112b416056
Completely re-write the lightmap generation code: - Follow the general lightmapper code structure from 4.0. - Use proper path tracing to compute the global illumination. - Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper) - Use OpenImageDenoiser to improve the generated lightmaps. - Take into account alpha transparency in material textures. - Allow baking environment lighting. - Add bicubic lightmap filtering. There is some minor compatibility breakage in some properties and methods in BakedLightmap, but lightmaps generated in previous engine versions should work fine out of the box. The scene importer has been changed to generate `.unwrap_cache` files next to the imported scene files. These files *SHOULD* be added to any version control system as they guarantee there won't be differences when re-importing the scene from other OSes or engine versions. This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress; Was then finished and polished by me on my free time. Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
169 lines
5.5 KiB
C++
169 lines
5.5 KiB
C++
/*************************************************************************/
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/* visual_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_INSTANCE_H
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#define VISUAL_INSTANCE_H
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#include "core/math/face3.h"
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#include "core/rid.h"
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#include "scene/3d/spatial.h"
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#include "scene/resources/material.h"
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class VisualInstance : public Spatial {
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GDCLASS(VisualInstance, Spatial);
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OBJ_CATEGORY("3D Visual Nodes");
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RID base;
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RID instance;
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uint32_t layers;
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RID _get_visual_instance_rid() const;
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protected:
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void _update_visibility();
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum GetFacesFlags {
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FACES_SOLID = 1, // solid geometry
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FACES_ENCLOSING = 2,
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FACES_DYNAMIC = 4 // dynamic object geometry
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};
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RID get_instance() const;
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virtual AABB get_aabb() const = 0;
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virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const = 0;
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virtual AABB get_transformed_aabb() const; // helper
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void set_base(const RID &p_base);
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RID get_base() const;
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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void set_layer_mask_bit(int p_layer, bool p_enable);
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bool get_layer_mask_bit(int p_layer) const;
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VisualInstance();
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~VisualInstance();
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};
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class GeometryInstance : public VisualInstance {
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GDCLASS(GeometryInstance, VisualInstance);
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public:
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enum Flags {
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FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
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FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
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FLAG_MAX = VS::INSTANCE_FLAG_MAX,
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};
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enum LightmapScale {
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LIGHTMAP_SCALE_1X,
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LIGHTMAP_SCALE_2X,
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LIGHTMAP_SCALE_4X,
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LIGHTMAP_SCALE_8X,
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LIGHTMAP_SCALE_MAX,
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};
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enum ShadowCastingSetting {
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SHADOW_CASTING_SETTING_OFF = VS::SHADOW_CASTING_SETTING_OFF,
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SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,
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SHADOW_CASTING_SETTING_DOUBLE_SIDED = VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
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SHADOW_CASTING_SETTING_SHADOWS_ONLY = VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
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};
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private:
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bool flags[FLAG_MAX];
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bool generate_lightmap;
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LightmapScale lightmap_scale;
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ShadowCastingSetting shadow_casting_setting;
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Ref<Material> material_override;
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float lod_min_distance;
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float lod_max_distance;
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float lod_min_hysteresis;
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float lod_max_hysteresis;
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float extra_cull_margin;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_flag(Flags p_flag, bool p_value);
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bool get_flag(Flags p_flag) const;
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void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
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ShadowCastingSetting get_cast_shadows_setting() const;
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void set_bake_cast_shadows(bool p_enabled);
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bool get_bake_cast_shadows();
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void set_generate_lightmap(bool p_enabled);
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bool get_generate_lightmap();
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void set_lightmap_scale(LightmapScale p_scale);
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LightmapScale get_lightmap_scale() const;
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void set_lod_min_distance(float p_dist);
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float get_lod_min_distance() const;
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void set_lod_max_distance(float p_dist);
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float get_lod_max_distance() const;
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void set_lod_min_hysteresis(float p_dist);
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float get_lod_min_hysteresis() const;
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void set_lod_max_hysteresis(float p_dist);
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float get_lod_max_hysteresis() const;
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virtual void set_material_override(const Ref<Material> &p_material);
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Ref<Material> get_material_override() const;
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void set_extra_cull_margin(float p_margin);
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float get_extra_cull_margin() const;
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void set_custom_aabb(AABB aabb);
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GeometryInstance();
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};
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VARIANT_ENUM_CAST(GeometryInstance::Flags);
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VARIANT_ENUM_CAST(GeometryInstance::LightmapScale);
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VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting);
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#endif
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