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Add GLTF light import
Co-authored-by: K.S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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@ -286,7 +286,16 @@ Error EditorSceneImporterGLTF::_parse_nodes(GLTFState &state) {
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node->xform.basis.set_quat_scale(node->rotation, node->scale);
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node->xform.origin = node->translation;
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}
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if (n.has("extensions")) {
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Dictionary extensions = n["extensions"];
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if (extensions.has("KHR_lights_punctual")) {
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Dictionary lights_punctual = extensions["KHR_lights_punctual"];
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if (lights_punctual.has("light")) {
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GLTFLightIndex light = lights_punctual["light"];
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node->light = light;
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}
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}
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}
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if (n.has("children")) {
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const Array &children = n["children"];
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for (int j = 0; j < children.size(); j++) {
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@ -2245,6 +2254,58 @@ void EditorSceneImporterGLTF::_remove_duplicate_skins(GLTFState &state) {
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}
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}
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Error EditorSceneImporterGLTF::_parse_lights(GLTFState &state) {
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if (!state.json.has("extensions")) {
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return OK;
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}
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Dictionary extensions = state.json["extensions"];
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if (!extensions.has("KHR_lights_punctual")) {
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return OK;
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}
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Dictionary lights_punctual = extensions["KHR_lights_punctual"];
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if (!lights_punctual.has("lights")) {
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return OK;
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}
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const Array &lights = lights_punctual["lights"];
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for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) {
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const Dictionary &d = lights[light_i];
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GLTFLight light;
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ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
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const String &type = d["type"];
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light.type = type;
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if (d.has("color")) {
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const Array &arr = d["color"];
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ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
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const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
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light.color = c;
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}
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if (d.has("intensity")) {
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light.intensity = d["intensity"];
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}
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if (d.has("range")) {
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light.range = d["range"];
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}
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if (type == "spot") {
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const Dictionary &spot = d["spot"];
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light.inner_cone_angle = spot["innerConeAngle"];
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light.outer_cone_angle = spot["outerConeAngle"];
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ERR_FAIL_COND_V_MSG(light.inner_cone_angle >= light.outer_cone_angle, ERR_PARSE_ERROR, "The inner angle must be smaller than the outer angle.");
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} else if (type != "point" && type != "directional") {
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ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Light type is unknown.");
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}
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state.lights.push_back(light);
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}
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print_verbose("glTF: Total lights: " + itos(state.lights.size()));
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return OK;
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}
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Error EditorSceneImporterGLTF::_parse_cameras(GLTFState &state) {
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if (!state.json.has("cameras")) {
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return OK;
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@ -2488,6 +2549,58 @@ MeshInstance3D *EditorSceneImporterGLTF::_generate_mesh_instance(GLTFState &stat
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return mi;
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}
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Light3D *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) {
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const GLTFNode *gltf_node = state.nodes[node_index];
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ERR_FAIL_INDEX_V(gltf_node->light, state.lights.size(), nullptr);
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print_verbose("glTF: Creating light for: " + gltf_node->name);
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const GLTFLight &l = state.lights[gltf_node->light];
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float intensity = l.intensity;
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if (intensity > 10) {
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// GLTF spec has the default around 1, but Blender defaults lights to 100.
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// The only sane way to handle this is to check where it came from and
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// handle it accordingly. If it's over 10, it probably came from Blender.
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intensity /= 100;
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}
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if (l.type == "directional") {
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DirectionalLight3D *light = memnew(DirectionalLight3D);
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light->set_param(Light3D::PARAM_ENERGY, intensity);
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light->set_color(l.color);
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return light;
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}
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const float range = CLAMP(l.range, 0, 4096);
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// Doubling the range will double the effective brightness, so we need double attenuation (half brightness).
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// We want to have double intensity give double brightness, so we need half the attenuation.
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const float attenuation = range / intensity;
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if (l.type == "point") {
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OmniLight3D *light = memnew(OmniLight3D);
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light->set_param(OmniLight3D::PARAM_ATTENUATION, attenuation);
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light->set_param(OmniLight3D::PARAM_RANGE, range);
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light->set_color(l.color);
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return light;
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}
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if (l.type == "spot") {
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SpotLight3D *light = memnew(SpotLight3D);
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light->set_param(SpotLight3D::PARAM_ATTENUATION, attenuation);
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light->set_param(SpotLight3D::PARAM_RANGE, range);
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light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l.outer_cone_angle));
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light->set_color(l.color);
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// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
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// The points in desmos are not exact, except for (1, infinity).
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float angle_ratio = l.inner_cone_angle / l.outer_cone_angle;
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float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
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light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
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return light;
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}
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return nullptr;
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}
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Camera3D *EditorSceneImporterGLTF::_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) {
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const GLTFNode *gltf_node = state.nodes[node_index];
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@ -2561,6 +2674,8 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene
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current_node = _generate_mesh_instance(state, scene_parent, node_index);
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} else if (gltf_node->camera >= 0) {
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current_node = _generate_camera(state, scene_parent, node_index);
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} else if (gltf_node->light >= 0) {
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current_node = _generate_light(state, scene_parent, node_index);
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} else {
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current_node = _generate_spatial(state, scene_parent, node_index);
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}
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@ -3037,22 +3152,28 @@ Node *EditorSceneImporterGLTF::import_scene(const String &p_path, uint32_t p_fla
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return nullptr;
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}
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/* STEP 14 PARSE CAMERAS */
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/* STEP 14 PARSE LIGHTS */
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err = _parse_lights(state);
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if (err != OK) {
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return NULL;
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}
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/* STEP 15 PARSE CAMERAS */
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err = _parse_cameras(state);
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if (err != OK) {
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return nullptr;
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}
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/* STEP 15 PARSE ANIMATIONS */
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/* STEP 16 PARSE ANIMATIONS */
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err = _parse_animations(state);
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if (err != OK) {
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return nullptr;
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}
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/* STEP 16 ASSIGN SCENE NAMES */
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/* STEP 17 ASSIGN SCENE NAMES */
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_assign_scene_names(state);
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/* STEP 17 MAKE SCENE! */
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/* STEP 18 MAKE SCENE! */
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Node3D *scene = _generate_scene(state, p_bake_fps);
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return scene;
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@ -32,6 +32,7 @@
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#define EDITOR_SCENE_IMPORTER_GLTF_H
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#include "editor/import/resource_importer_scene.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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@ -50,6 +51,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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typedef int GLTFImageIndex;
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typedef int GLTFMaterialIndex;
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typedef int GLTFMeshIndex;
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typedef int GLTFLightIndex;
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typedef int GLTFNodeIndex;
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typedef int GLTFSkeletonIndex;
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typedef int GLTFSkinIndex;
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@ -113,6 +115,8 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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GLTFNodeIndex fake_joint_parent = -1;
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GLTFLightIndex light = -1;
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GLTFNode() {}
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};
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@ -218,6 +222,17 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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GLTFCamera() {}
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};
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struct GLTFLight {
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Color color = Color(1.0f, 1.0f, 1.0f);
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float intensity = 1.0f;
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String type = "";
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float range = Math_INF;
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float inner_cone_angle = 0.0f;
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float outer_cone_angle = Math_PI / 4.0;
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GLTFLight() {}
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};
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struct GLTFAnimation {
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bool loop = false;
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@ -271,6 +286,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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Vector<GLTFSkin> skins;
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Vector<GLTFCamera> cameras;
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Vector<GLTFLight> lights;
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Set<String> unique_names;
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@ -349,12 +365,13 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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void _remove_duplicate_skins(GLTFState &state);
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Error _parse_cameras(GLTFState &state);
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Error _parse_lights(GLTFState &state);
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Error _parse_animations(GLTFState &state);
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BoneAttachment3D *_generate_bone_attachment(GLTFState &state, Skeleton3D *skeleton, const GLTFNodeIndex node_index);
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MeshInstance3D *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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Camera3D *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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Light3D *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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Node3D *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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void _generate_scene_node(GLTFState &state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
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