b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
145 lines
4.8 KiB
C++
145 lines
4.8 KiB
C++
/*************************************************************************/
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/* voxelizer.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 VOXEL_LIGHT_BAKER_H
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#define VOXEL_LIGHT_BAKER_H
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#include "core/math/vector3i.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/resources/multimesh.h"
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class Voxelizer {
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private:
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enum {
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CHILD_EMPTY = 0xFFFFFFFF
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};
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struct Cell {
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uint32_t children[8];
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float albedo[3]; //albedo in RGB24
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float emission[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
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float normal[3];
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uint32_t used_sides;
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float alpha; //used for upsampling
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uint16_t x;
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uint16_t y;
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uint16_t z;
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uint16_t level;
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Cell() {
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for (int i = 0; i < 8; i++) {
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children[i] = CHILD_EMPTY;
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}
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for (int i = 0; i < 3; i++) {
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emission[i] = 0;
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albedo[i] = 0;
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normal[i] = 0;
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}
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alpha = 0;
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used_sides = 0;
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x = y = z = 0;
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level = 0;
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}
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};
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Vector<Cell> bake_cells;
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int cell_subdiv;
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struct CellSort {
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union {
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struct {
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uint64_t z : 16;
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uint64_t y : 16;
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uint64_t x : 16;
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uint64_t level : 16;
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};
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uint64_t key;
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};
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int32_t index;
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_FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const {
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return key < p_cell_sort.key;
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}
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};
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struct MaterialCache {
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//128x128 textures
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Vector<Color> albedo;
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Vector<Color> emission;
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};
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Map<Ref<Material>, MaterialCache> material_cache;
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AABB original_bounds;
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AABB po2_bounds;
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int axis_cell_size[3];
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Transform to_cell_space;
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int color_scan_cell_width;
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int bake_texture_size;
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float cell_size;
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int max_original_cells;
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int leaf_voxel_count;
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Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
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MaterialCache _get_material_cache(Ref<Material> p_material);
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void _plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector3 *p_normal, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb);
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void _fixup_plot(int p_idx, int p_level);
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void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx);
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bool sorted;
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void _sort();
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public:
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void begin_bake(int p_subdiv, const AABB &p_bounds);
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void plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material);
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void end_bake();
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int get_gi_probe_octree_depth() const;
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Vector3i get_giprobe_octree_size() const;
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int get_giprobe_cell_count() const;
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Vector<uint8_t> get_giprobe_octree_cells() const;
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Vector<uint8_t> get_giprobe_data_cells() const;
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Vector<int> get_giprobe_level_cell_count() const;
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Vector<uint8_t> get_sdf_3d_image() const;
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Ref<MultiMesh> create_debug_multimesh();
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Transform get_to_cell_space_xform() const;
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Voxelizer();
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};
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#endif // VOXEL_LIGHT_BAKER_H
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