c4c7fa3f5e
Due to memory contraints in other places in Godot it is unlikely that anything higher than 1024 will actually work. When/if we improve memory management for vectors we can increase this limit again
188 lines
3.9 KiB
C++
188 lines
3.9 KiB
C++
#ifndef BAKED_INDIRECT_LIGHT_H
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#define BAKED_INDIRECT_LIGHT_H
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#include "multimesh_instance.h"
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#include "scene/3d/light.h"
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#include "scene/3d/visual_instance.h"
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class BakedLightmapData : public Resource {
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GDCLASS(BakedLightmapData, Resource);
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RID baked_light;
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AABB bounds;
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float energy;
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int cell_subdiv;
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Transform cell_space_xform;
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struct User {
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NodePath path;
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Ref<Texture> lightmap;
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};
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Vector<User> users;
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void _set_user_data(const Array &p_data);
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Array _get_user_data() const;
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protected:
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static void _bind_methods();
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public:
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void set_bounds(const AABB &p_bounds);
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AABB get_bounds() const;
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void set_octree(const PoolVector<uint8_t> &p_octree);
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PoolVector<uint8_t> get_octree() const;
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void set_cell_space_transform(const Transform &p_xform);
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Transform get_cell_space_transform() const;
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void set_cell_subdiv(int p_cell_subdiv);
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int get_cell_subdiv() const;
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void set_energy(float p_energy);
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float get_energy() const;
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void add_user(const NodePath &p_path, const Ref<Texture> &p_lightmap);
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int get_user_count() const;
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NodePath get_user_path(int p_user) const;
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Ref<Texture> get_user_lightmap(int p_user) const;
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void clear_users();
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virtual RID get_rid() const;
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BakedLightmapData();
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~BakedLightmapData();
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};
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class BakedLightmap : public VisualInstance {
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GDCLASS(BakedLightmap, VisualInstance);
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public:
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enum Subdiv {
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SUBDIV_128,
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SUBDIV_256,
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SUBDIV_512,
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SUBDIV_1024,
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SUBDIV_MAX
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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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enum BakeError {
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BAKE_ERROR_OK,
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BAKE_ERROR_NO_SAVE_PATH,
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BAKE_ERROR_NO_MESHES,
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BAKE_ERROR_CANT_CREATE_IMAGE,
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BAKE_ERROR_USER_ABORTED
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};
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typedef void (*BakeBeginFunc)(int);
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typedef bool (*BakeStepFunc)(int, const String &);
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typedef void (*BakeEndFunc)();
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private:
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Subdiv bake_subdiv;
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Subdiv capture_subdiv;
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Vector3 extents;
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float propagation;
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float energy;
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BakeQuality bake_quality;
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BakeMode bake_mode;
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bool hdr;
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String image_path;
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Ref<BakedLightmapData> light_data;
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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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Transform local_xform;
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NodePath path;
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};
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struct PlotLight {
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Light *light;
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Transform local_xform;
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};
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void _find_meshes_and_lights(Node *p_at_node, List<PlotMesh> &plot_meshes, List<PlotLight> &plot_lights);
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void _debug_bake();
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void _assign_lightmaps();
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void _clear_lightmaps();
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static bool _bake_time(void *ud, float p_secs, float p_progress);
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struct BakeTimeData {
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String text;
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int pass;
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uint64_t last_step;
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};
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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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_light_data(const Ref<BakedLightmapData> &p_data);
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Ref<BakedLightmapData> get_light_data() const;
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void set_bake_subdiv(Subdiv p_subdiv);
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Subdiv get_bake_subdiv() const;
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void set_capture_subdiv(Subdiv p_subdiv);
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Subdiv get_capture_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_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_bake_quality(BakeQuality p_quality);
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BakeQuality get_bake_quality() const;
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void set_bake_mode(BakeMode p_mode);
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BakeMode get_bake_mode() const;
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void set_hdr(bool p_enable);
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bool is_hdr() const;
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void set_image_path(const String &p_path);
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String get_image_path() const;
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AABB get_aabb() const;
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PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
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BakeError bake(Node *p_from_node, bool p_create_visual_debug = false);
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BakedLightmap();
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};
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VARIANT_ENUM_CAST(BakedLightmap::Subdiv);
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VARIANT_ENUM_CAST(BakedLightmap::BakeQuality);
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VARIANT_ENUM_CAST(BakedLightmap::BakeMode);
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VARIANT_ENUM_CAST(BakedLightmap::BakeError);
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#endif // BAKED_INDIRECT_LIGHT_H
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