godot/scene/3d/baked_light_instance.h
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00

211 lines
6.0 KiB
C++

/*************************************************************************/
/* baked_light_instance.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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. */
/*************************************************************************/
#ifndef BAKED_LIGHT_INSTANCE_H
#define BAKED_LIGHT_INSTANCE_H
#include "scene/3d/visual_instance.h"
#include "scene/resources/baked_light.h"
#include "scene/3d/multimesh_instance.h"
class BakedLightBaker;
class Light;
class BakedLight : public VisualInstance {
GDCLASS(BakedLight,VisualInstance);
public:
enum DebugMode {
DEBUG_ALBEDO,
DEBUG_LIGHT
};
private:
RID baked_light;
int cell_subdiv;
Rect3 bounds;
int cells_per_axis;
enum {
CHILD_EMPTY=0xFFFFFFFF,
};
/* BAKE DATA */
struct BakeCell {
uint32_t childs[8];
float albedo[3]; //albedo in RGB24
float light[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
float radiance[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
uint32_t used_sides;
float alpha; //used for upsampling
uint32_t light_pass; //used for baking light
BakeCell() {
for(int i=0;i<8;i++) {
childs[i]=0xFFFFFFFF;
}
for(int i=0;i<3;i++) {
light[i]=0;
albedo[i]=0;
radiance[i]=0;
}
alpha=0;
light_pass=0;
used_sides=0;
}
};
int bake_texture_size;
int color_scan_cell_width;
struct MaterialCache {
//128x128 textures
Vector<Color> albedo;
Vector<Color> emission;
};
Vector<Color> _get_bake_texture(Image &p_image, const Color &p_color);
Map<Ref<Material>,MaterialCache> material_cache;
MaterialCache _get_material_cache(Ref<Material> p_material);
int bake_cells_alloc;
int bake_cells_used;
int zero_alphas;
Vector<int> bake_cells_level_used;
PoolVector<BakeCell> bake_cells;
PoolVector<BakeCell>::Write bake_cells_write;
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);
void _fixup_plot(int p_idx, int p_level, int p_x, int p_y, int p_z);
void _bake_add_mesh(const Transform& p_xform,Ref<Mesh>& p_mesh);
void _bake_add_to_aabb(const Transform& p_xform,Ref<Mesh>& p_mesh,bool &first);
void _debug_mesh(int p_idx, int p_level, const Rect3 &p_aabb,DebugMode p_mode,Ref<MultiMesh> &p_multimesh,int &idx);
void _debug_mesh_albedo();
void _debug_mesh_light();
_FORCE_INLINE_ int _find_cell(int x,int y, int z);
int _plot_ray(const Vector3& p_from, const Vector3& p_to);
uint32_t light_pass;
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);
void _upscale_light(int p_idx,int p_level);
void _bake_light(Light* p_light);
Color _cone_trace(const Vector3& p_from, const Vector3& p_dir, float p_half_angle);
void _bake_radiance(int p_idx, int p_level, int p_x,int p_y,int p_z);
friend class GeometryInstance;
Set<GeometryInstance*> geometries;
friend class Light;
Set<Light*> lights;
protected:
static void _bind_methods();
public:
void set_cell_subdiv(int p_subdiv);
int get_cell_subdiv() const;
void bake();
void bake_lights();
void bake_radiance();
void create_debug_mesh(DebugMode p_mode);
virtual Rect3 get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
String get_configuration_warning() const;
BakedLight();
~BakedLight();
};
#if 0
class BakedLightSampler : public VisualInstance {
GDCLASS(BakedLightSampler,VisualInstance);
public:
enum Param {
PARAM_RADIUS=VS::BAKED_LIGHT_SAMPLER_RADIUS,
PARAM_STRENGTH=VS::BAKED_LIGHT_SAMPLER_STRENGTH,
PARAM_ATTENUATION=VS::BAKED_LIGHT_SAMPLER_ATTENUATION,
PARAM_DETAIL_RATIO=VS::BAKED_LIGHT_SAMPLER_DETAIL_RATIO,
PARAM_MAX=VS::BAKED_LIGHT_SAMPLER_MAX
};
protected:
RID base;
float params[PARAM_MAX];
int resolution;
static void _bind_methods();
public:
virtual AABB get_aabb() const;
virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
void set_param(Param p_param,float p_value);
float get_param(Param p_param) const;
void set_resolution(int p_resolution);
int get_resolution() const;
BakedLightSampler();
~BakedLightSampler();
};
VARIANT_ENUM_CAST( BakedLightSampler::Param );
#endif
#endif // BAKED_LIGHT_H