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authorJuan Linietsky <juan@godotengine.org>2019-10-12 21:24:03 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 12:03:54 +0100
commit76c6f39d99b82a07bc4f88ec4b6fb13b532be725 (patch)
tree2aa9a343eab2ac6b29e72e56d5efd48af4904a42 /scene/3d/voxelizer.cpp
parent561b431d85314000fe70d42e39713e5da394c3b5 (diff)
GIProbe now generates a distance field on bake using CPU, for better compatibility
Diffstat (limited to 'scene/3d/voxelizer.cpp')
-rw-r--r--scene/3d/voxelizer.cpp116
1 files changed, 116 insertions, 0 deletions
diff --git a/scene/3d/voxelizer.cpp b/scene/3d/voxelizer.cpp
index 2aa2f79f43..0e20f606d6 100644
--- a/scene/3d/voxelizer.cpp
+++ b/scene/3d/voxelizer.cpp
@@ -981,6 +981,122 @@ PoolVector<int> Voxelizer::get_giprobe_level_cell_count() const {
return level_count;
}
+// euclidean distance computation based on:
+// https://prideout.net/blog/distance_fields/
+
+#define square(m_s) ((m_s) * (m_s))
+#define INF 1e20
+
+/* dt of 1d function using squared distance */
+static void edt(float *f, int stride, int n) {
+
+ float *d = (float *)alloca(sizeof(float) * n + sizeof(int) * n + sizeof(float) * (n + 1));
+ int *v = (int *)&(d[n]);
+ float *z = (float *)&v[n];
+
+ int k = 0;
+ v[0] = 0;
+ z[0] = -INF;
+ z[1] = +INF;
+ for (int q = 1; q <= n - 1; q++) {
+ float s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
+ while (s <= z[k]) {
+ k--;
+ s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
+ }
+ k++;
+ v[k] = q;
+
+ z[k] = s;
+ z[k + 1] = +INF;
+ }
+
+ k = 0;
+ for (int q = 0; q <= n - 1; q++) {
+ while (z[k + 1] < q)
+ k++;
+ d[q] = square(q - v[k]) + f[v[k] * stride];
+ }
+
+ for (int i = 0; i < n; i++) {
+ f[i * stride] = d[i];
+ }
+}
+
+#undef square
+
+PoolVector<uint8_t> Voxelizer::get_sdf_3d_image() const {
+
+ Vector3i octree_size = get_giprobe_octree_size();
+
+ uint32_t float_count = octree_size.x * octree_size.y * octree_size.z;
+ float *work_memory = memnew_arr(float, float_count);
+ for (uint32_t i = 0; i < float_count; i++) {
+ work_memory[i] = INF;
+ }
+
+ uint32_t y_mult = octree_size.x;
+ uint32_t z_mult = y_mult * octree_size.y;
+
+ //plot solid cells
+ {
+ const Cell *cells = bake_cells.ptr();
+ uint32_t cell_count = bake_cells.size();
+
+ for (uint32_t i = 0; i < cell_count; i++) {
+
+ if (cells[i].level < (cell_subdiv - 1)) {
+ continue; //do not care about this level
+ }
+
+ work_memory[cells[i].x + cells[i].y * y_mult + cells[i].z * z_mult] = 0;
+ }
+ }
+
+ //process in each direction
+
+ //xy->z
+
+ for (int i = 0; i < octree_size.x; i++) {
+ for (int j = 0; j < octree_size.y; j++) {
+ edt(&work_memory[i + j * y_mult], z_mult, octree_size.z);
+ }
+ }
+
+ //xz->y
+
+ for (int i = 0; i < octree_size.x; i++) {
+ for (int j = 0; j < octree_size.z; j++) {
+ edt(&work_memory[i + j * z_mult], y_mult, octree_size.y);
+ }
+ }
+
+ //yz->x
+ for (int i = 0; i < octree_size.y; i++) {
+ for (int j = 0; j < octree_size.z; j++) {
+ edt(&work_memory[i * y_mult + j * z_mult], 1, octree_size.x);
+ }
+ }
+
+ PoolVector<uint8_t> image3d;
+ image3d.resize(float_count);
+ {
+ PoolVector<uint8_t>::Write w = image3d.write();
+ for (uint32_t i = 0; i < float_count; i++) {
+ uint32_t d = uint32_t(Math::sqrt(work_memory[i]));
+ if (d == 0) {
+ w[i] = 0;
+ } else {
+ w[i] = CLAMP(d, 0, 254) + 1;
+ }
+ }
+ }
+
+ return image3d;
+}
+
+#undef INF
+
void Voxelizer::_debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx) {
if (p_level == cell_subdiv - 1) {