godot/scene/3d/voxelizer.h

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/**************************************************************************/
/* voxelizer.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 VOXELIZER_H
#define VOXELIZER_H
#include "scene/resources/multimesh.h"
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class Voxelizer {
private:
enum {
CHILD_EMPTY = 0xFFFFFFFF
};
struct Cell {
uint32_t children[8];
float albedo[3] = {}; //albedo in RGB24
float emission[3] = {}; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
float normal[3] = {};
uint32_t used_sides = 0;
float alpha = 0.0; //used for upsampling
uint16_t x = 0;
uint16_t y = 0;
uint16_t z = 0;
uint16_t level = 0;
Cell() {
for (int i = 0; i < 8; i++) {
children[i] = CHILD_EMPTY;
}
}
};
Vector<Cell> bake_cells;
int cell_subdiv = 0;
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struct CellSort {
union {
struct {
uint64_t z : 16;
uint64_t y : 16;
uint64_t x : 16;
uint64_t level : 16;
};
uint64_t key = 0;
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};
int32_t index = 0;
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_FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const {
return key < p_cell_sort.key;
}
};
struct MaterialCache {
//128x128 textures
Vector<Color> albedo;
Vector<Color> emission;
};
HashMap<Ref<Material>, MaterialCache> material_cache;
float exposure_normalization = 1.0;
AABB original_bounds;
AABB po2_bounds;
int axis_cell_size[3] = {};
Transform3D to_cell_space;
int color_scan_cell_width = 4;
int bake_texture_size = 128;
float cell_size = 0.0;
int max_original_cells = 0;
int leaf_voxel_count = 0;
Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
MaterialCache _get_material_cache(Ref<Material> p_material);
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void _plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector3 *p_normal, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb);
void _fixup_plot(int p_idx, int p_level);
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void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx);
bool sorted = false;
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void _sort();
public:
void begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization);
void plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material);
void end_bake();
int get_voxel_gi_octree_depth() const;
Vector3i get_voxel_gi_octree_size() const;
int get_voxel_gi_cell_count() const;
Vector<uint8_t> get_voxel_gi_octree_cells() const;
Vector<uint8_t> get_voxel_gi_data_cells() const;
Vector<int> get_voxel_gi_level_cell_count() const;
Vector<uint8_t> get_sdf_3d_image() const;
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Ref<MultiMesh> create_debug_multimesh();
Transform3D get_to_cell_space_xform() const;
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Voxelizer();
};
#endif // VOXELIZER_H