112b416056
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>
173 lines
5.8 KiB
C++
173 lines
5.8 KiB
C++
/*************************************************************************/
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/* voxel_light_baker.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VOXEL_LIGHT_BAKER_H
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#define VOXEL_LIGHT_BAKER_H
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#include "scene/3d/mesh_instance.h"
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#include "scene/resources/multimesh.h"
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class VoxelLightBaker {
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public:
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enum DebugMode {
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DEBUG_ALBEDO,
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DEBUG_LIGHT
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};
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enum BakeQuality {
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BAKE_QUALITY_LOW,
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BAKE_QUALITY_MEDIUM,
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BAKE_QUALITY_HIGH
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};
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enum BakeMode {
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BAKE_MODE_CONE_TRACE,
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BAKE_MODE_RAY_TRACE,
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};
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private:
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enum {
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CHILD_EMPTY = 0xFFFFFFFF
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};
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struct Cell {
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uint32_t children[8];
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float albedo[3]; //albedo in RGB24
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float emission[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
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float normal[3];
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uint32_t used_sides;
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float alpha; //used for upsampling
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int level;
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Cell() {
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for (int i = 0; i < 8; i++) {
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children[i] = CHILD_EMPTY;
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}
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for (int i = 0; i < 3; i++) {
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emission[i] = 0;
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albedo[i] = 0;
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normal[i] = 0;
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}
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alpha = 0;
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used_sides = 0;
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level = 0;
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}
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};
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Vector<Cell> bake_cells;
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int cell_subdiv;
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struct Light {
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int x, y, z;
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float accum[6][3]; //rgb anisotropic
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float direct_accum[6][3]; //for direct bake
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int next_leaf;
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Light() {
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x = y = z = 0;
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for (int i = 0; i < 6; i++) {
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for (int j = 0; j < 3; j++) {
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accum[i][j] = 0;
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direct_accum[i][j] = 0;
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}
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}
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next_leaf = 0;
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}
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};
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int first_leaf;
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Vector<Light> bake_light;
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struct MaterialCache {
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//128x128 textures
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Vector<Color> albedo;
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Vector<Color> emission;
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};
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Map<Ref<Material>, MaterialCache> material_cache;
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int leaf_voxel_count;
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bool direct_lights_baked;
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AABB original_bounds;
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AABB po2_bounds;
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int axis_cell_size[3];
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Transform to_cell_space;
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int color_scan_cell_width;
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int bake_texture_size;
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float cell_size;
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float propagation;
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BakeQuality bake_quality;
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int max_original_cells;
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void _init_light_plot(int p_idx, int p_level, int p_x, int p_y, int p_z, uint32_t p_parent);
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Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
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MaterialCache _get_material_cache(Ref<Material> p_material);
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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);
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void _fixup_plot(int p_idx, int p_level);
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void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx, DebugMode p_mode);
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void _check_init_light();
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uint32_t _find_cell_at_pos(const Cell *cells, int x, int y, int z);
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public:
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void begin_bake(int p_subdiv, const AABB &p_bounds);
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void plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material> > &p_materials, const Ref<Material> &p_override_material);
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void begin_bake_light(BakeQuality p_quality = BAKE_QUALITY_MEDIUM, float p_propagation = 0.85);
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void plot_light_directional(const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, bool p_direct);
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void plot_light_omni(const Vector3 &p_pos, const Color &p_color, float p_energy, float p_indirect_energy, float p_radius, float p_attenutation, bool p_direct);
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void plot_light_spot(const Vector3 &p_pos, const Vector3 &p_axis, const Color &p_color, float p_energy, float p_indirect_energy, float p_radius, float p_attenutation, float p_spot_angle, float p_spot_attenuation, bool p_direct);
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void end_bake();
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struct LightMapData {
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int width;
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int height;
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PoolVector<float> light;
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};
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PoolVector<int> create_gi_probe_data();
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Ref<MultiMesh> create_debug_multimesh(DebugMode p_mode = DEBUG_ALBEDO);
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PoolVector<uint8_t> create_capture_octree(int p_subdiv);
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float get_cell_size() const;
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Transform get_to_cell_space_xform() const;
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VoxelLightBaker();
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};
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#endif // VOXEL_LIGHT_BAKER_H
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