/*************************************************************************/ /* baked_lightmap.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 BAKED_LIGHTMAP_H #define BAKED_LIGHTMAP_H #include "core/local_vector.h" #include "multimesh_instance.h" #include "scene/3d/light.h" #include "scene/3d/lightmapper.h" #include "scene/3d/visual_instance.h" class BakedLightmapData : public Resource { GDCLASS(BakedLightmapData, Resource); RES_BASE_EXTENSION("lmbake") RID baked_light; AABB bounds; float energy; bool interior; int cell_subdiv; Transform cell_space_xform; struct User { NodePath path; struct { Ref single; Ref layered; } lightmap; int lightmap_slice; Rect2 lightmap_uv_rect; int instance_index; }; Vector users; void _set_user_data(const Array &p_data); Array _get_user_data() const; protected: static void _bind_methods(); public: void set_bounds(const AABB &p_bounds); AABB get_bounds() const; void set_octree(const PoolVector &p_octree); PoolVector get_octree() const; void set_cell_space_transform(const Transform &p_xform); Transform get_cell_space_transform() const; void set_cell_subdiv(int p_cell_subdiv); int get_cell_subdiv() const; void set_energy(float p_energy); float get_energy() const; void set_interior(bool p_interior); bool is_interior() const; void add_user(const NodePath &p_path, const Ref &p_lightmap, int p_lightmap_slice, const Rect2 &p_lightmap_uv_rect, int p_instance); int get_user_count() const; NodePath get_user_path(int p_user) const; Ref get_user_lightmap(int p_user) const; int get_user_lightmap_slice(int p_user) const; Rect2 get_user_lightmap_uv_rect(int p_user) const; int get_user_instance(int p_user) const; void clear_users(); void clear_data(); virtual RID get_rid() const; BakedLightmapData(); ~BakedLightmapData(); }; class BakedLightmap : public VisualInstance { GDCLASS(BakedLightmap, VisualInstance); public: enum BakeQuality { BAKE_QUALITY_LOW, BAKE_QUALITY_MEDIUM, BAKE_QUALITY_HIGH, BAKE_QUALITY_ULTRA }; enum BakeError { BAKE_ERROR_OK, BAKE_ERROR_NO_SAVE_PATH, BAKE_ERROR_NO_MESHES, BAKE_ERROR_CANT_CREATE_IMAGE, BAKE_ERROR_LIGHTMAP_SIZE, BAKE_ERROR_INVALID_MESH, BAKE_ERROR_USER_ABORTED, BAKE_ERROR_NO_LIGHTMAPPER, BAKE_ERROR_NO_ROOT, }; enum EnvironmentMode { ENVIRONMENT_MODE_DISABLED, ENVIRONMENT_MODE_SCENE, ENVIRONMENT_MODE_CUSTOM_SKY, ENVIRONMENT_MODE_CUSTOM_COLOR }; struct BakeStepUD { Lightmapper::BakeStepFunc func; void *ud; float from_percent; float to_percent; }; struct LightsFound { Transform xform; Light *light; }; struct MeshesFound { Transform xform; NodePath node_path; int32_t subindex; Ref mesh; int32_t lightmap_scale; Vector> overrides; bool cast_shadows; bool generate_lightmap; }; private: Vector3 extents; float default_texels_per_unit; float bias; BakeQuality bake_quality; bool generate_atlas; int max_atlas_size; bool capture_enabled; int bounces; float bounce_indirect_energy; bool use_denoiser; bool use_hdr; bool use_color; EnvironmentMode environment_mode; Ref environment_custom_sky; Vector3 environment_custom_sky_rotation_degrees; Color environment_custom_color; float environment_custom_energy; Color environment_min_light; BakeQuality capture_quality; float capture_propagation; float capture_cell_size; String image_path; // (Deprecated property) Ref light_data; void _assign_lightmaps(); void _clear_lightmaps(); void _get_material_images(const MeshesFound &p_found_mesh, Lightmapper::MeshData &r_mesh_data, Vector> &r_albedo_textures, Vector> &r_emission_textures); Ref _get_irradiance_from_sky(Ref p_sky, float p_energy, Vector2i p_size); Ref _get_irradiance_map(Ref p_env, Vector2i p_size); void _find_meshes_and_lights(Node *p_at_node, Vector &meshes, Vector &lights); Vector2i _compute_lightmap_size(const MeshesFound &p_mesh); static bool _lightmap_bake_step_function(float p_completion, const String &p_text, void *ud, bool p_refresh); void _save_image(String &r_base_path, Ref p_img, bool p_use_srgb); protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const; void _notification(int p_what); public: static Lightmapper::BakeStepFunc bake_step_function; static Lightmapper::BakeStepFunc bake_substep_function; static Lightmapper::BakeEndFunc bake_end_function; void set_light_data(const Ref &p_data); Ref get_light_data() const; void set_capture_cell_size(float p_cell_size); float get_capture_cell_size() const; void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; void set_default_texels_per_unit(const float &p_extents); float get_default_texels_per_unit() const; void set_capture_propagation(float p_propagation); float get_capture_propagation() const; void set_capture_quality(BakeQuality p_quality); BakeQuality get_capture_quality() const; void set_bake_quality(BakeQuality p_quality); BakeQuality get_bake_quality() const; void set_generate_atlas(bool p_enabled); bool is_generate_atlas_enabled() const; void set_max_atlas_size(int p_size); int get_max_atlas_size() const; void set_capture_enabled(bool p_enable); bool get_capture_enabled() const; void set_image_path(const String &p_path); String get_image_path() const; void set_environment_mode(EnvironmentMode p_mode); EnvironmentMode get_environment_mode() const; void set_environment_custom_sky(const Ref &p_sky); Ref get_environment_custom_sky() const; void set_environment_custom_sky_rotation_degrees(const Vector3 &p_rotation); Vector3 get_environment_custom_sky_rotation_degrees() const; void set_environment_custom_color(const Color &p_color); Color get_environment_custom_color() const; void set_environment_custom_energy(float p_energy); float get_environment_custom_energy() const; void set_environment_min_light(Color p_min_light); Color get_environment_min_light() const; void set_use_denoiser(bool p_enable); bool is_using_denoiser() const; void set_use_hdr(bool p_enable); bool is_using_hdr() const; void set_use_color(bool p_enable); bool is_using_color() const; void set_bounces(int p_bounces); int get_bounces() const; void set_bounce_indirect_energy(float p_indirect_energy); float get_bounce_indirect_energy() const; void set_bias(float p_bias); float get_bias() const; AABB get_aabb() const; PoolVector get_faces(uint32_t p_usage_flags) const; BakeError bake(Node *p_from_node, String p_data_save_path = ""); BakedLightmap(); }; VARIANT_ENUM_CAST(BakedLightmap::BakeQuality); VARIANT_ENUM_CAST(BakedLightmap::BakeError); VARIANT_ENUM_CAST(BakedLightmap::EnvironmentMode); #endif // BAKED_LIGHTMAP_H