godot/scene/3d/lightmapper.h

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/*************************************************************************/
/* lightmapper.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef LIGHTMAPPER_H
#define LIGHTMAPPER_H
#include "scene/resources/mesh.h"
#include "servers/rendering/rendering_device.h"
class LightmapDenoiser : public Reference {
GDCLASS(LightmapDenoiser, Reference)
protected:
static LightmapDenoiser *(*create_function)();
public:
virtual Ref<Image> denoise_image(const Ref<Image> &p_image) = 0;
static Ref<LightmapDenoiser> create();
};
class Lightmapper : public Reference {
GDCLASS(Lightmapper, Reference)
public:
enum GenerateProbes {
GENERATE_PROBES_DISABLED,
GENERATE_PROBES_SUBDIV_4,
GENERATE_PROBES_SUBDIV_8,
GENERATE_PROBES_SUBDIV_16,
GENERATE_PROBES_SUBDIV_32,
};
enum LightType {
LIGHT_TYPE_DIRECTIONAL,
LIGHT_TYPE_OMNI,
LIGHT_TYPE_SPOT
};
enum BakeError {
BAKE_ERROR_LIGHTMAP_TOO_SMALL,
BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES,
BAKE_OK
};
enum BakeQuality {
BAKE_QUALITY_LOW,
BAKE_QUALITY_MEDIUM,
BAKE_QUALITY_HIGH,
BAKE_QUALITY_ULTRA,
};
typedef Lightmapper *(*CreateFunc)();
static CreateFunc create_custom;
static CreateFunc create_gpu;
static CreateFunc create_cpu;
protected:
public:
typedef bool (*BakeStepFunc)(float, const String &, void *, bool); //step index, step total, step description, userdata
struct MeshData {
//triangle data
Vector<Vector3> points;
Vector<Vector2> uv2;
Vector<Vector3> normal;
Ref<Image> albedo_on_uv2;
Ref<Image> emission_on_uv2;
Variant userdata;
};
virtual void add_mesh(const MeshData &p_mesh) = 0;
virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) = 0;
virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size) = 0;
virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) = 0;
virtual void add_probe(const Vector3 &p_position) = 0;
virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr) = 0;
virtual int get_bake_texture_count() const = 0;
virtual Ref<Image> get_bake_texture(int p_index) const = 0;
virtual int get_bake_mesh_count() const = 0;
virtual Variant get_bake_mesh_userdata(int p_index) const = 0;
virtual Rect2 get_bake_mesh_uv_scale(int p_index) const = 0;
virtual int get_bake_mesh_texture_slice(int p_index) const = 0;
virtual int get_bake_probe_count() const = 0;
virtual Vector3 get_bake_probe_point(int p_probe) const = 0;
virtual Vector<Color> get_bake_probe_sh(int p_probe) const = 0;
static Ref<Lightmapper> create();
Lightmapper();
};
#endif // LIGHTMAPPER_H