/*************************************************************************/ /* lightmapper_cpu.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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_CPU_H #define LIGHTMAPPER_CPU_H #include "core/local_vector.h" #include "scene/3d/lightmapper.h" #include "scene/resources/mesh.h" #include "scene/resources/surface_tool.h" #include class LightmapperCPU : public Lightmapper { GDCLASS(LightmapperCPU, Lightmapper) struct MeshInstance { MeshData data; int slice = 0; Vector2i offset; Vector2i size; bool cast_shadows; bool generate_lightmap; String node_name; }; struct Light { Vector3 position; uint32_t type = LIGHT_TYPE_DIRECTIONAL; Vector3 direction; float energy; float indirect_multiplier; Color color; float range; float attenuation; float spot_angle; float spot_attenuation; float size; bool bake_direct; }; struct LightmapTexel { Vector3 albedo; float alpha; Vector3 emission; Vector3 pos; Vector3 normal; Vector3 direct_light; Vector3 output_light; float area_coverage; }; struct BakeParams { float bias; int bounces; float bounce_indirect_energy; int samples; bool use_denoiser = true; bool use_physical_light_attenuation = false; Ref environment_panorama; Basis environment_transform; }; struct UVSeam { Vector2 edge0[2]; Vector2 edge1[2]; }; struct SeamEdge { Vector3 pos[2]; Vector3 normal[2]; Vector2 uv[2]; _FORCE_INLINE_ bool operator<(const SeamEdge &p_edge) const { return pos[0].x < p_edge.pos[0].x; } }; struct AtlasOffset { int slice; int x; int y; }; struct ThreadData; typedef void (LightmapperCPU::*BakeThreadFunc)(uint32_t, void *); struct ThreadData { LightmapperCPU *instance; uint32_t count; BakeThreadFunc thread_func; void *userdata; }; BakeParams parameters; LocalVector> bake_textures; Map> albedo_textures; Map> emission_textures; LocalVector mesh_instances; LocalVector lights; LocalVector> scene_lightmaps; LocalVector> scene_lightmap_indices; Set no_shadow_meshes; std::atomic thread_progress; std::atomic thread_cancelled; Ref raycaster; Error _layout_atlas(int p_max_size, Vector2i *r_atlas_size, int *r_atlas_slices); static void _thread_func_callback(void *p_thread_data); void _thread_func_wrapper(uint32_t p_idx, ThreadData *p_thread_data); bool _parallel_run(int p_count, const String &p_description, BakeThreadFunc p_thread_func, void *p_userdata, BakeStepFunc p_substep_func = nullptr); void _generate_buffer(uint32_t p_idx, void *p_unused); Ref _init_bake_texture(const MeshData::TextureDef &p_texture_def, const Map> &p_tex_cache, Image::Format p_default_format); Color _bilinear_sample(const Ref &p_img, const Vector2 &p_uv, bool p_clamp_x = false, bool p_clamp_y = false); Vector3 _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); void _plot_triangle(const Vector2 *p_vertices, const Vector3 *p_positions, const Vector3 *p_normals, const Vector2 *p_uvs, const Ref &p_albedo_texture, const Ref &p_emission_texture, Vector2i p_size, LocalVector &r_texels, LocalVector &r_lightmap_indices); float _get_omni_attenuation(float distance, float inv_range, float decay) const; void _compute_direct_light(uint32_t p_idx, void *r_lightmap); void _compute_indirect_light(uint32_t p_idx, void *r_lightmap); void _post_process(uint32_t p_idx, void *r_output); void _compute_seams(const MeshInstance &p_mesh, LocalVector &r_seams); void _fix_seams(const LocalVector &p_seams, Vector3 *r_lightmap, Vector2i p_size); void _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); void _dilate_lightmap(Vector3 *r_lightmap, const LocalVector p_indices, Vector2i p_size, int margin); void _blit_lightmap(const Vector &p_src, const Vector2i &p_size, Ref &p_dst, int p_x, int p_y, bool p_with_padding); public: virtual void add_albedo_texture(Ref p_texture); virtual void add_emission_texture(Ref p_texture); virtual void add_mesh(const MeshData &p_mesh, Vector2i p_size); 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); 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); 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); virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bounce_energy, float p_bias, bool p_generate_atlas, int p_max_texture_size, const Ref &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr, BakeStepFunc p_substep_function = nullptr); int get_bake_texture_count() const; Ref get_bake_texture(int p_index) const; int get_bake_mesh_count() const; Variant get_bake_mesh_userdata(int p_index) const; Rect2 get_bake_mesh_uv_scale(int p_index) const; int get_bake_mesh_texture_slice(int p_index) const; LightmapperCPU(); }; #endif // LIGHTMAPPER_H