/*************************************************************************/ /* voxelizer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 VOXEL_LIGHT_BAKER_H #define VOXEL_LIGHT_BAKER_H #include "core/math/vector3i.h" #include "scene/3d/mesh_instance.h" #include "scene/resources/multimesh.h" 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; float alpha; //used for upsampling uint16_t x; uint16_t y; uint16_t z; uint16_t level; Cell() { for (int i = 0; i < 8; i++) { children[i] = CHILD_EMPTY; } for (int i = 0; i < 3; i++) { emission[i] = 0; albedo[i] = 0; normal[i] = 0; } alpha = 0; used_sides = 0; x = y = z = 0; level = 0; } }; Vector bake_cells; int cell_subdiv; struct CellSort { union { struct { uint64_t z : 16; uint64_t y : 16; uint64_t x : 16; uint64_t level : 16; }; uint64_t key; }; int32_t index; _FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const { return key < p_cell_sort.key; } }; struct MaterialCache { //128x128 textures Vector albedo; Vector emission; }; Map, MaterialCache> material_cache; AABB original_bounds; AABB po2_bounds; int axis_cell_size[3]; Transform to_cell_space; int color_scan_cell_width; int bake_texture_size; float cell_size; float propagation; int max_original_cells; int leaf_voxel_count; Vector _get_bake_texture(Ref p_image, const Color &p_color_mul, const Color &p_color_add); MaterialCache _get_material_cache(Ref p_material); 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); void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref &p_multimesh, int &idx); bool sorted; void _sort(); public: void begin_bake(int p_subdiv, const AABB &p_bounds); void plot_mesh(const Transform &p_xform, Ref &p_mesh, const Vector > &p_materials, const Ref &p_override_material); void end_bake(); int get_gi_probe_octree_depth() const; Vector3i get_giprobe_octree_size() const; int get_giprobe_cell_count() const; PoolVector get_giprobe_octree_cells() const; PoolVector get_giprobe_data_cells() const; PoolVector get_giprobe_level_cell_count() const; Ref create_debug_multimesh(); Transform get_to_cell_space_xform() const; Voxelizer(); }; #endif // VOXEL_LIGHT_BAKER_H