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Move Probe Baker to Hide

ShiroSmith 6 anni fa
parent
commit
1a81202cba
1 ha cambiato i file con 0 aggiunte e 410 eliminazioni
  1. 0 410
      h3d/scene/pbr/LightProbeBaker.hx

+ 0 - 410
h3d/scene/pbr/LightProbeBaker.hx

@@ -1,410 +0,0 @@
-package h3d.scene.pbr;
-
-import h3d.scene.pbr.Renderer;
-
-class LightProbeBaker {
-
-	public var useGPU = false;
-	public var environment : h3d.scene.pbr.Environment;
-
-	var context : hide.prefab.Context;
-	var offScreenScene : h3d.scene.Scene = null;
-
-	var envMap : h3d.mat.Texture;
-	var customCamera : h3d.Camera;
-	var cubeDir = [ h3d.Matrix.L([0,0,-1,0, 0,1,0,0, -1,-1,1,0]),
-					h3d.Matrix.L([0,0,1,0, 0,1,0,0, 1,-1,-1,0]),
-	 				h3d.Matrix.L([-1,0,0,0, 0,0,1,0, 1,-1,-1,0]),
-	 				h3d.Matrix.L([-1,0,0,0, 0,0,-1,0, 1,1,1,0]),
-				 	h3d.Matrix.L([-1,0,0,0, 0,1,0,0, 1,-1,1,0]),
-				 	h3d.Matrix.L([1,0,0,0, 0,1,0,0, -1,-1,-1,0]) ];
-
-	function getSwiz(name,comp) : hxsl.Output { return Swiz(Value(name,3),[comp]); }
-
-	var computeSH : h3d.pass.ScreenFx<h3d.shader.pbr.ComputeSH>;
-	var output0 : h3d.mat.Texture;
-	var output1 : h3d.mat.Texture;
-	var output2 : h3d.mat.Texture;
-	var output3 : h3d.mat.Texture;
-	var output4 : h3d.mat.Texture;
-	var output5 : h3d.mat.Texture;
-	var output6 : h3d.mat.Texture;
-	var output7 : h3d.mat.Texture;
-	var textureArray: Array<h3d.mat.Texture>;
-
-	public function new(){
-		customCamera = new h3d.Camera();
-		customCamera.screenRatio = 1.0;
-		customCamera.fovY = 90;
-		customCamera.zFar = 100;
-		context = new hide.prefab.Context();
-	}
-
-	public function dispose() {
-		if( envMap != null ) {
-			envMap.dispose();
-			envMap = null;
-		}
-		if(output0 != null) output0.dispose();
-		if(output1 != null) output1.dispose();
-		if(output2 != null) output2.dispose();
-		if(output3 != null) output3.dispose();
-		if(output4 != null) output4.dispose();
-		if(output5 != null) output5.dispose();
-		if(output6 != null) output6.dispose();
-		if(output7 != null) output7.dispose();
-		if(prim!= null) prim.dispose();
-		if(offScreenScene != null) offScreenScene.dispose();
-	}
-
-	public function initScene( sceneData : hide.prefab.Prefab, shared : hide.prefab.ContextShared, scene : hide.comp.Scene ) {
-		if(offScreenScene != null) offScreenScene.dispose();
-		offScreenScene = new h3d.scene.Scene();
-
-		var newShared = new hide.prefab.ContextShared(scene);
-		newShared.currentPath = shared.currentPath;
-		//newShared.cache = @:privateAccess hxd.res.Loader.currentInstance.cache;
-		//@:privateAccess newShared.shaderCache =  @:privateAccess hide.Ide.inst.shaderLoader.shaderCache;
-		context.shared = newShared;
-		context.shared.root3d = offScreenScene;
-		context.local3d = offScreenScene;
-
-		var whiteList = [ "level3d", "object", "model", "material", "light"];
-		function keep( p : hxd.prefab.Prefab ) {
-			for( f in whiteList )
-				if( f == p.type ) return true;
-			return false;
-		}
-		function filter( p : hxd.prefab.Prefab ) {
-			for( c in p.children ) {
-				if(!keep(c))
-					sceneData.children.remove(c);
-			}
-			for( c in p.children )
-					filter(c);
-		}
-		filter(sceneData);
-		sceneData.makeInstance(context);
-
-		/*function disableFaceCulling( o : Object ){
-			for( m in o.getMaterials() )
-				m.mainPass.culling = None;
-			for( i in 0 ... o.numChildren)
-				disableFaceCulling(o.getChildAt(i));
-		}
-		disableFaceCulling(offScreenScene);*/
-
-		offScreenScene.renderer.renderMode = LightProbe;
-		offScreenScene.camera = customCamera;
-	}
-
-	function setupScene( scene : Scene ){
-		var engine = h3d.Engine.getCurrent();
-		var ctx = @:privateAccess scene.ctx;
-
-		if( customCamera.rightHanded )
-			engine.driver.setRenderFlag(CameraHandness,1);
-
-		ctx.camera = customCamera;
-		ctx.engine = engine;
-		ctx.scene = scene;
-		ctx.start();
-		scene.renderer.start();
-		ctx.lightSystem = @:privateAccess scene.lightSystem;
-		ctx.lightSystem.initLights(ctx);
-	}
-
-	var pixels : hxd.Pixels.PixelsFloat = null;
-	public function bake( volumetricLightMap : VolumetricLightmap, resolution : Int, ?time :Float ) {
-
-		var timer = haxe.Timer.stamp();
-		var timeElapsed = 0.0;
-
-		var index = volumetricLightMap.lastBakedProbeIndex + 1;
-		if(index > volumetricLightMap.getProbeCount() - 1) return time;
-
-		setupEnvMap(resolution);
-		setupShaderOutput(volumetricLightMap.shOrder, volumetricLightMap.getProbeCount() );
-
-		var coefCount = volumetricLightMap.getCoefCount();
-		var sizeX = volumetricLightMap.probeCount.x * coefCount;
-		var sizeY = volumetricLightMap.probeCount.y * volumetricLightMap.probeCount.z;
-		if( volumetricLightMap.lightProbeTexture == null || volumetricLightMap.lightProbeTexture.width != sizeX || volumetricLightMap.lightProbeTexture.height != sizeY ) {
-			if( volumetricLightMap.lightProbeTexture != null ) volumetricLightMap.lightProbeTexture.dispose();
-			volumetricLightMap.lightProbeTexture = new h3d.mat.Texture(sizeX, sizeY, [Dynamic], RGBA32F);
-			volumetricLightMap.lightProbeTexture.filter = Nearest;
-		}
-
-		if( pixels == null || pixels.width != sizeX || pixels.height != sizeY){
-			if( pixels != null ) pixels.dispose();
-			var bytes = haxe.io.Bytes.alloc(volumetricLightMap.getProbeCount() * volumetricLightMap.getCoefCount() * 4 * 4);
-			pixels = new hxd.Pixels(sizeX, sizeY, bytes, RGBA32F, 0);
-		}
-
-		var engine = h3d.Engine.getCurrent();
-		while( ( time != null && timeElapsed < time) || time == null ) {
-			var coords = volumetricLightMap.getProbeCoords(index);
-			// Bake a Probe
-			for( f in 0...6 ) {
-				engine.begin();
-				customCamera.setCubeMap(f, volumetricLightMap.getProbePosition(coords));
-				customCamera.update();
-				engine.pushTarget(envMap, f);
-				engine.clear(0,1,0);
-				offScreenScene.render(engine);
-				engine.popTarget();
-			}
-			volumetricLightMap.lastBakedProbeIndex = index;
-
-			var pbrRenderer = Std.instance(offScreenScene.renderer, h3d.scene.pbr.Renderer);
-			if( useGPU ) {
-				drawSHIntoTexture(pbrRenderer, envMap, volumetricLightMap.shOrder, index);
-			}
-			else {
-				var pbrRenderer = Std.instance(offScreenScene.renderer, h3d.scene.pbr.Renderer);
-				var sh : SphericalHarmonic = convertEnvIntoSH_CPU(envMap, volumetricLightMap.shOrder);
-				for( coef in 0 ... coefCount ) {
-					var u = coords.x + volumetricLightMap.probeCount.x * coef;
-					var v = coords.y + coords.z * volumetricLightMap.probeCount.y;
-					pixels.setPixelF(u, v, new h3d.Vector(sh.coefR[coef], sh.coefG[coef], sh.coefB[coef], 0));
-				}
-			}
-
-			index = volumetricLightMap.lastBakedProbeIndex + 1;
-			if( index > volumetricLightMap.getProbeCount() - 1 ) {
-				if( useGPU ) convertOuputTexturesIntoSH(volumetricLightMap, pixels);
-				volumetricLightMap.lightProbeTexture.uploadPixels(pixels, 0, 0);
-				break;
-			}
-
-			timeElapsed = haxe.Timer.stamp() - timer;
-		}
-
-		return time - timeElapsed;
-	}
-
-	function setupEnvMap( resolution : Int ) {
-		if( envMap == null || resolution != envMap.width ) {
-			if( envMap != null ) envMap.dispose();
-			envMap = new h3d.mat.Texture(resolution, resolution, [Cube, Target], RGBA32F);
-		}
-	}
-
-	function setupShaderOutput( order : Int, probeCount: Int ) {
-
-		if( order > 3 || order <= 0 ){ throw "Not Supported"; return; }
-
-		if( !useGPU )
-			probeCount = 1;
-
-		if( order >= 1 && (output0 == null || output0.width != probeCount)){
-			if(output0 != null) output0.dispose();
-			output0 = new h3d.mat.Texture(probeCount, 1, [Target], RGBA32F);
-		}
-		if( order >= 2 && (output1 == null || output1.width != probeCount)){
-			if(output1 != null) output1.dispose();
-			if(output2 != null) output2.dispose();
-			if(output3 != null) output3.dispose();
-			output1 = new h3d.mat.Texture(probeCount, 1, [Target], RGBA32F);
-			output2 = new h3d.mat.Texture(probeCount, 1, [Target], RGBA32F);
-			output3 = new h3d.mat.Texture(probeCount, 1, [Target], RGBA32F);
-		}
-		if( order >= 3 && (output4 == null || output4.width != probeCount)){
-			if(output4 != null) output4.dispose();
-			if(output5 != null) output5.dispose();
-			if(output6 != null) output6.dispose();
-			if(output7 != null) output7.dispose();
-			output4 = new h3d.mat.Texture(probeCount, 1, [Target], RGBA32F);
-			output5 = new h3d.mat.Texture(probeCount, 1, [Target], RGBA32F);
-			output6 = new h3d.mat.Texture(probeCount, 1, [Target], RGBA32F);
-			output7 = new h3d.mat.Texture(probeCount, 1, [Target], RGBA32F);
-		}
-
-		switch(order){
-			case 1:
-				textureArray = [output0];
-				computeSH = new h3d.pass.ScreenFx(new h3d.shader.pbr.ComputeSH(),[
-								Vec4([Value("out.coefL00", 3), Const(0)])]);
-			case 2:
-				textureArray = [output0, output1, output2, output3];
-				computeSH = new h3d.pass.ScreenFx(new h3d.shader.pbr.ComputeSH(),[
-							Vec4([Value("out.coefL00", 3), Const(0)]),
-							Vec4([Value("out.coefL1n1", 3), Const(0)]),
-							Vec4([Value("out.coefL10", 3), Const(0)]),
-							Vec4([Value("out.coefL11", 3), Const(0)])]);
-
-			case 3:
-				textureArray = [output0, output1, output2, output3, output4, output5, output6, output7];
-				computeSH = new h3d.pass.ScreenFx(new h3d.shader.pbr.ComputeSH(),[
-							Vec4([Value("out.coefL00", 3), getSwiz("out.coefL22",X) ]),
-							Vec4([Value("out.coefL1n1", 3), getSwiz("out.coefL22",Y) ]),
-							Vec4([Value("out.coefL10", 3), getSwiz("out.coefL22",Z) ]),
-							Vec4([Value("out.coefL11", 3), Const(0)]),
-							Vec4([Value("out.coefL2n2", 3), Const(0)]),
-							Vec4([Value("out.coefL2n1", 3), Const(0)]),
-							Vec4([Value("out.coefL20", 3), Const(0)]),
-							Vec4([Value("out.coefL21", 3), Const(0)])]);
-		}
-	}
-
-	var prim : h3d.prim.Plane2D;
-	function drawSHIntoTexture(renderer : h3d.scene.Renderer, env : h3d.mat.Texture, order : Int, probeIndex: Int) {
-		if( prim == null ){
-			prim = new h3d.prim.Plane2D();
-		}
-
-		function setPrimPos( index : Int ){
-			var v = new hxd.FloatBuffer();
-			var pixelSize = (1.0 / output0.width);
-			var translation =  pixelSize * index * 2;
-			var posX = -1.0 + translation;
-			v.push( posX ) ; v.push( -1 ); v.push(0); v.push(0);
-			v.push( posX ); v.push( 1 ); v.push(0); v.push(0);
-			v.push( posX + pixelSize * 2 ); v.push( -1 ); v.push(0); v.push(0);
-			v.push( posX + pixelSize * 2 ); v.push( 1 ); v.push(0); v.push(0);
-			prim.buffer = h3d.Buffer.ofFloats(v, 4, [Quads, RawFormat]);
-		}
-		setPrimPos(probeIndex);
-
-		@:privateAccess renderer.ctx.engine = h3d.Engine.getCurrent();
-		@:privateAccess renderer.setTargets(textureArray);
-		computeSH.shader.ORDER = order;
-		computeSH.shader.width = env.width;
-		computeSH.shader.environment = env;
-		computeSH.shader.cubeDir = cubeDir;
-		computeSH.primitive = prim;
-		computeSH.render();
-		@:privateAccess renderer.resetTarget();
-		@:privateAccess renderer.ctx.engine.flushTarget();
-	}
-
-	function convertOuputTexturesIntoSH( volumetricLightMap : VolumetricLightmap, pixelsOut : hxd.Pixels.PixelsFloat ) {
-
-		var order = volumetricLightMap.shOrder;
-		var sh = new SphericalHarmonic(order);
-		var coefCount = order * order;
-		var maxCoef : Int = Std.int(Math.min(8, coefCount));
-
-		for(coef in 0 ... maxCoef){
-			var pixels : hxd.Pixels.PixelsFloat = textureArray[coef].capturePixels();
-			for( index in 0 ... pixels.width){
-				var coefs : h3d.Vector = pixels.getPixelF(index, 0);
-				var coords = volumetricLightMap.getProbeCoords(index);
-				var u = coords.x + volumetricLightMap.probeCount.x * coef;
-				var v = coords.y + coords.z * volumetricLightMap.probeCount.y;
-				pixelsOut.setPixelF(u, v, new h3d.Vector(coefs.r, coefs.g, coefs.b, 0));
-
-				// Last coefs is inside the alpha channel
-				if( order == 3 ){
-					var u = coords.x + volumetricLightMap.probeCount.x * 8;
-					var v = coords.y + coords.z * volumetricLightMap.probeCount.y;
-					var prev = pixelsOut.getPixelF(u, v);
-					if( coef == 0 ){ prev.r = coefs.a; }
-					if( coef == 1 ){ prev.g = coefs.a; }
-					if( coef == 2 ){ prev.b = coefs.a; }
-					pixelsOut.setPixelF(u, v, prev);
-				}
-			}
-		}
-	}
-
-	function convertEnvIntoSH_CPU( env : h3d.mat.Texture, order : Int ) : SphericalHarmonic {
-		var coefCount = order * order;
-		var sphericalHarmonic = new SphericalHarmonic(order);
-		var face : hxd.Pixels.PixelsFloat;
-		var weightSum = 0.0;
-		var invWidth = 1.0 / env.width;
-		var shData : Array<Float> = [for ( value in 0...coefCount ) 0];
-
-		for( f in 0...6 ){
-			face = env.capturePixels(f, 0);
-			for (u in 0...face.width) {
-				var fU : Float = (u / face.width ) * 2 - 1;// Texture coordinate U in range [-1 to 1]
-				fU *= fU;
-				var uCoord = 2.0 * u * invWidth + invWidth;
-				for (v in 0...face.width) {
-        			var fV : Float = (v / face.height ) * 2 - 1;// Texture coordinate V in range [-1 to 1]
-					fV *= fV;
-					var vCoord = 2.0 * v * invWidth + invWidth;
-					var dir = getDir(uCoord, vCoord, f);// Get direction from center of cube texture to current texel
-           			var diffSolid = 4.0 / ((1.0 + fU + fV) * Math.sqrt(1.0 + fU + fV));	// Scale factor depending on distance from center of the face
-					weightSum += diffSolid;
-					var color = face.getPixelF(u,v);// Get color from the current face
-					evalSH(order, dir, shData);// Calculate coefficients of spherical harmonics for current direction
-					for(i in 0...coefCount){
-						sphericalHarmonic.coefR[i] += shData[i] * color.r * diffSolid;
-						sphericalHarmonic.coefG[i] += shData[i] * color.g * diffSolid;
-						sphericalHarmonic.coefB[i] += shData[i] * color.b * diffSolid;
-					}
-				}
-			}
-		}
-		// Final scale for coefficients
-		var normProj = (4.0 * Math.PI) / weightSum;
-		for( i in 0...coefCount ){
-			sphericalHarmonic.coefR[i] *= normProj;
-			sphericalHarmonic.coefG[i] *= normProj;
-			sphericalHarmonic.coefB[i] *= normProj;
-		}
-		return sphericalHarmonic;
-	}
-
-	inline function evalSH( order : Int, dir : h3d.Vector, shData : Array<Float> ) {
-		for (l in 0...order) {
-       		for (m in -l...l+1) {
-				shData[getIndex(l, m)] = evalCoef(l, m, dir);
-			}
-		}
-	}
-
-	inline function getIndex( l : Int, m :Int ) : Int {
-		return l * (l + 1) + m;
-	}
-
-	inline function getDir( u : Float, v : Float, face : Int ) : h3d.Vector {
-		var dir = new h3d.Vector();
-		switch( face ) {
-			case 0: dir.x = -1.0; dir.y = -1.0 + v; dir.z = 1.0 - u;
-			case 1: dir.x = 1.0; dir.y = -1.0 + v; dir.z = -1.0 + u;
-			case 2: dir.x = 1.0 - u; dir.y = -1.0; dir.z = -1.0 + v;
-			case 3: dir.x = 1.0 - u; dir.y = 1.0; dir.z = 1.0 - v;
-			case 4: dir.x = 1.0 - u;  dir.y = -1.0 + v; dir.z = 1.0;
-			case 5: dir.x = -1.0 + u; dir.y = -1.0 + v;  dir.z = -1.0;
-			default:
-		}
-		dir.normalizeFast();
-		return dir;
-	}
-
-	inline function evalCoef( l : Int, m : Int, dir : h3d.Vector ) : Float {
-		// Coef from Stupid Spherical Harmonics (SH) Peter-Pike Sloan Microsoft Corporation
-		return switch [l,m] {
-			case[0,0]:	0.282095; // 0.5 * sqrt(1/pi)
-			case[1,-1]:	-0.488603 * dir.y;  // -sqrt(3/(4pi)) * y
-			case[1,0]:	0.488603 * dir.z; // sqrt(3/(4pi)) * z
-			case[1,1]:	-0.488603 * dir.x; // -sqrt(3/(4pi)) * x
-			case[2,-2]:	1.092548 * dir.y * dir.x;// 0.5 * sqrt(15/pi) * y * x
-			case[2,-1]:	-1.092548 * dir.y * dir.z; // -0.5 * sqrt(15/pi) * y * z
-			case[2,0]:	0.315392 * (-dir.x * dir.x - dir.y * dir.y + 2.0 * dir.z * dir.z);// 0.25 * sqrt(5/pi) * (-x^2-y^2+2z^2)
-			case[2,1]:  -1.092548 * dir.x * dir.z; // -0.5 * sqrt(15/pi) * x * z
-			case[2,2]:	0.546274 * (dir.x * dir.x - dir.y * dir.y); // 0.25 * sqrt(15/pi) * (x^2 - y^2)
-			case[3,-3]:	-0.590044 * dir.y * (3.0 * dir.x * dir.x - dir.y * dir.y);// -0.25 * sqrt(35/(2pi)) * y * (3x^2 - y^2)
-			case[3,-2]: 2.890611 * dir.x * dir.y * dir.z; // 0.5 * sqrt(105/pi) * x * y * z
-			case[3,-1]: -0.457046 * dir.y * (4.0 * dir.z * dir.z - dir.x * dir.x - dir.y * dir.y); // -0.25 * sqrt(21/(2pi)) * y * (4z^2-x^2-y^2)
-			case[3,0]:  0.373176 * dir.z * (2.0 * dir.z * dir.z - 3.0 * dir.x * dir.x - 3.0 * dir.y * dir.y);  // 0.25 * sqrt(7/pi) * z * (2z^2 - 3x^2 - 3y^2)
-			case[3,1]:	-0.457046 * dir.x * (4.0 * dir.z * dir.z - dir.x * dir.x - dir.y * dir.y); // -0.25 * sqrt(21/(2pi)) * x * (4z^2-x^2-y^2)
-			case[3,2]:  1.445306 * dir.z * (dir.x * dir.x - dir.y * dir.y); // 0.25 * sqrt(105/pi) * z * (x^2 - y^2)
-			case[3,3]:	-0.590044 * dir.x * (dir.x * dir.x - 3.0 * dir.y * dir.y); // -0.25 * sqrt(35/(2pi)) * x * (x^2-3y^2)
-			case[4,-4]: 2.503343 * dir.x * dir.y * (dir.x * dir.x - dir.y * dir.y);// 0.75 * sqrt(35/pi) * x * y * (x^2-y^2)
-			case[4,-3]: -1.770131 * dir.y * dir.z * (3.0 * dir.x * dir.x - dir.y * dir.y); // -0.75 * sqrt(35/(2pi)) * y * z * (3x^2-y^2)
-			case[4,-2]: 0.946175 * dir.x * dir.y * (7.0 * dir.z * dir.z - 1.0);// 0.75 * sqrt(5/pi) * x * y * (7z^2-1)
-			case[4,-1]: -0.669047 * dir.y * dir.z * (7.0 * dir.z * dir.z - 3.0);// -0.75 * sqrt(5/(2pi)) * y * z * (7z^2-3)
-			case[4,0]:  0.105786 * (35.0 * dir.z * dir.z * dir.z * dir.z - 30.0 * dir.z * dir.z + 3.0);// 3/16 * sqrt(1/pi) * (35z^4-30z^2+3)
-			case[4,1]:  -0.669047 * dir.x * dir.z * (7.0 * dir.z * dir.z - 3.0);// -0.75 * sqrt(5/(2pi)) * x * z * (7z^2-3)
-			case[4,2]:  0.473087 * (dir.x * dir.x - dir.y * dir.y) * (7.0 * dir.z * dir.z - 1.0);// 3/8 * sqrt(5/pi) * (x^2 - y^2) * (7z^2 - 1)
-			case[4,3]:  -1.770131 * dir.x * dir.z * (dir.x * dir.x - 3.0 * dir.y * dir.y);// -0.75 * sqrt(35/(2pi)) * x * z * (x^2 - 3y^2)
-			case[4,4]:  0.625836 * (dir.x * dir.x * (dir.x * dir.x - 3.0 * dir.y * dir.y) - dir.y * dir.y * (3.0 * dir.x * dir.x - dir.y * dir.y)); // 3/16*sqrt(35/pi) * (x^2 * (x^2 - 3y^2) - y^2 * (3x^2 - y^2))
-			default: 0;
-		}
-	}
-}