d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
1007 lines
28 KiB
C++
1007 lines
28 KiB
C++
/**************************************************************************/
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/* voxelizer.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "voxelizer.h"
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#include "core/config/project_settings.h"
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static _FORCE_INLINE_ void get_uv_and_normal(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv, const Vector3 *p_normal, Vector2 &r_uv, Vector3 &r_normal) {
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if (p_pos.is_equal_approx(p_vtx[0])) {
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r_uv = p_uv[0];
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r_normal = p_normal[0];
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return;
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}
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if (p_pos.is_equal_approx(p_vtx[1])) {
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r_uv = p_uv[1];
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r_normal = p_normal[1];
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return;
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}
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if (p_pos.is_equal_approx(p_vtx[2])) {
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r_uv = p_uv[2];
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r_normal = p_normal[2];
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return;
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}
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Vector3 v0 = p_vtx[1] - p_vtx[0];
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Vector3 v1 = p_vtx[2] - p_vtx[0];
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Vector3 v2 = p_pos - p_vtx[0];
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real_t d00 = v0.dot(v0);
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real_t d01 = v0.dot(v1);
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real_t d11 = v1.dot(v1);
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real_t d20 = v2.dot(v0);
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real_t d21 = v2.dot(v1);
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real_t denom = (d00 * d11 - d01 * d01);
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if (denom == 0) {
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r_uv = p_uv[0];
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r_normal = p_normal[0];
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return;
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}
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real_t v = (d11 * d20 - d01 * d21) / denom;
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real_t w = (d00 * d21 - d01 * d20) / denom;
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real_t u = 1.0f - v - w;
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r_uv = p_uv[0] * u + p_uv[1] * v + p_uv[2] * w;
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r_normal = (p_normal[0] * u + p_normal[1] * v + p_normal[2] * w).normalized();
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}
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void Voxelizer::_plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector3 *p_normal, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb) {
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if (p_level == cell_subdiv) {
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//plot the face by guessing its albedo and emission value
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//find best axis to map to, for scanning values
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int closest_axis = 0;
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real_t closest_dot = 0;
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Plane plane = Plane(p_vtx[0], p_vtx[1], p_vtx[2]);
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Vector3 normal = plane.normal;
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for (int i = 0; i < 3; i++) {
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Vector3 axis;
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axis[i] = 1.0;
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real_t dot = ABS(normal.dot(axis));
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if (i == 0 || dot > closest_dot) {
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closest_axis = i;
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closest_dot = dot;
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}
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}
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Vector3 axis;
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axis[closest_axis] = 1.0;
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Vector3 t1;
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t1[(closest_axis + 1) % 3] = 1.0;
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Vector3 t2;
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t2[(closest_axis + 2) % 3] = 1.0;
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t1 *= p_aabb.size[(closest_axis + 1) % 3] / real_t(color_scan_cell_width);
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t2 *= p_aabb.size[(closest_axis + 2) % 3] / real_t(color_scan_cell_width);
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Color albedo_accum;
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Color emission_accum;
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Vector3 normal_accum;
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float alpha = 0.0;
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//map to a grid average in the best axis for this face
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for (int i = 0; i < color_scan_cell_width; i++) {
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Vector3 ofs_i = real_t(i) * t1;
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for (int j = 0; j < color_scan_cell_width; j++) {
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Vector3 ofs_j = real_t(j) * t2;
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Vector3 from = p_aabb.position + ofs_i + ofs_j;
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Vector3 to = from + t1 + t2 + axis * p_aabb.size[closest_axis];
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Vector3 half = (to - from) * 0.5;
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//is in this cell?
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if (!Geometry3D::triangle_box_overlap(from + half, half, p_vtx)) {
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continue; //face does not span this cell
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}
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//go from -size to +size*2 to avoid skipping collisions
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Vector3 ray_from = from + (t1 + t2) * 0.5 - axis * p_aabb.size[closest_axis];
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Vector3 ray_to = ray_from + axis * p_aabb.size[closest_axis] * 2;
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if (normal.dot(ray_from - ray_to) < 0) {
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SWAP(ray_from, ray_to);
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}
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Vector3 intersection;
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if (!plane.intersects_segment(ray_from, ray_to, &intersection)) {
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if (ABS(plane.distance_to(ray_from)) < ABS(plane.distance_to(ray_to))) {
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intersection = plane.project(ray_from);
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} else {
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intersection = plane.project(ray_to);
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}
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}
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intersection = Face3(p_vtx[0], p_vtx[1], p_vtx[2]).get_closest_point_to(intersection);
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Vector2 uv;
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Vector3 lnormal;
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get_uv_and_normal(intersection, p_vtx, p_uv, p_normal, uv, lnormal);
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if (lnormal == Vector3()) { //just in case normal is not provided
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lnormal = normal;
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}
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int uv_x = CLAMP(int(Math::fposmod(uv.x, (real_t)1.0) * bake_texture_size), 0, bake_texture_size - 1);
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int uv_y = CLAMP(int(Math::fposmod(uv.y, (real_t)1.0) * bake_texture_size), 0, bake_texture_size - 1);
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int ofs = uv_y * bake_texture_size + uv_x;
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albedo_accum.r += p_material.albedo[ofs].r;
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albedo_accum.g += p_material.albedo[ofs].g;
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albedo_accum.b += p_material.albedo[ofs].b;
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albedo_accum.a += p_material.albedo[ofs].a;
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emission_accum.r += p_material.emission[ofs].r;
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emission_accum.g += p_material.emission[ofs].g;
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emission_accum.b += p_material.emission[ofs].b;
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normal_accum += lnormal;
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alpha += 1.0;
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}
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}
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if (alpha == 0) {
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//could not in any way get texture information.. so use closest point to center
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Face3 f(p_vtx[0], p_vtx[1], p_vtx[2]);
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Vector3 inters = f.get_closest_point_to(p_aabb.get_center());
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Vector3 lnormal;
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Vector2 uv;
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get_uv_and_normal(inters, p_vtx, p_uv, p_normal, uv, normal);
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if (lnormal == Vector3()) { //just in case normal is not provided
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lnormal = normal;
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}
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int uv_x = CLAMP(Math::fposmod(uv.x, (real_t)1.0) * bake_texture_size, 0, bake_texture_size - 1);
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int uv_y = CLAMP(Math::fposmod(uv.y, (real_t)1.0) * bake_texture_size, 0, bake_texture_size - 1);
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int ofs = uv_y * bake_texture_size + uv_x;
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alpha = 1.0 / (color_scan_cell_width * color_scan_cell_width);
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albedo_accum.r = p_material.albedo[ofs].r * alpha;
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albedo_accum.g = p_material.albedo[ofs].g * alpha;
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albedo_accum.b = p_material.albedo[ofs].b * alpha;
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albedo_accum.a = p_material.albedo[ofs].a * alpha;
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emission_accum.r = p_material.emission[ofs].r * alpha;
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emission_accum.g = p_material.emission[ofs].g * alpha;
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emission_accum.b = p_material.emission[ofs].b * alpha;
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normal_accum = lnormal * alpha;
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} else {
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float accdiv = 1.0 / (color_scan_cell_width * color_scan_cell_width);
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alpha *= accdiv;
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albedo_accum.r *= accdiv;
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albedo_accum.g *= accdiv;
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albedo_accum.b *= accdiv;
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albedo_accum.a *= accdiv;
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emission_accum.r *= accdiv;
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emission_accum.g *= accdiv;
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emission_accum.b *= accdiv;
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normal_accum *= accdiv;
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}
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//put this temporarily here, corrected in a later step
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bake_cells.write[p_idx].albedo[0] += albedo_accum.r;
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bake_cells.write[p_idx].albedo[1] += albedo_accum.g;
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bake_cells.write[p_idx].albedo[2] += albedo_accum.b;
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bake_cells.write[p_idx].emission[0] += emission_accum.r;
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bake_cells.write[p_idx].emission[1] += emission_accum.g;
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bake_cells.write[p_idx].emission[2] += emission_accum.b;
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bake_cells.write[p_idx].normal[0] += normal_accum.x;
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bake_cells.write[p_idx].normal[1] += normal_accum.y;
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bake_cells.write[p_idx].normal[2] += normal_accum.z;
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bake_cells.write[p_idx].alpha += alpha;
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} else {
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//go down
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int half = (1 << cell_subdiv) >> (p_level + 1);
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for (int i = 0; i < 8; i++) {
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AABB aabb = p_aabb;
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aabb.size *= 0.5;
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int nx = p_x;
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int ny = p_y;
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int nz = p_z;
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if (i & 1) {
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aabb.position.x += aabb.size.x;
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nx += half;
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}
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if (i & 2) {
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aabb.position.y += aabb.size.y;
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ny += half;
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}
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if (i & 4) {
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aabb.position.z += aabb.size.z;
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nz += half;
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}
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//make sure to not plot beyond limits
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if (nx < 0 || nx >= axis_cell_size[0] || ny < 0 || ny >= axis_cell_size[1] || nz < 0 || nz >= axis_cell_size[2]) {
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continue;
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}
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{
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AABB test_aabb = aabb;
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//test_aabb.grow_by(test_aabb.get_longest_axis_size()*0.05); //grow a bit to avoid numerical error in real-time
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Vector3 qsize = test_aabb.size * 0.5; //quarter size, for fast aabb test
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if (!Geometry3D::triangle_box_overlap(test_aabb.position + qsize, qsize, p_vtx)) {
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//if (!Face3(p_vtx[0],p_vtx[1],p_vtx[2]).intersects_aabb2(aabb)) {
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//does not fit in child, go on
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continue;
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}
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}
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if (bake_cells[p_idx].children[i] == CHILD_EMPTY) {
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//sub cell must be created
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uint32_t child_idx = bake_cells.size();
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bake_cells.write[p_idx].children[i] = child_idx;
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bake_cells.resize(bake_cells.size() + 1);
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bake_cells.write[child_idx].level = p_level + 1;
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bake_cells.write[child_idx].x = nx / half;
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bake_cells.write[child_idx].y = ny / half;
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bake_cells.write[child_idx].z = nz / half;
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}
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_plot_face(bake_cells[p_idx].children[i], p_level + 1, nx, ny, nz, p_vtx, p_normal, p_uv, p_material, aabb);
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}
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}
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}
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Vector<Color> Voxelizer::_get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add) {
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Vector<Color> ret;
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if (p_image.is_null() || p_image->is_empty()) {
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ret.resize(bake_texture_size * bake_texture_size);
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for (int i = 0; i < bake_texture_size * bake_texture_size; i++) {
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ret.write[i] = p_color_add;
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}
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return ret;
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}
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p_image = p_image->duplicate();
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if (p_image->is_compressed()) {
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p_image->decompress();
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}
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p_image->convert(Image::FORMAT_RGBA8);
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p_image->resize(bake_texture_size, bake_texture_size, Image::INTERPOLATE_CUBIC);
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const uint8_t *r = p_image->get_data().ptr();
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ret.resize(bake_texture_size * bake_texture_size);
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for (int i = 0; i < bake_texture_size * bake_texture_size; i++) {
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Color c;
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c.r = (r[i * 4 + 0] / 255.0) * p_color_mul.r + p_color_add.r;
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c.g = (r[i * 4 + 1] / 255.0) * p_color_mul.g + p_color_add.g;
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c.b = (r[i * 4 + 2] / 255.0) * p_color_mul.b + p_color_add.b;
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c.a = r[i * 4 + 3] / 255.0;
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ret.write[i] = c;
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}
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return ret;
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}
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Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material) {
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// This way of obtaining materials is inaccurate and also does not support some compressed formats very well.
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Ref<BaseMaterial3D> mat = p_material;
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Ref<Material> material = mat; //hack for now
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if (material_cache.has(material)) {
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return material_cache[material];
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}
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MaterialCache mc;
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if (mat.is_valid()) {
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Ref<Texture2D> albedo_tex = mat->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
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Ref<Image> img_albedo;
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if (albedo_tex.is_valid()) {
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img_albedo = albedo_tex->get_image();
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mc.albedo = _get_bake_texture(img_albedo, mat->get_albedo(), Color(0, 0, 0)); // albedo texture, color is multiplicative
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} else {
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mc.albedo = _get_bake_texture(img_albedo, Color(1, 1, 1), mat->get_albedo()); // no albedo texture, color is additive
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}
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Ref<Texture2D> emission_tex = mat->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
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Color emission_col = mat->get_emission();
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float emission_energy = mat->get_emission_energy_multiplier() * exposure_normalization;
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if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
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emission_energy *= mat->get_emission_intensity();
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}
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Ref<Image> img_emission;
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if (emission_tex.is_valid()) {
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img_emission = emission_tex->get_image();
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}
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if (mat->get_emission_operator() == BaseMaterial3D::EMISSION_OP_ADD) {
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mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
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} else {
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mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
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}
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} else {
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Ref<Image> empty;
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mc.albedo = _get_bake_texture(empty, Color(0, 0, 0), Color(1, 1, 1));
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mc.emission = _get_bake_texture(empty, Color(0, 0, 0), Color(0, 0, 0));
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}
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material_cache[p_material] = mc;
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return mc;
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}
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void Voxelizer::plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material) {
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for (int i = 0; i < p_mesh->get_surface_count(); i++) {
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if (p_mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) {
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continue; //only triangles
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}
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Ref<Material> src_material;
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if (p_override_material.is_valid()) {
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src_material = p_override_material;
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} else if (i < p_materials.size() && p_materials[i].is_valid()) {
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src_material = p_materials[i];
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} else {
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src_material = p_mesh->surface_get_material(i);
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}
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MaterialCache material = _get_material_cache(src_material);
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Array a = p_mesh->surface_get_arrays(i);
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Vector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
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const Vector3 *vr = vertices.ptr();
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Vector<Vector2> uv = a[Mesh::ARRAY_TEX_UV];
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const Vector2 *uvr = nullptr;
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Vector<Vector3> normals = a[Mesh::ARRAY_NORMAL];
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const Vector3 *nr = nullptr;
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Vector<int> index = a[Mesh::ARRAY_INDEX];
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if (uv.size()) {
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uvr = uv.ptr();
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}
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if (normals.size()) {
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nr = normals.ptr();
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}
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if (index.size()) {
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int facecount = index.size() / 3;
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const int *ir = index.ptr();
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for (int j = 0; j < facecount; j++) {
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Vector3 vtxs[3];
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Vector2 uvs[3];
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Vector3 normal[3];
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for (int k = 0; k < 3; k++) {
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vtxs[k] = p_xform.xform(vr[ir[j * 3 + k]]);
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|
}
|
|
|
|
if (uvr) {
|
|
for (int k = 0; k < 3; k++) {
|
|
uvs[k] = uvr[ir[j * 3 + k]];
|
|
}
|
|
}
|
|
|
|
if (nr) {
|
|
for (int k = 0; k < 3; k++) {
|
|
normal[k] = nr[ir[j * 3 + k]];
|
|
}
|
|
}
|
|
|
|
//test against original bounds
|
|
if (!Geometry3D::triangle_box_overlap(original_bounds.get_center(), original_bounds.size * 0.5, vtxs)) {
|
|
continue;
|
|
}
|
|
//plot
|
|
_plot_face(0, 0, 0, 0, 0, vtxs, normal, uvs, material, po2_bounds);
|
|
}
|
|
|
|
} else {
|
|
int facecount = vertices.size() / 3;
|
|
|
|
for (int j = 0; j < facecount; j++) {
|
|
Vector3 vtxs[3];
|
|
Vector2 uvs[3];
|
|
Vector3 normal[3];
|
|
|
|
for (int k = 0; k < 3; k++) {
|
|
vtxs[k] = p_xform.xform(vr[j * 3 + k]);
|
|
}
|
|
|
|
if (uvr) {
|
|
for (int k = 0; k < 3; k++) {
|
|
uvs[k] = uvr[j * 3 + k];
|
|
}
|
|
}
|
|
|
|
if (nr) {
|
|
for (int k = 0; k < 3; k++) {
|
|
normal[k] = nr[j * 3 + k];
|
|
}
|
|
}
|
|
|
|
//test against original bounds
|
|
if (!Geometry3D::triangle_box_overlap(original_bounds.get_center(), original_bounds.size * 0.5, vtxs)) {
|
|
continue;
|
|
}
|
|
//plot face
|
|
_plot_face(0, 0, 0, 0, 0, vtxs, normal, uvs, material, po2_bounds);
|
|
}
|
|
}
|
|
}
|
|
|
|
max_original_cells = bake_cells.size();
|
|
}
|
|
|
|
void Voxelizer::_sort() {
|
|
// cells need to be sorted by level and coordinates
|
|
// it is important that level has more priority (for compute), and that Z has the least,
|
|
// given it may aid older implementations plot using GPU
|
|
|
|
Vector<CellSort> sorted_cells;
|
|
uint32_t cell_count = bake_cells.size();
|
|
sorted_cells.resize(cell_count);
|
|
{
|
|
CellSort *sort_cellsp = sorted_cells.ptrw();
|
|
const Cell *bake_cellsp = bake_cells.ptr();
|
|
|
|
for (uint32_t i = 0; i < cell_count; i++) {
|
|
sort_cellsp[i].x = bake_cellsp[i].x;
|
|
sort_cellsp[i].y = bake_cellsp[i].y;
|
|
sort_cellsp[i].z = bake_cellsp[i].z;
|
|
sort_cellsp[i].level = bake_cellsp[i].level;
|
|
sort_cellsp[i].index = i;
|
|
}
|
|
}
|
|
|
|
sorted_cells.sort();
|
|
|
|
//verify just in case, index 0 must be level 0
|
|
ERR_FAIL_COND(sorted_cells[0].level != 0);
|
|
|
|
Vector<Cell> new_bake_cells;
|
|
new_bake_cells.resize(cell_count);
|
|
Vector<uint32_t> reverse_map;
|
|
|
|
{
|
|
reverse_map.resize(cell_count);
|
|
const CellSort *sort_cellsp = sorted_cells.ptr();
|
|
uint32_t *reverse_mapp = reverse_map.ptrw();
|
|
|
|
for (uint32_t i = 0; i < cell_count; i++) {
|
|
reverse_mapp[sort_cellsp[i].index] = i;
|
|
}
|
|
}
|
|
|
|
{
|
|
const CellSort *sort_cellsp = sorted_cells.ptr();
|
|
const Cell *bake_cellsp = bake_cells.ptr();
|
|
const uint32_t *reverse_mapp = reverse_map.ptr();
|
|
Cell *new_bake_cellsp = new_bake_cells.ptrw();
|
|
|
|
for (uint32_t i = 0; i < cell_count; i++) {
|
|
//copy to new cell
|
|
new_bake_cellsp[i] = bake_cellsp[sort_cellsp[i].index];
|
|
//remap children
|
|
for (uint32_t j = 0; j < 8; j++) {
|
|
if (new_bake_cellsp[i].children[j] != CHILD_EMPTY) {
|
|
new_bake_cellsp[i].children[j] = reverse_mapp[new_bake_cellsp[i].children[j]];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bake_cells = new_bake_cells;
|
|
sorted = true;
|
|
}
|
|
|
|
void Voxelizer::_fixup_plot(int p_idx, int p_level) {
|
|
if (p_level == cell_subdiv) {
|
|
leaf_voxel_count++;
|
|
float alpha = bake_cells[p_idx].alpha;
|
|
|
|
bake_cells.write[p_idx].albedo[0] /= alpha;
|
|
bake_cells.write[p_idx].albedo[1] /= alpha;
|
|
bake_cells.write[p_idx].albedo[2] /= alpha;
|
|
|
|
//transfer emission to light
|
|
bake_cells.write[p_idx].emission[0] /= alpha;
|
|
bake_cells.write[p_idx].emission[1] /= alpha;
|
|
bake_cells.write[p_idx].emission[2] /= alpha;
|
|
|
|
bake_cells.write[p_idx].normal[0] /= alpha;
|
|
bake_cells.write[p_idx].normal[1] /= alpha;
|
|
bake_cells.write[p_idx].normal[2] /= alpha;
|
|
|
|
Vector3 n(bake_cells[p_idx].normal[0], bake_cells[p_idx].normal[1], bake_cells[p_idx].normal[2]);
|
|
if (n.length() < 0.01) {
|
|
//too much fight over normal, zero it
|
|
bake_cells.write[p_idx].normal[0] = 0;
|
|
bake_cells.write[p_idx].normal[1] = 0;
|
|
bake_cells.write[p_idx].normal[2] = 0;
|
|
} else {
|
|
n.normalize();
|
|
bake_cells.write[p_idx].normal[0] = n.x;
|
|
bake_cells.write[p_idx].normal[1] = n.y;
|
|
bake_cells.write[p_idx].normal[2] = n.z;
|
|
}
|
|
|
|
bake_cells.write[p_idx].alpha = 1.0;
|
|
|
|
/*if (bake_light.size()) {
|
|
for(int i=0;i<6;i++) {
|
|
}
|
|
}*/
|
|
|
|
} else {
|
|
//go down
|
|
|
|
bake_cells.write[p_idx].emission[0] = 0;
|
|
bake_cells.write[p_idx].emission[1] = 0;
|
|
bake_cells.write[p_idx].emission[2] = 0;
|
|
bake_cells.write[p_idx].normal[0] = 0;
|
|
bake_cells.write[p_idx].normal[1] = 0;
|
|
bake_cells.write[p_idx].normal[2] = 0;
|
|
bake_cells.write[p_idx].albedo[0] = 0;
|
|
bake_cells.write[p_idx].albedo[1] = 0;
|
|
bake_cells.write[p_idx].albedo[2] = 0;
|
|
|
|
float alpha_average = 0;
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
uint32_t child = bake_cells[p_idx].children[i];
|
|
|
|
if (child == CHILD_EMPTY) {
|
|
continue;
|
|
}
|
|
|
|
_fixup_plot(child, p_level + 1);
|
|
alpha_average += bake_cells[child].alpha;
|
|
}
|
|
|
|
bake_cells.write[p_idx].alpha = alpha_average / 8.0;
|
|
}
|
|
}
|
|
|
|
void Voxelizer::begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization) {
|
|
sorted = false;
|
|
original_bounds = p_bounds;
|
|
cell_subdiv = p_subdiv;
|
|
exposure_normalization = p_exposure_normalization;
|
|
bake_cells.resize(1);
|
|
material_cache.clear();
|
|
|
|
//find out the actual real bounds, power of 2, which gets the highest subdivision
|
|
po2_bounds = p_bounds;
|
|
int longest_axis = po2_bounds.get_longest_axis_index();
|
|
axis_cell_size[longest_axis] = 1 << cell_subdiv;
|
|
leaf_voxel_count = 0;
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
if (i == longest_axis) {
|
|
continue;
|
|
}
|
|
|
|
axis_cell_size[i] = axis_cell_size[longest_axis];
|
|
real_t axis_size = po2_bounds.size[longest_axis];
|
|
|
|
//shrink until fit subdiv
|
|
while (axis_size / 2.0 >= po2_bounds.size[i]) {
|
|
axis_size /= 2.0;
|
|
axis_cell_size[i] >>= 1;
|
|
}
|
|
|
|
po2_bounds.size[i] = po2_bounds.size[longest_axis];
|
|
}
|
|
|
|
Transform3D to_bounds;
|
|
to_bounds.basis.scale(Vector3(po2_bounds.size[longest_axis], po2_bounds.size[longest_axis], po2_bounds.size[longest_axis]));
|
|
to_bounds.origin = po2_bounds.position;
|
|
|
|
Transform3D to_grid;
|
|
to_grid.basis.scale(Vector3(axis_cell_size[longest_axis], axis_cell_size[longest_axis], axis_cell_size[longest_axis]));
|
|
|
|
to_cell_space = to_grid * to_bounds.affine_inverse();
|
|
|
|
cell_size = po2_bounds.size[longest_axis] / axis_cell_size[longest_axis];
|
|
}
|
|
|
|
void Voxelizer::end_bake() {
|
|
if (!sorted) {
|
|
_sort();
|
|
}
|
|
_fixup_plot(0, 0);
|
|
}
|
|
|
|
//create the data for rendering server
|
|
|
|
int Voxelizer::get_voxel_gi_octree_depth() const {
|
|
return cell_subdiv;
|
|
}
|
|
|
|
Vector3i Voxelizer::get_voxel_gi_octree_size() const {
|
|
return Vector3i(axis_cell_size[0], axis_cell_size[1], axis_cell_size[2]);
|
|
}
|
|
|
|
int Voxelizer::get_voxel_gi_cell_count() const {
|
|
return bake_cells.size();
|
|
}
|
|
|
|
Vector<uint8_t> Voxelizer::get_voxel_gi_octree_cells() const {
|
|
Vector<uint8_t> data;
|
|
data.resize((8 * 4) * bake_cells.size()); //8 uint32t values
|
|
{
|
|
uint8_t *w = data.ptrw();
|
|
uint32_t *children_cells = (uint32_t *)w;
|
|
const Cell *cells = bake_cells.ptr();
|
|
|
|
uint32_t cell_count = bake_cells.size();
|
|
|
|
for (uint32_t i = 0; i < cell_count; i++) {
|
|
for (uint32_t j = 0; j < 8; j++) {
|
|
children_cells[i * 8 + j] = cells[i].children[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
Vector<uint8_t> Voxelizer::get_voxel_gi_data_cells() const {
|
|
Vector<uint8_t> data;
|
|
data.resize((4 * 4) * bake_cells.size()); //8 uint32t values
|
|
{
|
|
uint8_t *w = data.ptrw();
|
|
uint32_t *dataptr = (uint32_t *)w;
|
|
const Cell *cells = bake_cells.ptr();
|
|
|
|
uint32_t cell_count = bake_cells.size();
|
|
|
|
for (uint32_t i = 0; i < cell_count; i++) {
|
|
{ //position
|
|
|
|
uint32_t x = cells[i].x;
|
|
uint32_t y = cells[i].y;
|
|
uint32_t z = cells[i].z;
|
|
|
|
uint32_t position = x;
|
|
position |= y << 11;
|
|
position |= z << 21;
|
|
|
|
dataptr[i * 4 + 0] = position;
|
|
}
|
|
|
|
{ //albedo + alpha
|
|
uint32_t rgba = uint32_t(CLAMP(cells[i].alpha * 255.0, 0, 255)) << 24; //a
|
|
rgba |= uint32_t(CLAMP(cells[i].albedo[2] * 255.0, 0, 255)) << 16; //b
|
|
rgba |= uint32_t(CLAMP(cells[i].albedo[1] * 255.0, 0, 255)) << 8; //g
|
|
rgba |= uint32_t(CLAMP(cells[i].albedo[0] * 255.0, 0, 255)); //r
|
|
|
|
dataptr[i * 4 + 1] = rgba;
|
|
}
|
|
|
|
{ //emission, as rgbe9995
|
|
Color emission = Color(cells[i].emission[0], cells[i].emission[1], cells[i].emission[2]);
|
|
dataptr[i * 4 + 2] = emission.to_rgbe9995();
|
|
}
|
|
|
|
{ //normal
|
|
|
|
Vector3 n(bake_cells[i].normal[0], bake_cells[i].normal[1], bake_cells[i].normal[2]);
|
|
n.normalize();
|
|
|
|
uint32_t normal = uint32_t(uint8_t(int8_t(CLAMP(n.x * 127.0, -128, 127))));
|
|
normal |= uint32_t(uint8_t(int8_t(CLAMP(n.y * 127.0, -128, 127)))) << 8;
|
|
normal |= uint32_t(uint8_t(int8_t(CLAMP(n.z * 127.0, -128, 127)))) << 16;
|
|
|
|
dataptr[i * 4 + 3] = normal;
|
|
}
|
|
}
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
Vector<int> Voxelizer::get_voxel_gi_level_cell_count() const {
|
|
uint32_t cell_count = bake_cells.size();
|
|
const Cell *cells = bake_cells.ptr();
|
|
Vector<int> level_count;
|
|
level_count.resize(cell_subdiv + 1); //remember, always x+1 levels for x subdivisions
|
|
{
|
|
int *w = level_count.ptrw();
|
|
for (int i = 0; i < cell_subdiv + 1; i++) {
|
|
w[i] = 0;
|
|
}
|
|
|
|
for (uint32_t i = 0; i < cell_count; i++) {
|
|
w[cells[i].level]++;
|
|
}
|
|
}
|
|
|
|
return level_count;
|
|
}
|
|
|
|
// euclidean distance computation based on:
|
|
// https://prideout.net/blog/distance_fields/
|
|
|
|
#define square(m_s) ((m_s) * (m_s))
|
|
#define INF 1e20
|
|
|
|
/* dt of 1d function using squared distance */
|
|
static void edt(float *f, int stride, int n) {
|
|
float *d = (float *)alloca(sizeof(float) * n + sizeof(int) * n + sizeof(float) * (n + 1));
|
|
int *v = reinterpret_cast<int *>(&(d[n]));
|
|
float *z = reinterpret_cast<float *>(&v[n]);
|
|
|
|
int k = 0;
|
|
v[0] = 0;
|
|
z[0] = -INF;
|
|
z[1] = +INF;
|
|
for (int q = 1; q <= n - 1; q++) {
|
|
float s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
|
|
while (s <= z[k]) {
|
|
k--;
|
|
s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
|
|
}
|
|
k++;
|
|
v[k] = q;
|
|
|
|
z[k] = s;
|
|
z[k + 1] = +INF;
|
|
}
|
|
|
|
k = 0;
|
|
for (int q = 0; q <= n - 1; q++) {
|
|
while (z[k + 1] < q) {
|
|
k++;
|
|
}
|
|
d[q] = square(q - v[k]) + f[v[k] * stride];
|
|
}
|
|
|
|
for (int i = 0; i < n; i++) {
|
|
f[i * stride] = d[i];
|
|
}
|
|
}
|
|
|
|
#undef square
|
|
|
|
Vector<uint8_t> Voxelizer::get_sdf_3d_image() const {
|
|
Vector3i octree_size = get_voxel_gi_octree_size();
|
|
|
|
uint32_t float_count = octree_size.x * octree_size.y * octree_size.z;
|
|
float *work_memory = memnew_arr(float, float_count);
|
|
for (uint32_t i = 0; i < float_count; i++) {
|
|
work_memory[i] = INF;
|
|
}
|
|
|
|
uint32_t y_mult = octree_size.x;
|
|
uint32_t z_mult = y_mult * octree_size.y;
|
|
|
|
//plot solid cells
|
|
{
|
|
const Cell *cells = bake_cells.ptr();
|
|
uint32_t cell_count = bake_cells.size();
|
|
|
|
for (uint32_t i = 0; i < cell_count; i++) {
|
|
if (cells[i].level < (cell_subdiv - 1)) {
|
|
continue; //do not care about this level
|
|
}
|
|
|
|
work_memory[cells[i].x + cells[i].y * y_mult + cells[i].z * z_mult] = 0;
|
|
}
|
|
}
|
|
|
|
//process in each direction
|
|
|
|
//xy->z
|
|
|
|
for (int i = 0; i < octree_size.x; i++) {
|
|
for (int j = 0; j < octree_size.y; j++) {
|
|
edt(&work_memory[i + j * y_mult], z_mult, octree_size.z);
|
|
}
|
|
}
|
|
|
|
//xz->y
|
|
|
|
for (int i = 0; i < octree_size.x; i++) {
|
|
for (int j = 0; j < octree_size.z; j++) {
|
|
edt(&work_memory[i + j * z_mult], y_mult, octree_size.y);
|
|
}
|
|
}
|
|
|
|
//yz->x
|
|
for (int i = 0; i < octree_size.y; i++) {
|
|
for (int j = 0; j < octree_size.z; j++) {
|
|
edt(&work_memory[i * y_mult + j * z_mult], 1, octree_size.x);
|
|
}
|
|
}
|
|
|
|
Vector<uint8_t> image3d;
|
|
image3d.resize(float_count);
|
|
{
|
|
uint8_t *w = image3d.ptrw();
|
|
for (uint32_t i = 0; i < float_count; i++) {
|
|
uint32_t d = uint32_t(Math::sqrt(work_memory[i]));
|
|
if (d == 0) {
|
|
w[i] = 0;
|
|
} else {
|
|
w[i] = MIN(d, 254u) + 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
return image3d;
|
|
}
|
|
|
|
#undef INF
|
|
|
|
void Voxelizer::_debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx) {
|
|
if (p_level == cell_subdiv - 1) {
|
|
Vector3 center = p_aabb.get_center();
|
|
Transform3D xform;
|
|
xform.origin = center;
|
|
xform.basis.scale(p_aabb.size * 0.5);
|
|
p_multimesh->set_instance_transform(idx, xform);
|
|
Color col;
|
|
col = Color(bake_cells[p_idx].albedo[0], bake_cells[p_idx].albedo[1], bake_cells[p_idx].albedo[2]);
|
|
//Color col = Color(bake_cells[p_idx].emission[0], bake_cells[p_idx].emission[1], bake_cells[p_idx].emission[2]);
|
|
p_multimesh->set_instance_color(idx, col);
|
|
|
|
idx++;
|
|
|
|
} else {
|
|
for (int i = 0; i < 8; i++) {
|
|
uint32_t child = bake_cells[p_idx].children[i];
|
|
|
|
if (child == CHILD_EMPTY || child >= (uint32_t)max_original_cells) {
|
|
continue;
|
|
}
|
|
|
|
AABB aabb = p_aabb;
|
|
aabb.size *= 0.5;
|
|
|
|
if (i & 1) {
|
|
aabb.position.x += aabb.size.x;
|
|
}
|
|
if (i & 2) {
|
|
aabb.position.y += aabb.size.y;
|
|
}
|
|
if (i & 4) {
|
|
aabb.position.z += aabb.size.z;
|
|
}
|
|
|
|
_debug_mesh(bake_cells[p_idx].children[i], p_level + 1, aabb, p_multimesh, idx);
|
|
}
|
|
}
|
|
}
|
|
|
|
Ref<MultiMesh> Voxelizer::create_debug_multimesh() {
|
|
Ref<MultiMesh> mm;
|
|
|
|
mm.instantiate();
|
|
|
|
mm->set_transform_format(MultiMesh::TRANSFORM_3D);
|
|
mm->set_use_colors(true);
|
|
mm->set_instance_count(leaf_voxel_count);
|
|
|
|
Ref<ArrayMesh> mesh;
|
|
mesh.instantiate();
|
|
|
|
{
|
|
Array arr;
|
|
arr.resize(Mesh::ARRAY_MAX);
|
|
|
|
Vector<Vector3> vertices;
|
|
Vector<Color> colors;
|
|
#define ADD_VTX(m_idx) \
|
|
vertices.push_back(face_points[m_idx]); \
|
|
colors.push_back(Color(1, 1, 1, 1));
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
Vector3 face_points[4];
|
|
|
|
for (int j = 0; j < 4; j++) {
|
|
real_t v[3];
|
|
v[0] = 1.0;
|
|
v[1] = 1 - 2 * ((j >> 1) & 1);
|
|
v[2] = v[1] * (1 - 2 * (j & 1));
|
|
|
|
for (int k = 0; k < 3; k++) {
|
|
if (i < 3) {
|
|
face_points[j][(i + k) % 3] = v[k];
|
|
} else {
|
|
face_points[3 - j][(i + k) % 3] = -v[k];
|
|
}
|
|
}
|
|
}
|
|
|
|
//tri 1
|
|
ADD_VTX(0);
|
|
ADD_VTX(1);
|
|
ADD_VTX(2);
|
|
//tri 2
|
|
ADD_VTX(2);
|
|
ADD_VTX(3);
|
|
ADD_VTX(0);
|
|
}
|
|
|
|
arr[Mesh::ARRAY_VERTEX] = vertices;
|
|
arr[Mesh::ARRAY_COLOR] = colors;
|
|
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
|
|
}
|
|
|
|
{
|
|
Ref<StandardMaterial3D> fsm;
|
|
fsm.instantiate();
|
|
fsm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
|
|
fsm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
|
|
fsm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
|
|
fsm->set_albedo(Color(1, 1, 1, 1));
|
|
|
|
mesh->surface_set_material(0, fsm);
|
|
}
|
|
|
|
mm->set_mesh(mesh);
|
|
|
|
int idx = 0;
|
|
_debug_mesh(0, 0, po2_bounds, mm, idx);
|
|
|
|
return mm;
|
|
}
|
|
|
|
Transform3D Voxelizer::get_to_cell_space_xform() const {
|
|
return to_cell_space;
|
|
}
|
|
|
|
Voxelizer::Voxelizer() {
|
|
}
|