974d3aa9cd
Higher values will make indirect lighting brighter. A value of 1.0 represents physically accurate behavior, but higher values can be used to make indirect lighting propagate more visibly when using a low number of bounces. This can be used to speed up bake times by lowering the number of bounces then increasing the bounce indirect energy. Unlike BakedLightmapData's energy property, this property does not affect direct lighting emitted by light nodes or emissive materials.
196 lines
7.4 KiB
C++
196 lines
7.4 KiB
C++
/*************************************************************************/
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/* lightmapper.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef LIGHTMAPPER_H
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#define LIGHTMAPPER_H
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#include "scene/resources/mesh.h"
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#if !defined(__aligned)
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#if defined(_WIN32) && defined(_MSC_VER)
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#define __aligned(...) __declspec(align(__VA_ARGS__))
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#else
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#define __aligned(...) __attribute__((aligned(__VA_ARGS__)))
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#endif
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#endif
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class LightmapDenoiser : public Reference {
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GDCLASS(LightmapDenoiser, Reference)
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protected:
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static LightmapDenoiser *(*create_function)();
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public:
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virtual Ref<Image> denoise_image(const Ref<Image> &p_image) = 0;
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static Ref<LightmapDenoiser> create();
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};
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class LightmapRaycaster : public Reference {
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GDCLASS(LightmapRaycaster, Reference)
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protected:
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static LightmapRaycaster *(*create_function)();
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public:
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// compatible with embree3 rays
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struct __aligned(16) Ray {
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const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h
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/*! Default construction does nothing. */
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_FORCE_INLINE_ Ray() :
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geomID(INVALID_GEOMETRY_ID) {}
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/*! Constructs a ray from origin, direction, and ray segment. Near
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* has to be smaller than far. */
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_FORCE_INLINE_ Ray(const Vector3 &org,
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const Vector3 &dir,
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float tnear = 0.0f,
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float tfar = INFINITY) :
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org(org),
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tnear(tnear),
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dir(dir),
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time(0.0f),
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tfar(tfar),
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mask(-1),
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u(0.0),
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v(0.0),
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primID(INVALID_GEOMETRY_ID),
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geomID(INVALID_GEOMETRY_ID),
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instID(INVALID_GEOMETRY_ID) {}
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/*! Tests if we hit something. */
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_FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
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public:
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Vector3 org; //!< Ray origin + tnear
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float tnear; //!< Start of ray segment
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Vector3 dir; //!< Ray direction + tfar
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float time; //!< Time of this ray for motion blur.
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float tfar; //!< End of ray segment
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unsigned int mask; //!< used to mask out objects during traversal
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unsigned int id; //!< ray ID
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unsigned int flags; //!< ray flags
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Vector3 normal; //!< Not normalized geometry normal
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float u; //!< Barycentric u coordinate of hit
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float v; //!< Barycentric v coordinate of hit
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unsigned int primID; //!< primitive ID
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unsigned int geomID; //!< geometry ID
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unsigned int instID; //!< instance ID
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};
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virtual bool intersect(Ray &p_ray) = 0;
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virtual void intersect(Vector<Ray> &r_rays) = 0;
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virtual void add_mesh(const Vector<Vector3> &p_vertices, const Vector<Vector3> &p_normals, const Vector<Vector2> &p_uv2s, unsigned int p_id) = 0;
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virtual void set_mesh_alpha_texture(Ref<Image> p_alpha_texture, unsigned int p_id) = 0;
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virtual void commit() = 0;
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virtual void set_mesh_filter(const Set<int> &p_mesh_ids) = 0;
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virtual void clear_mesh_filter() = 0;
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static Ref<LightmapRaycaster> create();
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};
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class Lightmapper : public Reference {
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GDCLASS(Lightmapper, Reference)
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public:
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enum LightType {
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LIGHT_TYPE_DIRECTIONAL,
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LIGHT_TYPE_OMNI,
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LIGHT_TYPE_SPOT
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};
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enum BakeError {
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BAKE_ERROR_LIGHTMAP_TOO_SMALL,
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BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES,
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BAKE_ERROR_NO_MESHES,
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BAKE_ERROR_USER_ABORTED,
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BAKE_ERROR_NO_RAYCASTER,
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BAKE_OK
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};
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enum BakeQuality {
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BAKE_QUALITY_LOW,
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BAKE_QUALITY_MEDIUM,
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BAKE_QUALITY_HIGH,
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BAKE_QUALITY_ULTRA,
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};
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typedef Lightmapper *(*CreateFunc)();
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static CreateFunc create_custom;
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static CreateFunc create_gpu;
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static CreateFunc create_cpu;
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protected:
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public:
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typedef bool (*BakeStepFunc)(float, const String &, void *, bool); //progress, step description, userdata, force refresh
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struct MeshData {
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struct TextureDef {
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RID tex_rid;
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Color mul;
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Color add;
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};
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//triangle data
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Vector<Vector3> points;
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Vector<Vector2> uv;
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Vector<Vector2> uv2;
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Vector<Vector3> normal;
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Vector<TextureDef> albedo;
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Vector<TextureDef> emission;
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Vector<int> surface_facecounts;
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Variant userdata;
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};
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virtual void add_albedo_texture(Ref<Texture> p_texture) = 0;
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virtual void add_emission_texture(Ref<Texture> p_texture) = 0;
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virtual void add_mesh(const MeshData &p_mesh, Vector2i p_size) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bounce_indirect_energy, float p_bias, bool p_generate_atlas, int p_max_texture_size, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr, BakeStepFunc p_substep_function = nullptr) = 0;
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virtual int get_bake_texture_count() const = 0;
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virtual Ref<Image> get_bake_texture(int p_index) const = 0;
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virtual int get_bake_mesh_count() const = 0;
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virtual Variant get_bake_mesh_userdata(int p_index) const = 0;
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virtual Rect2 get_bake_mesh_uv_scale(int p_index) const = 0;
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virtual int get_bake_mesh_texture_slice(int p_index) const = 0;
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static Ref<Lightmapper> create();
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Lightmapper();
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};
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#endif // LIGHTMAPPER_H
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