/*************************************************************************/ /* baked_light_instance.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_LIGHT_INSTANCE_H #define BAKED_LIGHT_INSTANCE_H #include "scene/3d/multimesh_instance.h" #include "scene/3d/visual_instance.h" #include "scene/resources/baked_light.h" class BakedLightBaker; class Light; class BakedLight : public VisualInstance { GDCLASS(BakedLight, VisualInstance); public: enum DebugMode { DEBUG_ALBEDO, DEBUG_LIGHT }; private: RID baked_light; int cell_subdiv; Rect3 bounds; int cells_per_axis; enum { CHILD_EMPTY = 0xFFFFFFFF, }; /* BAKE DATA */ struct BakeCell { uint32_t childs[8]; float albedo[3]; //albedo in RGB24 float light[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast) float radiance[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast) uint32_t used_sides; float alpha; //used for upsampling uint32_t light_pass; //used for baking light BakeCell() { for (int i = 0; i < 8; i++) { childs[i] = 0xFFFFFFFF; } for (int i = 0; i < 3; i++) { light[i] = 0; albedo[i] = 0; radiance[i] = 0; } alpha = 0; light_pass = 0; used_sides = 0; } }; int bake_texture_size; int color_scan_cell_width; struct MaterialCache { //128x128 textures Vector albedo; Vector emission; }; Vector _get_bake_texture(Image &p_image, const Color &p_color); Map, MaterialCache> material_cache; MaterialCache _get_material_cache(Ref p_material); int bake_cells_alloc; int bake_cells_used; int zero_alphas; Vector bake_cells_level_used; PoolVector bake_cells; PoolVector::Write bake_cells_write; void _plot_face(int p_idx, int p_level, const Vector3 *p_vtx, const Vector2 *p_uv, const MaterialCache &p_material, const Rect3 &p_aabb); void _fixup_plot(int p_idx, int p_level, int p_x, int p_y, int p_z); void _bake_add_mesh(const Transform &p_xform, Ref &p_mesh); void _bake_add_to_aabb(const Transform &p_xform, Ref &p_mesh, bool &first); void _debug_mesh(int p_idx, int p_level, const Rect3 &p_aabb, DebugMode p_mode, Ref &p_multimesh, int &idx); void _debug_mesh_albedo(); void _debug_mesh_light(); _FORCE_INLINE_ int _find_cell(int x, int y, int z); int _plot_ray(const Vector3 &p_from, const Vector3 &p_to); uint32_t light_pass; void _bake_directional(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 &p_dir, const Color &p_color, int p_sign); void _upscale_light(int p_idx, int p_level); void _bake_light(Light *p_light); Color _cone_trace(const Vector3 &p_from, const Vector3 &p_dir, float p_half_angle); void _bake_radiance(int p_idx, int p_level, int p_x, int p_y, int p_z); friend class GeometryInstance; Set geometries; friend class Light; Set lights; protected: static void _bind_methods(); public: void set_cell_subdiv(int p_subdiv); int get_cell_subdiv() const; void bake(); void bake_lights(); void bake_radiance(); void create_debug_mesh(DebugMode p_mode); virtual Rect3 get_aabb() const; virtual PoolVector get_faces(uint32_t p_usage_flags) const; String get_configuration_warning() const; BakedLight(); ~BakedLight(); }; #if 0 class BakedLightSampler : public VisualInstance { GDCLASS(BakedLightSampler,VisualInstance); public: enum Param { PARAM_RADIUS=VS::BAKED_LIGHT_SAMPLER_RADIUS, PARAM_STRENGTH=VS::BAKED_LIGHT_SAMPLER_STRENGTH, PARAM_ATTENUATION=VS::BAKED_LIGHT_SAMPLER_ATTENUATION, PARAM_DETAIL_RATIO=VS::BAKED_LIGHT_SAMPLER_DETAIL_RATIO, PARAM_MAX=VS::BAKED_LIGHT_SAMPLER_MAX }; protected: RID base; float params[PARAM_MAX]; int resolution; static void _bind_methods(); public: virtual AABB get_aabb() const; virtual PoolVector get_faces(uint32_t p_usage_flags) const; void set_param(Param p_param,float p_value); float get_param(Param p_param) const; void set_resolution(int p_resolution); int get_resolution() const; BakedLightSampler(); ~BakedLightSampler(); }; VARIANT_ENUM_CAST( BakedLightSampler::Param ); #endif #endif // BAKED_LIGHT_H