/*************************************************************************/ /* baked_light_baker.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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_LIGHT_BAKER_H #define BAKED_LIGHT_BAKER_H #include "os/thread.h" #include "scene/3d/baked_light_instance.h" #include "scene/3d/light.h" #include "scene/3d/mesh_instance.h" class BakedLightBaker { public: enum { ATTENUATION_CURVE_LEN = 256, OCTANT_POOL_CHUNK = 1000000 }; //struct OctantLight { // double accum[8][3]; //}; struct Octant { bool leaf; AABB aabb; uint16_t texture_x; uint16_t texture_y; int sampler_ofs; float normal_accum[8][3]; double full_accum[3]; int parent; union { struct { int next_leaf; float offset[3]; int bake_neighbour; bool first_neighbour; double light_accum[8][3]; }; int children[8]; }; }; struct OctantHash { int next; uint32_t hash; uint64_t value; }; struct MeshTexture { Vector tex; int tex_w, tex_h; _FORCE_INLINE_ void get_color(const Vector2 &p_uv, Color &ret) { if (tex_w && tex_h) { int x = Math::fast_ftoi(Math::fposmod(p_uv.x, 1.0) * tex_w); int y = Math::fast_ftoi(Math::fposmod(p_uv.y, 1.0) * tex_w); x = CLAMP(x, 0, tex_w - 1); y = CLAMP(y, 0, tex_h - 1); const uint8_t *ptr = &tex[(y * tex_w + x) * 4]; ret.r *= ptr[0] / 255.0; ret.g *= ptr[1] / 255.0; ret.b *= ptr[2] / 255.0; ret.a *= ptr[3] / 255.0; } } }; struct Param { Color color; MeshTexture *tex; _FORCE_INLINE_ Color get_color(const Vector2 &p_uv) { Color ret = color; if (tex) tex->get_color(p_uv, ret); return ret; } }; struct MeshMaterial { Param diffuse; Param specular; Param emission; }; struct Triangle { AABB aabb; Vector3 vertices[3]; Vector2 uvs[3]; Vector2 bake_uvs[3]; Vector3 normals[3]; MeshMaterial *material; int baked_texture; _FORCE_INLINE_ Vector2 get_uv(const Vector3 &p_pos) { Vector3 v0 = vertices[1] - vertices[0]; Vector3 v1 = vertices[2] - vertices[0]; Vector3 v2 = p_pos - vertices[0]; float d00 = v0.dot(v0); float d01 = v0.dot(v1); float d11 = v1.dot(v1); float d20 = v2.dot(v0); float d21 = v2.dot(v1); float denom = (d00 * d11 - d01 * d01); if (denom == 0) return uvs[0]; float v = (d11 * d20 - d01 * d21) / denom; float w = (d00 * d21 - d01 * d20) / denom; float u = 1.0f - v - w; return uvs[0] * u + uvs[1] * v + uvs[2] * w; } _FORCE_INLINE_ void get_uv_and_normal(const Vector3 &p_pos, Vector2 &r_uv, Vector3 &r_normal) { Vector3 v0 = vertices[1] - vertices[0]; Vector3 v1 = vertices[2] - vertices[0]; Vector3 v2 = p_pos - vertices[0]; float d00 = v0.dot(v0); float d01 = v0.dot(v1); float d11 = v1.dot(v1); float d20 = v2.dot(v0); float d21 = v2.dot(v1); float denom = (d00 * d11 - d01 * d01); if (denom == 0) { r_normal = normals[0]; r_uv = uvs[0]; return; } float v = (d11 * d20 - d01 * d21) / denom; float w = (d00 * d21 - d01 * d20) / denom; float u = 1.0f - v - w; r_uv = uvs[0] * u + uvs[1] * v + uvs[2] * w; r_normal = (normals[0] * u + normals[1] * v + normals[2] * w).normalized(); } }; struct BVH { AABB aabb; Vector3 center; Triangle *leaf; BVH *children[2]; }; struct BVHCmpX { bool operator()(const BVH *p_left, const BVH *p_right) const { return p_left->center.x < p_right->center.x; } }; struct BVHCmpY { bool operator()(const BVH *p_left, const BVH *p_right) const { return p_left->center.y < p_right->center.y; } }; struct BVHCmpZ { bool operator()(const BVH *p_left, const BVH *p_right) const { return p_left->center.z < p_right->center.z; } }; struct BakeTexture { Vector data; int width, height; }; struct LightData { VS::LightType type; Vector3 pos; Vector3 up; Vector3 left; Vector3 dir; Color diffuse; Color specular; float energy; float length; int rays_thrown; bool bake_shadow; float radius; float attenuation; float spot_angle; float darkening; float spot_attenuation; float area; float constant; bool bake_direct; Vector attenuation_table; }; Vector lights; List materials; List textures; AABB octree_aabb; Vector octant_pool; int octant_pool_size; BVH *bvh; Vector triangles; Vector baked_textures; Transform base_inv; int leaf_list; int octree_depth; int bvh_depth; int cell_count; uint32_t *ray_stack; BVH **bvh_stack; uint32_t *octant_stack; uint32_t *octantptr_stack; struct ThreadStack { uint32_t *octant_stack; uint32_t *octantptr_stack; uint32_t *ray_stack; BVH **bvh_stack; }; Map endpoint_normal; Map endpoint_normal_bits; float cell_size; float plot_size; //multiplied by cell size float octree_extra_margin; int max_bounces; int64_t total_rays; bool use_diffuse; bool use_specular; bool use_translucency; bool linear_color; int baked_octree_texture_w; int baked_octree_texture_h; int baked_light_texture_w; int baked_light_texture_h; int lattice_size; float edge_damp; float normal_damp; float tint; float ao_radius; float ao_strength; bool paused; bool baking; bool first_bake_to_map; Map, MeshMaterial *> mat_map; Map, MeshTexture *> tex_map; MeshTexture *_get_mat_tex(const Ref &p_tex); void _add_mesh(const Ref &p_mesh, const Ref &p_mat_override, const Transform &p_xform, int p_baked_texture = -1); void _parse_geometry(Node *p_node); BVH *_parse_bvh(BVH **p_children, int p_size, int p_depth, int &max_depth); void _make_bvh(); void _make_octree(); void _make_octree_texture(); void _octree_insert(int p_octant, Triangle *p_triangle, int p_depth); _FORCE_INLINE_ void _plot_pixel_to_lightmap(int x, int y, int width, int height, uint8_t *image, const Vector3 &p_pos, const Vector3 &p_normal, double *p_norm_ptr, float mult, float gamma); void _free_bvh(BVH *p_bvh); void _fix_lights(); Ref baked_light; //void _plot_light(const Vector3& p_plot_pos,const AABB& p_plot_aabb,const Color& p_light,int p_octant=0); void _plot_light(ThreadStack &thread_stack, const Vector3 &p_plot_pos, const AABB &p_plot_aabb, const Color &p_light, const Color &p_tint_light, bool p_only_full, const Plane &p_plane); //void _plot_light_point(const Vector3& p_plot_pos, Octant *p_octant, const AABB& p_aabb,const Color& p_light); float _throw_ray(ThreadStack &thread_stack, bool p_bake_direct, const Vector3 &p_begin, const Vector3 &p_end, float p_rest, const Color &p_light, float *p_att_curve, float p_att_pos, int p_att_curve_len, int p_bounces, bool p_first_bounce = false, bool p_only_dist = false); float total_light_area; Vector threads; bool bake_thread_exit; static void _bake_thread_func(void *arg); void _start_thread(); void _stop_thread(); public: void throw_rays(ThreadStack &thread_stack, int p_amount); double get_normalization(int p_light_idx) const; double get_modifier(int p_light_idx) const; void bake(const Ref &p_light, Node *p_base); bool is_baking(); void set_pause(bool p_pause); bool is_paused(); uint64_t get_rays_thrown() { return total_rays; } Error transfer_to_lightmaps(); void update_octree_sampler(DVector &p_sampler); void update_octree_images(DVector &p_octree, DVector &p_light); Ref get_baked_light() { return baked_light; } void clear(); BakedLightBaker(); ~BakedLightBaker(); }; #endif // BAKED_LIGHT_BAKER_H