b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
259 lines
9.1 KiB
C++
259 lines
9.1 KiB
C++
/*************************************************************************/
|
|
/* lightmapper_rd.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_RD_H
|
|
#define LIGHTMAPPER_RD_H
|
|
|
|
#include "core/templates/local_vector.h"
|
|
#include "scene/3d/lightmapper.h"
|
|
#include "scene/resources/mesh.h"
|
|
#include "servers/rendering/rendering_device.h"
|
|
|
|
class LightmapperRD : public Lightmapper {
|
|
GDCLASS(LightmapperRD, Lightmapper)
|
|
|
|
struct MeshInstance {
|
|
MeshData data;
|
|
int slice = 0;
|
|
Vector2i offset;
|
|
};
|
|
|
|
struct Light {
|
|
float position[3];
|
|
uint32_t type = LIGHT_TYPE_DIRECTIONAL;
|
|
float direction[3];
|
|
float energy;
|
|
float color[3];
|
|
float size;
|
|
float range;
|
|
float attenuation;
|
|
float spot_angle;
|
|
float spot_attenuation;
|
|
uint32_t static_bake;
|
|
uint32_t pad[3];
|
|
|
|
bool operator<(const Light &p_light) const {
|
|
return type < p_light.type;
|
|
}
|
|
};
|
|
|
|
struct Vertex {
|
|
float position[3];
|
|
float normal_z;
|
|
float uv[2];
|
|
float normal_xy[2];
|
|
|
|
bool operator==(const Vertex &p_vtx) const {
|
|
return (position[0] == p_vtx.position[0]) &&
|
|
(position[1] == p_vtx.position[1]) &&
|
|
(position[2] == p_vtx.position[2]) &&
|
|
(uv[0] == p_vtx.uv[0]) &&
|
|
(uv[1] == p_vtx.uv[1]) &&
|
|
(normal_xy[0] == p_vtx.normal_xy[0]) &&
|
|
(normal_xy[1] == p_vtx.normal_xy[1]) &&
|
|
(normal_z == p_vtx.normal_z);
|
|
}
|
|
};
|
|
|
|
struct Edge {
|
|
Vector3 a;
|
|
Vector3 b;
|
|
Vector3 na;
|
|
Vector3 nb;
|
|
bool operator==(const Edge &p_seam) const {
|
|
return a == p_seam.a && b == p_seam.b && na == p_seam.na && nb == p_seam.nb;
|
|
}
|
|
Edge() {
|
|
}
|
|
|
|
Edge(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_na, const Vector3 &p_nb) {
|
|
a = p_a;
|
|
b = p_b;
|
|
na = p_na;
|
|
nb = p_nb;
|
|
}
|
|
};
|
|
|
|
struct Probe {
|
|
float position[4];
|
|
};
|
|
|
|
Vector<Probe> probe_positions;
|
|
|
|
struct EdgeHash {
|
|
_FORCE_INLINE_ static uint32_t hash(const Edge &p_edge) {
|
|
uint32_t h = hash_djb2_one_float(p_edge.a.x);
|
|
h = hash_djb2_one_float(p_edge.a.y, h);
|
|
h = hash_djb2_one_float(p_edge.a.z, h);
|
|
h = hash_djb2_one_float(p_edge.b.x, h);
|
|
h = hash_djb2_one_float(p_edge.b.y, h);
|
|
h = hash_djb2_one_float(p_edge.b.z, h);
|
|
return h;
|
|
}
|
|
};
|
|
struct EdgeUV2 {
|
|
Vector2 a;
|
|
Vector2 b;
|
|
Vector2i indices;
|
|
bool operator==(const EdgeUV2 &p_uv2) const {
|
|
return a == p_uv2.a && b == p_uv2.b;
|
|
}
|
|
bool seam_found = false;
|
|
EdgeUV2(Vector2 p_a, Vector2 p_b, Vector2i p_indices) {
|
|
a = p_a;
|
|
b = p_b;
|
|
indices = p_indices;
|
|
}
|
|
EdgeUV2() {}
|
|
};
|
|
|
|
struct Seam {
|
|
Vector2i a;
|
|
Vector2i b;
|
|
uint32_t slice;
|
|
bool operator<(const Seam &p_seam) const {
|
|
return slice < p_seam.slice;
|
|
}
|
|
};
|
|
|
|
struct VertexHash {
|
|
_FORCE_INLINE_ static uint32_t hash(const Vertex &p_vtx) {
|
|
uint32_t h = hash_djb2_one_float(p_vtx.position[0]);
|
|
h = hash_djb2_one_float(p_vtx.position[1], h);
|
|
h = hash_djb2_one_float(p_vtx.position[2], h);
|
|
h = hash_djb2_one_float(p_vtx.uv[0], h);
|
|
h = hash_djb2_one_float(p_vtx.uv[1], h);
|
|
h = hash_djb2_one_float(p_vtx.normal_xy[0], h);
|
|
h = hash_djb2_one_float(p_vtx.normal_xy[1], h);
|
|
h = hash_djb2_one_float(p_vtx.normal_z, h);
|
|
return h;
|
|
}
|
|
};
|
|
|
|
struct Box {
|
|
float min_bounds[3];
|
|
float pad0;
|
|
float max_bounds[3];
|
|
float pad1;
|
|
};
|
|
|
|
struct Triangle {
|
|
uint32_t indices[3];
|
|
uint32_t slice;
|
|
bool operator<(const Triangle &p_triangle) const {
|
|
return slice < p_triangle.slice;
|
|
}
|
|
};
|
|
|
|
Vector<MeshInstance> mesh_instances;
|
|
|
|
Vector<Light> lights;
|
|
|
|
struct TriangleSort {
|
|
uint32_t cell_index;
|
|
uint32_t triangle_index;
|
|
bool operator<(const TriangleSort &p_triangle_sort) const {
|
|
return cell_index < p_triangle_sort.cell_index; //sorting by triangle index in this case makes no sense
|
|
}
|
|
};
|
|
|
|
void _plot_triangle_into_triangle_index_list(int p_size, const Vector3i &p_ofs, const AABB &p_bounds, const Vector3 p_points[], uint32_t p_triangle_index, LocalVector<TriangleSort> &triangles, uint32_t p_grid_size);
|
|
|
|
struct RasterPushConstant {
|
|
float atlas_size[2];
|
|
float uv_offset[2];
|
|
float to_cell_size[3];
|
|
uint32_t base_triangle;
|
|
float to_cell_offset[3];
|
|
float bias;
|
|
int32_t grid_size[3];
|
|
uint32_t pad2;
|
|
};
|
|
|
|
struct RasterSeamsPushConstant {
|
|
uint32_t base_index;
|
|
uint32_t slice;
|
|
float uv_offset[2];
|
|
uint32_t debug;
|
|
float blend;
|
|
uint32_t pad[2];
|
|
};
|
|
|
|
struct PushConstant {
|
|
int32_t atlas_size[2];
|
|
uint32_t ray_count;
|
|
uint32_t ray_to;
|
|
|
|
float world_size[3];
|
|
float bias;
|
|
|
|
float to_cell_offset[3];
|
|
uint32_t ray_from;
|
|
|
|
float to_cell_size[3];
|
|
uint32_t light_count;
|
|
|
|
int32_t grid_size;
|
|
int32_t atlas_slice;
|
|
int32_t region_ofs[2];
|
|
|
|
float environment_xform[12];
|
|
};
|
|
|
|
Vector<Ref<Image>> bake_textures;
|
|
Vector<Color> probe_values;
|
|
|
|
BakeError _blit_meshes_into_atlas(int p_max_texture_size, Vector<Ref<Image>> &albedo_images, Vector<Ref<Image>> &emission_images, AABB &bounds, Size2i &atlas_size, int &atlas_slices, BakeStepFunc p_step_function, void *p_bake_userdata);
|
|
void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &grid_texture_sdf, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);
|
|
void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform);
|
|
|
|
public:
|
|
virtual void add_mesh(const MeshData &p_mesh) override;
|
|
virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) override;
|
|
virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size) override;
|
|
virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) override;
|
|
virtual void add_probe(const Vector3 &p_position) override;
|
|
virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr) override;
|
|
|
|
int get_bake_texture_count() const override;
|
|
Ref<Image> get_bake_texture(int p_index) const override;
|
|
int get_bake_mesh_count() const override;
|
|
Variant get_bake_mesh_userdata(int p_index) const override;
|
|
Rect2 get_bake_mesh_uv_scale(int p_index) const override;
|
|
int get_bake_mesh_texture_slice(int p_index) const override;
|
|
int get_bake_probe_count() const override;
|
|
Vector3 get_bake_probe_point(int p_probe) const override;
|
|
Vector<Color> get_bake_probe_sh(int p_probe) const override;
|
|
|
|
LightmapperRD();
|
|
};
|
|
|
|
#endif // LIGHTMAPPER_H
|