godot/scene/3d/baked_lightmap.h

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/*************************************************************************/
/* baked_lightmap.h */
/*************************************************************************/
/* 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 */
/* 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 BAKED_INDIRECT_LIGHT_H
#define BAKED_INDIRECT_LIGHT_H
#include "core/local_vector.h"
#include "multimesh_instance.h"
#include "scene/3d/light.h"
#include "scene/3d/lightmapper.h"
#include "scene/3d/visual_instance.h"
class BakedLightmapData : public Resource {
GDCLASS(BakedLightmapData, Resource);
RES_BASE_EXTENSION("lmbake")
RID baked_light;
AABB bounds;
float energy;
bool interior;
int cell_subdiv;
Transform cell_space_xform;
struct User {
NodePath path;
struct {
Ref<Texture> single;
Ref<TextureLayered> layered;
} lightmap;
int lightmap_slice;
Rect2 lightmap_uv_rect;
int instance_index;
};
Vector<User> users;
void _set_user_data(const Array &p_data);
Array _get_user_data() const;
protected:
static void _bind_methods();
public:
void set_bounds(const AABB &p_bounds);
AABB get_bounds() const;
void set_octree(const PoolVector<uint8_t> &p_octree);
PoolVector<uint8_t> get_octree() const;
void set_cell_space_transform(const Transform &p_xform);
Transform get_cell_space_transform() const;
void set_cell_subdiv(int p_cell_subdiv);
int get_cell_subdiv() const;
void set_energy(float p_energy);
float get_energy() const;
void set_interior(bool p_interior);
bool is_interior() const;
void add_user(const NodePath &p_path, const Ref<Resource> &p_lightmap, int p_lightmap_slice, const Rect2 &p_lightmap_uv_rect, int p_instance);
int get_user_count() const;
NodePath get_user_path(int p_user) const;
Ref<Resource> get_user_lightmap(int p_user) const;
int get_user_lightmap_slice(int p_user) const;
Rect2 get_user_lightmap_uv_rect(int p_user) const;
int get_user_instance(int p_user) const;
void clear_users();
void clear_data();
virtual RID get_rid() const;
BakedLightmapData();
~BakedLightmapData();
};
class BakedLightmap : public VisualInstance {
GDCLASS(BakedLightmap, VisualInstance);
public:
enum BakeQuality {
BAKE_QUALITY_LOW,
BAKE_QUALITY_MEDIUM,
BAKE_QUALITY_HIGH,
BAKE_QUALITY_ULTRA
};
enum BakeError {
BAKE_ERROR_OK,
BAKE_ERROR_NO_SAVE_PATH,
BAKE_ERROR_NO_MESHES,
BAKE_ERROR_CANT_CREATE_IMAGE,
BAKE_ERROR_LIGHTMAP_SIZE,
BAKE_ERROR_INVALID_MESH,
BAKE_ERROR_USER_ABORTED,
BAKE_ERROR_NO_LIGHTMAPPER
};
enum EnvironmentMode {
ENVIRONMENT_MODE_DISABLED,
ENVIRONMENT_MODE_SCENE,
ENVIRONMENT_MODE_CUSTOM_SKY,
ENVIRONMENT_MODE_CUSTOM_COLOR
};
struct BakeStepUD {
Lightmapper::BakeStepFunc func;
void *ud;
float from_percent;
float to_percent;
};
struct LightsFound {
Transform xform;
Light *light;
};
struct MeshesFound {
Transform xform;
NodePath node_path;
int32_t subindex;
Ref<Mesh> mesh;
int32_t lightmap_scale;
Vector<Ref<Material>> overrides;
bool cast_shadows;
bool generate_lightmap;
};
private:
Vector3 extents;
float default_texels_per_unit;
float bias;
BakeQuality bake_quality;
bool generate_atlas;
int max_atlas_size;
bool capture_enabled;
int bounces;
float bounce_indirect_energy;
bool use_denoiser;
bool use_hdr;
bool use_color;
EnvironmentMode environment_mode;
Ref<Sky> environment_custom_sky;
Vector3 environment_custom_sky_rotation_degrees;
Color environment_custom_color;
float environment_custom_energy;
Color environment_min_light;
BakeQuality capture_quality;
float capture_propagation;
float capture_cell_size;
String image_path; // (Deprecated property)
Ref<BakedLightmapData> light_data;
void _assign_lightmaps();
void _clear_lightmaps();
void _get_material_images(const MeshesFound &p_found_mesh, Lightmapper::MeshData &r_mesh_data, Vector<Ref<Texture>> &r_albedo_textures, Vector<Ref<Texture>> &r_emission_textures);
Ref<Image> _get_irradiance_from_sky(Ref<Sky> p_sky, float p_energy, Vector2i p_size);
Ref<Image> _get_irradiance_map(Ref<Environment> p_env, Vector2i p_size);
void _find_meshes_and_lights(Node *p_at_node, Vector<MeshesFound> &meshes, Vector<LightsFound> &lights);
Vector2i _compute_lightmap_size(const MeshesFound &p_mesh);
static bool _lightmap_bake_step_function(float p_completion, const String &p_text, void *ud, bool p_refresh);
void _save_image(String &r_base_path, Ref<Image> p_img, bool p_use_srgb);
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &property) const;
void _notification(int p_what);
public:
static Lightmapper::BakeStepFunc bake_step_function;
static Lightmapper::BakeStepFunc bake_substep_function;
void set_light_data(const Ref<BakedLightmapData> &p_data);
Ref<BakedLightmapData> get_light_data() const;
void set_capture_cell_size(float p_cell_size);
float get_capture_cell_size() const;
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
void set_default_texels_per_unit(const float &p_extents);
float get_default_texels_per_unit() const;
void set_capture_propagation(float p_propagation);
float get_capture_propagation() const;
void set_capture_quality(BakeQuality p_quality);
BakeQuality get_capture_quality() const;
void set_bake_quality(BakeQuality p_quality);
BakeQuality get_bake_quality() const;
void set_generate_atlas(bool p_enabled);
bool is_generate_atlas_enabled() const;
void set_max_atlas_size(int p_size);
int get_max_atlas_size() const;
void set_capture_enabled(bool p_enable);
bool get_capture_enabled() const;
void set_image_path(const String &p_path);
String get_image_path() const;
void set_environment_mode(EnvironmentMode p_mode);
EnvironmentMode get_environment_mode() const;
void set_environment_custom_sky(const Ref<Sky> &p_sky);
Ref<Sky> get_environment_custom_sky() const;
void set_environment_custom_sky_rotation_degrees(const Vector3 &p_rotation);
Vector3 get_environment_custom_sky_rotation_degrees() const;
void set_environment_custom_color(const Color &p_color);
Color get_environment_custom_color() const;
void set_environment_custom_energy(float p_energy);
float get_environment_custom_energy() const;
void set_environment_min_light(Color p_min_light);
Color get_environment_min_light() const;
void set_use_denoiser(bool p_enable);
bool is_using_denoiser() const;
void set_use_hdr(bool p_enable);
bool is_using_hdr() const;
void set_use_color(bool p_enable);
bool is_using_color() const;
void set_bounces(int p_bounces);
int get_bounces() const;
void set_bounce_indirect_energy(float p_indirect_energy);
float get_bounce_indirect_energy() const;
void set_bias(float p_bias);
float get_bias() const;
AABB get_aabb() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
BakeError bake(Node *p_from_node, String p_data_save_path = "");
BakedLightmap();
};
VARIANT_ENUM_CAST(BakedLightmap::BakeQuality);
VARIANT_ENUM_CAST(BakedLightmap::BakeError);
VARIANT_ENUM_CAST(BakedLightmap::EnvironmentMode);
#endif // BAKED_INDIRECT_LIGHT_H