virtualx-engine/modules/lightmapper_rd/lightmapper_rd.h

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/**************************************************************************/
/* lightmapper_rd.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 LIGHTMAPPER_RD_H
#define LIGHTMAPPER_RD_H
#include "core/templates/local_vector.h"
#include "scene/3d/lightmapper.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/rendering_device.h"
class RDShaderFile;
class LightmapperRD : public Lightmapper {
GDCLASS(LightmapperRD, Lightmapper)
struct MeshInstance {
MeshData data;
int slice = 0;
Vector2i offset;
};
struct Light {
float position[3] = {};
uint32_t type = LIGHT_TYPE_DIRECTIONAL;
float direction[3] = {};
float energy = 0.0;
float color[3] = {};
float size = 0.0;
float range = 0.0;
float attenuation = 0.0;
float cos_spot_angle = 0.0;
float inv_spot_attenuation = 0.0;
float shadow_blur = 0.0;
uint32_t static_bake = 0;
uint32_t pad[2] = {};
bool operator<(const Light &p_light) const {
return type < p_light.type;
}
};
struct Vertex {
float position[3] = {};
float normal_z = 0.0;
float uv[2] = {};
float normal_xy[2] = {};
bool operator==(const Vertex &p_vtx) const {
return (position[0] == p_vtx.position[0]) &&
(position[1] == p_vtx.position[1]) &&
(position[2] == p_vtx.position[2]) &&
(uv[0] == p_vtx.uv[0]) &&
(uv[1] == p_vtx.uv[1]) &&
(normal_xy[0] == p_vtx.normal_xy[0]) &&
(normal_xy[1] == p_vtx.normal_xy[1]) &&
(normal_z == p_vtx.normal_z);
}
};
struct Edge {
Vector3 a;
Vector3 b;
Vector3 na;
Vector3 nb;
bool operator==(const Edge &p_seam) const {
return a == p_seam.a && b == p_seam.b && na == p_seam.na && nb == p_seam.nb;
}
Edge() {
}
Edge(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_na, const Vector3 &p_nb) {
a = p_a;
b = p_b;
na = p_na;
nb = p_nb;
}
};
struct Probe {
float position[4] = {};
};
Vector<Probe> probe_positions;
struct EdgeHash {
_FORCE_INLINE_ static uint32_t hash(const Edge &p_edge) {
uint32_t h = hash_murmur3_one_float(p_edge.a.x);
h = hash_murmur3_one_float(p_edge.a.y, h);
h = hash_murmur3_one_float(p_edge.a.z, h);
h = hash_murmur3_one_float(p_edge.b.x, h);
h = hash_murmur3_one_float(p_edge.b.y, h);
h = hash_murmur3_one_float(p_edge.b.z, h);
return h;
}
};
struct EdgeUV2 {
Vector2 a;
Vector2 b;
Vector2i indices;
bool operator==(const EdgeUV2 &p_uv2) const {
return a == p_uv2.a && b == p_uv2.b;
}
bool seam_found = false;
EdgeUV2(Vector2 p_a, Vector2 p_b, Vector2i p_indices) {
a = p_a;
b = p_b;
indices = p_indices;
}
EdgeUV2() {}
};
struct Seam {
Vector2i a;
Vector2i b;
uint32_t slice;
bool operator<(const Seam &p_seam) const {
return slice < p_seam.slice;
}
};
struct VertexHash {
_FORCE_INLINE_ static uint32_t hash(const Vertex &p_vtx) {
uint32_t h = hash_murmur3_one_float(p_vtx.position[0]);
h = hash_murmur3_one_float(p_vtx.position[1], h);
h = hash_murmur3_one_float(p_vtx.position[2], h);
h = hash_murmur3_one_float(p_vtx.uv[0], h);
h = hash_murmur3_one_float(p_vtx.uv[1], h);
h = hash_murmur3_one_float(p_vtx.normal_xy[0], h);
h = hash_murmur3_one_float(p_vtx.normal_xy[1], h);
h = hash_murmur3_one_float(p_vtx.normal_z, h);
return hash_fmix32(h);
}
};
struct Triangle {
uint32_t indices[3] = {};
uint32_t slice = 0;
float min_bounds[3] = {};
float pad0 = 0.0;
float max_bounds[3] = {};
float pad1 = 0.0;
bool operator<(const Triangle &p_triangle) const {
return slice < p_triangle.slice;
}
};
Vector<MeshInstance> mesh_instances;
Vector<Light> lights;
struct TriangleSort {
uint32_t cell_index = 0;
uint32_t triangle_index = 0;
bool operator<(const TriangleSort &p_triangle_sort) const {
return cell_index < p_triangle_sort.cell_index; //sorting by triangle index in this case makes no sense
}
};
void _plot_triangle_into_triangle_index_list(int p_size, const Vector3i &p_ofs, const AABB &p_bounds, const Vector3 p_points[3], uint32_t p_triangle_index, LocalVector<TriangleSort> &triangles, uint32_t p_grid_size);
struct RasterPushConstant {
float atlas_size[2] = {};
float uv_offset[2] = {};
float to_cell_size[3] = {};
uint32_t base_triangle = 0;
float to_cell_offset[3] = {};
float bias = 0.0;
int32_t grid_size[3] = {};
uint32_t pad2 = 0;
};
struct RasterSeamsPushConstant {
uint32_t base_index = 0;
uint32_t slice = 0;
float uv_offset[2] = {};
uint32_t debug = 0;
float blend = 0.0;
uint32_t pad[2] = {};
};
struct PushConstant {
int32_t atlas_size[2] = {};
uint32_t ray_count = 0;
uint32_t ray_to = 0;
float world_size[3] = {};
float bias = 0.0;
float to_cell_offset[3] = {};
uint32_t ray_from = 0;
float to_cell_size[3] = {};
uint32_t light_count = 0;
int32_t grid_size = 0;
int32_t atlas_slice = 0;
int32_t region_ofs[2] = {};
float environment_xform[12] = {};
};
Vector<Ref<Image>> bake_textures;
Vector<Color> probe_values;
struct DenoiseParams {
float spatial_bandwidth;
float light_bandwidth;
float albedo_bandwidth;
float normal_bandwidth;
float filter_strength;
float pad[3];
};
BakeError _blit_meshes_into_atlas(int p_max_texture_size, Vector<Ref<Image>> &albedo_images, Vector<Ref<Image>> &emission_images, AABB &bounds, Size2i &atlas_size, int &atlas_slices, BakeStepFunc p_step_function, void *p_bake_userdata);
void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);
void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform);
BakeError _dilate(RenderingDevice *rd, Ref<RDShaderFile> &compute_shader, RID &compute_base_uniform_set, PushConstant &push_constant, RID &source_light_tex, RID &dest_light_tex, const Size2i &atlas_size, int atlas_slices);
BakeError _denoise(RenderingDevice *p_rd, Ref<RDShaderFile> &p_compute_shader, const RID &p_compute_base_uniform_set, PushConstant &p_push_constant, RID p_source_light_tex, RID p_source_normal_tex, RID p_dest_light_tex, float p_denoiser_strength, const Size2i &p_atlas_size, int p_atlas_slices, bool p_bake_sh, BakeStepFunc p_step_function);
public:
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virtual void add_mesh(const MeshData &p_mesh) override;
virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance, float p_shadow_blur) override;
virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size, float p_shadow_blur) override;
virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size, float p_shadow_blur) override;
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virtual void add_probe(const Vector3 &p_position) override;
virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, float p_denoiser_strength, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr, float p_exposure_normalization = 1.0) override;
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int get_bake_texture_count() const override;
Ref<Image> get_bake_texture(int p_index) const override;
int get_bake_mesh_count() const override;
Variant get_bake_mesh_userdata(int p_index) const override;
Rect2 get_bake_mesh_uv_scale(int p_index) const override;
int get_bake_mesh_texture_slice(int p_index) const override;
int get_bake_probe_count() const override;
Vector3 get_bake_probe_point(int p_probe) const override;
Vector<Color> get_bake_probe_sh(int p_probe) const override;
LightmapperRD();
};
#endif // LIGHTMAPPER_RD_H