pandemonium_engine/scene/3d/lightmapper.h

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/*************************************************************************/
/* lightmapper.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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/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. */
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_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 RBSet<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