virtualx-engine/modules/lightmapper_cpu/lightmapper_cpu.cpp
Hugo Locurcio 974d3aa9cd
Add a property to control the bounce indirect energy in BakedLightmap
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.
2021-07-25 03:04:40 +02:00

1678 lines
54 KiB
C++

/*************************************************************************/
/* lightmapper_cpu.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "lightmapper_cpu.h"
#include "core/math/geometry.h"
#include "core/os/os.h"
#include "core/os/threaded_array_processor.h"
#include "core/project_settings.h"
#include "modules/raycast/lightmap_raycaster.h"
Error LightmapperCPU::_layout_atlas(int p_max_size, Vector2i *r_atlas_size, int *r_atlas_slices) {
Vector2i atlas_size;
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (mesh_instances[i].generate_lightmap) {
Vector2i size = mesh_instances[i].size;
atlas_size.width = MAX(atlas_size.width, size.width + 2);
atlas_size.height = MAX(atlas_size.height, size.height + 2);
}
}
int max = nearest_power_of_2_templated(atlas_size.width);
max = MAX(max, nearest_power_of_2_templated(atlas_size.height));
if (max > p_max_size) {
return ERR_INVALID_DATA;
}
Vector2i best_atlas_size;
int best_atlas_slices = 0;
int best_atlas_memory = 0x7FFFFFFF;
float best_atlas_mem_utilization = 0;
Vector<AtlasOffset> best_atlas_offsets;
Vector<Vector2i> best_scaled_sizes;
int first_try_mem_occupied = 0;
int first_try_mem_used = 0;
for (int recovery_percent = 0; recovery_percent <= 100; recovery_percent += 10) {
// These only make sense from the second round of the loop
float recovery_scale = 1;
int target_mem_occupied = 0;
if (recovery_percent != 0) {
target_mem_occupied = first_try_mem_occupied + (first_try_mem_used - first_try_mem_occupied) * recovery_percent * 0.01f;
float new_squared_recovery_scale = static_cast<float>(target_mem_occupied) / first_try_mem_occupied;
if (new_squared_recovery_scale > 1.0f) {
recovery_scale = Math::sqrt(new_squared_recovery_scale);
}
}
atlas_size = Vector2i(max, max);
while (atlas_size.x <= p_max_size && atlas_size.y <= p_max_size) {
if (recovery_percent != 0) {
// Find out how much memory is not recoverable (because of lightmaps that can't grow),
// to compute a greater recovery scale for those that can.
int mem_unrecoverable = 0;
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (mesh_instances[i].generate_lightmap) {
Vector2i scaled_size = Vector2i(
static_cast<int>(recovery_scale * mesh_instances[i].size.x),
static_cast<int>(recovery_scale * mesh_instances[i].size.y));
if (scaled_size.x + 2 > atlas_size.x || scaled_size.y + 2 > atlas_size.y) {
mem_unrecoverable += scaled_size.x * scaled_size.y - mesh_instances[i].size.x * mesh_instances[i].size.y;
}
}
}
float new_squared_recovery_scale = static_cast<float>(target_mem_occupied - mem_unrecoverable) / (first_try_mem_occupied - mem_unrecoverable);
if (new_squared_recovery_scale > 1.0f) {
recovery_scale = Math::sqrt(new_squared_recovery_scale);
}
}
Vector<Vector2i> scaled_sizes;
scaled_sizes.resize(mesh_instances.size());
{
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (mesh_instances[i].generate_lightmap) {
if (recovery_percent == 0) {
scaled_sizes.write[i] = mesh_instances[i].size;
} else {
Vector2i scaled_size = Vector2i(
static_cast<int>(recovery_scale * mesh_instances[i].size.x),
static_cast<int>(recovery_scale * mesh_instances[i].size.y));
if (scaled_size.x + 2 <= atlas_size.x && scaled_size.y + 2 <= atlas_size.y) {
scaled_sizes.write[i] = scaled_size;
} else {
scaled_sizes.write[i] = mesh_instances[i].size;
}
}
} else {
// Don't consider meshes with no generated lightmap here; will compensate later
scaled_sizes.write[i] = Vector2i();
}
}
}
Vector<Vector2i> source_sizes;
source_sizes.resize(scaled_sizes.size());
Vector<int> source_indices;
source_indices.resize(scaled_sizes.size());
for (int i = 0; i < source_sizes.size(); i++) {
source_sizes.write[i] = scaled_sizes[i] + Vector2i(2, 2); // Add padding between lightmaps
source_indices.write[i] = i;
}
Vector<AtlasOffset> curr_atlas_offsets;
curr_atlas_offsets.resize(source_sizes.size());
int slices = 0;
while (source_sizes.size() > 0) {
Vector<Geometry::PackRectsResult> offsets = Geometry::partial_pack_rects(source_sizes, atlas_size);
Vector<int> new_indices;
Vector<Vector2i> new_sources;
for (int i = 0; i < offsets.size(); i++) {
Geometry::PackRectsResult ofs = offsets[i];
int sidx = source_indices[i];
if (ofs.packed) {
curr_atlas_offsets.write[sidx] = { slices, ofs.x + 1, ofs.y + 1 };
} else {
new_indices.push_back(sidx);
new_sources.push_back(source_sizes[i]);
}
}
source_sizes = new_sources;
source_indices = new_indices;
slices++;
}
int mem_used = atlas_size.x * atlas_size.y * slices;
int mem_occupied = 0;
for (int i = 0; i < curr_atlas_offsets.size(); i++) {
mem_occupied += scaled_sizes[i].x * scaled_sizes[i].y;
}
float mem_utilization = static_cast<float>(mem_occupied) / mem_used;
if (slices * atlas_size.y < 16384) { // Maximum Image size
if (mem_used < best_atlas_memory || (mem_used == best_atlas_memory && mem_utilization > best_atlas_mem_utilization)) {
best_atlas_size = atlas_size;
best_atlas_offsets = curr_atlas_offsets;
best_atlas_slices = slices;
best_atlas_memory = mem_used;
best_atlas_mem_utilization = mem_utilization;
best_scaled_sizes = scaled_sizes;
}
}
if (recovery_percent == 0) {
first_try_mem_occupied = mem_occupied;
first_try_mem_used = mem_used;
}
if (atlas_size.width == atlas_size.height) {
atlas_size.width *= 2;
} else {
atlas_size.height *= 2;
}
}
}
if (best_atlas_size == Vector2i()) {
return ERR_INVALID_DATA;
}
*r_atlas_size = best_atlas_size;
*r_atlas_slices = best_atlas_slices;
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (best_scaled_sizes[i] != Vector2i()) {
mesh_instances[i].size = best_scaled_sizes[i];
mesh_instances[i].offset = Vector2i(best_atlas_offsets[i].x, best_atlas_offsets[i].y);
mesh_instances[i].slice = best_atlas_offsets[i].slice;
}
}
return OK;
}
void LightmapperCPU::_thread_func_callback(void *p_thread_data) {
ThreadData *thread_data = reinterpret_cast<ThreadData *>(p_thread_data);
thread_process_array(thread_data->count, thread_data->instance, &LightmapperCPU::_thread_func_wrapper, thread_data);
}
void LightmapperCPU::_thread_func_wrapper(uint32_t p_idx, ThreadData *p_thread_data) {
if (thread_cancelled) {
return;
}
(p_thread_data->instance->*p_thread_data->thread_func)(p_idx, p_thread_data->userdata);
thread_progress++;
}
bool LightmapperCPU::_parallel_run(int p_count, const String &p_description, BakeThreadFunc p_thread_func, void *p_userdata, BakeStepFunc p_substep_func) {
bool cancelled = false;
if (p_substep_func) {
cancelled = p_substep_func(0.0f, vformat("%s (%d/%d)", p_description, 0, p_count), nullptr, false);
}
thread_progress = 0;
thread_cancelled = false;
#ifdef NO_THREAD
for (int i = 0; !cancelled && i < p_count; i++) {
(this->*p_thread_func)(i, p_userdata);
float p = float(i) / p_count;
if (p_substep_func) {
cancelled = p_substep_func(p, vformat("%s (%d/%d)", p_description, i + 1, p_count), nullptr, false);
}
}
#else
if (p_count == 0) {
return cancelled;
}
ThreadData td;
td.instance = this;
td.count = p_count;
td.thread_func = p_thread_func;
td.userdata = p_userdata;
Thread runner_thread;
runner_thread.start(_thread_func_callback, &td);
int progress = thread_progress;
while (!cancelled && progress < p_count) {
float p = float(progress) / p_count;
if (p_substep_func) {
cancelled = p_substep_func(p, vformat("%s (%d/%d)", p_description, progress + 1, p_count), nullptr, false);
}
progress = thread_progress;
}
thread_cancelled = cancelled;
runner_thread.wait_to_finish();
#endif
thread_cancelled = false;
return cancelled;
}
void LightmapperCPU::_generate_buffer(uint32_t p_idx, void *p_unused) {
const Size2i &size = mesh_instances[p_idx].size;
int buffer_size = size.x * size.y;
LocalVector<LightmapTexel> &lightmap = scene_lightmaps[p_idx];
LocalVector<int> &lightmap_indices = scene_lightmap_indices[p_idx];
lightmap_indices.resize(buffer_size);
for (unsigned int i = 0; i < lightmap_indices.size(); i++) {
lightmap_indices[i] = -1;
}
MeshData &md = mesh_instances[p_idx].data;
LocalVector<Ref<Image>> albedo_images;
LocalVector<Ref<Image>> emission_images;
for (int surface_id = 0; surface_id < md.albedo.size(); surface_id++) {
albedo_images.push_back(_init_bake_texture(md.albedo[surface_id], albedo_textures, Image::FORMAT_RGBA8));
emission_images.push_back(_init_bake_texture(md.emission[surface_id], emission_textures, Image::FORMAT_RGBH));
}
int surface_id = 0;
int surface_facecount = 0;
const Vector3 *points_ptr = md.points.ptr();
const Vector3 *normals_ptr = md.normal.ptr();
const Vector2 *uvs_ptr = md.uv.empty() ? nullptr : md.uv.ptr();
const Vector2 *uv2s_ptr = md.uv2.ptr();
for (int i = 0; i < md.points.size() / 3; i++) {
Ref<Image> albedo = albedo_images[surface_id];
Ref<Image> emission = emission_images[surface_id];
albedo->lock();
emission->lock();
_plot_triangle(&(uv2s_ptr[i * 3]), &(points_ptr[i * 3]), &(normals_ptr[i * 3]), uvs_ptr ? &(uvs_ptr[i * 3]) : nullptr, albedo, emission, size, lightmap, lightmap_indices);
albedo->unlock();
emission->unlock();
surface_facecount++;
if (surface_facecount == md.surface_facecounts[surface_id]) {
surface_id++;
surface_facecount = 0;
}
}
}
Ref<Image> LightmapperCPU::_init_bake_texture(const MeshData::TextureDef &p_texture_def, const Map<RID, Ref<Image>> &p_tex_cache, Image::Format p_default_format) {
Ref<Image> ret;
if (p_texture_def.tex_rid.is_valid()) {
ret = p_tex_cache[p_texture_def.tex_rid]->duplicate();
ret->lock();
for (int j = 0; j < ret->get_height(); j++) {
for (int i = 0; i < ret->get_width(); i++) {
ret->set_pixel(i, j, ret->get_pixel(i, j) * p_texture_def.mul + p_texture_def.add);
}
}
ret->unlock();
} else {
ret.instance();
ret->create(8, 8, false, p_default_format);
ret->fill(p_texture_def.add * p_texture_def.mul);
}
return ret;
}
Color LightmapperCPU::_bilinear_sample(const Ref<Image> &p_img, const Vector2 &p_uv, bool p_clamp_x, bool p_clamp_y) {
int width = p_img->get_width();
int height = p_img->get_height();
Vector2 uv;
uv.x = p_clamp_x ? p_uv.x : Math::fposmod(p_uv.x, 1.0f);
uv.y = p_clamp_y ? p_uv.y : Math::fposmod(p_uv.y, 1.0f);
float xf = uv.x * width;
float yf = uv.y * height;
int xi = (int)xf;
int yi = (int)yf;
Color texels[4];
for (int i = 0; i < 4; i++) {
int sample_x = xi + i % 2;
int sample_y = yi + i / 2;
sample_x = CLAMP(sample_x, 0, width - 1);
sample_y = CLAMP(sample_y, 0, height - 1);
texels[i] = p_img->get_pixel(sample_x, sample_y);
}
float tx = xf - xi;
float ty = yf - yi;
Color c = Color(0, 0, 0, 0);
for (int i = 0; i < 4; i++) {
c[i] = Math::lerp(Math::lerp(texels[0][i], texels[1][i], tx), Math::lerp(texels[2][i], texels[3][i], tx), ty);
}
return c;
}
Vector3 LightmapperCPU::_fix_sample_position(const Vector3 &p_position, const Vector3 &p_texel_center, const Vector3 &p_normal, const Vector3 &p_tangent, const Vector3 &p_bitangent, const Vector2 &p_texel_size) {
Basis tangent_basis(p_tangent, p_bitangent, p_normal);
tangent_basis.orthonormalize();
Vector2 half_size = p_texel_size / 2.0f;
Vector3 corrected = p_position;
for (int i = -1; i <= 1; i += 1) {
for (int j = -1; j <= 1; j += 1) {
if (i == 0 && j == 0) {
continue;
}
Vector3 offset = Vector3(half_size.x * i, half_size.y * j, 0.0);
Vector3 rotated_offset = tangent_basis.xform_inv(offset);
Vector3 target = p_texel_center + rotated_offset;
Vector3 ray_vector = target - corrected;
Vector3 ray_back_offset = -ray_vector.normalized() * parameters.bias / 2.0;
Vector3 ray_origin = corrected + ray_back_offset;
ray_vector = target - ray_origin;
float ray_length = ray_vector.length();
LightmapRaycaster::Ray ray(ray_origin + p_normal * parameters.bias, ray_vector.normalized(), 0.0f, ray_length + parameters.bias / 2.0);
bool hit = raycaster->intersect(ray);
if (hit) {
ray.normal.normalize();
if (ray.normal.dot(ray_vector.normalized()) > 0.0f) {
corrected = ray_origin + ray.dir * ray.tfar + ray.normal * (parameters.bias * 2.0f);
}
}
}
}
return corrected;
}
void LightmapperCPU::_plot_triangle(const Vector2 *p_vertices, const Vector3 *p_positions, const Vector3 *p_normals, const Vector2 *p_uvs, const Ref<Image> &p_albedo, const Ref<Image> &p_emission, Vector2i p_size, LocalVector<LightmapTexel> &r_lightmap, LocalVector<int> &r_lightmap_indices) {
Vector2 pv0 = p_vertices[0];
Vector2 pv1 = p_vertices[1];
Vector2 pv2 = p_vertices[2];
Vector2 v0 = pv0 * p_size;
Vector2 v1 = pv1 * p_size;
Vector2 v2 = pv2 * p_size;
Vector3 p0 = p_positions[0];
Vector3 p1 = p_positions[1];
Vector3 p2 = p_positions[2];
Vector3 n0 = p_normals[0];
Vector3 n1 = p_normals[1];
Vector3 n2 = p_normals[2];
Vector2 uv0 = p_uvs == nullptr ? Vector2(0.5f, 0.5f) : p_uvs[0];
Vector2 uv1 = p_uvs == nullptr ? Vector2(0.5f, 0.5f) : p_uvs[1];
Vector2 uv2 = p_uvs == nullptr ? Vector2(0.5f, 0.5f) : p_uvs[2];
#define edgeFunction(a, b, c) ((c)[0] - (a)[0]) * ((b)[1] - (a)[1]) - ((c)[1] - (a)[1]) * ((b)[0] - (a)[0])
if (edgeFunction(v0, v1, v2) < 0.0) {
SWAP(pv1, pv2);
SWAP(v1, v2);
SWAP(p1, p2);
SWAP(n1, n2);
SWAP(uv1, uv2);
}
Vector3 edge1 = p1 - p0;
Vector3 edge2 = p2 - p0;
Vector2 uv_edge1 = pv1 - pv0;
Vector2 uv_edge2 = pv2 - pv0;
float r = 1.0f / (uv_edge1.x * uv_edge2.y - uv_edge1.y * uv_edge2.x);
Vector3 tangent = (edge1 * uv_edge2.y - edge2 * uv_edge1.y) * r;
Vector3 bitangent = (edge2 * uv_edge1.x - edge1 * uv_edge2.x) * r;
tangent.normalize();
bitangent.normalize();
// Compute triangle bounding box
Vector2 bbox_min = Vector2(MIN(v0.x, MIN(v1.x, v2.x)), MIN(v0.y, MIN(v1.y, v2.y)));
Vector2 bbox_max = Vector2(MAX(v0.x, MAX(v1.x, v2.x)), MAX(v0.y, MAX(v1.y, v2.y)));
bbox_min = bbox_min.floor();
bbox_max = bbox_max.ceil();
uint32_t min_x = MAX(bbox_min.x - 2, 0);
uint32_t min_y = MAX(bbox_min.y - 2, 0);
uint32_t max_x = MIN(bbox_max.x, p_size.x - 1);
uint32_t max_y = MIN(bbox_max.y, p_size.y - 1);
Vector2 texel_size;
Vector2 centroid = (v0 + v1 + v2) / 3.0f;
Vector3 centroid_pos = (p0 + p1 + p2) / 3.0f;
for (int i = 0; i < 2; i++) {
Vector2 p = centroid;
p[i] += 1;
Vector3 bary = Geometry::barycentric_coordinates_2d(p, v0, v1, v2);
if (bary.length() <= 1.0) {
Vector3 pos = p0 * bary[0] + p1 * bary[1] + p2 * bary[2];
texel_size[i] = centroid_pos.distance_to(pos);
}
}
Vector<Vector2> pixel_polygon;
pixel_polygon.resize(4);
static const Vector2 corners[4] = { Vector2(0, 0), Vector2(0, 1), Vector2(1, 1), Vector2(1, 0) };
Vector<Vector2> triangle_polygon;
triangle_polygon.push_back(v0);
triangle_polygon.push_back(v1);
triangle_polygon.push_back(v2);
for (uint32_t j = min_y; j <= max_y; ++j) {
for (uint32_t i = min_x; i <= max_x; i++) {
int ofs = j * p_size.x + i;
int texel_idx = r_lightmap_indices[ofs];
if (texel_idx >= 0 && r_lightmap[texel_idx].area_coverage >= 0.5f) {
continue;
}
Vector3 barycentric_coords;
float area_coverage = 0.0f;
bool intersected = false;
for (int k = 0; k < 4; k++) {
pixel_polygon.write[k] = Vector2(i, j) + corners[k];
}
const float max_dist = 0.05;
bool v0eqv1 = v0.distance_squared_to(v1) < max_dist;
bool v1eqv2 = v1.distance_squared_to(v2) < max_dist;
bool v2eqv0 = v2.distance_squared_to(v0) < max_dist;
if (v0eqv1 && v1eqv2 && v2eqv0) {
intersected = true;
barycentric_coords = Vector3(1, 0, 0);
} else if (v0eqv1 || v1eqv2 || v2eqv0) {
Vector<Vector2> segment;
segment.resize(2);
if (v0eqv1) {
segment.write[0] = v0;
segment.write[1] = v2;
} else if (v1eqv2) {
segment.write[0] = v1;
segment.write[1] = v0;
} else {
segment.write[0] = v0;
segment.write[1] = v1;
}
Vector<Vector<Vector2>> intersected_segments = Geometry::intersect_polyline_with_polygon_2d(segment, pixel_polygon);
ERR_FAIL_COND_MSG(intersected_segments.size() > 1, "[Lightmapper] Itersecting a segment and a convex polygon should give at most one segment.");
if (!intersected_segments.empty()) {
const Vector<Vector2> &intersected_segment = intersected_segments[0];
ERR_FAIL_COND_MSG(intersected_segment.size() != 2, "[Lightmapper] Itersecting a segment and a convex polygon should give at most one segment.");
Vector2 sample_pos = (intersected_segment[0] + intersected_segment[1]) / 2.0f;
float u = (segment[0].distance_to(sample_pos)) / (segment[0].distance_to(segment[1]));
float v = (1.0f - u) / 2.0f;
intersected = true;
if (v0eqv1) {
barycentric_coords = Vector3(v, v, u);
} else if (v1eqv2) {
barycentric_coords = Vector3(u, v, v);
} else {
barycentric_coords = Vector3(v, u, v);
}
}
} else if (edgeFunction(v0, v1, v2) < 0.005) {
Vector2 direction = v0 - v1;
Vector2 perpendicular = Vector2(direction.y, -direction.x);
Vector<Vector2> line;
int middle_vertex;
if (SGN(edgeFunction(v0, v0 + perpendicular, v1)) != SGN(edgeFunction(v0, v0 + perpendicular, v2))) {
line.push_back(v1);
line.push_back(v2);
middle_vertex = 0;
} else if (SGN(edgeFunction(v1, v1 + perpendicular, v0)) != SGN(edgeFunction(v1, v1 + perpendicular, v2))) {
line.push_back(v0);
line.push_back(v2);
middle_vertex = 1;
} else {
line.push_back(v0);
line.push_back(v1);
middle_vertex = 2;
}
Vector<Vector<Vector2>> intersected_lines = Geometry::intersect_polyline_with_polygon_2d(line, pixel_polygon);
ERR_FAIL_COND_MSG(intersected_lines.size() > 1, "[Lightmapper] Itersecting a line and a convex polygon should give at most one line.");
if (!intersected_lines.empty()) {
intersected = true;
const Vector<Vector2> &intersected_line = intersected_lines[0];
Vector2 sample_pos = (intersected_line[0] + intersected_line[1]) / 2.0f;
float line_length = line[0].distance_to(line[1]);
float norm = line[0].distance_to(sample_pos) / line_length;
if (middle_vertex == 0) {
barycentric_coords = Vector3(0.0f, 1.0f - norm, norm);
} else if (middle_vertex == 1) {
barycentric_coords = Vector3(1.0f - norm, 0.0f, norm);
} else {
barycentric_coords = Vector3(1.0f - norm, norm, 0.0f);
}
}
} else {
Vector<Vector<Vector2>> intersected_polygons = Geometry::intersect_polygons_2d(pixel_polygon, triangle_polygon);
ERR_FAIL_COND_MSG(intersected_polygons.size() > 1, "[Lightmapper] Itersecting two convex polygons should give at most one polygon.");
if (!intersected_polygons.empty()) {
const Vector<Vector2> &intersected_polygon = intersected_polygons[0];
// do centroid sampling
Vector2 sample_pos = intersected_polygon[0];
Vector2 area_center = Vector2(i, j) + Vector2(0.5f, 0.5f);
float intersected_area = (intersected_polygon[0] - area_center).cross(intersected_polygon[intersected_polygon.size() - 1] - area_center);
for (int k = 1; k < intersected_polygon.size(); k++) {
sample_pos += intersected_polygon[k];
intersected_area += (intersected_polygon[k] - area_center).cross(intersected_polygon[k - 1] - area_center);
}
if (intersected_area != 0.0f) {
sample_pos /= intersected_polygon.size();
barycentric_coords = Geometry::barycentric_coordinates_2d(sample_pos, v0, v1, v2);
intersected = true;
area_coverage = ABS(intersected_area) / 2.0f;
}
}
if (!intersected) {
for (int k = 0; k < 4; ++k) {
for (int l = 0; l < 3; ++l) {
Vector2 intersection_point;
if (Geometry::segment_intersects_segment_2d(pixel_polygon[k], pixel_polygon[(k + 1) % 4], triangle_polygon[l], triangle_polygon[(l + 1) % 3], &intersection_point)) {
intersected = true;
barycentric_coords = Geometry::barycentric_coordinates_2d(intersection_point, v0, v1, v2);
break;
}
}
if (intersected) {
break;
}
}
}
}
if (texel_idx >= 0 && area_coverage < r_lightmap[texel_idx].area_coverage) {
continue; // A previous triangle gives better pixel coverage
}
Vector2 pixel = Vector2(i, j);
if (!intersected && v0.floor() == pixel) {
intersected = true;
barycentric_coords = Vector3(1, 0, 0);
}
if (!intersected && v1.floor() == pixel) {
intersected = true;
barycentric_coords = Vector3(0, 1, 0);
}
if (!intersected && v2.floor() == pixel) {
intersected = true;
barycentric_coords = Vector3(0, 0, 1);
}
if (!intersected) {
continue;
}
if (Math::is_nan(barycentric_coords.x) || Math::is_nan(barycentric_coords.y) || Math::is_nan(barycentric_coords.z)) {
continue;
}
if (Math::is_inf(barycentric_coords.x) || Math::is_inf(barycentric_coords.y) || Math::is_inf(barycentric_coords.z)) {
continue;
}
r_lightmap_indices[ofs] = r_lightmap.size();
Vector3 pos = p0 * barycentric_coords[0] + p1 * barycentric_coords[1] + p2 * barycentric_coords[2];
Vector3 normal = n0 * barycentric_coords[0] + n1 * barycentric_coords[1] + n2 * barycentric_coords[2];
Vector2 uv = uv0 * barycentric_coords[0] + uv1 * barycentric_coords[1] + uv2 * barycentric_coords[2];
Color c = _bilinear_sample(p_albedo, uv);
Color e = _bilinear_sample(p_emission, uv);
Vector2 texel_center = Vector2(i, j) + Vector2(0.5f, 0.5f);
Vector3 texel_center_bary = Geometry::barycentric_coordinates_2d(texel_center, v0, v1, v2);
if (texel_center_bary.length_squared() <= 1.3 && !Math::is_nan(texel_center_bary.x) && !Math::is_nan(texel_center_bary.y) && !Math::is_nan(texel_center_bary.z) && !Math::is_inf(texel_center_bary.x) && !Math::is_inf(texel_center_bary.y) && !Math::is_inf(texel_center_bary.z)) {
Vector3 texel_center_pos = p0 * texel_center_bary[0] + p1 * texel_center_bary[1] + p2 * texel_center_bary[2];
pos = _fix_sample_position(pos, texel_center_pos, normal, tangent, bitangent, texel_size);
}
LightmapTexel texel;
texel.normal = normal.normalized();
texel.pos = pos;
texel.albedo = Vector3(c.r, c.g, c.b);
texel.alpha = c.a;
texel.emission = Vector3(e.r, e.g, e.b);
texel.area_coverage = area_coverage;
r_lightmap.push_back(texel);
}
}
}
_ALWAYS_INLINE_ float uniform_rand() {
/* Algorithm "xor" from p. 4 of Marsaglia, "Xorshift RNGs" */
static thread_local uint32_t state = Math::rand();
state ^= state << 13;
state ^= state >> 17;
state ^= state << 5;
/* implicit conversion from 'unsigned int' to 'float' changes value from 4294967295 to 4294967296 */
return float(state) / float(UINT32_MAX);
}
void LightmapperCPU::_compute_direct_light(uint32_t p_idx, void *r_lightmap) {
LightmapTexel *lightmap = (LightmapTexel *)r_lightmap;
for (unsigned int i = 0; i < lights.size(); ++i) {
const Light &light = lights[i];
Vector3 normal = lightmap[p_idx].normal;
Vector3 position = lightmap[p_idx].pos;
Color c = light.color;
Vector3 light_energy = Vector3(c.r, c.g, c.b) * light.energy;
Vector3 light_to_point = light.direction;
if (light.type == LIGHT_TYPE_OMNI || light.type == LIGHT_TYPE_SPOT) {
light_to_point = (position - light.position).normalized();
}
if (normal.dot(light_to_point) >= 0.0) {
continue;
}
float dist;
float attenuation;
float soft_shadowing_disk_size;
if (light.type == LIGHT_TYPE_OMNI || light.type == LIGHT_TYPE_SPOT) {
dist = position.distance_to(light.position);
if (dist > light.range) {
continue;
}
soft_shadowing_disk_size = light.size / dist;
if (light.type == LIGHT_TYPE_OMNI) {
attenuation = powf(1.0 - dist / light.range, light.attenuation);
} else /* (light.type == LIGHT_TYPE_SPOT) */ {
float angle = Math::acos(light.direction.dot(light_to_point));
if (angle > light.spot_angle) {
continue;
}
float normalized_dist = dist * (1.0f / MAX(0.001f, light.range));
float norm_light_attenuation = Math::pow(MAX(1.0f - normalized_dist, 0.001f), light.attenuation);
float spot_cutoff = Math::cos(light.spot_angle);
float scos = MAX(light_to_point.dot(light.direction), spot_cutoff);
float spot_rim = (1.0f - scos) / (1.0f - spot_cutoff);
attenuation = norm_light_attenuation * (1.0f - pow(MAX(spot_rim, 0.001f), light.spot_attenuation));
}
} else /*if (light.type == LIGHT_TYPE_DIRECTIONAL)*/ {
dist = INFINITY;
attenuation = 1.0f;
soft_shadowing_disk_size = light.size;
}
float penumbra = 0.0f;
if (light.size > 0.0) {
Vector3 light_to_point_tan;
Vector3 light_to_point_bitan;
if (light.type == LIGHT_TYPE_OMNI || light.type == LIGHT_TYPE_SPOT) {
light_to_point = (position - light.position).normalized();
Vector3 aux = light_to_point.y < 0.777 ? Vector3(0, 1, 0) : Vector3(1, 0, 0);
light_to_point_tan = light_to_point.cross(aux).normalized();
light_to_point_bitan = light_to_point.cross(light_to_point_tan).normalized();
} else /*if (light.type == LIGHT_TYPE_DIRECTIONAL)*/ {
Vector3 aux = light_to_point.y < 0.777 ? Vector3(0, 1, 0) : Vector3(1, 0, 0);
light_to_point_tan = light_to_point.cross(aux).normalized();
light_to_point_bitan = light_to_point.cross(light_to_point_tan).normalized();
}
const static int shadowing_rays_check_penumbra_denom = 2;
int shadowing_ray_count = parameters.samples;
int hits = 0;
Vector3 light_disk_to_point = light_to_point;
for (int j = 0; j < shadowing_ray_count; j++) {
// Optimization:
// Once already casted an important proportion of rays, if all are hits or misses,
// assume we're not in the penumbra so we can infer the rest would have the same result
if (j == shadowing_ray_count / shadowing_rays_check_penumbra_denom) {
if (hits == j) {
// Assume totally lit
hits = shadowing_ray_count;
break;
} else if (hits == 0) {
// Assume totally dark
hits = 0;
break;
}
}
float r = uniform_rand();
float a = uniform_rand() * Math_TAU;
Vector2 disk_sample = (r * Vector2(Math::cos(a), Math::sin(a))) * soft_shadowing_disk_size;
light_disk_to_point = (light_to_point + disk_sample.x * light_to_point_tan + disk_sample.y * light_to_point_bitan).normalized();
LightmapRaycaster::Ray ray = LightmapRaycaster::Ray(position, -light_disk_to_point, parameters.bias, dist);
if (raycaster->intersect(ray)) {
continue;
}
hits++;
}
penumbra = (float)hits / shadowing_ray_count;
} else {
LightmapRaycaster::Ray ray = LightmapRaycaster::Ray(position, -light_to_point, parameters.bias, dist);
if (!raycaster->intersect(ray)) {
penumbra = 1.0f;
}
}
Vector3 final_energy = attenuation * penumbra * light_energy * MAX(0, normal.dot(-light_to_point));
lightmap[p_idx].direct_light += final_energy * light.indirect_multiplier;
if (light.bake_direct) {
lightmap[p_idx].output_light += final_energy;
}
}
}
void LightmapperCPU::_compute_indirect_light(uint32_t p_idx, void *r_lightmap) {
LightmapTexel *lightmap = (LightmapTexel *)r_lightmap;
LightmapTexel &texel = lightmap[p_idx];
Vector3 accum;
const Vector3 const_forward = Vector3(0, 0, 1);
const Vector3 const_up = Vector3(0, 1, 0);
for (int i = 0; i < parameters.samples; i++) {
Vector3 color;
Vector3 throughput = Vector3(1.0f, 1.0f, 1.0f);
Vector3 position = texel.pos;
Vector3 normal = texel.normal;
Vector3 direction;
for (int depth = 0; depth < parameters.bounces; depth++) {
Vector3 tangent = const_forward.cross(normal);
if (unlikely(tangent.length_squared() < 0.005f)) {
tangent = const_up.cross(normal);
}
tangent.normalize();
Vector3 bitangent = tangent.cross(normal);
bitangent.normalize();
Basis normal_xform = Basis(tangent, bitangent, normal);
normal_xform.transpose();
float u1 = uniform_rand();
float u2 = uniform_rand();
float radius = Math::sqrt(u1);
float theta = Math_TAU * u2;
Vector3 axis = Vector3(radius * Math::cos(theta), radius * Math::sin(theta), Math::sqrt(MAX(0.0f, 1.0f - u1)));
direction = normal_xform.xform(axis);
// We can skip multiplying throughput by cos(theta) because de sampling PDF is also cos(theta) and they cancel each other
//float pdf = normal.dot(direction);
//throughput *= normal.dot(direction)/pdf;
LightmapRaycaster::Ray ray(position, direction, parameters.bias);
bool hit = raycaster->intersect(ray);
if (!hit) {
if (parameters.environment_panorama.is_valid()) {
direction = parameters.environment_transform.xform_inv(direction);
Vector2 st = Vector2(Math::atan2(direction.z, direction.x), Math::acos(direction.y));
if (Math::is_nan(st.y)) {
st.y = direction.y > 0.0 ? 0.0 : Math_PI;
}
st.x += Math_PI;
st /= Vector2(Math_TAU, Math_PI);
st.x = Math::fmod(st.x + 0.75, 1.0);
Color c = _bilinear_sample(parameters.environment_panorama, st, false, true);
color += throughput * Vector3(c.r, c.g, c.b) * c.a;
}
break;
}
unsigned int hit_mesh_id = ray.geomID;
const Vector2i &size = mesh_instances[hit_mesh_id].size;
int x = CLAMP(ray.u * size.x, 0, size.x - 1);
int y = CLAMP(ray.v * size.y, 0, size.y - 1);
const int idx = scene_lightmap_indices[hit_mesh_id][y * size.x + x];
if (idx < 0) {
break;
}
const LightmapTexel &sample = scene_lightmaps[hit_mesh_id][idx];
if (sample.normal.dot(ray.dir) > 0.0 && !no_shadow_meshes.has(hit_mesh_id)) {
// We hit a back-face
break;
}
color += throughput * sample.emission;
throughput *= sample.albedo;
color += throughput * sample.direct_light * parameters.bounce_indirect_energy;
// Russian Roulette
// https://computergraphics.stackexchange.com/questions/2316/is-russian-roulette-really-the-answer
const float p = throughput[throughput.max_axis()];
if (uniform_rand() > p) {
break;
}
throughput *= 1.0f / p;
position = sample.pos;
normal = sample.normal;
}
accum += color;
}
texel.output_light += accum / parameters.samples;
}
void LightmapperCPU::_post_process(uint32_t p_idx, void *r_output) {
const MeshInstance &mesh = mesh_instances[p_idx];
if (!mesh.generate_lightmap) {
return;
}
LocalVector<int> &indices = scene_lightmap_indices[p_idx];
LocalVector<LightmapTexel> &lightmap = scene_lightmaps[p_idx];
Vector3 *output = ((LocalVector<Vector3> *)r_output)[p_idx].ptr();
Vector2i size = mesh.size;
// Blit texels to buffer
const int margin = 4;
for (int i = 0; i < size.y; i++) {
for (int j = 0; j < size.x; j++) {
int idx = indices[i * size.x + j];
if (idx >= 0) {
output[i * size.x + j] = lightmap[idx].output_light;
continue; // filled, skip
}
int closest_idx = -1;
float closest_dist = 1e20;
for (int y = i - margin; y <= i + margin; y++) {
for (int x = j - margin; x <= j + margin; x++) {
if (x == j && y == i) {
continue;
}
if (x < 0 || x >= size.x) {
continue;
}
if (y < 0 || y >= size.y) {
continue;
}
int cell_idx = indices[y * size.x + x];
if (cell_idx < 0) {
continue; //also ensures that blitted stuff is not reused
}
float dist = Vector2(i - y, j - x).length_squared();
if (dist < closest_dist) {
closest_dist = dist;
closest_idx = cell_idx;
}
}
}
if (closest_idx != -1) {
output[i * size.x + j] = lightmap[closest_idx].output_light;
}
}
}
lightmap.clear();
LocalVector<UVSeam> seams;
_compute_seams(mesh, seams);
_fix_seams(seams, output, size);
_dilate_lightmap(output, indices, size, margin);
if (parameters.use_denoiser) {
Ref<LightmapDenoiser> denoiser = LightmapDenoiser::create();
if (denoiser.is_valid()) {
int data_size = size.x * size.y * sizeof(Vector3);
Ref<Image> current_image;
current_image.instance();
{
PoolByteArray data;
data.resize(data_size);
PoolByteArray::Write w = data.write();
memcpy(w.ptr(), output, data_size);
current_image->create(size.x, size.y, false, Image::FORMAT_RGBF, data);
}
Ref<Image> denoised_image = denoiser->denoise_image(current_image);
PoolByteArray denoised_data = denoised_image->get_data();
denoised_image.unref();
PoolByteArray::Read r = denoised_data.read();
memcpy(output, r.ptr(), data_size);
}
}
_dilate_lightmap(output, indices, size, margin);
_fix_seams(seams, output, size);
_dilate_lightmap(output, indices, size, margin);
indices.clear();
}
void LightmapperCPU::_compute_seams(const MeshInstance &p_mesh, LocalVector<UVSeam> &r_seams) {
float max_uv_distance = 1.0f / MAX(p_mesh.size.x, p_mesh.size.y);
max_uv_distance *= max_uv_distance; // We use distance_to_squared(), so we need to square the max distance as well
float max_pos_distance = 0.00025f;
float max_normal_distance = 0.05f;
const Vector<Vector3> &points = p_mesh.data.points;
const Vector<Vector2> &uv2s = p_mesh.data.uv2;
const Vector<Vector3> &normals = p_mesh.data.normal;
LocalVector<SeamEdge> edges;
edges.resize(points.size()); // One edge per vertex
for (int i = 0; i < points.size(); i += 3) {
Vector3 triangle_vtxs[3] = { points[i + 0], points[i + 1], points[i + 2] };
Vector2 triangle_uvs[3] = { uv2s[i + 0], uv2s[i + 1], uv2s[i + 2] };
Vector3 triangle_normals[3] = { normals[i + 0], normals[i + 1], normals[i + 2] };
for (int k = 0; k < 3; k++) {
int idx[2];
idx[0] = k;
idx[1] = (k + 1) % 3;
if (triangle_vtxs[idx[1]] < triangle_vtxs[idx[0]]) {
SWAP(idx[0], idx[1]);
}
SeamEdge e;
for (int l = 0; l < 2; ++l) {
e.pos[l] = triangle_vtxs[idx[l]];
e.uv[l] = triangle_uvs[idx[l]];
e.normal[l] = triangle_normals[idx[l]];
}
edges[i + k] = e;
}
}
edges.sort();
for (unsigned int j = 0; j < edges.size(); j++) {
const SeamEdge &edge0 = edges[j];
if (edge0.uv[0].distance_squared_to(edge0.uv[1]) < 0.001) {
continue;
}
if (edge0.pos[0].distance_squared_to(edge0.pos[1]) < 0.001) {
continue;
}
for (unsigned int k = j + 1; k < edges.size() && edges[k].pos[0].x < (edge0.pos[0].x + max_pos_distance * 1.1f); k++) {
const SeamEdge &edge1 = edges[k];
if (edge1.uv[0].distance_squared_to(edge1.uv[1]) < 0.001) {
continue;
}
if (edge1.pos[0].distance_squared_to(edge1.pos[1]) < 0.001) {
continue;
}
if (edge0.uv[0].distance_squared_to(edge1.uv[0]) < max_uv_distance && edge0.uv[1].distance_squared_to(edge1.uv[1]) < max_uv_distance) {
continue;
}
if (edge0.pos[0].distance_squared_to(edge1.pos[0]) > max_pos_distance || edge0.pos[1].distance_squared_to(edge1.pos[1]) > max_pos_distance) {
continue;
}
if (edge0.normal[0].distance_squared_to(edge1.normal[0]) > max_normal_distance || edge0.normal[1].distance_squared_to(edge1.normal[1]) > max_normal_distance) {
continue;
}
UVSeam s;
s.edge0[0] = edge0.uv[0];
s.edge0[1] = edge0.uv[1];
s.edge1[0] = edge1.uv[0];
s.edge1[1] = edge1.uv[1];
r_seams.push_back(s);
}
}
}
void LightmapperCPU::_fix_seams(const LocalVector<UVSeam> &p_seams, Vector3 *r_lightmap, Vector2i p_size) {
LocalVector<Vector3> extra_buffer;
extra_buffer.resize(p_size.x * p_size.y);
memcpy(extra_buffer.ptr(), r_lightmap, p_size.x * p_size.y * sizeof(Vector3));
Vector3 *read_ptr = extra_buffer.ptr();
Vector3 *write_ptr = r_lightmap;
for (int i = 0; i < 5; i++) {
for (unsigned int j = 0; j < p_seams.size(); j++) {
_fix_seam(p_seams[j].edge0[0], p_seams[j].edge0[1], p_seams[j].edge1[0], p_seams[j].edge1[1], read_ptr, write_ptr, p_size);
_fix_seam(p_seams[j].edge1[0], p_seams[j].edge1[1], p_seams[j].edge0[0], p_seams[j].edge0[1], read_ptr, write_ptr, p_size);
}
memcpy(read_ptr, write_ptr, p_size.x * p_size.y * sizeof(Vector3));
}
}
void LightmapperCPU::_fix_seam(const Vector2 &p_pos0, const Vector2 &p_pos1, const Vector2 &p_uv0, const Vector2 &p_uv1, const Vector3 *p_read_buffer, Vector3 *r_write_buffer, const Vector2i &p_size) {
Vector2 line[2];
line[0] = p_pos0 * p_size;
line[1] = p_pos1 * p_size;
const Vector2i start_pixel = line[0].floor();
const Vector2i end_pixel = line[1].floor();
Vector2 seam_dir = (line[1] - line[0]).normalized();
Vector2 t_delta = Vector2(1.0f / Math::abs(seam_dir.x), 1.0f / Math::abs(seam_dir.y));
Vector2i step = Vector2(seam_dir.x > 0 ? 1 : (seam_dir.x < 0 ? -1 : 0), seam_dir.y > 0 ? 1 : (seam_dir.y < 0 ? -1 : 0));
Vector2 t_next = Vector2(Math::fmod(line[0].x, 1.0f), Math::fmod(line[0].y, 1.0f));
if (step.x == 1) {
t_next.x = 1.0f - t_next.x;
}
if (step.y == 1) {
t_next.y = 1.0f - t_next.y;
}
t_next.x /= Math::abs(seam_dir.x);
t_next.y /= Math::abs(seam_dir.y);
if (Math::is_nan(t_next.x)) {
t_next.x = 1e20f;
}
if (Math::is_nan(t_next.y)) {
t_next.y = 1e20f;
}
Vector2i pixel = start_pixel;
Vector2 start_p = start_pixel;
float line_length = line[0].distance_to(line[1]);
if (line_length == 0.0f) {
return;
}
while (start_p.distance_to(pixel) < line_length + 1.0f) {
Vector2 current_point = Vector2(pixel) + Vector2(0.5f, 0.5f);
current_point = Geometry::get_closest_point_to_segment_2d(current_point, line);
float t = line[0].distance_to(current_point) / line_length;
Vector2 current_uv = p_uv0 * (1.0 - t) + p_uv1 * t;
Vector2i sampled_point = (current_uv * p_size).floor();
Vector3 current_color = r_write_buffer[pixel.y * p_size.x + pixel.x];
Vector3 sampled_color = p_read_buffer[sampled_point.y * p_size.x + sampled_point.x];
r_write_buffer[pixel.y * p_size.x + pixel.x] = current_color * 0.6f + sampled_color * 0.4f;
if (pixel == end_pixel) {
break;
}
if (t_next.x < t_next.y) {
pixel.x += step.x;
t_next.x += t_delta.x;
} else {
pixel.y += step.y;
t_next.y += t_delta.y;
}
}
}
void LightmapperCPU::_dilate_lightmap(Vector3 *r_lightmap, const LocalVector<int> p_indices, Vector2i p_size, int margin) {
for (int i = 0; i < p_size.y; i++) {
for (int j = 0; j < p_size.x; j++) {
int idx = p_indices[i * p_size.x + j];
if (idx >= 0) {
continue; //filled, skip
}
Vector2i closest;
float closest_dist = 1e20;
for (int y = i - margin; y <= i + margin; y++) {
for (int x = j - margin; x <= j + margin; x++) {
if (x == j && y == i) {
continue;
}
if (x < 0 || x >= p_size.x) {
continue;
}
if (y < 0 || y >= p_size.y) {
continue;
}
int cell_idx = p_indices[y * p_size.x + x];
if (cell_idx < 0) {
continue; //also ensures that blitted stuff is not reused
}
float dist = Vector2(i - y, j - x).length_squared();
if (dist < closest_dist) {
closest_dist = dist;
closest = Vector2(x, y);
}
}
}
if (closest_dist < 1e20) {
r_lightmap[i * p_size.x + j] = r_lightmap[closest.y * p_size.x + closest.x];
}
}
}
}
void LightmapperCPU::_blit_lightmap(const Vector<Vector3> &p_src, const Vector2i &p_size, Ref<Image> &p_dst, int p_x, int p_y, bool p_with_padding) {
int padding = p_with_padding ? 1 : 0;
ERR_FAIL_COND(p_x < padding || p_y < padding);
ERR_FAIL_COND(p_x + p_size.x > p_dst->get_width() - padding);
ERR_FAIL_COND(p_y + p_size.y > p_dst->get_height() - padding);
p_dst->lock();
for (int y = 0; y < p_size.y; y++) {
const Vector3 *__restrict src = p_src.ptr() + y * p_size.x;
for (int x = 0; x < p_size.x; x++) {
p_dst->set_pixel(p_x + x, p_y + y, Color(src->x, src->y, src->z));
src++;
}
}
if (p_with_padding) {
for (int y = -1; y < p_size.y + 1; y++) {
int yy = CLAMP(y, 0, p_size.y - 1);
int idx_left = yy * p_size.x;
int idx_right = idx_left + p_size.x - 1;
p_dst->set_pixel(p_x - 1, p_y + y, Color(p_src[idx_left].x, p_src[idx_left].y, p_src[idx_left].z));
p_dst->set_pixel(p_x + p_size.x, p_y + y, Color(p_src[idx_right].x, p_src[idx_right].y, p_src[idx_right].z));
}
for (int x = -1; x < p_size.x + 1; x++) {
int xx = CLAMP(x, 0, p_size.x - 1);
int idx_top = xx;
int idx_bot = idx_top + (p_size.y - 1) * p_size.x;
p_dst->set_pixel(p_x + x, p_y - 1, Color(p_src[idx_top].x, p_src[idx_top].y, p_src[idx_top].z));
p_dst->set_pixel(p_x + x, p_y + p_size.y, Color(p_src[idx_bot].x, p_src[idx_bot].y, p_src[idx_bot].z));
}
}
p_dst->unlock();
}
LightmapperCPU::BakeError LightmapperCPU::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, void *p_bake_userdata, BakeStepFunc p_substep_function) {
if (p_step_function) {
bool cancelled = p_step_function(0.0, TTR("Begin Bake"), p_bake_userdata, true);
if (cancelled) {
return BAKE_ERROR_USER_ABORTED;
}
}
raycaster = LightmapRaycaster::create();
ERR_FAIL_COND_V(raycaster.is_null(), BAKE_ERROR_NO_RAYCASTER);
// Collect parameters
parameters.use_denoiser = p_use_denoiser;
parameters.bias = p_bias;
parameters.bounces = p_bounces;
parameters.bounce_indirect_energy = p_bounce_indirect_energy;
parameters.environment_transform = p_environment_transform;
parameters.environment_panorama = p_environment_panorama;
switch (p_quality) {
case BAKE_QUALITY_LOW: {
parameters.samples = GLOBAL_GET("rendering/cpu_lightmapper/quality/low_quality_ray_count");
} break;
case BAKE_QUALITY_MEDIUM: {
parameters.samples = GLOBAL_GET("rendering/cpu_lightmapper/quality/medium_quality_ray_count");
} break;
case BAKE_QUALITY_HIGH: {
parameters.samples = GLOBAL_GET("rendering/cpu_lightmapper/quality/high_quality_ray_count");
} break;
case BAKE_QUALITY_ULTRA: {
parameters.samples = GLOBAL_GET("rendering/cpu_lightmapper/quality/ultra_quality_ray_count");
} break;
}
bake_textures.clear();
if (p_step_function) {
bool cancelled = p_step_function(0.1, TTR("Preparing data structures"), p_bake_userdata, true);
if (cancelled) {
return BAKE_ERROR_USER_ABORTED;
}
}
bool has_baked_mesh = false;
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (mesh_instances[i].generate_lightmap) {
has_baked_mesh = true;
}
raycaster->add_mesh(mesh_instances[i].data.points, mesh_instances[i].data.normal, mesh_instances[i].data.uv2, i);
}
if (!has_baked_mesh) {
return BAKE_ERROR_NO_MESHES;
}
raycaster->commit();
scene_lightmaps.resize(mesh_instances.size());
scene_lightmap_indices.resize(mesh_instances.size());
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (!mesh_instances[i].cast_shadows) {
no_shadow_meshes.insert(i);
}
}
raycaster->set_mesh_filter(no_shadow_meshes);
Vector2i atlas_size = Vector2i(-1, -1);
int atlas_slices = -1;
if (p_generate_atlas) {
Error err = _layout_atlas(p_max_texture_size, &atlas_size, &atlas_slices);
if (err != OK) {
return BAKE_ERROR_LIGHTMAP_TOO_SMALL;
}
}
if (p_step_function) {
bool cancelled = p_step_function(0.2, TTR("Generate buffers"), p_bake_userdata, true);
if (cancelled) {
return BAKE_ERROR_USER_ABORTED;
}
}
if (_parallel_run(mesh_instances.size(), "Rasterizing meshes", &LightmapperCPU::_generate_buffer, nullptr, p_substep_function)) {
return BAKE_ERROR_USER_ABORTED;
}
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
const Size2i &size = mesh_instances[i].size;
bool has_alpha = false;
PoolVector<uint8_t> alpha_data;
alpha_data.resize(size.x * size.y);
{
PoolVector<uint8_t>::Write w = alpha_data.write();
for (unsigned int j = 0; j < scene_lightmap_indices[i].size(); ++j) {
int idx = scene_lightmap_indices[i][j];
uint8_t alpha = 0;
if (idx >= 0) {
alpha = CLAMP(scene_lightmaps[i][idx].alpha * 255, 0, 255);
if (alpha < 255) {
has_alpha = true;
}
}
w[j] = alpha;
}
}
if (has_alpha) {
Ref<Image> alpha_texture;
alpha_texture.instance();
alpha_texture->create(size.x, size.y, false, Image::FORMAT_L8, alpha_data);
raycaster->set_mesh_alpha_texture(alpha_texture, i);
}
}
albedo_textures.clear();
emission_textures.clear();
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (p_step_function) {
float p = float(i) / mesh_instances.size();
bool cancelled = p_step_function(0.2 + p * 0.2, vformat("%s (%d/%d)", TTR("Direct lighting"), i, mesh_instances.size()), p_bake_userdata, false);
if (cancelled) {
return BAKE_ERROR_USER_ABORTED;
}
}
if (_parallel_run(scene_lightmaps[i].size(), "Computing direct light", &LightmapperCPU::_compute_direct_light, scene_lightmaps[i].ptr(), p_substep_function)) {
return BAKE_ERROR_USER_ABORTED;
}
}
raycaster->clear_mesh_filter();
int n_lit_meshes = 0;
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (mesh_instances[i].generate_lightmap) {
n_lit_meshes++;
}
}
if (parameters.environment_panorama.is_valid()) {
parameters.environment_panorama->lock();
}
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (!mesh_instances[i].generate_lightmap) {
continue;
}
if (p_step_function) {
float p = float(i) / n_lit_meshes;
bool cancelled = p_step_function(0.4 + p * 0.4, vformat("%s (%d/%d)", TTR("Indirect lighting"), i, mesh_instances.size()), p_bake_userdata, false);
if (cancelled) {
return BAKE_ERROR_USER_ABORTED;
}
}
if (!scene_lightmaps[i].empty()) {
if (_parallel_run(scene_lightmaps[i].size(), "Computing indirect light", &LightmapperCPU::_compute_indirect_light, scene_lightmaps[i].ptr(), p_substep_function)) {
return BAKE_ERROR_USER_ABORTED;
}
}
}
if (parameters.environment_panorama.is_valid()) {
parameters.environment_panorama->unlock();
}
raycaster.unref(); // Not needed anymore, free some memory.
LocalVector<LocalVector<Vector3>> lightmaps_data;
lightmaps_data.resize(mesh_instances.size());
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (mesh_instances[i].generate_lightmap) {
const Vector2i size = mesh_instances[i].size;
lightmaps_data[i].resize(size.x * size.y);
}
}
if (p_step_function) {
bool cancelled = p_step_function(0.8, TTR("Post processing"), p_bake_userdata, true);
if (cancelled) {
return BAKE_ERROR_USER_ABORTED;
}
}
if (_parallel_run(mesh_instances.size(), "Denoise & fix seams", &LightmapperCPU::_post_process, lightmaps_data.ptr(), p_substep_function)) {
return BAKE_ERROR_USER_ABORTED;
}
if (p_generate_atlas) {
bake_textures.resize(atlas_slices);
for (int i = 0; i < atlas_slices; i++) {
Ref<Image> image;
image.instance();
image->create(atlas_size.x, atlas_size.y, false, Image::FORMAT_RGBH);
bake_textures[i] = image;
}
} else {
bake_textures.resize(mesh_instances.size());
Set<String> used_mesh_names;
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (!mesh_instances[i].generate_lightmap) {
continue;
}
String mesh_name = mesh_instances[i].node_name;
if (mesh_name == "" || mesh_name.find(":") != -1 || mesh_name.find("/") != -1) {
mesh_name = "LightMap";
}
if (used_mesh_names.has(mesh_name)) {
int idx = 2;
String base = mesh_name;
while (true) {
mesh_name = base + itos(idx);
if (!used_mesh_names.has(mesh_name)) {
break;
}
idx++;
}
}
used_mesh_names.insert(mesh_name);
Ref<Image> image;
image.instance();
image->create(mesh_instances[i].size.x, mesh_instances[i].size.y, false, Image::FORMAT_RGBH);
image->set_name(mesh_name);
bake_textures[i] = image;
}
}
if (p_step_function) {
bool cancelled = p_step_function(0.9, TTR("Plotting lightmaps"), p_bake_userdata, true);
if (cancelled) {
return BAKE_ERROR_USER_ABORTED;
}
}
{
for (unsigned int i = 0; i < mesh_instances.size(); i++) {
if (!mesh_instances[i].generate_lightmap) {
continue;
}
if (p_generate_atlas) {
_blit_lightmap(lightmaps_data[i], mesh_instances[i].size, bake_textures[mesh_instances[i].slice], mesh_instances[i].offset.x, mesh_instances[i].offset.y, true);
} else {
_blit_lightmap(lightmaps_data[i], mesh_instances[i].size, bake_textures[i], 0, 0, false);
}
}
}
return BAKE_OK;
}
int LightmapperCPU::get_bake_texture_count() const {
return bake_textures.size();
}
Ref<Image> LightmapperCPU::get_bake_texture(int p_index) const {
ERR_FAIL_INDEX_V(p_index, (int)bake_textures.size(), Ref<Image>());
return bake_textures[p_index];
}
int LightmapperCPU::get_bake_mesh_count() const {
return mesh_instances.size();
}
Variant LightmapperCPU::get_bake_mesh_userdata(int p_index) const {
ERR_FAIL_INDEX_V(p_index, (int)mesh_instances.size(), Variant());
return mesh_instances[p_index].data.userdata;
}
Rect2 LightmapperCPU::get_bake_mesh_uv_scale(int p_index) const {
ERR_FAIL_COND_V(bake_textures.size() == 0, Rect2());
Rect2 uv_ofs;
Vector2 atlas_size = Vector2(bake_textures[0]->get_width(), bake_textures[0]->get_height());
uv_ofs.position = Vector2(mesh_instances[p_index].offset) / atlas_size;
uv_ofs.size = Vector2(mesh_instances[p_index].size) / atlas_size;
return uv_ofs;
}
int LightmapperCPU::get_bake_mesh_texture_slice(int p_index) const {
ERR_FAIL_INDEX_V(p_index, (int)mesh_instances.size(), Variant());
return mesh_instances[p_index].slice;
}
void LightmapperCPU::add_albedo_texture(Ref<Texture> p_texture) {
if (p_texture.is_null()) {
return;
}
RID texture_rid = p_texture->get_rid();
if (!texture_rid.is_valid() || albedo_textures.has(texture_rid)) {
return;
}
Ref<Image> texture_data = p_texture->get_data();
if (texture_data.is_null()) {
return;
}
if (texture_data->is_compressed()) {
texture_data->decompress();
}
texture_data->convert(Image::FORMAT_RGBA8);
albedo_textures.insert(texture_rid, texture_data);
}
void LightmapperCPU::add_emission_texture(Ref<Texture> p_texture) {
if (p_texture.is_null()) {
return;
}
RID texture_rid = p_texture->get_rid();
if (!texture_rid.is_valid() || emission_textures.has(texture_rid)) {
return;
}
Ref<Image> texture_data = p_texture->get_data();
if (texture_data.is_null()) {
return;
}
if (texture_data->is_compressed()) {
texture_data->decompress();
}
texture_data->convert(Image::FORMAT_RGBH);
emission_textures.insert(texture_rid, texture_data);
}
void LightmapperCPU::add_mesh(const MeshData &p_mesh, Vector2i p_size) {
ERR_FAIL_COND(p_mesh.points.size() == 0);
ERR_FAIL_COND(p_mesh.points.size() != p_mesh.uv2.size());
ERR_FAIL_COND(p_mesh.points.size() != p_mesh.normal.size());
ERR_FAIL_COND(!p_mesh.uv.empty() && p_mesh.points.size() != p_mesh.uv.size());
ERR_FAIL_COND(p_mesh.surface_facecounts.size() != p_mesh.albedo.size());
ERR_FAIL_COND(p_mesh.surface_facecounts.size() != p_mesh.emission.size());
MeshInstance mi;
mi.data = p_mesh;
mi.size = p_size;
mi.generate_lightmap = true;
mi.cast_shadows = true;
mi.node_name = "";
Dictionary userdata = p_mesh.userdata;
if (userdata.has("cast_shadows")) {
mi.cast_shadows = userdata["cast_shadows"];
}
if (userdata.has("generate_lightmap")) {
mi.generate_lightmap = userdata["generate_lightmap"];
}
if (userdata.has("node_name")) {
mi.node_name = userdata["node_name"];
}
mesh_instances.push_back(mi);
}
void LightmapperCPU::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) {
Light l;
l.type = LIGHT_TYPE_DIRECTIONAL;
l.direction = p_direction;
l.color = p_color;
l.energy = p_energy;
l.indirect_multiplier = p_indirect_multiplier;
l.bake_direct = p_bake_direct;
l.size = p_size;
lights.push_back(l);
}
void LightmapperCPU::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) {
Light l;
l.type = LIGHT_TYPE_OMNI;
l.position = p_position;
l.range = p_range;
l.attenuation = p_attenuation;
l.color = p_color;
l.energy = p_energy;
l.indirect_multiplier = p_indirect_multiplier;
l.bake_direct = p_bake_direct;
l.size = p_size;
lights.push_back(l);
}
void LightmapperCPU::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) {
Light l;
l.type = LIGHT_TYPE_SPOT;
l.position = p_position;
l.direction = p_direction;
l.range = p_range;
l.attenuation = p_attenuation;
l.spot_angle = Math::deg2rad(p_spot_angle);
l.spot_attenuation = p_spot_attenuation;
l.color = p_color;
l.energy = p_energy;
l.indirect_multiplier = p_indirect_multiplier;
l.bake_direct = p_bake_direct;
l.size = p_size;
lights.push_back(l);
}
LightmapperCPU::LightmapperCPU() {
thread_progress = 0;
thread_cancelled = false;
}