godot/scene/3d/baked_lightmap.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* baked_lightmap.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 BAKED_INDIRECT_LIGHT_H
#define BAKED_INDIRECT_LIGHT_H
#include "multimesh_instance.h"
#include "scene/3d/light.h"
#include "scene/3d/visual_instance.h"
class BakedLightmapData : public Resource {
GDCLASS(BakedLightmapData, Resource);
RID baked_light;
AABB bounds;
float energy;
int cell_subdiv;
Transform cell_space_xform;
struct User {
NodePath path;
Ref<Texture> lightmap;
int instance_index;
};
Vector<User> users;
void _set_user_data(const Array &p_data);
Array _get_user_data() const;
protected:
static void _bind_methods();
public:
void set_bounds(const AABB &p_bounds);
AABB get_bounds() const;
void set_octree(const PoolVector<uint8_t> &p_octree);
PoolVector<uint8_t> get_octree() const;
void set_cell_space_transform(const Transform &p_xform);
Transform get_cell_space_transform() const;
void set_cell_subdiv(int p_cell_subdiv);
int get_cell_subdiv() const;
void set_energy(float p_energy);
float get_energy() const;
void add_user(const NodePath &p_path, const Ref<Texture> &p_lightmap, int p_instance = -1);
int get_user_count() const;
NodePath get_user_path(int p_user) const;
Ref<Texture> get_user_lightmap(int p_user) const;
int get_user_instance(int p_user) const;
void clear_users();
virtual RID get_rid() const;
BakedLightmapData();
~BakedLightmapData();
};
class BakedLightmap : public VisualInstance {
GDCLASS(BakedLightmap, VisualInstance);
public:
enum BakeQuality {
BAKE_QUALITY_LOW,
BAKE_QUALITY_MEDIUM,
BAKE_QUALITY_HIGH
};
enum BakeMode {
BAKE_MODE_CONE_TRACE,
BAKE_MODE_RAY_TRACE,
};
enum BakeError {
BAKE_ERROR_OK,
BAKE_ERROR_NO_SAVE_PATH,
BAKE_ERROR_NO_MESHES,
BAKE_ERROR_CANT_CREATE_IMAGE,
BAKE_ERROR_USER_ABORTED
};
typedef void (*BakeBeginFunc)(int);
typedef bool (*BakeStepFunc)(int, const String &);
typedef void (*BakeEndFunc)();
private:
float bake_cell_size;
float capture_cell_size;
Vector3 extents;
float bake_default_texels_per_unit;
float propagation;
float energy;
BakeQuality bake_quality;
BakeMode bake_mode;
bool hdr;
String image_path;
Ref<BakedLightmapData> light_data;
struct PlotMesh {
Ref<Material> override_material;
Vector<Ref<Material> > instance_materials;
Ref<Mesh> mesh;
Transform local_xform;
NodePath path;
int instance_idx;
};
struct PlotLight {
Light *light;
Transform local_xform;
};
void _find_meshes_and_lights(Node *p_at_node, List<PlotMesh> &plot_meshes, List<PlotLight> &plot_lights);
void _debug_bake();
void _assign_lightmaps();
void _clear_lightmaps();
static bool _bake_time(void *ud, float p_secs, float p_progress);
struct BakeTimeData {
String text;
int pass;
uint64_t last_step;
};
protected:
static void _bind_methods();
void _notification(int p_what);
public:
static BakeBeginFunc bake_begin_function;
static BakeStepFunc bake_step_function;
static BakeEndFunc bake_end_function;
void set_light_data(const Ref<BakedLightmapData> &p_data);
Ref<BakedLightmapData> get_light_data() const;
void set_bake_cell_size(float p_cell_size);
float get_bake_cell_size() const;
void set_capture_cell_size(float p_cell_size);
float get_capture_cell_size() const;
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
void set_bake_default_texels_per_unit(const float &p_bake_texels_per_unit);
float get_bake_default_texels_per_unit() const;
void set_propagation(float p_propagation);
float get_propagation() const;
void set_energy(float p_energy);
float get_energy() const;
void set_bake_quality(BakeQuality p_quality);
BakeQuality get_bake_quality() const;
void set_bake_mode(BakeMode p_mode);
BakeMode get_bake_mode() const;
void set_hdr(bool p_enable);
bool is_hdr() const;
void set_image_path(const String &p_path);
String get_image_path() const;
AABB get_aabb() const;
PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;
BakeError bake(Node *p_from_node, bool p_create_visual_debug = false);
BakedLightmap();
};
VARIANT_ENUM_CAST(BakedLightmap::BakeQuality);
VARIANT_ENUM_CAST(BakedLightmap::BakeMode);
VARIANT_ENUM_CAST(BakedLightmap::BakeError);
#endif // BAKED_INDIRECT_LIGHT_H