoPlugin::get_priority() const {
- return -1;
- }
- void LightmapGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
- Ref<Material> icon = get_material("baked_indirect_light_icon", p_gizmo);
- LightmapGI *baker = Object::cast_to<LightmapGI>(p_gizmo->get_node_3d());
- Ref<LightmapGIData> data = baker->get_light_data();
- p_gizmo->clear();
- p_gizmo->add_unscaled_billboard(icon, 0.05);
- if (data.is_null() || !p_gizmo->is_selected()) {
- return;
- }
- Ref<Material> material_lines = get_material("lightmap_lines", p_gizmo);
- Ref<Material> material_probes = get_material("lightmap_probe_material", p_gizmo);
- Vector<Vector3> lines;
- HashSet<Vector2i> lines_found;
- Vector<Vector3> points = data->get_capture_points();
- if (points.is_empty()) {
- return;
- }
- Vector<Color> sh = data->get_capture_sh();
- if (sh.size() != points.size() * 9) {
- return;
- }
- Vector<int> tetrahedrons = data->get_capture_tetrahedra();
- for (int i = 0; i < tetrahedrons.size(); i += 4) {
- for (int j = 0; j < 4; j++) {
- for (int k = j + 1; k < 4; k++) {
- Vector2i pair;
- pair.x = tetrahedrons[i + j];
- pair.y = tetrahedrons[i + k];
- if (pair.y < pair.x) {
- SWAP(pair.x, pair.y);
- }
- if (lines_found.has(pair)) {
- continue;
- }
- lines_found.insert(pair);
- lines.push_back(points[pair.x]);
- lines.push_back(points[pair.y]);
- }
- }
- }
- p_gizmo->add_lines(lines, material_lines);
- int stack_count = 8;
- int sector_count = 16;
- float sector_step = (Math_PI * 2.0) / sector_count;
- float stack_step = Math_PI / stack_count;
- Vector<Vector3> vertices;
- Vector<Color> colors;
- Vector<int> indices;
- float radius = 0.3;
- for (int p = 0; p < points.size(); p++) {
- int vertex_base = vertices.size();
- Vector3 sh_col[9];
- for (int i = 0; i < 9; i++) {
- sh_col[i].x = sh[p * 9 + i].r;
- sh_col[i].y = sh[p * 9 + i].g;
- sh_col[i].z = sh[p * 9 + i].b;
- }
- for (int i = 0; i <= stack_count; ++i) {
- float stack_angle = Math_PI / 2 - i * stack_step; // starting from pi/2 to -pi/2
- float xy = radius * Math::cos(stack_angle); // r * cos(u)
- float z = radius * Math::sin(stack_angle); // r * sin(u)
- // add (sector_count+1) vertices per stack
- // the first and last vertices have same position and normal, but different tex coords
- for (int j = 0; j <= sector_count; ++j) {
- float sector_angle = j * sector_step; // starting from 0 to 2pi
- // vertex position (x, y, z)
- float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v)
- float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v)
- Vector3 n = Vector3(x, z, y);
- vertices.push_back(points[p] + n);
- n.normalize();
- const float c1 = 0.429043;
- const float c2 = 0.511664;
- const float c3 = 0.743125;
- const float c4 = 0.886227;
- const float c5 = 0.247708;
- Vector3 light = (c1 * sh_col[8] * (n.x * n.x - n.y * n.y) +
- c3 * sh_col[6] * n.z * n.z +
- c4 * sh_col[0] -
- c5 * sh_col[6] +
- 2.0 * c1 * sh_col[4] * n.x * n.y +
- 2.0 * c1 * sh_col[7] * n.x * n.z +
- 2.0 * c1 * sh_col[5] * n.y * n.z +
- 2.0 * c2 * sh_col[3] * n.x +
- 2.0 * c2 * sh_col[1] * n.y +
- 2.0 * c2 * sh_col[2] * n.z);
- colors.push_back(Color(light.x, light.y, light.z, 1));
- }
- }
- for (int i = 0; i < stack_count; ++i) {
- int k1 = i * (sector_count + 1); // beginning of current stack
- int k2 = k1 + sector_count + 1; // beginning of next stack
- for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
- // 2 triangles per sector excluding first and last stacks
- // k1 => k2 => k1+1
- if (i != 0) {
- indices.push_back(vertex_base + k1);
- indices.push_back(vertex_base + k2);
- indices.push_back(vertex_base + k1 + 1);
- }
- // k1+1 => k2 => k2+1
- if (i != (stack_count - 1)) {
- indices.push_back(vertex_base + k1 + 1);
- indices.push_back(vertex_base + k2);
- indices.push_back(vertex_base + k2 + 1);
- }
- }
- }
- }
- Array array;
- array.resize(RS::ARRAY_MAX);
- array[RS::ARRAY_VERTEX] = vertices;
- array[RS::ARRAY_INDEX] = indices;
- array[RS::ARRAY_COLOR] = colors;
- Ref<ArrayMesh> mesh;
- mesh.instantiate();
- mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array, Array(), Dictionary(), 0); //no compression
- mesh->surface_set_material(0, material_probes);
- p_gizmo->add_mesh(mesh);
- }
|