| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258 | /*************************************************************************//*  lightmapper_rd.h                                                     *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2021 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 LIGHTMAPPER_RD_H#define LIGHTMAPPER_RD_H#include "core/templates/local_vector.h"#include "scene/3d/lightmapper.h"#include "scene/resources/mesh.h"#include "servers/rendering/rendering_device.h"class RDShaderFile;class LightmapperRD : public Lightmapper {	GDCLASS(LightmapperRD, Lightmapper)	struct MeshInstance {		MeshData data;		int slice = 0;		Vector2i offset;	};	struct Light {		float position[3] = {};		uint32_t type = LIGHT_TYPE_DIRECTIONAL;		float direction[3] = {};		float energy = 0.0;		float color[3] = {};		float size = 0.0;		float range = 0.0;		float attenuation = 0.0;		float cos_spot_angle = 0.0;		float inv_spot_attenuation = 0.0;		uint32_t static_bake = 0;		uint32_t pad[3] = {};		bool operator<(const Light &p_light) const {			return type < p_light.type;		}	};	struct Vertex {		float position[3] = {};		float normal_z = 0.0;		float uv[2] = {};		float normal_xy[2] = {};		bool operator==(const Vertex &p_vtx) const {			return (position[0] == p_vtx.position[0]) &&					(position[1] == p_vtx.position[1]) &&					(position[2] == p_vtx.position[2]) &&					(uv[0] == p_vtx.uv[0]) &&					(uv[1] == p_vtx.uv[1]) &&					(normal_xy[0] == p_vtx.normal_xy[0]) &&					(normal_xy[1] == p_vtx.normal_xy[1]) &&					(normal_z == p_vtx.normal_z);		}	};	struct Edge {		Vector3 a;		Vector3 b;		Vector3 na;		Vector3 nb;		bool operator==(const Edge &p_seam) const {			return a == p_seam.a && b == p_seam.b && na == p_seam.na && nb == p_seam.nb;		}		Edge() {		}		Edge(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_na, const Vector3 &p_nb) {			a = p_a;			b = p_b;			na = p_na;			nb = p_nb;		}	};	struct Probe {		float position[4] = {};	};	Vector<Probe> probe_positions;	struct EdgeHash {		_FORCE_INLINE_ static uint32_t hash(const Edge &p_edge) {			uint32_t h = hash_djb2_one_float(p_edge.a.x);			h = hash_djb2_one_float(p_edge.a.y, h);			h = hash_djb2_one_float(p_edge.a.z, h);			h = hash_djb2_one_float(p_edge.b.x, h);			h = hash_djb2_one_float(p_edge.b.y, h);			h = hash_djb2_one_float(p_edge.b.z, h);			return h;		}	};	struct EdgeUV2 {		Vector2 a;		Vector2 b;		Vector2i indices;		bool operator==(const EdgeUV2 &p_uv2) const {			return a == p_uv2.a && b == p_uv2.b;		}		bool seam_found = false;		EdgeUV2(Vector2 p_a, Vector2 p_b, Vector2i p_indices) {			a = p_a;			b = p_b;			indices = p_indices;		}		EdgeUV2() {}	};	struct Seam {		Vector2i a;		Vector2i b;		uint32_t slice;		bool operator<(const Seam &p_seam) const {			return slice < p_seam.slice;		}	};	struct VertexHash {		_FORCE_INLINE_ static uint32_t hash(const Vertex &p_vtx) {			uint32_t h = hash_djb2_one_float(p_vtx.position[0]);			h = hash_djb2_one_float(p_vtx.position[1], h);			h = hash_djb2_one_float(p_vtx.position[2], h);			h = hash_djb2_one_float(p_vtx.uv[0], h);			h = hash_djb2_one_float(p_vtx.uv[1], h);			h = hash_djb2_one_float(p_vtx.normal_xy[0], h);			h = hash_djb2_one_float(p_vtx.normal_xy[1], h);			h = hash_djb2_one_float(p_vtx.normal_z, h);			return h;		}	};	struct Triangle {		uint32_t indices[3] = {};		uint32_t slice = 0;		float min_bounds[3] = {};		float pad0 = 0.0;		float max_bounds[3] = {};		float pad1 = 0.0;		bool operator<(const Triangle &p_triangle) const {			return slice < p_triangle.slice;		}	};	Vector<MeshInstance> mesh_instances;	Vector<Light> lights;	struct TriangleSort {		uint32_t cell_index = 0;		uint32_t triangle_index = 0;		bool operator<(const TriangleSort &p_triangle_sort) const {			return cell_index < p_triangle_sort.cell_index; //sorting by triangle index in this case makes no sense		}	};	void _plot_triangle_into_triangle_index_list(int p_size, const Vector3i &p_ofs, const AABB &p_bounds, const Vector3 p_points[], uint32_t p_triangle_index, LocalVector<TriangleSort> &triangles, uint32_t p_grid_size);	struct RasterPushConstant {		float atlas_size[2] = {};		float uv_offset[2] = {};		float to_cell_size[3] = {};		uint32_t base_triangle = 0;		float to_cell_offset[3] = {};		float bias = 0.0;		int32_t grid_size[3] = {};		uint32_t pad2 = 0;	};	struct RasterSeamsPushConstant {		uint32_t base_index = 0;		uint32_t slice = 0;		float uv_offset[2] = {};		uint32_t debug = 0;		float blend = 0.0;		uint32_t pad[2] = {};	};	struct PushConstant {		int32_t atlas_size[2] = {};		uint32_t ray_count = 0;		uint32_t ray_to = 0;		float world_size[3] = {};		float bias = 0.0;		float to_cell_offset[3] = {};		uint32_t ray_from = 0;		float to_cell_size[3] = {};		uint32_t light_count = 0;		int32_t grid_size = 0;		int32_t atlas_slice = 0;		int32_t region_ofs[2] = {};		float environment_xform[12] = {};	};	Vector<Ref<Image>> bake_textures;	Vector<Color> probe_values;	BakeError _blit_meshes_into_atlas(int p_max_texture_size, Vector<Ref<Image>> &albedo_images, Vector<Ref<Image>> &emission_images, AABB &bounds, Size2i &atlas_size, int &atlas_slices, BakeStepFunc p_step_function, void *p_bake_userdata);	void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);	void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform);	BakeError _dilate(RenderingDevice *rd, Ref<RDShaderFile> &compute_shader, RID &compute_base_uniform_set, PushConstant &push_constant, RID &source_light_tex, RID &dest_light_tex, const Size2i &atlas_size, int atlas_slices);public:	virtual void add_mesh(const MeshData &p_mesh) override;	virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) override;	virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size) override;	virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) override;	virtual void add_probe(const Vector3 &p_position) override;	virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr) override;	int get_bake_texture_count() const override;	Ref<Image> get_bake_texture(int p_index) const override;	int get_bake_mesh_count() const override;	Variant get_bake_mesh_userdata(int p_index) const override;	Rect2 get_bake_mesh_uv_scale(int p_index) const override;	int get_bake_mesh_texture_slice(int p_index) const override;	int get_bake_probe_count() const override;	Vector3 get_bake_probe_point(int p_probe) const override;	Vector<Color> get_bake_probe_sh(int p_probe) const override;	LightmapperRD();};#endif // LIGHTMAPPER_H
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