385ee5c70b
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
169 lines
5.3 KiB
C++
169 lines
5.3 KiB
C++
/*************************************************************************/
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/* voxel_gi.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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_GI_H
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#define VOXEL_GI_H
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#include "scene/3d/visual_instance_3d.h"
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class CameraAttributes;
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class VoxelGIData : public Resource {
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GDCLASS(VoxelGIData, Resource);
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RID probe;
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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Transform3D to_cell_xform;
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AABB bounds;
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Vector3 octree_size;
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float dynamic_range = 2.0;
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float energy = 1.0;
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float bias = 1.5;
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float normal_bias = 0.0;
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float propagation = 0.5;
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bool interior = false;
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bool use_two_bounces = true;
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protected:
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static void _bind_methods();
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public:
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void allocate(const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3 &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
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AABB get_bounds() const;
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Vector3 get_octree_size() const;
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Vector<uint8_t> get_octree_cells() const;
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Vector<uint8_t> get_data_cells() const;
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Vector<uint8_t> get_distance_field() const;
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Vector<int> get_level_counts() const;
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Transform3D get_to_cell_xform() const;
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void set_dynamic_range(float p_range);
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float get_dynamic_range() const;
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void set_propagation(float p_propagation);
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float get_propagation() const;
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void set_energy(float p_energy);
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float get_energy() const;
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void set_bias(float p_bias);
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float get_bias() const;
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void set_normal_bias(float p_normal_bias);
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float get_normal_bias() const;
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void set_interior(bool p_enable);
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bool is_interior() const;
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void set_use_two_bounces(bool p_enable);
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bool is_using_two_bounces() const;
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virtual RID get_rid() const override;
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VoxelGIData();
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~VoxelGIData();
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};
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class VoxelGI : public VisualInstance3D {
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GDCLASS(VoxelGI, VisualInstance3D);
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public:
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enum Subdiv {
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SUBDIV_64,
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SUBDIV_128,
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SUBDIV_256,
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SUBDIV_512,
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SUBDIV_MAX
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};
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typedef void (*BakeBeginFunc)(int);
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typedef void (*BakeStepFunc)(int, const String &);
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typedef void (*BakeEndFunc)();
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private:
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Ref<VoxelGIData> probe_data;
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RID voxel_gi;
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Subdiv subdiv = SUBDIV_128;
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Vector3 extents = Vector3(10, 10, 10);
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Ref<CameraAttributes> camera_attributes;
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struct PlotMesh {
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Ref<Material> override_material;
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Vector<Ref<Material>> instance_materials;
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Ref<Mesh> mesh;
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Transform3D local_xform;
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};
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void _find_meshes(Node *p_at_node, List<PlotMesh> &plot_meshes);
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void _debug_bake();
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protected:
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static void _bind_methods();
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public:
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static BakeBeginFunc bake_begin_function;
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static BakeStepFunc bake_step_function;
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static BakeEndFunc bake_end_function;
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void set_probe_data(const Ref<VoxelGIData> &p_data);
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Ref<VoxelGIData> get_probe_data() const;
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void set_subdiv(Subdiv p_subdiv);
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Subdiv get_subdiv() const;
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_camera_attributes(const Ref<CameraAttributes> &p_camera_attributes);
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Ref<CameraAttributes> get_camera_attributes() const;
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Vector3i get_estimated_cell_size() const;
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void bake(Node *p_from_node = nullptr, bool p_create_visual_debug = false);
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virtual AABB get_aabb() const override;
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TypedArray<String> get_configuration_warnings() const override;
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VoxelGI();
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~VoxelGI();
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};
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VARIANT_ENUM_CAST(VoxelGI::Subdiv)
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#endif // VOXEL_GI_H
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