godot/modules/lightmapper_cpu/lightmapper_cpu.h
Hugo Locurcio 85e080fcc0
Backport new 3D point light attenuation as an option
This provides more realistic lighting with a very small performance cost.
The option is available in both GLES3 and GLES2, and can be enabled in
the Project Settings. This goes well with the ACES Fitted tonemapping mode
that was recently added.

When enabled, this also makes upgrading Godot 3.x projects to Godot 4.0 easier,
since lighting in 3.x will better match how it'll look in Godot 4.0.
2021-10-08 22:15:22 +02:00

189 lines
7.7 KiB
C++

/*************************************************************************/
/* lightmapper_cpu.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef LIGHTMAPPER_CPU_H
#define LIGHTMAPPER_CPU_H
#include "core/local_vector.h"
#include "scene/3d/lightmapper.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
#include <atomic>
class LightmapperCPU : public Lightmapper {
GDCLASS(LightmapperCPU, Lightmapper)
struct MeshInstance {
MeshData data;
int slice = 0;
Vector2i offset;
Vector2i size;
bool cast_shadows;
bool generate_lightmap;
String node_name;
};
struct Light {
Vector3 position;
uint32_t type = LIGHT_TYPE_DIRECTIONAL;
Vector3 direction;
float energy;
float indirect_multiplier;
Color color;
float range;
float attenuation;
float spot_angle;
float spot_attenuation;
float size;
bool bake_direct;
};
struct LightmapTexel {
Vector3 albedo;
float alpha;
Vector3 emission;
Vector3 pos;
Vector3 normal;
Vector3 direct_light;
Vector3 output_light;
float area_coverage;
};
struct BakeParams {
float bias;
int bounces;
float bounce_indirect_energy;
int samples;
bool use_denoiser = true;
bool use_physical_light_attenuation = false;
Ref<Image> environment_panorama;
Basis environment_transform;
};
struct UVSeam {
Vector2 edge0[2];
Vector2 edge1[2];
};
struct SeamEdge {
Vector3 pos[2];
Vector3 normal[2];
Vector2 uv[2];
_FORCE_INLINE_ bool operator<(const SeamEdge &p_edge) const {
return pos[0].x < p_edge.pos[0].x;
}
};
struct AtlasOffset {
int slice;
int x;
int y;
};
struct ThreadData;
typedef void (LightmapperCPU::*BakeThreadFunc)(uint32_t, void *);
struct ThreadData {
LightmapperCPU *instance;
uint32_t count;
BakeThreadFunc thread_func;
void *userdata;
};
BakeParams parameters;
LocalVector<Ref<Image>> bake_textures;
Map<RID, Ref<Image>> albedo_textures;
Map<RID, Ref<Image>> emission_textures;
LocalVector<MeshInstance> mesh_instances;
LocalVector<Light> lights;
LocalVector<LocalVector<LightmapTexel>> scene_lightmaps;
LocalVector<LocalVector<int>> scene_lightmap_indices;
Set<int> no_shadow_meshes;
std::atomic<uint32_t> thread_progress;
std::atomic<bool> thread_cancelled;
Ref<LightmapRaycaster> raycaster;
Error _layout_atlas(int p_max_size, Vector2i *r_atlas_size, int *r_atlas_slices);
static void _thread_func_callback(void *p_thread_data);
void _thread_func_wrapper(uint32_t p_idx, ThreadData *p_thread_data);
bool _parallel_run(int p_count, const String &p_description, BakeThreadFunc p_thread_func, void *p_userdata, BakeStepFunc p_substep_func = nullptr);
void _generate_buffer(uint32_t p_idx, void *p_unused);
Ref<Image> _init_bake_texture(const MeshData::TextureDef &p_texture_def, const Map<RID, Ref<Image>> &p_tex_cache, Image::Format p_default_format);
Color _bilinear_sample(const Ref<Image> &p_img, const Vector2 &p_uv, bool p_clamp_x = false, bool p_clamp_y = false);
Vector3 _fix_sample_position(const Vector3 &p_position, const Vector3 &p_texel_center, const Vector3 &p_normal, const Vector3 &p_tangent, const Vector3 &p_bitangent, const Vector2 &p_texel_size);
void _plot_triangle(const Vector2 *p_vertices, const Vector3 *p_positions, const Vector3 *p_normals, const Vector2 *p_uvs, const Ref<Image> &p_albedo_texture, const Ref<Image> &p_emission_texture, Vector2i p_size, LocalVector<LightmapTexel> &r_texels, LocalVector<int> &r_lightmap_indices);
float _get_omni_attenuation(float distance, float inv_range, float decay) const;
void _compute_direct_light(uint32_t p_idx, void *r_lightmap);
void _compute_indirect_light(uint32_t p_idx, void *r_lightmap);
void _post_process(uint32_t p_idx, void *r_output);
void _compute_seams(const MeshInstance &p_mesh, LocalVector<UVSeam> &r_seams);
void _fix_seams(const LocalVector<UVSeam> &p_seams, Vector3 *r_lightmap, Vector2i p_size);
void _fix_seam(const Vector2 &p_pos0, const Vector2 &p_pos1, const Vector2 &p_uv0, const Vector2 &p_uv1, const Vector3 *p_read_buffer, Vector3 *r_write_buffer, const Vector2i &p_size);
void _dilate_lightmap(Vector3 *r_lightmap, const LocalVector<int> p_indices, Vector2i p_size, int margin);
void _blit_lightmap(const Vector<Vector3> &p_src, const Vector2i &p_size, Ref<Image> &p_dst, int p_x, int p_y, bool p_with_padding);
public:
virtual void add_albedo_texture(Ref<Texture> p_texture);
virtual void add_emission_texture(Ref<Texture> p_texture);
virtual void add_mesh(const MeshData &p_mesh, Vector2i p_size);
virtual void add_directional_light(bool p_bake_direct, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_size);
virtual void add_omni_light(bool p_bake_direct, const Vector3 &p_position, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation, float p_size);
virtual void add_spot_light(bool p_bake_direct, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_indirect_multiplier, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size);
virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bounce_energy, float p_bias, bool p_generate_atlas, int p_max_texture_size, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr, BakeStepFunc p_substep_function = nullptr);
int get_bake_texture_count() const;
Ref<Image> get_bake_texture(int p_index) const;
int get_bake_mesh_count() const;
Variant get_bake_mesh_userdata(int p_index) const;
Rect2 get_bake_mesh_uv_scale(int p_index) const;
int get_bake_mesh_texture_slice(int p_index) const;
LightmapperCPU();
};
#endif // LIGHTMAPPER_H