2020-12-19 17:17:22 +00:00
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/*************************************************************************/
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/* lightmapper_cpu.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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2021-01-11 19:20:22 +00:00
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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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2020-12-19 17:17:22 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef LIGHTMAPPER_CPU_H
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#define LIGHTMAPPER_CPU_H
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#include "core/local_vector.h"
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#include "scene/3d/lightmapper.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/surface_tool.h"
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2020-12-30 14:36:39 +00:00
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2020-12-19 17:17:22 +00:00
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#include <atomic>
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class LightmapperCPU : public Lightmapper {
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GDCLASS(LightmapperCPU, Lightmapper)
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struct MeshInstance {
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MeshData data;
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int slice = 0;
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Vector2i offset;
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Vector2i size;
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bool cast_shadows;
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bool generate_lightmap;
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String node_name;
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};
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struct Light {
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Vector3 position;
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uint32_t type = LIGHT_TYPE_DIRECTIONAL;
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Vector3 direction;
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float energy;
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float indirect_multiplier;
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Color color;
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float range;
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float attenuation;
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float spot_angle;
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float spot_attenuation;
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bool bake_direct;
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};
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struct LightmapTexel {
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Vector3 albedo;
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float alpha;
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Vector3 emission;
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Vector3 pos;
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Vector3 normal;
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Vector3 direct_light;
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Vector3 output_light;
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float area_coverage;
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};
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struct BakeParams {
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float bias;
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int bounces;
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int samples;
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bool use_denoiser = true;
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Ref<Image> environment_panorama;
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Basis environment_transform;
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};
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struct UVSeam {
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Vector2 edge0[2];
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Vector2 edge1[2];
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};
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struct SeamEdge {
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Vector3 pos[2];
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Vector3 normal[2];
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Vector2 uv[2];
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_FORCE_INLINE_ bool operator<(const SeamEdge &p_edge) const {
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return pos[0].x < p_edge.pos[0].x;
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}
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};
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struct AtlasOffset {
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int slice;
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int x;
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int y;
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};
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struct ThreadData;
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typedef void (LightmapperCPU::*BakeThreadFunc)(uint32_t, void *);
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struct ThreadData {
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LightmapperCPU *instance;
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uint32_t count;
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BakeThreadFunc thread_func;
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void *userdata;
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};
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BakeParams parameters;
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LocalVector<Ref<Image> > bake_textures;
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Map<RID, Ref<Image> > albedo_textures;
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Map<RID, Ref<Image> > emission_textures;
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LocalVector<MeshInstance> mesh_instances;
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LocalVector<Light> lights;
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LocalVector<LocalVector<LightmapTexel> > scene_lightmaps;
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LocalVector<LocalVector<int> > scene_lightmap_indices;
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Set<int> no_shadow_meshes;
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std::atomic<uint32_t> thread_progress;
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std::atomic<bool> thread_cancelled;
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Ref<LightmapRaycaster> raycaster;
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Error _layout_atlas(int p_max_size, Vector2i *r_atlas_size, int *r_atlas_slices);
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static void _thread_func_callback(void *p_thread_data);
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void _thread_func_wrapper(uint32_t p_idx, ThreadData *p_thread_data);
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bool _parallel_run(int p_count, const String &p_description, BakeThreadFunc p_thread_func, void *p_userdata, BakeStepFunc p_substep_func = nullptr);
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void _generate_buffer(uint32_t p_idx, void *p_unused);
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Ref<Image> _init_bake_texture(const MeshData::TextureDef &p_texture_def, const Map<RID, Ref<Image> > &p_tex_cache, Image::Format p_default_format);
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Color _bilinear_sample(const Ref<Image> &p_img, const Vector2 &p_uv, bool p_clamp_x = false, bool p_clamp_y = false);
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Vector3 _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);
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void _plot_triangle(const Vector2 *p_vertices, const Vector3 *p_positions, const Vector3 *p_normals, const Vector2 *p_uvs, const Ref<Image> &p_albedo_texture, const Ref<Image> &p_emission_texture, Vector2i p_size, LocalVector<LightmapTexel> &r_texels, LocalVector<int> &r_lightmap_indices);
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void _compute_direct_light(uint32_t p_idx, void *r_lightmap);
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void _compute_indirect_light(uint32_t p_idx, void *r_lightmap);
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void _post_process(uint32_t p_idx, void *r_output);
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void _compute_seams(const MeshInstance &p_mesh, LocalVector<UVSeam> &r_seams);
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void _fix_seams(const LocalVector<UVSeam> &p_seams, Vector3 *r_lightmap, Vector2i p_size);
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void _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);
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void _dilate_lightmap(Vector3 *r_lightmap, const LocalVector<int> p_indices, Vector2i p_size, int margin);
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void _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);
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public:
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virtual void add_albedo_texture(Ref<Texture> p_texture);
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virtual void add_emission_texture(Ref<Texture> p_texture);
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virtual void add_mesh(const MeshData &p_mesh, Vector2i p_size);
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virtual void add_directional_light(bool p_bake_direct, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier);
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virtual void add_omni_light(bool p_bake_direct, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation);
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virtual void add_spot_light(bool p_bake_direct, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation);
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virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, bool p_generate_atlas, int p_max_texture_size, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr, BakeStepFunc p_substep_function = nullptr);
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int get_bake_texture_count() const;
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Ref<Image> get_bake_texture(int p_index) const;
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int get_bake_mesh_count() const;
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Variant get_bake_mesh_userdata(int p_index) const;
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Rect2 get_bake_mesh_uv_scale(int p_index) const;
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int get_bake_mesh_texture_slice(int p_index) const;
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LightmapperCPU();
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};
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#endif // LIGHTMAPPER_H
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