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- /**************************************************************************/
- /* voxelizer.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 VOXELIZER_H
- #define VOXELIZER_H
- #include "scene/resources/multimesh.h"
- class Voxelizer {
- private:
- enum : uint32_t {
- CHILD_EMPTY = 0xFFFFFFFF
- };
- struct Cell {
- uint32_t children[8];
- float albedo[3] = {}; //albedo in RGB24
- float emission[3] = {}; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
- float normal[3] = {};
- uint32_t used_sides = 0;
- float alpha = 0.0; //used for upsampling
- uint16_t x = 0;
- uint16_t y = 0;
- uint16_t z = 0;
- uint16_t level = 0;
- Cell() {
- for (int i = 0; i < 8; i++) {
- children[i] = CHILD_EMPTY;
- }
- }
- };
- Vector<Cell> bake_cells;
- int cell_subdiv = 0;
- struct CellSort {
- union {
- struct {
- uint64_t z : 16;
- uint64_t y : 16;
- uint64_t x : 16;
- uint64_t level : 16;
- };
- uint64_t key = 0;
- };
- int32_t index = 0;
- _FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const {
- return key < p_cell_sort.key;
- }
- };
- struct MaterialCache {
- //128x128 textures
- Vector<Color> albedo;
- Vector<Color> emission;
- };
- HashMap<Ref<Material>, MaterialCache> material_cache;
- float exposure_normalization = 1.0;
- AABB original_bounds;
- AABB po2_bounds;
- int axis_cell_size[3] = {};
- Transform3D to_cell_space;
- int color_scan_cell_width = 4;
- int bake_texture_size = 128;
- float cell_size = 0.0;
- int max_original_cells = 0;
- int leaf_voxel_count = 0;
- Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
- MaterialCache _get_material_cache(Ref<Material> p_material);
- 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);
- void _fixup_plot(int p_idx, int p_level);
- void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx);
- bool sorted = false;
- void _sort();
- public:
- void begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization);
- void plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material);
- void end_bake();
- int get_voxel_gi_octree_depth() const;
- Vector3i get_voxel_gi_octree_size() const;
- int get_voxel_gi_cell_count() const;
- Vector<uint8_t> get_voxel_gi_octree_cells() const;
- Vector<uint8_t> get_voxel_gi_data_cells() const;
- Vector<int> get_voxel_gi_level_cell_count() const;
- Vector<uint8_t> get_sdf_3d_image() const;
- Ref<MultiMesh> create_debug_multimesh();
- Transform3D get_to_cell_space_xform() const;
- Voxelizer();
- };
- #endif // VOXELIZER_H
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