a2ba7910ba
Adds the "light_size" property to Lights. It's only considered in baked lightmaps for soft shadowing purposes.
197 lines
7.4 KiB
C++
197 lines
7.4 KiB
C++
/*************************************************************************/
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/* lightmapper.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 LIGHTMAPPER_H
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#define LIGHTMAPPER_H
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#include "scene/resources/mesh.h"
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#if !defined(__aligned)
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#if defined(_WIN32) && defined(_MSC_VER)
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#define __aligned(...) __declspec(align(__VA_ARGS__))
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#else
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#define __aligned(...) __attribute__((aligned(__VA_ARGS__)))
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#endif
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#endif
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class LightmapDenoiser : public Reference {
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GDCLASS(LightmapDenoiser, Reference)
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protected:
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static LightmapDenoiser *(*create_function)();
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public:
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virtual Ref<Image> denoise_image(const Ref<Image> &p_image) = 0;
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static Ref<LightmapDenoiser> create();
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};
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class LightmapRaycaster : public Reference {
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GDCLASS(LightmapRaycaster, Reference)
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protected:
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static LightmapRaycaster *(*create_function)();
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public:
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// compatible with embree3 rays
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struct __aligned(16) Ray {
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const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h
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/*! Default construction does nothing. */
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_FORCE_INLINE_ Ray() :
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geomID(INVALID_GEOMETRY_ID) {}
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/*! Constructs a ray from origin, direction, and ray segment. Near
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* has to be smaller than far. */
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_FORCE_INLINE_ Ray(const Vector3 &org,
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const Vector3 &dir,
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float tnear = 0.0f,
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float tfar = INFINITY) :
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org(org),
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tnear(tnear),
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dir(dir),
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time(0.0f),
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tfar(tfar),
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mask(-1),
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u(0.0),
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v(0.0),
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primID(INVALID_GEOMETRY_ID),
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geomID(INVALID_GEOMETRY_ID),
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instID(INVALID_GEOMETRY_ID) {}
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/*! Tests if we hit something. */
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_FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
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public:
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Vector3 org; //!< Ray origin + tnear
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float tnear; //!< Start of ray segment
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Vector3 dir; //!< Ray direction + tfar
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float time; //!< Time of this ray for motion blur.
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float tfar; //!< End of ray segment
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unsigned int mask; //!< used to mask out objects during traversal
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unsigned int id; //!< ray ID
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unsigned int flags; //!< ray flags
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Vector3 normal; //!< Not normalized geometry normal
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float u; //!< Barycentric u coordinate of hit
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float v; //!< Barycentric v coordinate of hit
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unsigned int primID; //!< primitive ID
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unsigned int geomID; //!< geometry ID
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unsigned int instID; //!< instance ID
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};
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virtual bool intersect(Ray &p_ray) = 0;
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virtual void intersect(Vector<Ray> &r_rays) = 0;
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virtual void add_mesh(const Vector<Vector3> &p_vertices, const Vector<Vector3> &p_normals, const Vector<Vector2> &p_uv2s, unsigned int p_id) = 0;
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virtual void set_mesh_alpha_texture(Ref<Image> p_alpha_texture, unsigned int p_id) = 0;
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virtual void commit() = 0;
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virtual void set_mesh_filter(const Set<int> &p_mesh_ids) = 0;
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virtual void clear_mesh_filter() = 0;
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static Ref<LightmapRaycaster> create();
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};
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class Lightmapper : public Reference {
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GDCLASS(Lightmapper, Reference)
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public:
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enum LightType {
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LIGHT_TYPE_DIRECTIONAL,
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LIGHT_TYPE_OMNI,
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LIGHT_TYPE_SPOT
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};
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enum BakeError {
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BAKE_ERROR_LIGHTMAP_TOO_SMALL,
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BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES,
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BAKE_ERROR_NO_MESHES,
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BAKE_ERROR_USER_ABORTED,
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BAKE_ERROR_NO_RAYCASTER,
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BAKE_OK
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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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BAKE_QUALITY_ULTRA,
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};
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typedef Lightmapper *(*CreateFunc)();
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static CreateFunc create_custom;
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static CreateFunc create_gpu;
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static CreateFunc create_cpu;
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protected:
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public:
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typedef bool (*BakeStepFunc)(float, const String &, void *, bool); //progress, step description, userdata, force refresh
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struct MeshData {
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struct TextureDef {
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RID tex_rid;
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Color mul;
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Color add;
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};
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//triangle data
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Vector<Vector3> points;
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Vector<Vector2> uv;
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Vector<Vector2> uv2;
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Vector<Vector3> normal;
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Vector<TextureDef> albedo;
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Vector<TextureDef> emission;
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Vector<int> surface_facecounts;
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Variant userdata;
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};
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virtual void add_albedo_texture(Ref<Texture> p_texture) = 0;
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virtual void add_emission_texture(Ref<Texture> p_texture) = 0;
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virtual void add_mesh(const MeshData &p_mesh, Vector2i p_size) = 0;
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virtual void add_directional_light(bool p_bake_direct, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_size) = 0;
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virtual void add_omni_light(bool p_bake_direct, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation, float p_size) = 0;
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virtual void add_spot_light(bool p_bake_direct, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) = 0;
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virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, bool p_generate_atlas, int p_max_texture_size, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_step_userdata = nullptr, BakeStepFunc p_substep_function = nullptr) = 0;
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virtual int get_bake_texture_count() const = 0;
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virtual Ref<Image> get_bake_texture(int p_index) const = 0;
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virtual int get_bake_mesh_count() const = 0;
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virtual Variant get_bake_mesh_userdata(int p_index) const = 0;
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virtual Rect2 get_bake_mesh_uv_scale(int p_index) const = 0;
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virtual int get_bake_mesh_texture_slice(int p_index) const = 0;
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static Ref<Lightmapper> create();
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Lightmapper();
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};
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#endif // LIGHTMAPPER_H
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