voxelizer.h 4.8 KB

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  1. /**************************************************************************/
  2. /* voxelizer.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef VOXELIZER_H
  31. #define VOXELIZER_H
  32. #include "scene/resources/multimesh.h"
  33. class Voxelizer {
  34. private:
  35. enum : uint32_t {
  36. CHILD_EMPTY = 0xFFFFFFFF
  37. };
  38. struct Cell {
  39. uint32_t children[8];
  40. float albedo[3] = {}; //albedo in RGB24
  41. float emission[3] = {}; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
  42. float normal[3] = {};
  43. uint32_t used_sides = 0;
  44. float alpha = 0.0; //used for upsampling
  45. uint16_t x = 0;
  46. uint16_t y = 0;
  47. uint16_t z = 0;
  48. uint16_t level = 0;
  49. Cell() {
  50. for (int i = 0; i < 8; i++) {
  51. children[i] = CHILD_EMPTY;
  52. }
  53. }
  54. };
  55. Vector<Cell> bake_cells;
  56. int cell_subdiv = 0;
  57. struct CellSort {
  58. union {
  59. struct {
  60. uint64_t z : 16;
  61. uint64_t y : 16;
  62. uint64_t x : 16;
  63. uint64_t level : 16;
  64. };
  65. uint64_t key = 0;
  66. };
  67. int32_t index = 0;
  68. _FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const {
  69. return key < p_cell_sort.key;
  70. }
  71. };
  72. struct MaterialCache {
  73. //128x128 textures
  74. Vector<Color> albedo;
  75. Vector<Color> emission;
  76. };
  77. HashMap<Ref<Material>, MaterialCache> material_cache;
  78. float exposure_normalization = 1.0;
  79. AABB original_bounds;
  80. AABB po2_bounds;
  81. int axis_cell_size[3] = {};
  82. Transform3D to_cell_space;
  83. int color_scan_cell_width = 4;
  84. int bake_texture_size = 128;
  85. float cell_size = 0.0;
  86. int max_original_cells = 0;
  87. int leaf_voxel_count = 0;
  88. Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
  89. MaterialCache _get_material_cache(Ref<Material> p_material);
  90. void _plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector3 *p_normal, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb);
  91. void _fixup_plot(int p_idx, int p_level);
  92. void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx);
  93. bool sorted = false;
  94. void _sort();
  95. public:
  96. void begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization);
  97. void plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material);
  98. void end_bake();
  99. int get_voxel_gi_octree_depth() const;
  100. Vector3i get_voxel_gi_octree_size() const;
  101. int get_voxel_gi_cell_count() const;
  102. Vector<uint8_t> get_voxel_gi_octree_cells() const;
  103. Vector<uint8_t> get_voxel_gi_data_cells() const;
  104. Vector<int> get_voxel_gi_level_cell_count() const;
  105. Vector<uint8_t> get_sdf_3d_image() const;
  106. Ref<MultiMesh> create_debug_multimesh();
  107. Transform3D get_to_cell_space_xform() const;
  108. Voxelizer();
  109. };
  110. #endif // VOXELIZER_H