OpenGL: Implement rendering of lightmaps

This commit is contained in:
David Snopek 2023-11-19 21:39:20 -06:00
parent 654132cb9c
commit 749f60ee36
6 changed files with 350 additions and 27 deletions

View File

@ -130,9 +130,27 @@ void RasterizerSceneGLES3::GeometryInstanceGLES3::_mark_dirty() {
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
lightmap_instance = p_lightmap_instance;
lightmap_uv_scale = p_lightmap_uv_scale;
lightmap_slice_index = p_lightmap_slice_index;
_mark_dirty();
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::set_lightmap_capture(const Color *p_sh9) {
if (p_sh9) {
if (lightmap_sh == nullptr) {
lightmap_sh = memnew(GeometryInstanceLightmapSH);
}
memcpy(lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
} else {
if (lightmap_sh != nullptr) {
memdelete(lightmap_sh);
lightmap_sh = nullptr;
}
}
_mark_dirty();
}
void RasterizerSceneGLES3::_update_dirty_geometry_instances() {
@ -1271,12 +1289,15 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
GeometryInstanceGLES3::LightPass pass;
pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
pass.shadow_id = shadow_id;
pass.light_instance_rid = light_instance;
pass.is_omni = true;
inst->light_passes.push_back(pass);
// Skip static lights when a lightmap is used.
if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) {
GeometryInstanceGLES3::LightPass pass;
pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
pass.shadow_id = shadow_id;
pass.light_instance_rid = light_instance;
pass.is_omni = true;
inst->light_passes.push_back(pass);
}
} else {
// Lights without shadow can all go in base pass.
inst->omni_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
@ -1294,11 +1315,14 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
GeometryInstanceGLES3::LightPass pass;
pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
pass.shadow_id = shadow_id;
pass.light_instance_rid = light_instance;
inst->light_passes.push_back(pass);
// Skip static lights when a lightmap is used.
if (!inst->lightmap_instance.is_valid() || GLES3::LightStorage::get_singleton()->light_get_bake_mode(light) != RenderingServer::LIGHT_BAKE_STATIC) {
GeometryInstanceGLES3::LightPass pass;
pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
pass.shadow_id = shadow_id;
pass.light_instance_rid = light_instance;
inst->light_passes.push_back(pass);
}
} else {
// Lights without shadow can all go in base pass.
inst->spot_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
@ -1610,6 +1634,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
light_data.bake_mode = light_storage->light_get_bake_mode(base);
float sign = light_storage->light_is_negative(base) ? -1 : 1;
light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
@ -1758,6 +1784,8 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
light_data.position[1] = pos.y;
light_data.position[2] = pos.z;
light_data.bake_mode = light_storage->light_get_bake_mode(base);
float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
@ -2621,6 +2649,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
bool uses_additive_lighting = (inst->light_passes.size() + p_render_data->directional_shadow_count) > 0;
uses_additive_lighting = uses_additive_lighting && !shader->unshaded;
// TODOS
/*
* Still a bug when atlas space is limited. Somehow need to evict light when it doesn't have a spot on the atlas, current check isn't enough
@ -2650,6 +2679,12 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
// Shadow wasn't able to get a spot on the atlas. So skip it.
continue;
}
} else if (pass > 0) {
uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
if (inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
// Skip shadows for static lights on meshes with a lightmap.
continue;
}
}
}
@ -2738,12 +2773,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;
uint64_t vertex_input_mask = shader->vertex_input_mask;
if (inst->lightmap_instance.is_valid()) {
vertex_input_mask |= 1 << RS::ARRAY_TEX_UV2;
}
//skeleton and blend shape
// Skeleton and blend shapes.
if (surf->owner->mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, shader->vertex_input_mask, vertex_array_gl);
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, vertex_input_mask, vertex_array_gl);
} else {
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, shader->vertex_input_mask, vertex_array_gl);
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, vertex_input_mask, vertex_array_gl);
}
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
@ -2803,12 +2842,28 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
if (p_render_data->directional_light_count == p_render_data->directional_shadow_count) {
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
}
if (inst->lightmap_instance.is_valid()) {
spec_constants |= SceneShaderGLES3::USE_LIGHTMAP;
GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
if (lm->uses_spherical_harmonics) {
spec_constants |= SceneShaderGLES3::USE_SH_LIGHTMAP;
}
} else if (inst->lightmap_sh) {
spec_constants |= SceneShaderGLES3::USE_LIGHTMAP_CAPTURE;
} else {
spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
}
} else {
// Only base pass uses the radiance map.
spec_constants &= ~SceneShaderGLES3::USE_RADIANCE_MAP;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHTMAP;
}
if (uses_additive_lighting) {
@ -2831,6 +2886,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
// Render directional lights.
uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
if (pass == 0 && inst->lightmap_instance.is_valid() && scene_state.directional_lights[shadow_id].bake_mode == RenderingServer::LIGHT_BAKE_STATIC) {
// Disable additive lighting with a static light and a lightmap.
spec_constants &= ~SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
}
if (scene_state.directional_shadows[shadow_id].shadow_split_offsets[0] == scene_state.directional_shadows[shadow_id].shadow_split_offsets[1]) {
// Orthogonal, do nothing.
} else if (scene_state.directional_shadows[shadow_id].shadow_split_offsets[1] == scene_state.directional_shadows[shadow_id].shadow_split_offsets[2]) {
@ -2920,6 +2979,46 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->spot_light_gl_cache.size(), inst->spot_light_gl_cache.ptr());
}
if (inst->lightmap_instance.is_valid()) {
GLES3::LightmapInstance *li = GLES3::LightStorage::get_singleton()->get_lightmap_instance(inst->lightmap_instance);
GLES3::Lightmap *lm = GLES3::LightStorage::get_singleton()->get_lightmap(li->lightmap);
GLuint tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(lm->light_texture);
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_SLICE, inst->lightmap_slice_index, shader->version, instance_variant, spec_constants);
Vector4 uv_scale(inst->lightmap_uv_scale.position.x, inst->lightmap_uv_scale.position.y, inst->lightmap_uv_scale.size.x, inst->lightmap_uv_scale.size.y);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_UV_SCALE, uv_scale, shader->version, instance_variant, spec_constants);
float exposure_normalization = 1.0;
if (p_render_data->camera_attributes.is_valid()) {
float enf = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
exposure_normalization = enf / lm->baked_exposure;
}
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::LIGHTMAP_EXPOSURE_NORMALIZATION, exposure_normalization, shader->version, instance_variant, spec_constants);
if (lm->uses_spherical_harmonics) {
Basis to_lm = li->transform.basis.inverse() * p_render_data->cam_transform.basis;
to_lm = to_lm.inverse().transposed();
GLfloat matrix[9] = {
(GLfloat)to_lm.rows[0][0],
(GLfloat)to_lm.rows[1][0],
(GLfloat)to_lm.rows[2][0],
(GLfloat)to_lm.rows[0][1],
(GLfloat)to_lm.rows[1][1],
(GLfloat)to_lm.rows[2][1],
(GLfloat)to_lm.rows[0][2],
(GLfloat)to_lm.rows[1][2],
(GLfloat)to_lm.rows[2][2],
};
glUniformMatrix3fv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::LIGHTMAP_NORMAL_XFORM, shader->version, instance_variant, spec_constants), 1, GL_FALSE, matrix);
}
} else if (inst->lightmap_sh) {
glUniform4fv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::LIGHTMAP_CAPTURES, shader->version, instance_variant, spec_constants), 9, reinterpret_cast<const GLfloat *>(inst->lightmap_sh->sh));
}
prev_inst = inst;
}
}

View File

@ -170,6 +170,9 @@ private:
float cos_spot_angle;
float specular_amount;
float shadow_opacity;
float pad[3];
uint32_t bake_mode;
};
static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");
@ -181,7 +184,7 @@ private:
float size;
uint32_t enabled; // For use by SkyShaders
float pad;
uint32_t bake_mode;
float shadow_opacity;
float specular;
};
@ -269,6 +272,10 @@ private:
GeometryInstanceGLES3 *owner = nullptr;
};
struct GeometryInstanceLightmapSH {
Color sh[9];
};
class GeometryInstanceGLES3 : public RenderGeometryInstanceBase {
public:
//used during rendering
@ -296,6 +303,11 @@ private:
LocalVector<uint32_t> omni_light_gl_cache;
LocalVector<uint32_t> spot_light_gl_cache;
RID lightmap_instance;
Rect2 lightmap_uv_scale;
uint32_t lightmap_slice_index;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
// Used during setup.
GeometryInstanceSurface *surface_caches = nullptr;
SelfList<GeometryInstanceGLES3> dirty_list_element;

View File

@ -1,7 +1,7 @@
/* clang-format off */
#[modes]
mode_color =
mode_color =
mode_color_instancing = \n#define USE_INSTANCING
mode_depth = #define MODE_RENDER_DEPTH
mode_depth_instancing = #define MODE_RENDER_DEPTH \n#define USE_INSTANCING
@ -14,6 +14,9 @@ DISABLE_LIGHT_OMNI = false
DISABLE_LIGHT_SPOT = false
DISABLE_FOG = false
USE_RADIANCE_MAP = true
USE_LIGHTMAP = false
USE_SH_LIGHTMAP = false
USE_LIGHTMAP_CAPTURE = false
USE_MULTIVIEW = false
RENDER_SHADOWS = false
RENDER_SHADOWS_LINEAR = false
@ -676,6 +679,10 @@ multiview_data;
/* clang-format on */
#define LIGHT_BAKE_DISABLED 0u
#define LIGHT_BAKE_STATIC 1u
#define LIGHT_BAKE_DYNAMIC 2u
#ifndef MODE_RENDER_DEPTH
// Directional light data.
#if !defined(DISABLE_LIGHT_DIRECTIONAL) || (!defined(ADDITIVE_OMNI) && !defined(ADDITIVE_SPOT))
@ -685,7 +692,8 @@ struct DirectionalLightData {
mediump float energy;
mediump vec3 color;
mediump float size;
mediump vec2 pad;
lowp uint unused;
lowp uint bake_mode;
mediump float shadow_opacity;
mediump float specular;
};
@ -718,6 +726,9 @@ struct LightData { // This structure needs to be as packed as possible.
mediump float cone_angle;
mediump float specular_amount;
mediump float shadow_opacity;
lowp vec3 pad;
lowp uint bake_mode;
};
#if !defined(DISABLE_LIGHT_OMNI) || defined(ADDITIVE_OMNI)
@ -834,6 +845,23 @@ float sample_shadow(highp sampler2DShadow shadow, float shadow_pixel_size, vec4
#endif // !MODE_RENDER_DEPTH
#ifndef DISABLE_LIGHTMAP
#ifdef USE_LIGHTMAP
uniform mediump sampler2DArray lightmap_textures; //texunit:-4
uniform lowp uint lightmap_slice;
uniform highp vec4 lightmap_uv_scale;
uniform float lightmap_exposure_normalization;
#ifdef USE_SH_LIGHTMAP
uniform mediump mat3 lightmap_normal_xform;
#endif // USE_SH_LIGHTMAP
#endif // USE_LIGHTMAP
#ifdef USE_LIGHTMAP_CAPTURE
uniform mediump vec4[9] lightmap_captures;
#endif // USE_LIGHTMAP_CAPTURE
#endif // !DISABLE_LIGHTMAP
#ifdef USE_MULTIVIEW
uniform highp sampler2DArray depth_buffer; // texunit:-6
uniform highp sampler2DArray color_buffer; // texunit:-5
@ -1406,7 +1434,6 @@ void main() {
#endif
// Calculate Reflection probes
// Calculate Lightmaps
#if defined(CUSTOM_RADIANCE_USED)
specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
@ -1431,6 +1458,61 @@ void main() {
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
#ifndef DISABLE_LIGHTMAP
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
const float c1 = 0.429043;
const float c2 = 0.511664;
const float c3 = 0.743125;
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
c3 * lightmap_captures[6].rgb * wnormal.z * wnormal.z +
c4 * lightmap_captures[0].rgb -
c5 * lightmap_captures[6].rgb +
2.0 * c1 * lightmap_captures[4].rgb * wnormal.x * wnormal.y +
2.0 * c1 * lightmap_captures[7].rgb * wnormal.x * wnormal.z +
2.0 * c1 * lightmap_captures[5].rgb * wnormal.y * wnormal.z +
2.0 * c2 * lightmap_captures[3].rgb * wnormal.x +
2.0 * c2 * lightmap_captures[1].rgb * wnormal.y +
2.0 * c2 * lightmap_captures[2].rgb * wnormal.z) *
scene_data.emissive_exposure_normalization;
}
#else
#ifdef USE_LIGHTMAP
{
vec3 uvw;
uvw.xy = uv2 * lightmap_uv_scale.zw + lightmap_uv_scale.xy;
uvw.z = float(lightmap_slice);
#ifdef USE_SH_LIGHTMAP
uvw.z *= 4.0; // SH textures use 4 times more data.
vec3 lm_light_l0 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
vec3 lm_light_l1n1 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
vec3 lm_light_l1_0 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(lightmap_textures, uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
vec3 n = normalize(lightmap_normal_xform * normal);
ambient_light += lm_light_l0 * 0.282095f;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * lightmap_exposure_normalization;
ambient_light += lm_light_l1_0 * 0.32573 * n.z * lightmap_exposure_normalization;
ambient_light += lm_light_l1p1 * 0.32573 * n.x * lightmap_exposure_normalization;
if (metallic > 0.01) { // Since the more direct bounced light is lost, we can kind of fake it with this trick.
vec3 r = reflect(normalize(-vertex), normal);
specular_light += lm_light_l1n1 * 0.32573 * r.y * lightmap_exposure_normalization;
specular_light += lm_light_l1_0 * 0.32573 * r.z * lightmap_exposure_normalization;
specular_light += lm_light_l1p1 * 0.32573 * r.x * lightmap_exposure_normalization;
}
#else
ambient_light += textureLod(lightmap_textures, uvw, 0.0).rgb * lightmap_exposure_normalization;
#endif
}
#endif // USE_LIGHTMAP
#endif // USE_LIGHTMAP_CAPTURE
#endif // !DISABLE_LIGHTMAP
{
#if defined(AMBIENT_LIGHT_DISABLED)
ambient_light = vec3(0.0, 0.0, 0.0);
@ -1466,6 +1548,11 @@ void main() {
#ifndef DISABLE_LIGHT_DIRECTIONAL
for (uint i = uint(0); i < scene_data.directional_light_count; i++) {
#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
if (directional_lights[i].bake_mode == LIGHT_BAKE_STATIC) {
continue;
}
#endif
light_compute(normal, normalize(directional_lights[i].direction), normalize(view), directional_lights[i].size, directional_lights[i].color * directional_lights[i].energy, true, 1.0, f0, roughness, metallic, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
@ -1490,6 +1577,11 @@ void main() {
if (i >= omni_light_count) {
break;
}
#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
if (omni_lights[omni_light_indices[i]].bake_mode == LIGHT_BAKE_STATIC) {
continue;
}
#endif
light_process_omni(omni_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
@ -1513,6 +1605,11 @@ void main() {
if (i >= spot_light_count) {
break;
}
#if defined(USE_LIGHTMAP) && !defined(DISABLE_LIGHTMAP)
if (spot_lights[spot_light_indices[i]].bake_mode == LIGHT_BAKE_STATIC) {
continue;
}
#endif
light_process_spot(spot_light_indices[i], vertex, view, normal, f0, roughness, metallic, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,

View File

@ -569,69 +569,171 @@ void LightStorage::lightmap_initialize(RID p_rid) {
void LightStorage::lightmap_free(RID p_rid) {
Lightmap *lightmap = lightmap_owner.get_or_null(p_rid);
ERR_FAIL_NULL(lightmap);
lightmap->dependency.deleted_notify(p_rid);
lightmap_owner.free(p_rid);
}
void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL(lightmap);
lightmap->light_texture = p_light;
lightmap->uses_spherical_harmonics = p_uses_spherical_haromics;
GLuint tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(lightmap->light_texture);
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
}
void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL(lightmap);
lightmap->bounds = p_bounds;
}
void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL(lightmap);
lightmap->interior = p_interior;
}
void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL(lightmap);
if (p_points.size()) {
ERR_FAIL_COND(p_points.size() * 9 != p_point_sh.size());
ERR_FAIL_COND((p_tetrahedra.size() % 4) != 0);
ERR_FAIL_COND((p_bsp_tree.size() % 6) != 0);
}
lightmap->points = p_points;
lightmap->point_sh = p_point_sh;
lightmap->tetrahedra = p_tetrahedra;
lightmap->bsp_tree = p_bsp_tree;
}
void LightStorage::lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) {
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL(lightmap);
lightmap->baked_exposure = p_exposure;
}
PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const {
return PackedVector3Array();
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL_V(lightmap, PackedVector3Array());
return lightmap->points;
}
PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const {
return PackedColorArray();
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL_V(lightmap, PackedColorArray());
return lightmap->point_sh;
}
PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
return PackedInt32Array();
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL_V(lightmap, PackedInt32Array());
return lightmap->tetrahedra;
}
PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
return PackedInt32Array();
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL_V(lightmap, PackedInt32Array());
return lightmap->bsp_tree;
}
AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const {
return AABB();
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL_V(lightmap, AABB());
return lightmap->bounds;
}
void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL(lm);
for (int i = 0; i < 9; i++) {
r_sh[i] = Color(0, 0, 0, 0);
}
if (!lm->points.size() || !lm->bsp_tree.size() || !lm->tetrahedra.size()) {
return;
}
static_assert(sizeof(Lightmap::BSP) == 24);
const Lightmap::BSP *bsp = (const Lightmap::BSP *)lm->bsp_tree.ptr();
int32_t node = 0;
while (node >= 0) {
if (Plane(bsp[node].plane[0], bsp[node].plane[1], bsp[node].plane[2], bsp[node].plane[3]).is_point_over(p_point)) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(bsp[node].over >= 0 && bsp[node].over < node);
#endif
node = bsp[node].over;
} else {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(bsp[node].under >= 0 && bsp[node].under < node);
#endif
node = bsp[node].under;
}
}
if (node == Lightmap::BSP::EMPTY_LEAF) {
return; // Nothing could be done.
}
node = ABS(node) - 1;
uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4];
Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] };
const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] };
Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point);
for (int i = 0; i < 4; i++) {
float c = CLAMP(barycentric[i], 0.0, 1.0);
for (int j = 0; j < 9; j++) {
r_sh[j] += sh_colors[i][j] * c;
}
}
}
bool LightStorage::lightmap_is_interior(RID p_lightmap) const {
return false;
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL_V(lightmap, false);
return lightmap->interior;
}
void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {
lightmap_probe_capture_update_speed = p_speed;
}
float LightStorage::lightmap_get_probe_capture_update_speed() const {
return 0;
return lightmap_probe_capture_update_speed;
}
/* LIGHTMAP INSTANCE */
RID LightStorage::lightmap_instance_create(RID p_lightmap) {
return RID();
LightmapInstance li;
li.lightmap = p_lightmap;
return lightmap_instance_owner.make_rid(li);
}
void LightStorage::lightmap_instance_free(RID p_lightmap) {
lightmap_instance_owner.free(p_lightmap);
}
void LightStorage::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
ERR_FAIL_NULL(li);
li->transform = p_transform;
}
/* SHADOW ATLAS API */

View File

@ -155,6 +155,11 @@ struct Lightmap {
Dependency dependency;
};
struct LightmapInstance {
RID lightmap;
Transform3D transform;
};
class LightStorage : public RendererLightStorage {
public:
enum ShadowAtlastQuadrant {
@ -179,9 +184,14 @@ private:
/* LIGHTMAP */
Vector<RID> lightmap_textures;
float lightmap_probe_capture_update_speed = 4;
mutable RID_Owner<Lightmap, true> lightmap_owner;
/* LIGHTMAP INSTANCE */
mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
/* SHADOW ATLAS */
// Note: The ShadowAtlas in the OpenGL is virtual. Each light gets assigned its
@ -622,6 +632,9 @@ public:
/* LIGHTMAP INSTANCE */
LightmapInstance *get_lightmap_instance(RID p_rid) { return lightmap_instance_owner.get_or_null(p_rid); };
bool owns_lightmap_instance(RID p_rid) { return lightmap_instance_owner.owns(p_rid); };
virtual RID lightmap_instance_create(RID p_lightmap) override;
virtual void lightmap_instance_free(RID p_lightmap) override;
virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;

View File

@ -1523,7 +1523,7 @@ PackedStringArray LightmapGI::get_configuration_warnings() const {
PackedStringArray warnings = Node::get_configuration_warnings();
if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
warnings.push_back(RTR("LightmapGI nodes are not supported when using the GL Compatibility backend yet. Support will be added in a future release."));
warnings.push_back(RTR("Lightmap cannot be baked when using the GL Compatibility backend yet. Support will be added in a future release."));
return warnings;
}