149 lines
4.4 KiB
C++
149 lines
4.4 KiB
C++
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#ifndef VOXEL_LIGHT_BAKER_H
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#define VOXEL_LIGHT_BAKER_H
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#include "scene/3d/mesh_instance.h"
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#include "scene/resources/multimesh.h"
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class VoxelLightBaker {
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public:
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enum DebugMode {
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DEBUG_ALBEDO,
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DEBUG_LIGHT
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};
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enum BakeQuality {
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BAKE_QUALITY_LOW,
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BAKE_QUALITY_MEDIUM,
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BAKE_QUALITY_HIGH
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};
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enum BakeMode {
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BAKE_MODE_CONE_TRACE,
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BAKE_MODE_RAY_TRACE,
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};
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private:
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enum {
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CHILD_EMPTY = 0xFFFFFFFF
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};
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struct Cell {
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uint32_t childs[8];
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float albedo[3]; //albedo in RGB24
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float emission[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
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float normal[3];
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uint32_t used_sides;
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float alpha; //used for upsampling
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int level;
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Cell() {
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for (int i = 0; i < 8; i++) {
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childs[i] = CHILD_EMPTY;
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}
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for (int i = 0; i < 3; i++) {
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emission[i] = 0;
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albedo[i] = 0;
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normal[i] = 0;
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}
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alpha = 0;
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used_sides = 0;
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level = 0;
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}
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};
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Vector<Cell> bake_cells;
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int cell_subdiv;
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struct Light {
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int x, y, z;
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float accum[6][3]; //rgb anisotropic
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float direct_accum[6][3]; //for direct bake
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int next_leaf;
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};
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int first_leaf;
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Vector<Light> bake_light;
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struct MaterialCache {
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//128x128 textures
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Vector<Color> albedo;
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Vector<Color> emission;
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};
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Map<Ref<Material>, MaterialCache> material_cache;
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int leaf_voxel_count;
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bool direct_lights_baked;
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AABB original_bounds;
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AABB po2_bounds;
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int axis_cell_size[3];
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Transform to_cell_space;
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int color_scan_cell_width;
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int bake_texture_size;
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float cell_size;
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float propagation;
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float energy;
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BakeQuality bake_quality;
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BakeMode bake_mode;
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int max_original_cells;
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void _init_light_plot(int p_idx, int p_level, int p_x, int p_y, int p_z, uint32_t p_parent);
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Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
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MaterialCache _get_material_cache(Ref<Material> p_material);
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void _plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb);
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void _fixup_plot(int p_idx, int p_level);
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void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx, DebugMode p_mode);
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void _check_init_light();
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uint32_t _find_cell_at_pos(const Cell *cells, int x, int y, int z);
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struct LightMap {
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Vector3 light;
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Vector3 pos;
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Vector3 normal;
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};
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void _plot_triangle(Vector2 *vertices, Vector3 *positions, Vector3 *normals, LightMap *pixels, int width, int height);
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_FORCE_INLINE_ void _sample_baked_octree_filtered_and_anisotropic(const Vector3 &p_posf, const Vector3 &p_direction, float p_level, Vector3 &r_color, float &r_alpha);
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_FORCE_INLINE_ Vector3 _voxel_cone_trace(const Vector3 &p_pos, const Vector3 &p_normal, float p_aperture);
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_FORCE_INLINE_ Vector3 _compute_pixel_light_at_pos(const Vector3 &p_pos, const Vector3 &p_normal);
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_FORCE_INLINE_ Vector3 _compute_ray_trace_at_pos(const Vector3 &p_pos, const Vector3 &p_normal);
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public:
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void begin_bake(int p_subdiv, const AABB &p_bounds);
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void plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material> > &p_materials, const Ref<Material> &p_override_material);
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void begin_bake_light(BakeQuality p_quality = BAKE_QUALITY_MEDIUM, BakeMode p_bake_mode = BAKE_MODE_CONE_TRACE, float p_propagation = 0.85, float p_energy = 1);
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void plot_light_directional(const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, bool p_direct);
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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);
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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);
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void end_bake();
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struct LightMapData {
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int width;
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int height;
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PoolVector<float> light;
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};
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Error make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh, LightMapData &r_lightmap, bool (*p_bake_time_func)(void *, float, float) = NULL, void *p_bake_time_ud = NULL);
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PoolVector<int> create_gi_probe_data();
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Ref<MultiMesh> create_debug_multimesh(DebugMode p_mode = DEBUG_ALBEDO);
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PoolVector<uint8_t> create_capture_octree(int p_subdiv);
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float get_cell_size() const;
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Transform get_to_cell_space_xform() const;
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VoxelLightBaker();
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};
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#endif // VOXEL_LIGHT_BAKER_H
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