godot/scene/3d/visual_instance.cpp
JFonS 112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00

369 lines
14 KiB
C++

/*************************************************************************/
/* visual_instance.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "visual_instance.h"
#include "scene/scene_string_names.h"
#include "servers/visual_server.h"
#include "skeleton.h"
AABB VisualInstance::get_transformed_aabb() const {
return get_global_transform().xform(get_aabb());
}
void VisualInstance::_update_visibility() {
if (!is_inside_tree())
return;
_change_notify("visible");
VS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
}
void VisualInstance::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
/*
Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
if (skeleton)
VisualServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
*/
ERR_FAIL_COND(get_world().is_null());
VisualServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
_update_visibility();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
Transform gt = get_global_transform();
VisualServer::get_singleton()->instance_set_transform(instance, gt);
} break;
case NOTIFICATION_EXIT_WORLD: {
VisualServer::get_singleton()->instance_set_scenario(instance, RID());
VisualServer::get_singleton()->instance_attach_skeleton(instance, RID());
//VS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_visibility();
} break;
}
}
RID VisualInstance::get_instance() const {
return instance;
}
RID VisualInstance::_get_visual_instance_rid() const {
return instance;
}
void VisualInstance::set_layer_mask(uint32_t p_mask) {
layers = p_mask;
VisualServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
}
uint32_t VisualInstance::get_layer_mask() const {
return layers;
}
void VisualInstance::set_layer_mask_bit(int p_layer, bool p_enable) {
ERR_FAIL_INDEX(p_layer, 32);
if (p_enable) {
set_layer_mask(layers | (1 << p_layer));
} else {
set_layer_mask(layers & (~(1 << p_layer)));
}
}
bool VisualInstance::get_layer_mask_bit(int p_layer) const {
ERR_FAIL_INDEX_V(p_layer, 32, false);
return (layers & (1 << p_layer));
}
void VisualInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance::_get_visual_instance_rid);
ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance::set_base);
ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance::get_base);
ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance::get_instance);
ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance::set_layer_mask);
ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance::get_layer_mask);
ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance::set_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance::get_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance::get_transformed_aabb);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
}
void VisualInstance::set_base(const RID &p_base) {
VisualServer::get_singleton()->instance_set_base(instance, p_base);
base = p_base;
}
RID VisualInstance::get_base() const {
return base;
}
VisualInstance::VisualInstance() {
instance = VisualServer::get_singleton()->instance_create();
VisualServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
layers = 1;
set_notify_transform(true);
}
VisualInstance::~VisualInstance() {
VisualServer::get_singleton()->free(instance);
}
void GeometryInstance::set_material_override(const Ref<Material> &p_material) {
material_override = p_material;
VS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
}
Ref<Material> GeometryInstance::get_material_override() const {
return material_override;
}
void GeometryInstance::set_generate_lightmap(bool p_enabled) {
generate_lightmap = p_enabled;
}
bool GeometryInstance::get_generate_lightmap() {
return generate_lightmap;
}
void GeometryInstance::set_lightmap_scale(LightmapScale p_scale) {
ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
lightmap_scale = p_scale;
}
GeometryInstance::LightmapScale GeometryInstance::get_lightmap_scale() const {
return lightmap_scale;
}
void GeometryInstance::set_lod_min_distance(float p_dist) {
lod_min_distance = p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
}
float GeometryInstance::get_lod_min_distance() const {
return lod_min_distance;
}
void GeometryInstance::set_lod_max_distance(float p_dist) {
lod_max_distance = p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
}
float GeometryInstance::get_lod_max_distance() const {
return lod_max_distance;
}
void GeometryInstance::set_lod_min_hysteresis(float p_dist) {
lod_min_hysteresis = p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
}
float GeometryInstance::get_lod_min_hysteresis() const {
return lod_min_hysteresis;
}
void GeometryInstance::set_lod_max_hysteresis(float p_dist) {
lod_max_hysteresis = p_dist;
VS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
}
float GeometryInstance::get_lod_max_hysteresis() const {
return lod_max_hysteresis;
}
void GeometryInstance::_notification(int p_what) {
}
void GeometryInstance::set_flag(Flags p_flag, bool p_value) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
if (flags[p_flag] == p_value)
return;
flags[p_flag] = p_value;
VS::get_singleton()->instance_geometry_set_flag(get_instance(), (VS::InstanceFlags)p_flag, p_value);
}
bool GeometryInstance::get_flag(Flags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void GeometryInstance::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
shadow_casting_setting = p_shadow_casting_setting;
VS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (VS::ShadowCastingSetting)p_shadow_casting_setting);
}
GeometryInstance::ShadowCastingSetting GeometryInstance::get_cast_shadows_setting() const {
return shadow_casting_setting;
}
void GeometryInstance::set_extra_cull_margin(float p_margin) {
ERR_FAIL_COND(p_margin < 0);
extra_cull_margin = p_margin;
VS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
}
float GeometryInstance::get_extra_cull_margin() const {
return extra_cull_margin;
}
void GeometryInstance::set_custom_aabb(AABB aabb) {
VS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
}
void GeometryInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance::set_material_override);
ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance::get_material_override);
ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance::set_flag);
ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance::get_flag);
ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance::set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance::get_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("set_generate_lightmap", "enabled"), &GeometryInstance::set_generate_lightmap);
ClassDB::bind_method(D_METHOD("get_generate_lightmap"), &GeometryInstance::get_generate_lightmap);
ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance::set_lightmap_scale);
ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance::get_lightmap_scale);
ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance::set_lod_max_hysteresis);
ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance::get_lod_max_hysteresis);
ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance::set_lod_max_distance);
ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance::get_lod_max_distance);
ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance::set_lod_min_hysteresis);
ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance::get_lod_min_hysteresis);
ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance::set_lod_min_distance);
ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance::get_lod_min_distance);
ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance::set_extra_cull_margin);
ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance::get_extra_cull_margin);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance::get_aabb);
ADD_GROUP("Geometry", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,SpatialMaterial"), "set_material_override", "get_material_override");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
ADD_GROUP("Baked Light", "");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_lightmap"), "set_generate_lightmap", "get_generate_lightmap");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lightmap_scale", PROPERTY_HINT_ENUM, "1x,2x,4x,8x"), "set_lightmap_scale", "get_lightmap_scale");
ADD_GROUP("LOD", "lod_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_distance", "get_lod_min_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_hysteresis", "get_lod_min_hysteresis");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_distance", "get_lod_max_distance");
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_hysteresis", "get_lod_max_hysteresis");
//ADD_SIGNAL( MethodInfo("visibility_changed"));
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
BIND_ENUM_CONSTANT(FLAG_USE_BAKED_LIGHT);
BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
BIND_ENUM_CONSTANT(FLAG_MAX);
}
GeometryInstance::GeometryInstance() {
lod_min_distance = 0;
lod_max_distance = 0;
lod_min_hysteresis = 0;
lod_max_hysteresis = 0;
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = false;
}
shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
extra_cull_margin = 0;
generate_lightmap = true;
lightmap_scale = LightmapScale::LIGHTMAP_SCALE_1X;
//VS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
}