/*************************************************************************/ /* lightmapper_rd.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 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; 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); public: 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; virtual void add_probe(const Vector3 &p_position) override; virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, 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; 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