211 lines
7.4 KiB
C++
211 lines
7.4 KiB
C++
/**************************************************************************/
|
|
/* lightmap_gi_gizmo_plugin.cpp */
|
|
/**************************************************************************/
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#include "lightmap_gi_gizmo_plugin.h"
|
|
|
|
#include "editor/editor_settings.h"
|
|
#include "editor/plugins/node_3d_editor_plugin.h"
|
|
#include "scene/3d/lightmap_gi.h"
|
|
|
|
LightmapGIGizmoPlugin::LightmapGIGizmoPlugin() {
|
|
Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/lightmap_lines", Color(0.5, 0.6, 1));
|
|
|
|
gizmo_color.a = 0.1;
|
|
create_material("lightmap_lines", gizmo_color);
|
|
|
|
Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
|
|
mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
|
|
mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, false);
|
|
|
|
add_material("lightmap_probe_material", mat);
|
|
|
|
create_icon_material("baked_indirect_light_icon", Node3DEditor::get_singleton()->get_editor_theme_icon(SNAME("GizmoLightmapGI")));
|
|
}
|
|
|
|
bool LightmapGIGizmoPlugin::has_gizmo(Node3D *p_spatial) {
|
|
return Object::cast_to<LightmapGI>(p_spatial) != nullptr;
|
|
}
|
|
|
|
String LightmapGIGizmoPlugin::get_gizmo_name() const {
|
|
return "LightmapGI";
|
|
}
|
|
|
|
int LightmapGIGizmoPlugin::get_priority() const {
|
|
return -1;
|
|
}
|
|
|
|
void LightmapGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|
Ref<Material> icon = get_material("baked_indirect_light_icon", p_gizmo);
|
|
LightmapGI *baker = Object::cast_to<LightmapGI>(p_gizmo->get_node_3d());
|
|
Ref<LightmapGIData> data = baker->get_light_data();
|
|
|
|
p_gizmo->add_unscaled_billboard(icon, 0.05);
|
|
|
|
if (data.is_null()) {
|
|
return;
|
|
}
|
|
|
|
Ref<Material> material_lines = get_material("lightmap_lines", p_gizmo);
|
|
Ref<Material> material_probes = get_material("lightmap_probe_material", p_gizmo);
|
|
|
|
p_gizmo->clear();
|
|
|
|
Vector<Vector3> lines;
|
|
HashSet<Vector2i> lines_found;
|
|
|
|
Vector<Vector3> points = data->get_capture_points();
|
|
if (points.size() == 0) {
|
|
return;
|
|
}
|
|
Vector<Color> sh = data->get_capture_sh();
|
|
if (sh.size() != points.size() * 9) {
|
|
return;
|
|
}
|
|
|
|
Vector<int> tetrahedrons = data->get_capture_tetrahedra();
|
|
|
|
for (int i = 0; i < tetrahedrons.size(); i += 4) {
|
|
for (int j = 0; j < 4; j++) {
|
|
for (int k = j + 1; k < 4; k++) {
|
|
Vector2i pair;
|
|
pair.x = tetrahedrons[i + j];
|
|
pair.y = tetrahedrons[i + k];
|
|
|
|
if (pair.y < pair.x) {
|
|
SWAP(pair.x, pair.y);
|
|
}
|
|
if (lines_found.has(pair)) {
|
|
continue;
|
|
}
|
|
lines_found.insert(pair);
|
|
lines.push_back(points[pair.x]);
|
|
lines.push_back(points[pair.y]);
|
|
}
|
|
}
|
|
}
|
|
|
|
p_gizmo->add_lines(lines, material_lines);
|
|
|
|
int stack_count = 8;
|
|
int sector_count = 16;
|
|
|
|
float sector_step = (Math_PI * 2.0) / sector_count;
|
|
float stack_step = Math_PI / stack_count;
|
|
|
|
Vector<Vector3> vertices;
|
|
Vector<Color> colors;
|
|
Vector<int> indices;
|
|
float radius = 0.3;
|
|
|
|
for (int p = 0; p < points.size(); p++) {
|
|
int vertex_base = vertices.size();
|
|
Vector3 sh_col[9];
|
|
for (int i = 0; i < 9; i++) {
|
|
sh_col[i].x = sh[p * 9 + i].r;
|
|
sh_col[i].y = sh[p * 9 + i].g;
|
|
sh_col[i].z = sh[p * 9 + i].b;
|
|
}
|
|
|
|
for (int i = 0; i <= stack_count; ++i) {
|
|
float stack_angle = Math_PI / 2 - i * stack_step; // starting from pi/2 to -pi/2
|
|
float xy = radius * Math::cos(stack_angle); // r * cos(u)
|
|
float z = radius * Math::sin(stack_angle); // r * sin(u)
|
|
|
|
// add (sector_count+1) vertices per stack
|
|
// the first and last vertices have same position and normal, but different tex coords
|
|
for (int j = 0; j <= sector_count; ++j) {
|
|
float sector_angle = j * sector_step; // starting from 0 to 2pi
|
|
|
|
// vertex position (x, y, z)
|
|
float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v)
|
|
float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v)
|
|
|
|
Vector3 n = Vector3(x, z, y);
|
|
vertices.push_back(points[p] + n);
|
|
n.normalize();
|
|
|
|
const float c1 = 0.429043;
|
|
const float c2 = 0.511664;
|
|
const float c3 = 0.743125;
|
|
const float c4 = 0.886227;
|
|
const float c5 = 0.247708;
|
|
Vector3 light = (c1 * sh_col[8] * (n.x * n.x - n.y * n.y) +
|
|
c3 * sh_col[6] * n.z * n.z +
|
|
c4 * sh_col[0] -
|
|
c5 * sh_col[6] +
|
|
2.0 * c1 * sh_col[4] * n.x * n.y +
|
|
2.0 * c1 * sh_col[7] * n.x * n.z +
|
|
2.0 * c1 * sh_col[5] * n.y * n.z +
|
|
2.0 * c2 * sh_col[3] * n.x +
|
|
2.0 * c2 * sh_col[1] * n.y +
|
|
2.0 * c2 * sh_col[2] * n.z);
|
|
|
|
colors.push_back(Color(light.x, light.y, light.z, 1));
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < stack_count; ++i) {
|
|
int k1 = i * (sector_count + 1); // beginning of current stack
|
|
int k2 = k1 + sector_count + 1; // beginning of next stack
|
|
|
|
for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
|
|
// 2 triangles per sector excluding first and last stacks
|
|
// k1 => k2 => k1+1
|
|
if (i != 0) {
|
|
indices.push_back(vertex_base + k1);
|
|
indices.push_back(vertex_base + k2);
|
|
indices.push_back(vertex_base + k1 + 1);
|
|
}
|
|
|
|
// k1+1 => k2 => k2+1
|
|
if (i != (stack_count - 1)) {
|
|
indices.push_back(vertex_base + k1 + 1);
|
|
indices.push_back(vertex_base + k2);
|
|
indices.push_back(vertex_base + k2 + 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
Array array;
|
|
array.resize(RS::ARRAY_MAX);
|
|
array[RS::ARRAY_VERTEX] = vertices;
|
|
array[RS::ARRAY_INDEX] = indices;
|
|
array[RS::ARRAY_COLOR] = colors;
|
|
|
|
Ref<ArrayMesh> mesh;
|
|
mesh.instantiate();
|
|
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array, Array(), Dictionary(), 0); //no compression
|
|
mesh->surface_set_material(0, material_probes);
|
|
|
|
p_gizmo->add_mesh(mesh);
|
|
}
|