d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
200 lines
5.7 KiB
C++
200 lines
5.7 KiB
C++
/*************************************************************************/
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/* baked_light.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 BAKED_LIGHT_H
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#define BAKED_LIGHT_H
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#include "resource.h"
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#include "scene/resources/texture.h"
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class BakedLight : public Resource {
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OBJ_TYPE( BakedLight, Resource);
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public:
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enum Mode {
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MODE_OCTREE,
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MODE_LIGHTMAPS
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};
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enum Format {
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FORMAT_RGB,
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FORMAT_HDR8,
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FORMAT_HDR16
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};
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enum BakeFlags {
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BAKE_DIFFUSE,
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BAKE_SPECULAR,
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BAKE_TRANSLUCENT,
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BAKE_CONSERVE_ENERGY,
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BAKE_LINEAR_COLOR,
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BAKE_MAX
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};
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private:
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RID baked_light;
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Mode mode;
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struct LightMap {
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Size2i gen_size;
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Ref<Texture> texture;
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};
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Vector< LightMap> lightmaps;
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//bake vars
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int cell_subdiv;
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int lattice_subdiv;
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float plot_size;
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float energy_multiply;
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float gamma_adjust;
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float cell_extra_margin;
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float edge_damp;
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float normal_damp;
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float tint;
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float ao_radius;
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float ao_strength;
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float saturation;
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int bounces;
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bool transfer_only_uv2;
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Format format;
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bool flags[BAKE_MAX];
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void _update_lightmaps();
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Array _get_lightmap_data() const;
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void _set_lightmap_data(Array p_array);
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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static void _bind_methods();
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public:
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void set_cell_subdivision(int p_subdiv);
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int get_cell_subdivision() const;
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void set_initial_lattice_subdiv(int p_size);
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int get_initial_lattice_subdiv() const;
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void set_plot_size(float p_size);
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float get_plot_size() const;
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void set_bounces(int p_size);
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int get_bounces() const;
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void set_energy_multiplier(float p_multiplier);
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float get_energy_multiplier() const;
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void set_gamma_adjust(float p_adjust);
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float get_gamma_adjust() const;
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void set_cell_extra_margin(float p_margin);
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float get_cell_extra_margin() const;
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void set_edge_damp(float p_margin);
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float get_edge_damp() const;
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void set_normal_damp(float p_margin);
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float get_normal_damp() const;
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void set_tint(float p_margin);
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float get_tint() const;
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void set_saturation(float p_saturation);
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float get_saturation() const;
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void set_ao_radius(float p_ao_radius);
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float get_ao_radius() const;
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void set_ao_strength(float p_ao_strength);
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float get_ao_strength() const;
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void set_realtime_color_enabled(const bool p_enabled);
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bool get_realtime_color_enabled() const;
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void set_realtime_color(const Color& p_realtime_color);
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Color get_realtime_color() const;
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void set_realtime_energy(const float p_realtime_energy);
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float get_realtime_energy() const;
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void set_bake_flag(BakeFlags p_flags,bool p_enable);
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bool get_bake_flag(BakeFlags p_flags) const;
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void set_format(Format p_margin);
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Format get_format() const;
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void set_transfer_lightmaps_only_to_uv2(bool p_enable);
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bool get_transfer_lightmaps_only_to_uv2() const;
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void set_mode(Mode p_mode);
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Mode get_mode() const;
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void set_octree(const DVector<uint8_t>& p_octree);
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DVector<uint8_t> get_octree() const;
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void set_light(const DVector<uint8_t>& p_light);
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DVector<uint8_t> get_light() const;
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void set_sampler_octree(const DVector<int>& p_sampler_octree);
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DVector<int> get_sampler_octree() const;
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void add_lightmap(const Ref<Texture> &p_texture,Size2 p_gen_size=Size2(256,256));
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void set_lightmap_gen_size(int p_idx,const Size2& p_size);
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Size2 get_lightmap_gen_size(int p_idx) const;
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void set_lightmap_texture(int p_idx,const Ref<Texture> &p_texture);
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Ref<Texture> get_lightmap_texture(int p_idx) const;
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void erase_lightmap(int p_idx);
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int get_lightmaps_count() const;
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void clear_lightmaps();
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virtual RID get_rid() const;
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BakedLight();
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~BakedLight();
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};
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VARIANT_ENUM_CAST(BakedLight::Format);
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VARIANT_ENUM_CAST(BakedLight::Mode);
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VARIANT_ENUM_CAST(BakedLight::BakeFlags);
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#endif // BAKED_LIGHT_H
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