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bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
211 lines
6.0 KiB
C++
211 lines
6.0 KiB
C++
/*************************************************************************/
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/* baked_light_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef BAKED_LIGHT_INSTANCE_H
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#define BAKED_LIGHT_INSTANCE_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/baked_light.h"
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#include "scene/3d/multimesh_instance.h"
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class BakedLightBaker;
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class Light;
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class BakedLight : public VisualInstance {
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GDCLASS(BakedLight,VisualInstance);
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public:
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enum DebugMode {
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DEBUG_ALBEDO,
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DEBUG_LIGHT
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};
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private:
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RID baked_light;
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int cell_subdiv;
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Rect3 bounds;
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int cells_per_axis;
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enum {
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CHILD_EMPTY=0xFFFFFFFF,
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};
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/* BAKE DATA */
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struct BakeCell {
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uint32_t childs[8];
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float albedo[3]; //albedo in RGB24
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float light[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
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float radiance[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
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uint32_t used_sides;
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float alpha; //used for upsampling
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uint32_t light_pass; //used for baking light
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BakeCell() {
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for(int i=0;i<8;i++) {
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childs[i]=0xFFFFFFFF;
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}
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for(int i=0;i<3;i++) {
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light[i]=0;
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albedo[i]=0;
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radiance[i]=0;
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}
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alpha=0;
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light_pass=0;
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used_sides=0;
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}
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};
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int bake_texture_size;
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int color_scan_cell_width;
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struct MaterialCache {
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//128x128 textures
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Vector<Color> albedo;
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Vector<Color> emission;
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};
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Vector<Color> _get_bake_texture(Image &p_image, const Color &p_color);
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Map<Ref<Material>,MaterialCache> material_cache;
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MaterialCache _get_material_cache(Ref<Material> p_material);
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int bake_cells_alloc;
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int bake_cells_used;
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int zero_alphas;
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Vector<int> bake_cells_level_used;
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PoolVector<BakeCell> bake_cells;
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PoolVector<BakeCell>::Write bake_cells_write;
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void _plot_face(int p_idx,int p_level,const Vector3 *p_vtx,const Vector2* p_uv, const MaterialCache& p_material,const Rect3& p_aabb);
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void _fixup_plot(int p_idx, int p_level, int p_x, int p_y, int p_z);
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void _bake_add_mesh(const Transform& p_xform,Ref<Mesh>& p_mesh);
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void _bake_add_to_aabb(const Transform& p_xform,Ref<Mesh>& p_mesh,bool &first);
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void _debug_mesh(int p_idx, int p_level, const Rect3 &p_aabb,DebugMode p_mode,Ref<MultiMesh> &p_multimesh,int &idx);
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void _debug_mesh_albedo();
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void _debug_mesh_light();
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_FORCE_INLINE_ int _find_cell(int x,int y, int z);
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int _plot_ray(const Vector3& p_from, const Vector3& p_to);
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uint32_t light_pass;
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void _bake_directional(int p_idx, int p_level, int p_x,int p_y,int p_z,const Vector3& p_dir,const Color& p_color,int p_sign);
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void _upscale_light(int p_idx,int p_level);
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void _bake_light(Light* p_light);
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Color _cone_trace(const Vector3& p_from, const Vector3& p_dir, float p_half_angle);
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void _bake_radiance(int p_idx, int p_level, int p_x,int p_y,int p_z);
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friend class GeometryInstance;
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Set<GeometryInstance*> geometries;
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friend class Light;
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Set<Light*> lights;
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protected:
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static void _bind_methods();
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public:
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void set_cell_subdiv(int p_subdiv);
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int get_cell_subdiv() const;
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void bake();
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void bake_lights();
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void bake_radiance();
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void create_debug_mesh(DebugMode p_mode);
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virtual Rect3 get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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String get_configuration_warning() const;
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BakedLight();
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~BakedLight();
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};
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#if 0
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class BakedLightSampler : public VisualInstance {
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GDCLASS(BakedLightSampler,VisualInstance);
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public:
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enum Param {
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PARAM_RADIUS=VS::BAKED_LIGHT_SAMPLER_RADIUS,
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PARAM_STRENGTH=VS::BAKED_LIGHT_SAMPLER_STRENGTH,
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PARAM_ATTENUATION=VS::BAKED_LIGHT_SAMPLER_ATTENUATION,
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PARAM_DETAIL_RATIO=VS::BAKED_LIGHT_SAMPLER_DETAIL_RATIO,
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PARAM_MAX=VS::BAKED_LIGHT_SAMPLER_MAX
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};
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protected:
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RID base;
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float params[PARAM_MAX];
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int resolution;
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static void _bind_methods();
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public:
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virtual AABB get_aabb() const;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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void set_param(Param p_param,float p_value);
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float get_param(Param p_param) const;
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void set_resolution(int p_resolution);
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int get_resolution() const;
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BakedLightSampler();
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~BakedLightSampler();
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};
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VARIANT_ENUM_CAST( BakedLightSampler::Param );
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#endif
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#endif // BAKED_LIGHT_H
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