/**************************************************************************/ /* voxel_light_baker.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 VOXEL_LIGHT_BAKER_H #define VOXEL_LIGHT_BAKER_H #include "scene/3d/mesh_instance.h" #include "scene/resources/mesh/multimesh.h" class Material; class VoxelLightBaker { public: enum DebugMode { DEBUG_ALBEDO, DEBUG_LIGHT }; enum BakeQuality { BAKE_QUALITY_LOW, BAKE_QUALITY_MEDIUM, BAKE_QUALITY_HIGH }; enum BakeMode { BAKE_MODE_CONE_TRACE, BAKE_MODE_RAY_TRACE, }; private: enum { 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; float alpha; //used for upsampling int level; Cell() { for (int i = 0; i < 8; i++) { children[i] = CHILD_EMPTY; } for (int i = 0; i < 3; i++) { emission[i] = 0; albedo[i] = 0; normal[i] = 0; } alpha = 0; used_sides = 0; level = 0; } }; Vector bake_cells; int cell_subdiv; struct Light { int x, y, z; float accum[6][3]; //rgb anisotropic float direct_accum[6][3]; //for direct bake int next_leaf; Light() { x = y = z = 0; for (int i = 0; i < 6; i++) { for (int j = 0; j < 3; j++) { accum[i][j] = 0; direct_accum[i][j] = 0; } } next_leaf = 0; } }; int first_leaf; Vector bake_light; struct MaterialCache { //128x128 textures Vector albedo; Vector emission; }; RBMap, MaterialCache> material_cache; int leaf_voxel_count; bool direct_lights_baked; AABB original_bounds; AABB po2_bounds; int axis_cell_size[3]; Transform to_cell_space; int color_scan_cell_width; int bake_texture_size; float cell_size; float propagation; BakeQuality bake_quality; int max_original_cells; void _init_light_plot(int p_idx, int p_level, int p_x, int p_y, int p_z, uint32_t p_parent); Vector _get_bake_texture(Ref p_image, const Color &p_color_mul, const Color &p_color_add); MaterialCache _get_material_cache(Ref 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 &p_multimesh, int &idx, DebugMode p_mode); void _check_init_light(); uint32_t _find_cell_at_pos(const Cell *cells, int x, int y, int z); public: void begin_bake(int p_subdiv, const AABB &p_bounds); void plot_mesh(const Transform &p_xform, Ref &p_mesh, const Vector> &p_materials, const Ref &p_override_material); void begin_bake_light(BakeQuality p_quality = BAKE_QUALITY_MEDIUM, float p_propagation = 0.85); void plot_light_directional(const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, bool p_direct); void plot_light_omni(const Vector3 &p_pos, const Color &p_color, float p_energy, float p_indirect_energy, float p_radius, float p_attenutation, bool p_direct); void plot_light_spot(const Vector3 &p_pos, const Vector3 &p_axis, const Color &p_color, float p_energy, float p_indirect_energy, float p_radius, float p_attenutation, float p_spot_angle, float p_spot_attenuation, bool p_direct); void end_bake(); struct LightMapData { int width; int height; PoolVector light; }; PoolVector create_gi_probe_data(); Ref create_debug_multimesh(DebugMode p_mode = DEBUG_ALBEDO); PoolVector create_capture_octree(int p_subdiv); float get_cell_size() const; Transform get_to_cell_space_xform() const; VoxelLightBaker(); }; #endif // VOXEL_LIGHT_BAKER_H