virtualx-engine/modules/raycast/lightmap_raycaster.h
Rémi Verschelde a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00

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C++

/*************************************************************************/
/* lightmap_raycaster.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. */
/*************************************************************************/
#include "core/object.h"
#include "scene/3d/lightmapper.h"
#include "scene/resources/mesh.h"
#include <embree3/rtcore.h>
class LightmapRaycasterEmbree : public LightmapRaycaster {
GDCLASS(LightmapRaycasterEmbree, LightmapRaycaster);
private:
struct AlphaTextureData {
Vector<uint8_t> data;
Vector2i size;
uint8_t sample(float u, float v) const;
};
RTCDevice embree_device;
RTCScene embree_scene;
static void filter_function(const struct RTCFilterFunctionNArguments *p_args);
Map<unsigned int, AlphaTextureData> alpha_textures;
Set<int> filter_meshes;
public:
virtual bool intersect(Ray &p_ray);
virtual void intersect(Vector<Ray> &r_rays);
virtual void add_mesh(const Vector<Vector3> &p_vertices, const Vector<Vector3> &p_normals, const Vector<Vector2> &p_uv2s, unsigned int p_id);
virtual void set_mesh_alpha_texture(Ref<Image> p_alpha_texture, unsigned int p_id);
virtual void commit();
virtual void set_mesh_filter(const Set<int> &p_mesh_ids);
virtual void clear_mesh_filter();
static LightmapRaycaster *create_embree_raycaster();
static void make_default_raycaster();
LightmapRaycasterEmbree();
~LightmapRaycasterEmbree();
};