/**************************************************************************/ /* lightmap_gi_gizmo_plugin.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "lightmap_gi_gizmo_plugin.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/plugins/node_3d_editor_plugin.h" #include "scene/3d/lightmap_gi.h" LightmapGIGizmoPlugin::LightmapGIGizmoPlugin() { Color gizmo_color = EDITOR_DEF_RST("editors/3d_gizmos/gizmo_colors/lightmap_lines", Color(0.5, 0.6, 1)); gizmo_color.a = 0.1; create_material("lightmap_lines", gizmo_color); Ref mat = memnew(StandardMaterial3D); mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, false); mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); add_material("lightmap_probe_material", mat); create_icon_material("baked_indirect_light_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLightmapGI"), EditorStringName(EditorIcons))); } bool LightmapGIGizmoPlugin::has_gizmo(Node3D *p_spatial) { return Object::cast_to(p_spatial) != nullptr; } String LightmapGIGizmoPlugin::get_gizmo_name() const { return "LightmapGI"; } int LightmapGIGizmoPlugin::get_priority() const { return -1; } void LightmapGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { Ref icon = get_material("baked_indirect_light_icon", p_gizmo); LightmapGI *baker = Object::cast_to(p_gizmo->get_node_3d()); Ref data = baker->get_light_data(); p_gizmo->clear(); p_gizmo->add_unscaled_billboard(icon, 0.05); if (data.is_null() || !p_gizmo->is_selected()) { return; } Ref material_lines = get_material("lightmap_lines", p_gizmo); Ref material_probes = get_material("lightmap_probe_material", p_gizmo); Vector lines; HashSet lines_found; Vector points = data->get_capture_points(); if (points.size() == 0) { return; } Vector sh = data->get_capture_sh(); if (sh.size() != points.size() * 9) { return; } Vector tetrahedrons = data->get_capture_tetrahedra(); for (int i = 0; i < tetrahedrons.size(); i += 4) { for (int j = 0; j < 4; j++) { for (int k = j + 1; k < 4; k++) { Vector2i pair; pair.x = tetrahedrons[i + j]; pair.y = tetrahedrons[i + k]; if (pair.y < pair.x) { SWAP(pair.x, pair.y); } if (lines_found.has(pair)) { continue; } lines_found.insert(pair); lines.push_back(points[pair.x]); lines.push_back(points[pair.y]); } } } p_gizmo->add_lines(lines, material_lines); int stack_count = 8; int sector_count = 16; float sector_step = (Math_PI * 2.0) / sector_count; float stack_step = Math_PI / stack_count; Vector vertices; Vector colors; Vector indices; float radius = 0.3; for (int p = 0; p < points.size(); p++) { int vertex_base = vertices.size(); Vector3 sh_col[9]; for (int i = 0; i < 9; i++) { sh_col[i].x = sh[p * 9 + i].r; sh_col[i].y = sh[p * 9 + i].g; sh_col[i].z = sh[p * 9 + i].b; } for (int i = 0; i <= stack_count; ++i) { float stack_angle = Math_PI / 2 - i * stack_step; // starting from pi/2 to -pi/2 float xy = radius * Math::cos(stack_angle); // r * cos(u) float z = radius * Math::sin(stack_angle); // r * sin(u) // add (sector_count+1) vertices per stack // the first and last vertices have same position and normal, but different tex coords for (int j = 0; j <= sector_count; ++j) { float sector_angle = j * sector_step; // starting from 0 to 2pi // vertex position (x, y, z) float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v) float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v) Vector3 n = Vector3(x, z, y); vertices.push_back(points[p] + n); n.normalize(); 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; Vector3 light = (c1 * sh_col[8] * (n.x * n.x - n.y * n.y) + c3 * sh_col[6] * n.z * n.z + c4 * sh_col[0] - c5 * sh_col[6] + 2.0 * c1 * sh_col[4] * n.x * n.y + 2.0 * c1 * sh_col[7] * n.x * n.z + 2.0 * c1 * sh_col[5] * n.y * n.z + 2.0 * c2 * sh_col[3] * n.x + 2.0 * c2 * sh_col[1] * n.y + 2.0 * c2 * sh_col[2] * n.z); colors.push_back(Color(light.x, light.y, light.z, 1)); } } for (int i = 0; i < stack_count; ++i) { int k1 = i * (sector_count + 1); // beginning of current stack int k2 = k1 + sector_count + 1; // beginning of next stack for (int j = 0; j < sector_count; ++j, ++k1, ++k2) { // 2 triangles per sector excluding first and last stacks // k1 => k2 => k1+1 if (i != 0) { indices.push_back(vertex_base + k1); indices.push_back(vertex_base + k2); indices.push_back(vertex_base + k1 + 1); } // k1+1 => k2 => k2+1 if (i != (stack_count - 1)) { indices.push_back(vertex_base + k1 + 1); indices.push_back(vertex_base + k2); indices.push_back(vertex_base + k2 + 1); } } } } Array array; array.resize(RS::ARRAY_MAX); array[RS::ARRAY_VERTEX] = vertices; array[RS::ARRAY_INDEX] = indices; array[RS::ARRAY_COLOR] = colors; Ref mesh; mesh.instantiate(); mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array, Array(), Dictionary(), 0); //no compression mesh->surface_set_material(0, material_probes); p_gizmo->add_mesh(mesh); }