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- /**************************************************************************/
- /* lightmapper.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 LIGHTMAPPER_H
- #define LIGHTMAPPER_H
- #include "scene/resources/mesh.h"
- #if !defined(__aligned)
- #if defined(_WIN32) && defined(_MSC_VER)
- #define __aligned(...) __declspec(align(__VA_ARGS__))
- #else
- #define __aligned(...) __attribute__((aligned(__VA_ARGS__)))
- #endif
- #endif
- class LightmapDenoiser : public Reference {
- GDCLASS(LightmapDenoiser, Reference)
- protected:
- static LightmapDenoiser *(*create_function)();
- public:
- virtual Ref<Image> denoise_image(const Ref<Image> &p_image) = 0;
- static Ref<LightmapDenoiser> create();
- };
- class LightmapRaycaster : public Reference {
- GDCLASS(LightmapRaycaster, Reference)
- protected:
- static LightmapRaycaster *(*create_function)();
- public:
- // compatible with embree3 rays
- struct __aligned(16) Ray {
- const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h
- /*! Default construction does nothing. */
- _FORCE_INLINE_ Ray() :
- geomID(INVALID_GEOMETRY_ID) {}
- /*! Constructs a ray from origin, direction, and ray segment. Near
- * has to be smaller than far. */
- _FORCE_INLINE_ Ray(const Vector3 &org,
- const Vector3 &dir,
- float tnear = 0.0f,
- float tfar = INFINITY) :
- org(org),
- tnear(tnear),
- dir(dir),
- time(0.0f),
- tfar(tfar),
- mask(-1),
- u(0.0),
- v(0.0),
- primID(INVALID_GEOMETRY_ID),
- geomID(INVALID_GEOMETRY_ID),
- instID(INVALID_GEOMETRY_ID) {}
- /*! Tests if we hit something. */
- _FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
- public:
- Vector3 org; //!< Ray origin + tnear
- float tnear; //!< Start of ray segment
- Vector3 dir; //!< Ray direction + tfar
- float time; //!< Time of this ray for motion blur.
- float tfar; //!< End of ray segment
- unsigned int mask; //!< used to mask out objects during traversal
- unsigned int id; //!< ray ID
- unsigned int flags; //!< ray flags
- Vector3 normal; //!< Not normalized geometry normal
- float u; //!< Barycentric u coordinate of hit
- float v; //!< Barycentric v coordinate of hit
- unsigned int primID; //!< primitive ID
- unsigned int geomID; //!< geometry ID
- unsigned int instID; //!< instance ID
- };
- virtual bool intersect(Ray &p_ray) = 0;
- virtual void intersect(Vector<Ray> &r_rays) = 0;
- virtual void add_mesh(const Vector<Vector3> &p_vertices, const Vector<Vector3> &p_normals, const Vector<Vector2> &p_uv2s, unsigned int p_id) = 0;
- virtual void set_mesh_alpha_texture(Ref<Image> p_alpha_texture, unsigned int p_id) = 0;
- virtual void commit() = 0;
- virtual void set_mesh_filter(const Set<int> &p_mesh_ids) = 0;
- virtual void clear_mesh_filter() = 0;
- static Ref<LightmapRaycaster> create();
- };
- class Lightmapper : public Reference {
- GDCLASS(Lightmapper, Reference)
- public:
- enum LightType {
- LIGHT_TYPE_DIRECTIONAL,
- LIGHT_TYPE_OMNI,
- LIGHT_TYPE_SPOT
- };
- enum BakeError {
- BAKE_ERROR_LIGHTMAP_TOO_SMALL,
- BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES,
- BAKE_ERROR_NO_MESHES,
- BAKE_ERROR_USER_ABORTED,
- BAKE_ERROR_NO_RAYCASTER,
- BAKE_OK
- };
- enum BakeQuality {
- BAKE_QUALITY_LOW,
- BAKE_QUALITY_MEDIUM,
- BAKE_QUALITY_HIGH,
- BAKE_QUALITY_ULTRA,
- };
- typedef Lightmapper *(*CreateFunc)();
- static CreateFunc create_custom;
- static CreateFunc create_gpu;
- static CreateFunc create_cpu;
- protected:
- public:
- typedef bool (*BakeStepFunc)(float, const String &, void *, bool); //progress, step description, userdata, force refresh
- typedef void (*BakeEndFunc)(uint32_t); // time_started
- struct MeshData {
- struct TextureDef {
- RID tex_rid;
- Color mul;
- Color add;
- };
- //triangle data
- Vector<Vector3> points;
- Vector<Vector2> uv;
- Vector<Vector2> uv2;
- Vector<Vector3> normal;
- Vector<TextureDef> albedo;
- Vector<TextureDef> emission;
- Vector<int> surface_facecounts;
- Variant userdata;
- };
- virtual void add_albedo_texture(Ref<Texture> p_texture) = 0;
- virtual void add_emission_texture(Ref<Texture> p_texture) = 0;
- virtual void add_mesh(const MeshData &p_mesh, Vector2i p_size) = 0;
- virtual void add_directional_light(bool p_bake_direct, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_size) = 0;
- virtual void add_omni_light(bool p_bake_direct, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation, float p_size) = 0;
- virtual void add_spot_light(bool p_bake_direct, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) = 0;
- virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bounce_indirect_energy, float p_bias, bool p_generate_atlas, int p_max_texture_size, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr, BakeStepFunc p_substep_function = nullptr) = 0;
- virtual int get_bake_texture_count() const = 0;
- virtual Ref<Image> get_bake_texture(int p_index) const = 0;
- virtual int get_bake_mesh_count() const = 0;
- virtual Variant get_bake_mesh_userdata(int p_index) const = 0;
- virtual Rect2 get_bake_mesh_uv_scale(int p_index) const = 0;
- virtual int get_bake_mesh_texture_slice(int p_index) const = 0;
- static Ref<Lightmapper> create();
- Lightmapper();
- };
- #endif // LIGHTMAPPER_H
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