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/*************************************************************************/
/* lightmapper_cpu.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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 */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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# include "lightmapper_cpu.h"
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# include "core/math/geometry.h"
# include "core/os/os.h"
# include "core/os/threaded_array_processor.h"
# include "core/project_settings.h"
# include "modules/raycast/lightmap_raycaster.h"
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# ifdef TOOLS_ENABLED
# include "editor/editor_settings.h"
# endif
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Error LightmapperCPU : : _layout_atlas ( int p_max_size , Vector2i * r_atlas_size , int * r_atlas_slices ) {
Vector2i atlas_size ;
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( mesh_instances [ i ] . generate_lightmap ) {
Vector2i size = mesh_instances [ i ] . size ;
atlas_size . width = MAX ( atlas_size . width , size . width + 2 ) ;
atlas_size . height = MAX ( atlas_size . height , size . height + 2 ) ;
}
}
int max = nearest_power_of_2_templated ( atlas_size . width ) ;
max = MAX ( max , nearest_power_of_2_templated ( atlas_size . height ) ) ;
if ( max > p_max_size ) {
return ERR_INVALID_DATA ;
}
Vector2i best_atlas_size ;
int best_atlas_slices = 0 ;
int best_atlas_memory = 0x7FFFFFFF ;
float best_atlas_mem_utilization = 0 ;
Vector < AtlasOffset > best_atlas_offsets ;
Vector < Vector2i > best_scaled_sizes ;
int first_try_mem_occupied = 0 ;
int first_try_mem_used = 0 ;
for ( int recovery_percent = 0 ; recovery_percent < = 100 ; recovery_percent + = 10 ) {
// These only make sense from the second round of the loop
float recovery_scale = 1 ;
int target_mem_occupied = 0 ;
if ( recovery_percent ! = 0 ) {
target_mem_occupied = first_try_mem_occupied + ( first_try_mem_used - first_try_mem_occupied ) * recovery_percent * 0.01f ;
float new_squared_recovery_scale = static_cast < float > ( target_mem_occupied ) / first_try_mem_occupied ;
if ( new_squared_recovery_scale > 1.0f ) {
recovery_scale = Math : : sqrt ( new_squared_recovery_scale ) ;
}
}
atlas_size = Vector2i ( max , max ) ;
while ( atlas_size . x < = p_max_size & & atlas_size . y < = p_max_size ) {
if ( recovery_percent ! = 0 ) {
// Find out how much memory is not recoverable (because of lightmaps that can't grow),
// to compute a greater recovery scale for those that can.
int mem_unrecoverable = 0 ;
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( mesh_instances [ i ] . generate_lightmap ) {
Vector2i scaled_size = Vector2i (
static_cast < int > ( recovery_scale * mesh_instances [ i ] . size . x ) ,
static_cast < int > ( recovery_scale * mesh_instances [ i ] . size . y ) ) ;
if ( scaled_size . x + 2 > atlas_size . x | | scaled_size . y + 2 > atlas_size . y ) {
mem_unrecoverable + = scaled_size . x * scaled_size . y - mesh_instances [ i ] . size . x * mesh_instances [ i ] . size . y ;
}
}
}
float new_squared_recovery_scale = static_cast < float > ( target_mem_occupied - mem_unrecoverable ) / ( first_try_mem_occupied - mem_unrecoverable ) ;
if ( new_squared_recovery_scale > 1.0f ) {
recovery_scale = Math : : sqrt ( new_squared_recovery_scale ) ;
}
}
Vector < Vector2i > scaled_sizes ;
scaled_sizes . resize ( mesh_instances . size ( ) ) ;
{
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( mesh_instances [ i ] . generate_lightmap ) {
if ( recovery_percent = = 0 ) {
scaled_sizes . write [ i ] = mesh_instances [ i ] . size ;
} else {
Vector2i scaled_size = Vector2i (
static_cast < int > ( recovery_scale * mesh_instances [ i ] . size . x ) ,
static_cast < int > ( recovery_scale * mesh_instances [ i ] . size . y ) ) ;
if ( scaled_size . x + 2 < = atlas_size . x & & scaled_size . y + 2 < = atlas_size . y ) {
scaled_sizes . write [ i ] = scaled_size ;
} else {
scaled_sizes . write [ i ] = mesh_instances [ i ] . size ;
}
}
} else {
// Don't consider meshes with no generated lightmap here; will compensate later
scaled_sizes . write [ i ] = Vector2i ( ) ;
}
}
}
Vector < Vector2i > source_sizes ;
source_sizes . resize ( scaled_sizes . size ( ) ) ;
Vector < int > source_indices ;
source_indices . resize ( scaled_sizes . size ( ) ) ;
for ( int i = 0 ; i < source_sizes . size ( ) ; i + + ) {
source_sizes . write [ i ] = scaled_sizes [ i ] + Vector2i ( 2 , 2 ) ; // Add padding between lightmaps
source_indices . write [ i ] = i ;
}
Vector < AtlasOffset > curr_atlas_offsets ;
curr_atlas_offsets . resize ( source_sizes . size ( ) ) ;
int slices = 0 ;
while ( source_sizes . size ( ) > 0 ) {
Vector < Geometry : : PackRectsResult > offsets = Geometry : : partial_pack_rects ( source_sizes , atlas_size ) ;
Vector < int > new_indices ;
Vector < Vector2i > new_sources ;
for ( int i = 0 ; i < offsets . size ( ) ; i + + ) {
Geometry : : PackRectsResult ofs = offsets [ i ] ;
int sidx = source_indices [ i ] ;
if ( ofs . packed ) {
curr_atlas_offsets . write [ sidx ] = { slices , ofs . x + 1 , ofs . y + 1 } ;
} else {
new_indices . push_back ( sidx ) ;
new_sources . push_back ( source_sizes [ i ] ) ;
}
}
source_sizes = new_sources ;
source_indices = new_indices ;
slices + + ;
}
int mem_used = atlas_size . x * atlas_size . y * slices ;
int mem_occupied = 0 ;
for ( int i = 0 ; i < curr_atlas_offsets . size ( ) ; i + + ) {
mem_occupied + = scaled_sizes [ i ] . x * scaled_sizes [ i ] . y ;
}
float mem_utilization = static_cast < float > ( mem_occupied ) / mem_used ;
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if ( mem_used < best_atlas_memory | | ( mem_used = = best_atlas_memory & & mem_utilization > best_atlas_mem_utilization ) ) {
best_atlas_size = atlas_size ;
best_atlas_offsets = curr_atlas_offsets ;
best_atlas_slices = slices ;
best_atlas_memory = mem_used ;
best_atlas_mem_utilization = mem_utilization ;
best_scaled_sizes = scaled_sizes ;
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}
if ( recovery_percent = = 0 ) {
first_try_mem_occupied = mem_occupied ;
first_try_mem_used = mem_used ;
}
if ( atlas_size . width = = atlas_size . height ) {
atlas_size . width * = 2 ;
} else {
atlas_size . height * = 2 ;
}
}
}
if ( best_atlas_size = = Vector2i ( ) ) {
return ERR_INVALID_DATA ;
}
* r_atlas_size = best_atlas_size ;
* r_atlas_slices = best_atlas_slices ;
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( best_scaled_sizes [ i ] ! = Vector2i ( ) ) {
mesh_instances [ i ] . size = best_scaled_sizes [ i ] ;
mesh_instances [ i ] . offset = Vector2i ( best_atlas_offsets [ i ] . x , best_atlas_offsets [ i ] . y ) ;
mesh_instances [ i ] . slice = best_atlas_offsets [ i ] . slice ;
}
}
return OK ;
}
void LightmapperCPU : : _thread_func_callback ( void * p_thread_data ) {
ThreadData * thread_data = reinterpret_cast < ThreadData * > ( p_thread_data ) ;
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# ifdef TOOLS_ENABLED
const int num_threads = EDITOR_GET ( " editors/3d/lightmap_baking_number_of_cpu_threads " ) ;
# else
const int num_threads = 0 ;
# endif
thread_process_array ( thread_data - > count , thread_data - > instance , & LightmapperCPU : : _thread_func_wrapper , thread_data , num_threads ) ;
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}
void LightmapperCPU : : _thread_func_wrapper ( uint32_t p_idx , ThreadData * p_thread_data ) {
if ( thread_cancelled ) {
return ;
}
( p_thread_data - > instance - > * p_thread_data - > thread_func ) ( p_idx , p_thread_data - > userdata ) ;
thread_progress + + ;
}
bool LightmapperCPU : : _parallel_run ( int p_count , const String & p_description , BakeThreadFunc p_thread_func , void * p_userdata , BakeStepFunc p_substep_func ) {
bool cancelled = false ;
if ( p_substep_func ) {
cancelled = p_substep_func ( 0.0f , vformat ( " %s (%d/%d) " , p_description , 0 , p_count ) , nullptr , false ) ;
}
thread_progress = 0 ;
thread_cancelled = false ;
# ifdef NO_THREAD
for ( int i = 0 ; ! cancelled & & i < p_count ; i + + ) {
( this - > * p_thread_func ) ( i , p_userdata ) ;
float p = float ( i ) / p_count ;
if ( p_substep_func ) {
cancelled = p_substep_func ( p , vformat ( " %s (%d/%d) " , p_description , i + 1 , p_count ) , nullptr , false ) ;
}
}
# else
if ( p_count = = 0 ) {
return cancelled ;
}
ThreadData td ;
td . instance = this ;
td . count = p_count ;
td . thread_func = p_thread_func ;
td . userdata = p_userdata ;
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Thread runner_thread ;
runner_thread . start ( _thread_func_callback , & td ) ;
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int progress = thread_progress ;
while ( ! cancelled & & progress < p_count ) {
float p = float ( progress ) / p_count ;
if ( p_substep_func ) {
cancelled = p_substep_func ( p , vformat ( " %s (%d/%d) " , p_description , progress + 1 , p_count ) , nullptr , false ) ;
}
progress = thread_progress ;
}
thread_cancelled = cancelled ;
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runner_thread . wait_to_finish ( ) ;
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# endif
thread_cancelled = false ;
return cancelled ;
}
void LightmapperCPU : : _generate_buffer ( uint32_t p_idx , void * p_unused ) {
const Size2i & size = mesh_instances [ p_idx ] . size ;
int buffer_size = size . x * size . y ;
LocalVector < LightmapTexel > & lightmap = scene_lightmaps [ p_idx ] ;
LocalVector < int > & lightmap_indices = scene_lightmap_indices [ p_idx ] ;
lightmap_indices . resize ( buffer_size ) ;
for ( unsigned int i = 0 ; i < lightmap_indices . size ( ) ; i + + ) {
lightmap_indices [ i ] = - 1 ;
}
MeshData & md = mesh_instances [ p_idx ] . data ;
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LocalVector < Ref < Image > > albedo_images ;
LocalVector < Ref < Image > > emission_images ;
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for ( int surface_id = 0 ; surface_id < md . albedo . size ( ) ; surface_id + + ) {
albedo_images . push_back ( _init_bake_texture ( md . albedo [ surface_id ] , albedo_textures , Image : : FORMAT_RGBA8 ) ) ;
emission_images . push_back ( _init_bake_texture ( md . emission [ surface_id ] , emission_textures , Image : : FORMAT_RGBH ) ) ;
}
int surface_id = 0 ;
int surface_facecount = 0 ;
const Vector3 * points_ptr = md . points . ptr ( ) ;
const Vector3 * normals_ptr = md . normal . ptr ( ) ;
const Vector2 * uvs_ptr = md . uv . empty ( ) ? nullptr : md . uv . ptr ( ) ;
const Vector2 * uv2s_ptr = md . uv2 . ptr ( ) ;
for ( int i = 0 ; i < md . points . size ( ) / 3 ; i + + ) {
Ref < Image > albedo = albedo_images [ surface_id ] ;
Ref < Image > emission = emission_images [ surface_id ] ;
albedo - > lock ( ) ;
emission - > lock ( ) ;
_plot_triangle ( & ( uv2s_ptr [ i * 3 ] ) , & ( points_ptr [ i * 3 ] ) , & ( normals_ptr [ i * 3 ] ) , uvs_ptr ? & ( uvs_ptr [ i * 3 ] ) : nullptr , albedo , emission , size , lightmap , lightmap_indices ) ;
albedo - > unlock ( ) ;
emission - > unlock ( ) ;
surface_facecount + + ;
if ( surface_facecount = = md . surface_facecounts [ surface_id ] ) {
surface_id + + ;
surface_facecount = 0 ;
}
}
}
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Ref < Image > LightmapperCPU : : _init_bake_texture ( const MeshData : : TextureDef & p_texture_def , const Map < RID , Ref < Image > > & p_tex_cache , Image : : Format p_default_format ) {
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Ref < Image > ret ;
if ( p_texture_def . tex_rid . is_valid ( ) ) {
ret = p_tex_cache [ p_texture_def . tex_rid ] - > duplicate ( ) ;
ret - > lock ( ) ;
for ( int j = 0 ; j < ret - > get_height ( ) ; j + + ) {
for ( int i = 0 ; i < ret - > get_width ( ) ; i + + ) {
ret - > set_pixel ( i , j , ret - > get_pixel ( i , j ) * p_texture_def . mul + p_texture_def . add ) ;
}
}
ret - > unlock ( ) ;
} else {
ret . instance ( ) ;
ret - > create ( 8 , 8 , false , p_default_format ) ;
ret - > fill ( p_texture_def . add * p_texture_def . mul ) ;
}
return ret ;
}
Color LightmapperCPU : : _bilinear_sample ( const Ref < Image > & p_img , const Vector2 & p_uv , bool p_clamp_x , bool p_clamp_y ) {
int width = p_img - > get_width ( ) ;
int height = p_img - > get_height ( ) ;
Vector2 uv ;
uv . x = p_clamp_x ? p_uv . x : Math : : fposmod ( p_uv . x , 1.0f ) ;
uv . y = p_clamp_y ? p_uv . y : Math : : fposmod ( p_uv . y , 1.0f ) ;
float xf = uv . x * width ;
float yf = uv . y * height ;
int xi = ( int ) xf ;
int yi = ( int ) yf ;
Color texels [ 4 ] ;
for ( int i = 0 ; i < 4 ; i + + ) {
int sample_x = xi + i % 2 ;
int sample_y = yi + i / 2 ;
sample_x = CLAMP ( sample_x , 0 , width - 1 ) ;
sample_y = CLAMP ( sample_y , 0 , height - 1 ) ;
texels [ i ] = p_img - > get_pixel ( sample_x , sample_y ) ;
}
float tx = xf - xi ;
float ty = yf - yi ;
Color c = Color ( 0 , 0 , 0 , 0 ) ;
for ( int i = 0 ; i < 4 ; i + + ) {
c [ i ] = Math : : lerp ( Math : : lerp ( texels [ 0 ] [ i ] , texels [ 1 ] [ i ] , tx ) , Math : : lerp ( texels [ 2 ] [ i ] , texels [ 3 ] [ i ] , tx ) , ty ) ;
}
return c ;
}
Vector3 LightmapperCPU : : _fix_sample_position ( const Vector3 & p_position , const Vector3 & p_texel_center , const Vector3 & p_normal , const Vector3 & p_tangent , const Vector3 & p_bitangent , const Vector2 & p_texel_size ) {
Basis tangent_basis ( p_tangent , p_bitangent , p_normal ) ;
tangent_basis . orthonormalize ( ) ;
Vector2 half_size = p_texel_size / 2.0f ;
Vector3 corrected = p_position ;
for ( int i = - 1 ; i < = 1 ; i + = 1 ) {
for ( int j = - 1 ; j < = 1 ; j + = 1 ) {
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if ( i = = 0 & & j = = 0 ) {
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continue ;
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}
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Vector3 offset = Vector3 ( half_size . x * i , half_size . y * j , 0.0 ) ;
Vector3 rotated_offset = tangent_basis . xform_inv ( offset ) ;
Vector3 target = p_texel_center + rotated_offset ;
Vector3 ray_vector = target - corrected ;
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Vector3 ray_back_offset = - ray_vector . normalized ( ) * parameters . bias / 2.0 ;
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Vector3 ray_origin = corrected + ray_back_offset ;
ray_vector = target - ray_origin ;
float ray_length = ray_vector . length ( ) ;
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LightmapRaycaster : : Ray ray ( ray_origin + p_normal * parameters . bias , ray_vector . normalized ( ) , 0.0f , ray_length + parameters . bias / 2.0 ) ;
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bool hit = raycaster - > intersect ( ray ) ;
if ( hit ) {
ray . normal . normalize ( ) ;
if ( ray . normal . dot ( ray_vector . normalized ( ) ) > 0.0f ) {
corrected = ray_origin + ray . dir * ray . tfar + ray . normal * ( parameters . bias * 2.0f ) ;
}
}
}
}
return corrected ;
}
void LightmapperCPU : : _plot_triangle ( const Vector2 * p_vertices , const Vector3 * p_positions , const Vector3 * p_normals , const Vector2 * p_uvs , const Ref < Image > & p_albedo , const Ref < Image > & p_emission , Vector2i p_size , LocalVector < LightmapTexel > & r_lightmap , LocalVector < int > & r_lightmap_indices ) {
Vector2 pv0 = p_vertices [ 0 ] ;
Vector2 pv1 = p_vertices [ 1 ] ;
Vector2 pv2 = p_vertices [ 2 ] ;
Vector2 v0 = pv0 * p_size ;
Vector2 v1 = pv1 * p_size ;
Vector2 v2 = pv2 * p_size ;
Vector3 p0 = p_positions [ 0 ] ;
Vector3 p1 = p_positions [ 1 ] ;
Vector3 p2 = p_positions [ 2 ] ;
Vector3 n0 = p_normals [ 0 ] ;
Vector3 n1 = p_normals [ 1 ] ;
Vector3 n2 = p_normals [ 2 ] ;
Vector2 uv0 = p_uvs = = nullptr ? Vector2 ( 0.5f , 0.5f ) : p_uvs [ 0 ] ;
Vector2 uv1 = p_uvs = = nullptr ? Vector2 ( 0.5f , 0.5f ) : p_uvs [ 1 ] ;
Vector2 uv2 = p_uvs = = nullptr ? Vector2 ( 0.5f , 0.5f ) : p_uvs [ 2 ] ;
# define edgeFunction(a, b, c) ((c)[0] - (a)[0]) * ((b)[1] - (a)[1]) - ((c)[1] - (a)[1]) * ((b)[0] - (a)[0])
if ( edgeFunction ( v0 , v1 , v2 ) < 0.0 ) {
SWAP ( pv1 , pv2 ) ;
SWAP ( v1 , v2 ) ;
SWAP ( p1 , p2 ) ;
SWAP ( n1 , n2 ) ;
SWAP ( uv1 , uv2 ) ;
}
Vector3 edge1 = p1 - p0 ;
Vector3 edge2 = p2 - p0 ;
Vector2 uv_edge1 = pv1 - pv0 ;
Vector2 uv_edge2 = pv2 - pv0 ;
float r = 1.0f / ( uv_edge1 . x * uv_edge2 . y - uv_edge1 . y * uv_edge2 . x ) ;
Vector3 tangent = ( edge1 * uv_edge2 . y - edge2 * uv_edge1 . y ) * r ;
Vector3 bitangent = ( edge2 * uv_edge1 . x - edge1 * uv_edge2 . x ) * r ;
tangent . normalize ( ) ;
bitangent . normalize ( ) ;
// Compute triangle bounding box
Vector2 bbox_min = Vector2 ( MIN ( v0 . x , MIN ( v1 . x , v2 . x ) ) , MIN ( v0 . y , MIN ( v1 . y , v2 . y ) ) ) ;
Vector2 bbox_max = Vector2 ( MAX ( v0 . x , MAX ( v1 . x , v2 . x ) ) , MAX ( v0 . y , MAX ( v1 . y , v2 . y ) ) ) ;
bbox_min = bbox_min . floor ( ) ;
bbox_max = bbox_max . ceil ( ) ;
uint32_t min_x = MAX ( bbox_min . x - 2 , 0 ) ;
uint32_t min_y = MAX ( bbox_min . y - 2 , 0 ) ;
uint32_t max_x = MIN ( bbox_max . x , p_size . x - 1 ) ;
uint32_t max_y = MIN ( bbox_max . y , p_size . y - 1 ) ;
Vector2 texel_size ;
Vector2 centroid = ( v0 + v1 + v2 ) / 3.0f ;
Vector3 centroid_pos = ( p0 + p1 + p2 ) / 3.0f ;
for ( int i = 0 ; i < 2 ; i + + ) {
Vector2 p = centroid ;
p [ i ] + = 1 ;
Vector3 bary = Geometry : : barycentric_coordinates_2d ( p , v0 , v1 , v2 ) ;
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if ( bary . length ( ) < = 1.0 ) {
Vector3 pos = p0 * bary [ 0 ] + p1 * bary [ 1 ] + p2 * bary [ 2 ] ;
texel_size [ i ] = centroid_pos . distance_to ( pos ) ;
}
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}
Vector < Vector2 > pixel_polygon ;
pixel_polygon . resize ( 4 ) ;
static const Vector2 corners [ 4 ] = { Vector2 ( 0 , 0 ) , Vector2 ( 0 , 1 ) , Vector2 ( 1 , 1 ) , Vector2 ( 1 , 0 ) } ;
Vector < Vector2 > triangle_polygon ;
triangle_polygon . push_back ( v0 ) ;
triangle_polygon . push_back ( v1 ) ;
triangle_polygon . push_back ( v2 ) ;
for ( uint32_t j = min_y ; j < = max_y ; + + j ) {
for ( uint32_t i = min_x ; i < = max_x ; i + + ) {
int ofs = j * p_size . x + i ;
int texel_idx = r_lightmap_indices [ ofs ] ;
if ( texel_idx > = 0 & & r_lightmap [ texel_idx ] . area_coverage > = 0.5f ) {
continue ;
}
Vector3 barycentric_coords ;
float area_coverage = 0.0f ;
bool intersected = false ;
for ( int k = 0 ; k < 4 ; k + + ) {
pixel_polygon . write [ k ] = Vector2 ( i , j ) + corners [ k ] ;
}
const float max_dist = 0.05 ;
bool v0eqv1 = v0 . distance_squared_to ( v1 ) < max_dist ;
bool v1eqv2 = v1 . distance_squared_to ( v2 ) < max_dist ;
bool v2eqv0 = v2 . distance_squared_to ( v0 ) < max_dist ;
if ( v0eqv1 & & v1eqv2 & & v2eqv0 ) {
intersected = true ;
barycentric_coords = Vector3 ( 1 , 0 , 0 ) ;
} else if ( v0eqv1 | | v1eqv2 | | v2eqv0 ) {
Vector < Vector2 > segment ;
segment . resize ( 2 ) ;
if ( v0eqv1 ) {
segment . write [ 0 ] = v0 ;
segment . write [ 1 ] = v2 ;
} else if ( v1eqv2 ) {
segment . write [ 0 ] = v1 ;
segment . write [ 1 ] = v0 ;
} else {
segment . write [ 0 ] = v0 ;
segment . write [ 1 ] = v1 ;
}
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Vector < Vector < Vector2 > > intersected_segments = Geometry : : intersect_polyline_with_polygon_2d ( segment , pixel_polygon ) ;
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ERR_FAIL_COND_MSG ( intersected_segments . size ( ) > 1 , " [Lightmapper] Itersecting a segment and a convex polygon should give at most one segment. " ) ;
if ( ! intersected_segments . empty ( ) ) {
const Vector < Vector2 > & intersected_segment = intersected_segments [ 0 ] ;
ERR_FAIL_COND_MSG ( intersected_segment . size ( ) ! = 2 , " [Lightmapper] Itersecting a segment and a convex polygon should give at most one segment. " ) ;
Vector2 sample_pos = ( intersected_segment [ 0 ] + intersected_segment [ 1 ] ) / 2.0f ;
float u = ( segment [ 0 ] . distance_to ( sample_pos ) ) / ( segment [ 0 ] . distance_to ( segment [ 1 ] ) ) ;
float v = ( 1.0f - u ) / 2.0f ;
intersected = true ;
if ( v0eqv1 ) {
barycentric_coords = Vector3 ( v , v , u ) ;
} else if ( v1eqv2 ) {
barycentric_coords = Vector3 ( u , v , v ) ;
} else {
barycentric_coords = Vector3 ( v , u , v ) ;
}
}
} else if ( edgeFunction ( v0 , v1 , v2 ) < 0.005 ) {
Vector2 direction = v0 - v1 ;
Vector2 perpendicular = Vector2 ( direction . y , - direction . x ) ;
Vector < Vector2 > line ;
int middle_vertex ;
if ( SGN ( edgeFunction ( v0 , v0 + perpendicular , v1 ) ) ! = SGN ( edgeFunction ( v0 , v0 + perpendicular , v2 ) ) ) {
line . push_back ( v1 ) ;
line . push_back ( v2 ) ;
middle_vertex = 0 ;
} else if ( SGN ( edgeFunction ( v1 , v1 + perpendicular , v0 ) ) ! = SGN ( edgeFunction ( v1 , v1 + perpendicular , v2 ) ) ) {
line . push_back ( v0 ) ;
line . push_back ( v2 ) ;
middle_vertex = 1 ;
} else {
line . push_back ( v0 ) ;
line . push_back ( v1 ) ;
middle_vertex = 2 ;
}
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Vector < Vector < Vector2 > > intersected_lines = Geometry : : intersect_polyline_with_polygon_2d ( line , pixel_polygon ) ;
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ERR_FAIL_COND_MSG ( intersected_lines . size ( ) > 1 , " [Lightmapper] Itersecting a line and a convex polygon should give at most one line. " ) ;
if ( ! intersected_lines . empty ( ) ) {
intersected = true ;
const Vector < Vector2 > & intersected_line = intersected_lines [ 0 ] ;
Vector2 sample_pos = ( intersected_line [ 0 ] + intersected_line [ 1 ] ) / 2.0f ;
float line_length = line [ 0 ] . distance_to ( line [ 1 ] ) ;
float norm = line [ 0 ] . distance_to ( sample_pos ) / line_length ;
if ( middle_vertex = = 0 ) {
barycentric_coords = Vector3 ( 0.0f , 1.0f - norm , norm ) ;
} else if ( middle_vertex = = 1 ) {
barycentric_coords = Vector3 ( 1.0f - norm , 0.0f , norm ) ;
} else {
barycentric_coords = Vector3 ( 1.0f - norm , norm , 0.0f ) ;
}
}
} else {
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Vector < Vector < Vector2 > > intersected_polygons = Geometry : : intersect_polygons_2d ( pixel_polygon , triangle_polygon ) ;
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ERR_FAIL_COND_MSG ( intersected_polygons . size ( ) > 1 , " [Lightmapper] Itersecting two convex polygons should give at most one polygon. " ) ;
if ( ! intersected_polygons . empty ( ) ) {
const Vector < Vector2 > & intersected_polygon = intersected_polygons [ 0 ] ;
// do centroid sampling
Vector2 sample_pos = intersected_polygon [ 0 ] ;
Vector2 area_center = Vector2 ( i , j ) + Vector2 ( 0.5f , 0.5f ) ;
float intersected_area = ( intersected_polygon [ 0 ] - area_center ) . cross ( intersected_polygon [ intersected_polygon . size ( ) - 1 ] - area_center ) ;
for ( int k = 1 ; k < intersected_polygon . size ( ) ; k + + ) {
sample_pos + = intersected_polygon [ k ] ;
intersected_area + = ( intersected_polygon [ k ] - area_center ) . cross ( intersected_polygon [ k - 1 ] - area_center ) ;
}
if ( intersected_area ! = 0.0f ) {
sample_pos / = intersected_polygon . size ( ) ;
barycentric_coords = Geometry : : barycentric_coordinates_2d ( sample_pos , v0 , v1 , v2 ) ;
intersected = true ;
area_coverage = ABS ( intersected_area ) / 2.0f ;
}
}
if ( ! intersected ) {
for ( int k = 0 ; k < 4 ; + + k ) {
for ( int l = 0 ; l < 3 ; + + l ) {
Vector2 intersection_point ;
if ( Geometry : : segment_intersects_segment_2d ( pixel_polygon [ k ] , pixel_polygon [ ( k + 1 ) % 4 ] , triangle_polygon [ l ] , triangle_polygon [ ( l + 1 ) % 3 ] , & intersection_point ) ) {
intersected = true ;
barycentric_coords = Geometry : : barycentric_coordinates_2d ( intersection_point , v0 , v1 , v2 ) ;
break ;
}
}
if ( intersected ) {
break ;
}
}
}
}
if ( texel_idx > = 0 & & area_coverage < r_lightmap [ texel_idx ] . area_coverage ) {
continue ; // A previous triangle gives better pixel coverage
}
Vector2 pixel = Vector2 ( i , j ) ;
if ( ! intersected & & v0 . floor ( ) = = pixel ) {
intersected = true ;
barycentric_coords = Vector3 ( 1 , 0 , 0 ) ;
}
if ( ! intersected & & v1 . floor ( ) = = pixel ) {
intersected = true ;
barycentric_coords = Vector3 ( 0 , 1 , 0 ) ;
}
if ( ! intersected & & v2 . floor ( ) = = pixel ) {
intersected = true ;
barycentric_coords = Vector3 ( 0 , 0 , 1 ) ;
}
if ( ! intersected ) {
continue ;
}
if ( Math : : is_nan ( barycentric_coords . x ) | | Math : : is_nan ( barycentric_coords . y ) | | Math : : is_nan ( barycentric_coords . z ) ) {
continue ;
}
if ( Math : : is_inf ( barycentric_coords . x ) | | Math : : is_inf ( barycentric_coords . y ) | | Math : : is_inf ( barycentric_coords . z ) ) {
continue ;
}
r_lightmap_indices [ ofs ] = r_lightmap . size ( ) ;
Vector3 pos = p0 * barycentric_coords [ 0 ] + p1 * barycentric_coords [ 1 ] + p2 * barycentric_coords [ 2 ] ;
Vector3 normal = n0 * barycentric_coords [ 0 ] + n1 * barycentric_coords [ 1 ] + n2 * barycentric_coords [ 2 ] ;
Vector2 uv = uv0 * barycentric_coords [ 0 ] + uv1 * barycentric_coords [ 1 ] + uv2 * barycentric_coords [ 2 ] ;
Color c = _bilinear_sample ( p_albedo , uv ) ;
Color e = _bilinear_sample ( p_emission , uv ) ;
Vector2 texel_center = Vector2 ( i , j ) + Vector2 ( 0.5f , 0.5f ) ;
Vector3 texel_center_bary = Geometry : : barycentric_coordinates_2d ( texel_center , v0 , v1 , v2 ) ;
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if ( texel_center_bary . length_squared ( ) < = 1.3 & & ! Math : : is_nan ( texel_center_bary . x ) & & ! Math : : is_nan ( texel_center_bary . y ) & & ! Math : : is_nan ( texel_center_bary . z ) & & ! Math : : is_inf ( texel_center_bary . x ) & & ! Math : : is_inf ( texel_center_bary . y ) & & ! Math : : is_inf ( texel_center_bary . z ) ) {
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Vector3 texel_center_pos = p0 * texel_center_bary [ 0 ] + p1 * texel_center_bary [ 1 ] + p2 * texel_center_bary [ 2 ] ;
pos = _fix_sample_position ( pos , texel_center_pos , normal , tangent , bitangent , texel_size ) ;
}
LightmapTexel texel ;
texel . normal = normal . normalized ( ) ;
texel . pos = pos ;
texel . albedo = Vector3 ( c . r , c . g , c . b ) ;
texel . alpha = c . a ;
texel . emission = Vector3 ( e . r , e . g , e . b ) ;
texel . area_coverage = area_coverage ;
r_lightmap . push_back ( texel ) ;
}
}
}
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_ALWAYS_INLINE_ float uniform_rand ( ) {
/* Algorithm "xor" from p. 4 of Marsaglia, "Xorshift RNGs" */
static thread_local uint32_t state = Math : : rand ( ) ;
state ^ = state < < 13 ;
state ^ = state > > 17 ;
state ^ = state < < 5 ;
/* implicit conversion from 'unsigned int' to 'float' changes value from 4294967295 to 4294967296 */
return float ( state ) / float ( UINT32_MAX ) ;
}
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float LightmapperCPU : : _get_omni_attenuation ( float distance , float inv_range , float decay ) const {
float nd = distance * inv_range ;
nd * = nd ;
nd * = nd ; // nd^4
nd = MAX ( 1.0 - nd , 0.0 ) ;
nd * = nd ; // nd^2
return nd * powf ( MAX ( distance , 0.0001f ) , - decay ) ;
}
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void LightmapperCPU : : _compute_direct_light ( uint32_t p_idx , void * r_lightmap ) {
LightmapTexel * lightmap = ( LightmapTexel * ) r_lightmap ;
for ( unsigned int i = 0 ; i < lights . size ( ) ; + + i ) {
const Light & light = lights [ i ] ;
Vector3 normal = lightmap [ p_idx ] . normal ;
Vector3 position = lightmap [ p_idx ] . pos ;
Color c = light . color ;
Vector3 light_energy = Vector3 ( c . r , c . g , c . b ) * light . energy ;
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Vector3 light_to_point = light . direction ;
if ( light . type = = LIGHT_TYPE_OMNI | | light . type = = LIGHT_TYPE_SPOT ) {
light_to_point = ( position - light . position ) . normalized ( ) ;
}
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if ( normal . dot ( light_to_point ) > = 0.0 ) {
continue ;
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}
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float dist ;
float attenuation ;
float soft_shadowing_disk_size ;
if ( light . type = = LIGHT_TYPE_OMNI | | light . type = = LIGHT_TYPE_SPOT ) {
dist = position . distance_to ( light . position ) ;
if ( dist > light . range ) {
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continue ;
}
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soft_shadowing_disk_size = light . size / dist ;
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if ( light . type = = LIGHT_TYPE_OMNI ) {
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if ( parameters . use_physical_light_attenuation ) {
attenuation = _get_omni_attenuation ( dist , 1.0f / light . range , light . attenuation ) ;
} else {
attenuation = powf ( 1.0 - dist / light . range , light . attenuation ) ;
}
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} else /* (light.type == LIGHT_TYPE_SPOT) */ {
float angle = Math : : acos ( light . direction . dot ( light_to_point ) ) ;
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if ( angle > light . spot_angle ) {
continue ;
}
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float normalized_dist = dist * ( 1.0f / MAX ( 0.001f , light . range ) ) ;
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float norm_light_attenuation ;
if ( parameters . use_physical_light_attenuation ) {
norm_light_attenuation = _get_omni_attenuation ( dist , 1.0f / light . range , light . attenuation ) ;
} else {
norm_light_attenuation = Math : : pow ( MAX ( 1.0f - normalized_dist , 0.001f ) , light . attenuation ) ;
}
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float spot_cutoff = Math : : cos ( light . spot_angle ) ;
float scos = MAX ( light_to_point . dot ( light . direction ) , spot_cutoff ) ;
float spot_rim = ( 1.0f - scos ) / ( 1.0f - spot_cutoff ) ;
attenuation = norm_light_attenuation * ( 1.0f - pow ( MAX ( spot_rim , 0.001f ) , light . spot_attenuation ) ) ;
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}
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} else /*if (light.type == LIGHT_TYPE_DIRECTIONAL)*/ {
dist = INFINITY ;
attenuation = 1.0f ;
soft_shadowing_disk_size = light . size ;
}
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float penumbra = 0.0f ;
if ( light . size > 0.0 ) {
Vector3 light_to_point_tan ;
Vector3 light_to_point_bitan ;
if ( light . type = = LIGHT_TYPE_OMNI | | light . type = = LIGHT_TYPE_SPOT ) {
light_to_point = ( position - light . position ) . normalized ( ) ;
Vector3 aux = light_to_point . y < 0.777 ? Vector3 ( 0 , 1 , 0 ) : Vector3 ( 1 , 0 , 0 ) ;
light_to_point_tan = light_to_point . cross ( aux ) . normalized ( ) ;
light_to_point_bitan = light_to_point . cross ( light_to_point_tan ) . normalized ( ) ;
} else /*if (light.type == LIGHT_TYPE_DIRECTIONAL)*/ {
Vector3 aux = light_to_point . y < 0.777 ? Vector3 ( 0 , 1 , 0 ) : Vector3 ( 1 , 0 , 0 ) ;
light_to_point_tan = light_to_point . cross ( aux ) . normalized ( ) ;
light_to_point_bitan = light_to_point . cross ( light_to_point_tan ) . normalized ( ) ;
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}
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const static int shadowing_rays_check_penumbra_denom = 2 ;
int shadowing_ray_count = parameters . samples ;
int hits = 0 ;
Vector3 light_disk_to_point = light_to_point ;
for ( int j = 0 ; j < shadowing_ray_count ; j + + ) {
// Optimization:
// Once already casted an important proportion of rays, if all are hits or misses,
// assume we're not in the penumbra so we can infer the rest would have the same result
if ( j = = shadowing_ray_count / shadowing_rays_check_penumbra_denom ) {
if ( hits = = j ) {
// Assume totally lit
hits = shadowing_ray_count ;
break ;
} else if ( hits = = 0 ) {
// Assume totally dark
hits = 0 ;
break ;
}
}
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float r = uniform_rand ( ) ;
float a = uniform_rand ( ) * Math_TAU ;
Vector2 disk_sample = ( r * Vector2 ( Math : : cos ( a ) , Math : : sin ( a ) ) ) * soft_shadowing_disk_size ;
light_disk_to_point = ( light_to_point + disk_sample . x * light_to_point_tan + disk_sample . y * light_to_point_bitan ) . normalized ( ) ;
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LightmapRaycaster : : Ray ray = LightmapRaycaster : : Ray ( position , - light_disk_to_point , parameters . bias , dist ) ;
if ( raycaster - > intersect ( ray ) ) {
continue ;
}
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hits + + ;
}
penumbra = ( float ) hits / shadowing_ray_count ;
} else {
LightmapRaycaster : : Ray ray = LightmapRaycaster : : Ray ( position , - light_to_point , parameters . bias , dist ) ;
if ( ! raycaster - > intersect ( ray ) ) {
penumbra = 1.0f ;
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}
}
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Vector3 final_energy = attenuation * penumbra * light_energy * MAX ( 0 , normal . dot ( - light_to_point ) ) ;
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lightmap [ p_idx ] . direct_light + = final_energy * light . indirect_multiplier ;
if ( light . bake_direct ) {
lightmap [ p_idx ] . output_light + = final_energy ;
}
}
}
void LightmapperCPU : : _compute_indirect_light ( uint32_t p_idx , void * r_lightmap ) {
LightmapTexel * lightmap = ( LightmapTexel * ) r_lightmap ;
LightmapTexel & texel = lightmap [ p_idx ] ;
Vector3 accum ;
const Vector3 const_forward = Vector3 ( 0 , 0 , 1 ) ;
const Vector3 const_up = Vector3 ( 0 , 1 , 0 ) ;
for ( int i = 0 ; i < parameters . samples ; i + + ) {
Vector3 color ;
Vector3 throughput = Vector3 ( 1.0f , 1.0f , 1.0f ) ;
Vector3 position = texel . pos ;
Vector3 normal = texel . normal ;
Vector3 direction ;
for ( int depth = 0 ; depth < parameters . bounces ; depth + + ) {
Vector3 tangent = const_forward . cross ( normal ) ;
if ( unlikely ( tangent . length_squared ( ) < 0.005f ) ) {
tangent = const_up . cross ( normal ) ;
}
tangent . normalize ( ) ;
Vector3 bitangent = tangent . cross ( normal ) ;
bitangent . normalize ( ) ;
Basis normal_xform = Basis ( tangent , bitangent , normal ) ;
normal_xform . transpose ( ) ;
float u1 = uniform_rand ( ) ;
float u2 = uniform_rand ( ) ;
float radius = Math : : sqrt ( u1 ) ;
float theta = Math_TAU * u2 ;
Vector3 axis = Vector3 ( radius * Math : : cos ( theta ) , radius * Math : : sin ( theta ) , Math : : sqrt ( MAX ( 0.0f , 1.0f - u1 ) ) ) ;
direction = normal_xform . xform ( axis ) ;
// We can skip multiplying throughput by cos(theta) because de sampling PDF is also cos(theta) and they cancel each other
//float pdf = normal.dot(direction);
//throughput *= normal.dot(direction)/pdf;
LightmapRaycaster : : Ray ray ( position , direction , parameters . bias ) ;
bool hit = raycaster - > intersect ( ray ) ;
if ( ! hit ) {
if ( parameters . environment_panorama . is_valid ( ) ) {
direction = parameters . environment_transform . xform_inv ( direction ) ;
Vector2 st = Vector2 ( Math : : atan2 ( direction . z , direction . x ) , Math : : acos ( direction . y ) ) ;
if ( Math : : is_nan ( st . y ) ) {
st . y = direction . y > 0.0 ? 0.0 : Math_PI ;
}
st . x + = Math_PI ;
st / = Vector2 ( Math_TAU , Math_PI ) ;
st . x = Math : : fmod ( st . x + 0.75 , 1.0 ) ;
Color c = _bilinear_sample ( parameters . environment_panorama , st , false , true ) ;
color + = throughput * Vector3 ( c . r , c . g , c . b ) * c . a ;
}
break ;
}
unsigned int hit_mesh_id = ray . geomID ;
const Vector2i & size = mesh_instances [ hit_mesh_id ] . size ;
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int x = CLAMP ( ray . u * size . x , 0 , size . x - 1 ) ;
int y = CLAMP ( ray . v * size . y , 0 , size . y - 1 ) ;
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const int idx = scene_lightmap_indices [ hit_mesh_id ] [ y * size . x + x ] ;
if ( idx < 0 ) {
break ;
}
const LightmapTexel & sample = scene_lightmaps [ hit_mesh_id ] [ idx ] ;
if ( sample . normal . dot ( ray . dir ) > 0.0 & & ! no_shadow_meshes . has ( hit_mesh_id ) ) {
// We hit a back-face
break ;
}
color + = throughput * sample . emission ;
throughput * = sample . albedo ;
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color + = throughput * sample . direct_light * parameters . bounce_indirect_energy ;
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// Russian Roulette
// https://computergraphics.stackexchange.com/questions/2316/is-russian-roulette-really-the-answer
const float p = throughput [ throughput . max_axis ( ) ] ;
if ( uniform_rand ( ) > p ) {
break ;
}
throughput * = 1.0f / p ;
position = sample . pos ;
normal = sample . normal ;
}
accum + = color ;
}
texel . output_light + = accum / parameters . samples ;
}
void LightmapperCPU : : _post_process ( uint32_t p_idx , void * r_output ) {
const MeshInstance & mesh = mesh_instances [ p_idx ] ;
if ( ! mesh . generate_lightmap ) {
return ;
}
LocalVector < int > & indices = scene_lightmap_indices [ p_idx ] ;
LocalVector < LightmapTexel > & lightmap = scene_lightmaps [ p_idx ] ;
Vector3 * output = ( ( LocalVector < Vector3 > * ) r_output ) [ p_idx ] . ptr ( ) ;
Vector2i size = mesh . size ;
// Blit texels to buffer
const int margin = 4 ;
for ( int i = 0 ; i < size . y ; i + + ) {
for ( int j = 0 ; j < size . x ; j + + ) {
int idx = indices [ i * size . x + j ] ;
if ( idx > = 0 ) {
output [ i * size . x + j ] = lightmap [ idx ] . output_light ;
continue ; // filled, skip
}
int closest_idx = - 1 ;
float closest_dist = 1e20 ;
for ( int y = i - margin ; y < = i + margin ; y + + ) {
for ( int x = j - margin ; x < = j + margin ; x + + ) {
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if ( x = = j & & y = = i ) {
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continue ;
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}
if ( x < 0 | | x > = size . x ) {
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continue ;
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}
if ( y < 0 | | y > = size . y ) {
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continue ;
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}
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int cell_idx = indices [ y * size . x + x ] ;
if ( cell_idx < 0 ) {
continue ; //also ensures that blitted stuff is not reused
}
float dist = Vector2 ( i - y , j - x ) . length_squared ( ) ;
if ( dist < closest_dist ) {
closest_dist = dist ;
closest_idx = cell_idx ;
}
}
}
if ( closest_idx ! = - 1 ) {
output [ i * size . x + j ] = lightmap [ closest_idx ] . output_light ;
}
}
}
lightmap . clear ( ) ;
LocalVector < UVSeam > seams ;
_compute_seams ( mesh , seams ) ;
_fix_seams ( seams , output , size ) ;
_dilate_lightmap ( output , indices , size , margin ) ;
if ( parameters . use_denoiser ) {
Ref < LightmapDenoiser > denoiser = LightmapDenoiser : : create ( ) ;
if ( denoiser . is_valid ( ) ) {
int data_size = size . x * size . y * sizeof ( Vector3 ) ;
Ref < Image > current_image ;
current_image . instance ( ) ;
{
PoolByteArray data ;
data . resize ( data_size ) ;
PoolByteArray : : Write w = data . write ( ) ;
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memcpy ( w . ptr ( ) , output , data_size ) ;
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current_image - > create ( size . x , size . y , false , Image : : FORMAT_RGBF , data ) ;
}
Ref < Image > denoised_image = denoiser - > denoise_image ( current_image ) ;
PoolByteArray denoised_data = denoised_image - > get_data ( ) ;
denoised_image . unref ( ) ;
PoolByteArray : : Read r = denoised_data . read ( ) ;
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memcpy ( output , r . ptr ( ) , data_size ) ;
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}
}
_dilate_lightmap ( output , indices , size , margin ) ;
_fix_seams ( seams , output , size ) ;
_dilate_lightmap ( output , indices , size , margin ) ;
indices . clear ( ) ;
}
void LightmapperCPU : : _compute_seams ( const MeshInstance & p_mesh , LocalVector < UVSeam > & r_seams ) {
float max_uv_distance = 1.0f / MAX ( p_mesh . size . x , p_mesh . size . y ) ;
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max_uv_distance * = max_uv_distance ; // We use distance_to_squared(), so we need to square the max distance as well
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float max_pos_distance = 0.00025f ;
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float max_normal_distance = 0.05f ;
const Vector < Vector3 > & points = p_mesh . data . points ;
const Vector < Vector2 > & uv2s = p_mesh . data . uv2 ;
const Vector < Vector3 > & normals = p_mesh . data . normal ;
LocalVector < SeamEdge > edges ;
edges . resize ( points . size ( ) ) ; // One edge per vertex
for ( int i = 0 ; i < points . size ( ) ; i + = 3 ) {
Vector3 triangle_vtxs [ 3 ] = { points [ i + 0 ] , points [ i + 1 ] , points [ i + 2 ] } ;
Vector2 triangle_uvs [ 3 ] = { uv2s [ i + 0 ] , uv2s [ i + 1 ] , uv2s [ i + 2 ] } ;
Vector3 triangle_normals [ 3 ] = { normals [ i + 0 ] , normals [ i + 1 ] , normals [ i + 2 ] } ;
for ( int k = 0 ; k < 3 ; k + + ) {
int idx [ 2 ] ;
idx [ 0 ] = k ;
idx [ 1 ] = ( k + 1 ) % 3 ;
if ( triangle_vtxs [ idx [ 1 ] ] < triangle_vtxs [ idx [ 0 ] ] ) {
SWAP ( idx [ 0 ] , idx [ 1 ] ) ;
}
SeamEdge e ;
for ( int l = 0 ; l < 2 ; + + l ) {
e . pos [ l ] = triangle_vtxs [ idx [ l ] ] ;
e . uv [ l ] = triangle_uvs [ idx [ l ] ] ;
e . normal [ l ] = triangle_normals [ idx [ l ] ] ;
}
edges [ i + k ] = e ;
}
}
edges . sort ( ) ;
for ( unsigned int j = 0 ; j < edges . size ( ) ; j + + ) {
const SeamEdge & edge0 = edges [ j ] ;
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if ( edge0 . uv [ 0 ] . distance_squared_to ( edge0 . uv [ 1 ] ) < 0.001 ) {
continue ;
}
if ( edge0 . pos [ 0 ] . distance_squared_to ( edge0 . pos [ 1 ] ) < 0.001 ) {
continue ;
}
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for ( unsigned int k = j + 1 ; k < edges . size ( ) & & edges [ k ] . pos [ 0 ] . x < ( edge0 . pos [ 0 ] . x + max_pos_distance * 1.1f ) ; k + + ) {
const SeamEdge & edge1 = edges [ k ] ;
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if ( edge1 . uv [ 0 ] . distance_squared_to ( edge1 . uv [ 1 ] ) < 0.001 ) {
continue ;
}
if ( edge1 . pos [ 0 ] . distance_squared_to ( edge1 . pos [ 1 ] ) < 0.001 ) {
continue ;
}
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if ( edge0 . uv [ 0 ] . distance_squared_to ( edge1 . uv [ 0 ] ) < max_uv_distance & & edge0 . uv [ 1 ] . distance_squared_to ( edge1 . uv [ 1 ] ) < max_uv_distance ) {
continue ;
}
if ( edge0 . pos [ 0 ] . distance_squared_to ( edge1 . pos [ 0 ] ) > max_pos_distance | | edge0 . pos [ 1 ] . distance_squared_to ( edge1 . pos [ 1 ] ) > max_pos_distance ) {
continue ;
}
if ( edge0 . normal [ 0 ] . distance_squared_to ( edge1 . normal [ 0 ] ) > max_normal_distance | | edge0 . normal [ 1 ] . distance_squared_to ( edge1 . normal [ 1 ] ) > max_normal_distance ) {
continue ;
}
UVSeam s ;
s . edge0 [ 0 ] = edge0 . uv [ 0 ] ;
s . edge0 [ 1 ] = edge0 . uv [ 1 ] ;
s . edge1 [ 0 ] = edge1 . uv [ 0 ] ;
s . edge1 [ 1 ] = edge1 . uv [ 1 ] ;
r_seams . push_back ( s ) ;
}
}
}
void LightmapperCPU : : _fix_seams ( const LocalVector < UVSeam > & p_seams , Vector3 * r_lightmap , Vector2i p_size ) {
LocalVector < Vector3 > extra_buffer ;
extra_buffer . resize ( p_size . x * p_size . y ) ;
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memcpy ( extra_buffer . ptr ( ) , r_lightmap , p_size . x * p_size . y * sizeof ( Vector3 ) ) ;
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Vector3 * read_ptr = extra_buffer . ptr ( ) ;
Vector3 * write_ptr = r_lightmap ;
for ( int i = 0 ; i < 5 ; i + + ) {
for ( unsigned int j = 0 ; j < p_seams . size ( ) ; j + + ) {
_fix_seam ( p_seams [ j ] . edge0 [ 0 ] , p_seams [ j ] . edge0 [ 1 ] , p_seams [ j ] . edge1 [ 0 ] , p_seams [ j ] . edge1 [ 1 ] , read_ptr , write_ptr , p_size ) ;
_fix_seam ( p_seams [ j ] . edge1 [ 0 ] , p_seams [ j ] . edge1 [ 1 ] , p_seams [ j ] . edge0 [ 0 ] , p_seams [ j ] . edge0 [ 1 ] , read_ptr , write_ptr , p_size ) ;
}
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memcpy ( read_ptr , write_ptr , p_size . x * p_size . y * sizeof ( Vector3 ) ) ;
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}
}
void LightmapperCPU : : _fix_seam ( const Vector2 & p_pos0 , const Vector2 & p_pos1 , const Vector2 & p_uv0 , const Vector2 & p_uv1 , const Vector3 * p_read_buffer , Vector3 * r_write_buffer , const Vector2i & p_size ) {
Vector2 line [ 2 ] ;
line [ 0 ] = p_pos0 * p_size ;
line [ 1 ] = p_pos1 * p_size ;
const Vector2i start_pixel = line [ 0 ] . floor ( ) ;
const Vector2i end_pixel = line [ 1 ] . floor ( ) ;
Vector2 seam_dir = ( line [ 1 ] - line [ 0 ] ) . normalized ( ) ;
Vector2 t_delta = Vector2 ( 1.0f / Math : : abs ( seam_dir . x ) , 1.0f / Math : : abs ( seam_dir . y ) ) ;
Vector2i step = Vector2 ( seam_dir . x > 0 ? 1 : ( seam_dir . x < 0 ? - 1 : 0 ) , seam_dir . y > 0 ? 1 : ( seam_dir . y < 0 ? - 1 : 0 ) ) ;
Vector2 t_next = Vector2 ( Math : : fmod ( line [ 0 ] . x , 1.0f ) , Math : : fmod ( line [ 0 ] . y , 1.0f ) ) ;
if ( step . x = = 1 ) {
t_next . x = 1.0f - t_next . x ;
}
if ( step . y = = 1 ) {
t_next . y = 1.0f - t_next . y ;
}
t_next . x / = Math : : abs ( seam_dir . x ) ;
t_next . y / = Math : : abs ( seam_dir . y ) ;
if ( Math : : is_nan ( t_next . x ) ) {
t_next . x = 1e20 f ;
}
if ( Math : : is_nan ( t_next . y ) ) {
t_next . y = 1e20 f ;
}
Vector2i pixel = start_pixel ;
Vector2 start_p = start_pixel ;
float line_length = line [ 0 ] . distance_to ( line [ 1 ] ) ;
if ( line_length = = 0.0f ) {
return ;
}
while ( start_p . distance_to ( pixel ) < line_length + 1.0f ) {
Vector2 current_point = Vector2 ( pixel ) + Vector2 ( 0.5f , 0.5f ) ;
current_point = Geometry : : get_closest_point_to_segment_2d ( current_point , line ) ;
float t = line [ 0 ] . distance_to ( current_point ) / line_length ;
Vector2 current_uv = p_uv0 * ( 1.0 - t ) + p_uv1 * t ;
Vector2i sampled_point = ( current_uv * p_size ) . floor ( ) ;
Vector3 current_color = r_write_buffer [ pixel . y * p_size . x + pixel . x ] ;
Vector3 sampled_color = p_read_buffer [ sampled_point . y * p_size . x + sampled_point . x ] ;
r_write_buffer [ pixel . y * p_size . x + pixel . x ] = current_color * 0.6f + sampled_color * 0.4f ;
if ( pixel = = end_pixel ) {
break ;
}
if ( t_next . x < t_next . y ) {
pixel . x + = step . x ;
t_next . x + = t_delta . x ;
} else {
pixel . y + = step . y ;
t_next . y + = t_delta . y ;
}
}
}
void LightmapperCPU : : _dilate_lightmap ( Vector3 * r_lightmap , const LocalVector < int > p_indices , Vector2i p_size , int margin ) {
for ( int i = 0 ; i < p_size . y ; i + + ) {
for ( int j = 0 ; j < p_size . x ; j + + ) {
int idx = p_indices [ i * p_size . x + j ] ;
if ( idx > = 0 ) {
continue ; //filled, skip
}
Vector2i closest ;
float closest_dist = 1e20 ;
for ( int y = i - margin ; y < = i + margin ; y + + ) {
for ( int x = j - margin ; x < = j + margin ; x + + ) {
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if ( x = = j & & y = = i ) {
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continue ;
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}
if ( x < 0 | | x > = p_size . x ) {
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continue ;
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}
if ( y < 0 | | y > = p_size . y ) {
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continue ;
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}
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int cell_idx = p_indices [ y * p_size . x + x ] ;
if ( cell_idx < 0 ) {
continue ; //also ensures that blitted stuff is not reused
}
float dist = Vector2 ( i - y , j - x ) . length_squared ( ) ;
if ( dist < closest_dist ) {
closest_dist = dist ;
closest = Vector2 ( x , y ) ;
}
}
}
if ( closest_dist < 1e20 ) {
r_lightmap [ i * p_size . x + j ] = r_lightmap [ closest . y * p_size . x + closest . x ] ;
}
}
}
}
void LightmapperCPU : : _blit_lightmap ( const Vector < Vector3 > & p_src , const Vector2i & p_size , Ref < Image > & p_dst , int p_x , int p_y , bool p_with_padding ) {
int padding = p_with_padding ? 1 : 0 ;
ERR_FAIL_COND ( p_x < padding | | p_y < padding ) ;
ERR_FAIL_COND ( p_x + p_size . x > p_dst - > get_width ( ) - padding ) ;
ERR_FAIL_COND ( p_y + p_size . y > p_dst - > get_height ( ) - padding ) ;
p_dst - > lock ( ) ;
for ( int y = 0 ; y < p_size . y ; y + + ) {
const Vector3 * __restrict src = p_src . ptr ( ) + y * p_size . x ;
for ( int x = 0 ; x < p_size . x ; x + + ) {
p_dst - > set_pixel ( p_x + x , p_y + y , Color ( src - > x , src - > y , src - > z ) ) ;
src + + ;
}
}
if ( p_with_padding ) {
for ( int y = - 1 ; y < p_size . y + 1 ; y + + ) {
int yy = CLAMP ( y , 0 , p_size . y - 1 ) ;
int idx_left = yy * p_size . x ;
int idx_right = idx_left + p_size . x - 1 ;
p_dst - > set_pixel ( p_x - 1 , p_y + y , Color ( p_src [ idx_left ] . x , p_src [ idx_left ] . y , p_src [ idx_left ] . z ) ) ;
p_dst - > set_pixel ( p_x + p_size . x , p_y + y , Color ( p_src [ idx_right ] . x , p_src [ idx_right ] . y , p_src [ idx_right ] . z ) ) ;
}
for ( int x = - 1 ; x < p_size . x + 1 ; x + + ) {
int xx = CLAMP ( x , 0 , p_size . x - 1 ) ;
int idx_top = xx ;
int idx_bot = idx_top + ( p_size . y - 1 ) * p_size . x ;
p_dst - > set_pixel ( p_x + x , p_y - 1 , Color ( p_src [ idx_top ] . x , p_src [ idx_top ] . y , p_src [ idx_top ] . z ) ) ;
p_dst - > set_pixel ( p_x + x , p_y + p_size . y , Color ( p_src [ idx_bot ] . x , p_src [ idx_bot ] . y , p_src [ idx_bot ] . z ) ) ;
}
}
p_dst - > unlock ( ) ;
}
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LightmapperCPU : : BakeError LightmapperCPU : : 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 , void * p_bake_userdata , BakeStepFunc p_substep_function ) {
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if ( p_step_function ) {
bool cancelled = p_step_function ( 0.0 , TTR ( " Begin Bake " ) , p_bake_userdata , true ) ;
if ( cancelled ) {
return BAKE_ERROR_USER_ABORTED ;
}
}
raycaster = LightmapRaycaster : : create ( ) ;
ERR_FAIL_COND_V ( raycaster . is_null ( ) , BAKE_ERROR_NO_RAYCASTER ) ;
// Collect parameters
parameters . use_denoiser = p_use_denoiser ;
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parameters . use_physical_light_attenuation = bool ( GLOBAL_GET ( " rendering/quality/shading/use_physical_light_attenuation " ) ) ;
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parameters . bias = p_bias ;
parameters . bounces = p_bounces ;
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parameters . bounce_indirect_energy = p_bounce_indirect_energy ;
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parameters . environment_transform = p_environment_transform ;
parameters . environment_panorama = p_environment_panorama ;
switch ( p_quality ) {
case BAKE_QUALITY_LOW : {
parameters . samples = GLOBAL_GET ( " rendering/cpu_lightmapper/quality/low_quality_ray_count " ) ;
} break ;
case BAKE_QUALITY_MEDIUM : {
parameters . samples = GLOBAL_GET ( " rendering/cpu_lightmapper/quality/medium_quality_ray_count " ) ;
} break ;
case BAKE_QUALITY_HIGH : {
parameters . samples = GLOBAL_GET ( " rendering/cpu_lightmapper/quality/high_quality_ray_count " ) ;
} break ;
case BAKE_QUALITY_ULTRA : {
parameters . samples = GLOBAL_GET ( " rendering/cpu_lightmapper/quality/ultra_quality_ray_count " ) ;
} break ;
}
bake_textures . clear ( ) ;
if ( p_step_function ) {
bool cancelled = p_step_function ( 0.1 , TTR ( " Preparing data structures " ) , p_bake_userdata , true ) ;
if ( cancelled ) {
return BAKE_ERROR_USER_ABORTED ;
}
}
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bool has_baked_mesh = false ;
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for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
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if ( mesh_instances [ i ] . generate_lightmap ) {
has_baked_mesh = true ;
}
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raycaster - > add_mesh ( mesh_instances [ i ] . data . points , mesh_instances [ i ] . data . normal , mesh_instances [ i ] . data . uv2 , i ) ;
}
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if ( ! has_baked_mesh ) {
return BAKE_ERROR_NO_MESHES ;
}
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raycaster - > commit ( ) ;
scene_lightmaps . resize ( mesh_instances . size ( ) ) ;
scene_lightmap_indices . resize ( mesh_instances . size ( ) ) ;
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( ! mesh_instances [ i ] . cast_shadows ) {
no_shadow_meshes . insert ( i ) ;
}
}
raycaster - > set_mesh_filter ( no_shadow_meshes ) ;
Vector2i atlas_size = Vector2i ( - 1 , - 1 ) ;
int atlas_slices = - 1 ;
if ( p_generate_atlas ) {
Error err = _layout_atlas ( p_max_texture_size , & atlas_size , & atlas_slices ) ;
if ( err ! = OK ) {
return BAKE_ERROR_LIGHTMAP_TOO_SMALL ;
}
}
if ( p_step_function ) {
bool cancelled = p_step_function ( 0.2 , TTR ( " Generate buffers " ) , p_bake_userdata , true ) ;
if ( cancelled ) {
return BAKE_ERROR_USER_ABORTED ;
}
}
if ( _parallel_run ( mesh_instances . size ( ) , " Rasterizing meshes " , & LightmapperCPU : : _generate_buffer , nullptr , p_substep_function ) ) {
return BAKE_ERROR_USER_ABORTED ;
}
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
const Size2i & size = mesh_instances [ i ] . size ;
bool has_alpha = false ;
PoolVector < uint8_t > alpha_data ;
alpha_data . resize ( size . x * size . y ) ;
{
PoolVector < uint8_t > : : Write w = alpha_data . write ( ) ;
for ( unsigned int j = 0 ; j < scene_lightmap_indices [ i ] . size ( ) ; + + j ) {
int idx = scene_lightmap_indices [ i ] [ j ] ;
uint8_t alpha = 0 ;
if ( idx > = 0 ) {
alpha = CLAMP ( scene_lightmaps [ i ] [ idx ] . alpha * 255 , 0 , 255 ) ;
if ( alpha < 255 ) {
has_alpha = true ;
}
}
w [ j ] = alpha ;
}
}
if ( has_alpha ) {
Ref < Image > alpha_texture ;
alpha_texture . instance ( ) ;
alpha_texture - > create ( size . x , size . y , false , Image : : FORMAT_L8 , alpha_data ) ;
raycaster - > set_mesh_alpha_texture ( alpha_texture , i ) ;
}
}
albedo_textures . clear ( ) ;
emission_textures . clear ( ) ;
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( p_step_function ) {
float p = float ( i ) / mesh_instances . size ( ) ;
bool cancelled = p_step_function ( 0.2 + p * 0.2 , vformat ( " %s (%d/%d) " , TTR ( " Direct lighting " ) , i , mesh_instances . size ( ) ) , p_bake_userdata , false ) ;
if ( cancelled ) {
return BAKE_ERROR_USER_ABORTED ;
}
}
if ( _parallel_run ( scene_lightmaps [ i ] . size ( ) , " Computing direct light " , & LightmapperCPU : : _compute_direct_light , scene_lightmaps [ i ] . ptr ( ) , p_substep_function ) ) {
return BAKE_ERROR_USER_ABORTED ;
}
}
raycaster - > clear_mesh_filter ( ) ;
int n_lit_meshes = 0 ;
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( mesh_instances [ i ] . generate_lightmap ) {
n_lit_meshes + + ;
}
}
if ( parameters . environment_panorama . is_valid ( ) ) {
parameters . environment_panorama - > lock ( ) ;
}
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if ( parameters . bounces > 0 ) {
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( ! mesh_instances [ i ] . generate_lightmap ) {
continue ;
}
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if ( p_step_function ) {
float p = float ( i ) / n_lit_meshes ;
bool cancelled = p_step_function ( 0.4 + p * 0.4 , vformat ( " %s (%d/%d) " , TTR ( " Indirect lighting " ) , i , mesh_instances . size ( ) ) , p_bake_userdata , false ) ;
if ( cancelled ) {
return BAKE_ERROR_USER_ABORTED ;
}
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}
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if ( ! scene_lightmaps [ i ] . empty ( ) ) {
if ( _parallel_run ( scene_lightmaps [ i ] . size ( ) , " Computing indirect light " , & LightmapperCPU : : _compute_indirect_light , scene_lightmaps [ i ] . ptr ( ) , p_substep_function ) ) {
return BAKE_ERROR_USER_ABORTED ;
}
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}
}
}
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if ( parameters . environment_panorama . is_valid ( ) ) {
parameters . environment_panorama - > unlock ( ) ;
}
raycaster . unref ( ) ; // Not needed anymore, free some memory.
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LocalVector < LocalVector < Vector3 > > lightmaps_data ;
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lightmaps_data . resize ( mesh_instances . size ( ) ) ;
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( mesh_instances [ i ] . generate_lightmap ) {
const Vector2i size = mesh_instances [ i ] . size ;
lightmaps_data [ i ] . resize ( size . x * size . y ) ;
}
}
if ( p_step_function ) {
bool cancelled = p_step_function ( 0.8 , TTR ( " Post processing " ) , p_bake_userdata , true ) ;
if ( cancelled ) {
return BAKE_ERROR_USER_ABORTED ;
}
}
if ( _parallel_run ( mesh_instances . size ( ) , " Denoise & fix seams " , & LightmapperCPU : : _post_process , lightmaps_data . ptr ( ) , p_substep_function ) ) {
return BAKE_ERROR_USER_ABORTED ;
}
if ( p_generate_atlas ) {
bake_textures . resize ( atlas_slices ) ;
for ( int i = 0 ; i < atlas_slices ; i + + ) {
Ref < Image > image ;
image . instance ( ) ;
image - > create ( atlas_size . x , atlas_size . y , false , Image : : FORMAT_RGBH ) ;
bake_textures [ i ] = image ;
}
} else {
bake_textures . resize ( mesh_instances . size ( ) ) ;
Set < String > used_mesh_names ;
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( ! mesh_instances [ i ] . generate_lightmap ) {
continue ;
}
String mesh_name = mesh_instances [ i ] . node_name ;
if ( mesh_name = = " " | | mesh_name . find ( " : " ) ! = - 1 | | mesh_name . find ( " / " ) ! = - 1 ) {
mesh_name = " LightMap " ;
}
if ( used_mesh_names . has ( mesh_name ) ) {
int idx = 2 ;
String base = mesh_name ;
while ( true ) {
mesh_name = base + itos ( idx ) ;
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if ( ! used_mesh_names . has ( mesh_name ) ) {
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break ;
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}
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idx + + ;
}
}
used_mesh_names . insert ( mesh_name ) ;
Ref < Image > image ;
image . instance ( ) ;
image - > create ( mesh_instances [ i ] . size . x , mesh_instances [ i ] . size . y , false , Image : : FORMAT_RGBH ) ;
image - > set_name ( mesh_name ) ;
bake_textures [ i ] = image ;
}
}
if ( p_step_function ) {
bool cancelled = p_step_function ( 0.9 , TTR ( " Plotting lightmaps " ) , p_bake_userdata , true ) ;
if ( cancelled ) {
return BAKE_ERROR_USER_ABORTED ;
}
}
{
for ( unsigned int i = 0 ; i < mesh_instances . size ( ) ; i + + ) {
if ( ! mesh_instances [ i ] . generate_lightmap ) {
continue ;
}
if ( p_generate_atlas ) {
_blit_lightmap ( lightmaps_data [ i ] , mesh_instances [ i ] . size , bake_textures [ mesh_instances [ i ] . slice ] , mesh_instances [ i ] . offset . x , mesh_instances [ i ] . offset . y , true ) ;
} else {
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_blit_lightmap ( lightmaps_data [ i ] , mesh_instances [ i ] . size , bake_textures [ i ] , 0 , 0 , false ) ;
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}
}
}
return BAKE_OK ;
}
int LightmapperCPU : : get_bake_texture_count ( ) const {
return bake_textures . size ( ) ;
}
Ref < Image > LightmapperCPU : : get_bake_texture ( int p_index ) const {
ERR_FAIL_INDEX_V ( p_index , ( int ) bake_textures . size ( ) , Ref < Image > ( ) ) ;
return bake_textures [ p_index ] ;
}
int LightmapperCPU : : get_bake_mesh_count ( ) const {
return mesh_instances . size ( ) ;
}
Variant LightmapperCPU : : get_bake_mesh_userdata ( int p_index ) const {
ERR_FAIL_INDEX_V ( p_index , ( int ) mesh_instances . size ( ) , Variant ( ) ) ;
return mesh_instances [ p_index ] . data . userdata ;
}
Rect2 LightmapperCPU : : get_bake_mesh_uv_scale ( int p_index ) const {
ERR_FAIL_COND_V ( bake_textures . size ( ) = = 0 , Rect2 ( ) ) ;
Rect2 uv_ofs ;
Vector2 atlas_size = Vector2 ( bake_textures [ 0 ] - > get_width ( ) , bake_textures [ 0 ] - > get_height ( ) ) ;
uv_ofs . position = Vector2 ( mesh_instances [ p_index ] . offset ) / atlas_size ;
uv_ofs . size = Vector2 ( mesh_instances [ p_index ] . size ) / atlas_size ;
return uv_ofs ;
}
int LightmapperCPU : : get_bake_mesh_texture_slice ( int p_index ) const {
ERR_FAIL_INDEX_V ( p_index , ( int ) mesh_instances . size ( ) , Variant ( ) ) ;
return mesh_instances [ p_index ] . slice ;
}
void LightmapperCPU : : add_albedo_texture ( Ref < Texture > p_texture ) {
if ( p_texture . is_null ( ) ) {
return ;
}
RID texture_rid = p_texture - > get_rid ( ) ;
if ( ! texture_rid . is_valid ( ) | | albedo_textures . has ( texture_rid ) ) {
return ;
}
Ref < Image > texture_data = p_texture - > get_data ( ) ;
if ( texture_data . is_null ( ) ) {
return ;
}
if ( texture_data - > is_compressed ( ) ) {
texture_data - > decompress ( ) ;
}
texture_data - > convert ( Image : : FORMAT_RGBA8 ) ;
albedo_textures . insert ( texture_rid , texture_data ) ;
}
void LightmapperCPU : : add_emission_texture ( Ref < Texture > p_texture ) {
if ( p_texture . is_null ( ) ) {
return ;
}
RID texture_rid = p_texture - > get_rid ( ) ;
if ( ! texture_rid . is_valid ( ) | | emission_textures . has ( texture_rid ) ) {
return ;
}
Ref < Image > texture_data = p_texture - > get_data ( ) ;
if ( texture_data . is_null ( ) ) {
return ;
}
if ( texture_data - > is_compressed ( ) ) {
texture_data - > decompress ( ) ;
}
texture_data - > convert ( Image : : FORMAT_RGBH ) ;
emission_textures . insert ( texture_rid , texture_data ) ;
}
void LightmapperCPU : : add_mesh ( const MeshData & p_mesh , Vector2i p_size ) {
ERR_FAIL_COND ( p_mesh . points . size ( ) = = 0 ) ;
ERR_FAIL_COND ( p_mesh . points . size ( ) ! = p_mesh . uv2 . size ( ) ) ;
ERR_FAIL_COND ( p_mesh . points . size ( ) ! = p_mesh . normal . size ( ) ) ;
ERR_FAIL_COND ( ! p_mesh . uv . empty ( ) & & p_mesh . points . size ( ) ! = p_mesh . uv . size ( ) ) ;
ERR_FAIL_COND ( p_mesh . surface_facecounts . size ( ) ! = p_mesh . albedo . size ( ) ) ;
ERR_FAIL_COND ( p_mesh . surface_facecounts . size ( ) ! = p_mesh . emission . size ( ) ) ;
MeshInstance mi ;
mi . data = p_mesh ;
mi . size = p_size ;
mi . generate_lightmap = true ;
mi . cast_shadows = true ;
mi . node_name = " " ;
Dictionary userdata = p_mesh . userdata ;
if ( userdata . has ( " cast_shadows " ) ) {
mi . cast_shadows = userdata [ " cast_shadows " ] ;
}
if ( userdata . has ( " generate_lightmap " ) ) {
mi . generate_lightmap = userdata [ " generate_lightmap " ] ;
}
if ( userdata . has ( " node_name " ) ) {
mi . node_name = userdata [ " node_name " ] ;
}
mesh_instances . push_back ( mi ) ;
}
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void LightmapperCPU : : 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 ) {
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Light l ;
l . type = LIGHT_TYPE_DIRECTIONAL ;
l . direction = p_direction ;
l . color = p_color ;
l . energy = p_energy ;
l . indirect_multiplier = p_indirect_multiplier ;
l . bake_direct = p_bake_direct ;
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l . size = p_size ;
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lights . push_back ( l ) ;
}
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void LightmapperCPU : : 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 ) {
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Light l ;
l . type = LIGHT_TYPE_OMNI ;
l . position = p_position ;
l . range = p_range ;
l . attenuation = p_attenuation ;
l . color = p_color ;
l . energy = p_energy ;
l . indirect_multiplier = p_indirect_multiplier ;
l . bake_direct = p_bake_direct ;
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l . size = p_size ;
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lights . push_back ( l ) ;
}
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void LightmapperCPU : : 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 ) {
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Light l ;
l . type = LIGHT_TYPE_SPOT ;
l . position = p_position ;
l . direction = p_direction ;
l . range = p_range ;
l . attenuation = p_attenuation ;
l . spot_angle = Math : : deg2rad ( p_spot_angle ) ;
l . spot_attenuation = p_spot_attenuation ;
l . color = p_color ;
l . energy = p_energy ;
l . indirect_multiplier = p_indirect_multiplier ;
l . bake_direct = p_bake_direct ;
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l . size = p_size ;
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lights . push_back ( l ) ;
}
LightmapperCPU : : LightmapperCPU ( ) {
thread_progress = 0 ;
thread_cancelled = false ;
}