/*************************************************************************/ /* lightmapper.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 LIGHTMAPPER_H #define LIGHTMAPPER_H #include "scene/resources/mesh.h" #if !defined(__aligned) #if (defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__)) && !defined(__CYGWIN__) #define __aligned(...) __declspec(align(__VA_ARGS__)) #else #define __aligned(...) __attribute__((aligned(__VA_ARGS__))) #endif #endif class LightmapDenoiser : public Reference { GDCLASS(LightmapDenoiser, Reference) protected: static LightmapDenoiser *(*create_function)(); public: virtual Ref denoise_image(const Ref &p_image) = 0; static Ref create(); }; class LightmapRaycaster : public Reference { GDCLASS(LightmapRaycaster, Reference) protected: static LightmapRaycaster *(*create_function)(); public: // compatible with embree3 rays struct __aligned(16) Ray { const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h /*! Default construction does nothing. */ _FORCE_INLINE_ Ray() : geomID(INVALID_GEOMETRY_ID) {} /*! Constructs a ray from origin, direction, and ray segment. Near * has to be smaller than far. */ _FORCE_INLINE_ Ray(const Vector3 &org, const Vector3 &dir, float tnear = 0.0f, float tfar = INFINITY) : org(org), tnear(tnear), dir(dir), time(0.0f), tfar(tfar), mask(-1), u(0.0), v(0.0), primID(INVALID_GEOMETRY_ID), geomID(INVALID_GEOMETRY_ID), instID(INVALID_GEOMETRY_ID) {} /*! Tests if we hit something. */ _FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; } public: Vector3 org; //!< Ray origin + tnear float tnear; //!< Start of ray segment Vector3 dir; //!< Ray direction + tfar float time; //!< Time of this ray for motion blur. float tfar; //!< End of ray segment unsigned int mask; //!< used to mask out objects during traversal unsigned int id; //!< ray ID unsigned int flags; //!< ray flags Vector3 normal; //!< Not normalized geometry normal float u; //!< Barycentric u coordinate of hit float v; //!< Barycentric v coordinate of hit unsigned int primID; //!< primitive ID unsigned int geomID; //!< geometry ID unsigned int instID; //!< instance ID }; virtual bool intersect(Ray &p_ray) = 0; virtual void intersect(Vector &r_rays) = 0; virtual void add_mesh(const Vector &p_vertices, const Vector &p_normals, const Vector &p_uv2s, unsigned int p_id) = 0; virtual void set_mesh_alpha_texture(Ref p_alpha_texture, unsigned int p_id) = 0; virtual void commit() = 0; virtual void set_mesh_filter(const Set &p_mesh_ids) = 0; virtual void clear_mesh_filter() = 0; static Ref create(); }; class Lightmapper : public Reference { GDCLASS(Lightmapper, Reference) public: 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_ERROR_NO_MESHES, BAKE_ERROR_USER_ABORTED, BAKE_ERROR_NO_RAYCASTER, 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); //progress, step description, userdata, force refresh struct MeshData { struct TextureDef { RID tex_rid; Color mul; Color add; }; //triangle data Vector points; Vector uv; Vector uv2; Vector normal; Vector albedo; Vector emission; Vector surface_facecounts; Variant userdata; }; virtual void add_albedo_texture(Ref p_texture) = 0; virtual void add_emission_texture(Ref p_texture) = 0; virtual void add_mesh(const MeshData &p_mesh, Vector2i p_size) = 0; virtual void add_directional_light(bool p_bake_direct, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier) = 0; virtual void add_omni_light(bool p_bake_direct, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation) = 0; virtual void add_spot_light(bool p_bake_direct, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation) = 0; virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, bool p_generate_atlas, int p_max_texture_size, const Ref &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr, BakeStepFunc p_substep_function = nullptr) = 0; virtual int get_bake_texture_count() const = 0; virtual Ref 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; static Ref create(); Lightmapper(); }; #endif // LIGHTMAPPER_H