Merge pull request #2717 from SaracenOne/light_baker_transluscent

Ignore alpha materials in baked light ray-tracer.
This commit is contained in:
Juan Linietsky 2015-11-18 19:35:42 -03:00
commit ba9ebe6b03
2 changed files with 110 additions and 70 deletions

View File

@ -115,6 +115,8 @@ void BakedLightBaker::_add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_m
if (!mat_map.has(mat)) {
MeshMaterial mm;
mm.is_double_sided = mat->get_flag(Material::FLAG_DOUBLE_SIDED);
mm.use_alpha = false;
Ref<FixedMaterial> fm = mat;
if (fm.is_valid()) {
@ -128,6 +130,8 @@ void BakedLightBaker::_add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_m
mm.specular.color=mm.specular.color.to_linear();
mm.specular.tex=_get_mat_tex(fm->get_texture(FixedMaterial::PARAM_SPECULAR));
mm.use_alpha = fm->get_fixed_flag(FixedMaterial::FLAG_USE_ALPHA);
} else {
mm.diffuse.color=Color(1,1,1,1);
@ -311,7 +315,12 @@ void BakedLightBaker::_parse_geometry(Node* p_node) {
lights.push_back(dirl);
}
} else if (p_node->cast_to<Spatial>()){
}
else if (p_node->cast_to<BakedLightSampler>()){
// Ignore meshes and lights contained in baked light samplers
return;
}
else if (p_node->cast_to<Spatial>()){
Spatial *sp = p_node->cast_to<Spatial>();
@ -472,6 +481,7 @@ BakedLightBaker::BVH* BakedLightBaker::_parse_bvh(BVH** p_children, int p_size,
BVH* right = _parse_bvh(&p_children[p_size/2],p_size-p_size/2,p_depth+1,max_depth);
BVH *_new = memnew(BVH);
_new->id=-1;
_new->aabb=aabb;
_new->center=aabb.pos+aabb.size*0.5;
_new->children[0]=left;
@ -488,6 +498,7 @@ void BakedLightBaker::_make_bvh() {
int max_depth=0;
for(int i=0;i<triangles.size();i++) {
bases[i]=memnew( BVH );
bases[i]->id=i;
bases[i]->leaf=&triangles[i];
bases[i]->aabb.pos=triangles[i].vertices[0];
bases[i]->aabb.expand_to(triangles[i].vertices[1]);
@ -949,7 +960,7 @@ void BakedLightBaker::_plot_light(ThreadStack& thread_stack,const Vector3& p_plo
}
float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,const Vector3& p_begin, const Vector3& p_end,float p_rest,const Color& p_light,float *p_att_curve,float p_att_pos,int p_att_curve_len,int p_bounces,bool p_first_bounce,bool p_only_dist) {
float BakedLightBaker::_throw_ray(ThreadStack& thread_stack, bool p_bake_direct, const Vector3& p_begin, const Vector3& p_end, float p_rest, const Color& p_light, float *p_att_curve, float p_att_pos, int p_att_curve_len, int p_bounces, bool p_first_bounce, bool p_only_dist, Vector<int> &p_ignore_list) {
uint32_t* stack = thread_stack.ray_stack;
@ -978,6 +989,7 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
Vector3 r_point;
Vector3 end=p_end;
int triangle_id = -1;
Triangle *triangle=NULL;
//for(int i=0;i<max_depth;i++)
@ -986,7 +998,7 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
int level=0;
//AABB ray_aabb;
//ray_aabb.pos=p_begin;
//ray_aabb.expand_to(p_end);
//ray_aabb.expand_to(end);
const BVH *bvhptr = bvh;
@ -1004,6 +1016,7 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
switch(mode) {
case TEST_AABB_BIT: {
if (p_ignore_list.find(b.id)==-1) {
if (b.leaf) {
@ -1024,6 +1037,7 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
len=(p_begin-end).length();
r_normal=f3.get_plane().get_normal();
triangle=b.leaf;
triangle_id=b.id;
inters=true;
}
@ -1034,7 +1048,7 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
bool valid = b.aabb.smits_intersect_ray(p_begin,n,0,len);
//bool valid = b.aabb.intersects_segment(p_begin,p_end);
//bool valid = b.aabb.intersects_segment(p_begin,end);
// bool valid = b.aabb.intersects(ray_aabb);
if (!valid) {
@ -1046,6 +1060,10 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
stack[level]=VISIT_LEFT_BIT;
}
}
}
else {
stack[level] = VISIT_DONE_BIT;
}
} continue;
case VISIT_LEFT_BIT: {
@ -1099,17 +1117,36 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
}
if (n.dot(r_normal)>0)
return -1;
if (n.dot(r_normal)>0)
r_normal=-r_normal;
bool passthrough = false;
//ok...
Color diffuse_at_point(0.8,0.8,0.8);
Color specular_at_point(0.0,0.0,0.0);
if (triangle->material) {
if ((triangle->material->is_double_sided == true || triangle->material->use_alpha == true) && use_translucency == true) {
if (n.dot(r_normal)>0)
r_normal = -r_normal;
if (triangle->material->use_alpha == true)
passthrough = true;
}
else {
if (n.dot(r_normal)>0)
return -1;
}
//triangle->get_uv(r_point);
diffuse_at_point = triangle->material->diffuse.get_color(uv);
specular_at_point = triangle->material->specular.get_color(uv);
}
else {
if (n.dot(r_normal)>0)
return -1;
}
float dist = p_begin.distance_to(r_point);
@ -1139,23 +1176,18 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
//the multiplication can happen with more detail in the shader
if (triangle->material) {
//triangle->get_uv(r_point);
diffuse_at_point=triangle->material->diffuse.get_color(uv);
specular_at_point=triangle->material->specular.get_color(uv);
}
diffuse_at_point.r=res_light.r*diffuse_at_point.r;
diffuse_at_point.g=res_light.g*diffuse_at_point.g;
diffuse_at_point.b=res_light.b*diffuse_at_point.b;
float ret=1e6;
if (p_bounces>0) {
if (passthrough == true && triangle_id !=-1)
{
p_ignore_list.push_back(triangle_id);
ret=_throw_ray(thread_stack, p_bake_direct, r_point, p_end, p_rest, p_light, p_att_curve, p_att_pos, p_att_curve_len, p_bounces, p_first_bounce, p_only_dist, p_ignore_list);
}
else if (p_bounces>0 ) {
p_rest-=dist;
@ -1226,36 +1258,40 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack,bool p_bake_direct,c
bool skip=false;
if (passthrough == false) {
if (!p_first_bounce || p_bake_direct) {
float r = plot_size * cell_size*2;
if (dist<r) {
float r = plot_size * cell_size * 2;
if (dist < r) {
//avoid accumulaiton of light on corners
//plot_light=plot_light.linear_interpolate(Color(0,0,0,0),1.0-sd/plot_size*plot_size);
skip=true;
skip = true;
} else {
}
else {
Vector3 c1=r_normal.cross(n).normalized();
Vector3 c2=r_normal.cross(c1).normalized();
double r1 = double(rand())/RAND_MAX;
double r2 = double(rand())/RAND_MAX;
double r3 = double(rand())/RAND_MAX;
Vector3 rn = ((c1*(r1-0.5)) + (c2*(r2-0.5)) + (r_normal*r3*0.25)).normalized();
float d =_throw_ray(thread_stack,p_bake_direct,r_point,r_point+rn*p_rest,p_rest,diffuse_at_point,p_att_curve,p_att_pos,p_att_curve_len,p_bounces-1,false,true);
Vector3 c1 = r_normal.cross(n).normalized();
Vector3 c2 = r_normal.cross(c1).normalized();
double r1 = double(rand()) / RAND_MAX;
double r2 = double(rand()) / RAND_MAX;
double r3 = double(rand()) / RAND_MAX;
Vector3 rn = ((c1*(r1 - 0.5)) + (c2*(r2 - 0.5)) + (r_normal*r3*0.25)).normalized();
float d = _throw_ray(thread_stack, p_bake_direct, r_point, r_point + rn*p_rest, p_rest, diffuse_at_point, p_att_curve, p_att_pos, p_att_curve_len, p_bounces - 1, false, true);
r = plot_size*cell_size*ao_radius;
if (d>0 && d<r) {
if (d > 0 && d < r) {
//avoid accumulaiton of light on corners
//plot_light=plot_light.linear_interpolate(Color(0,0,0,0),1.0-sd/plot_size*plot_size);
skip=true;
skip = true;
} else {
}
else {
//plot_light=Color(0,0,0,0);
}
}
}
}
Plane plane(r_point,r_normal);

View File

@ -92,6 +92,9 @@ public:
Param diffuse;
Param specular;
Param emission;
bool is_double_sided;
bool use_alpha;
};
struct Triangle {
@ -154,6 +157,7 @@ public:
struct BVH {
int id;
AABB aabb;
Vector3 center;
Triangle *leaf;
@ -307,7 +311,7 @@ public:
void _plot_light(ThreadStack& thread_stack,const Vector3& p_plot_pos,const AABB& p_plot_aabb,const Color& p_light,const Color& p_tint_light,bool p_only_full,const Plane& p_plane);
//void _plot_light_point(const Vector3& p_plot_pos, Octant *p_octant, const AABB& p_aabb,const Color& p_light);
float _throw_ray(ThreadStack& thread_stack,bool p_bake_direct,const Vector3& p_begin, const Vector3& p_end,float p_rest,const Color& p_light,float *p_att_curve,float p_att_pos,int p_att_curve_len,int p_bounces,bool p_first_bounce=false,bool p_only_dist=false);
float _throw_ray(ThreadStack& thread_stack,bool p_bake_direct,const Vector3& p_begin, const Vector3& p_end,float p_rest,const Color& p_light,float *p_att_curve,float p_att_pos,int p_att_curve_len,int p_bounces,bool p_first_bounce=false,bool p_only_dist=false, Vector<int>&p_ignore_list=Vector<int>());
float total_light_area;