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authorJuan Linietsky <reduzio@gmail.com>2014-06-11 10:41:03 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-06-11 10:41:03 -0300
commit9b8696d3dd92e2ed6f310ad0f0bf3c2182c9c6ae (patch)
treeb2ed0515196bb774504b54aab0bf242992ac3d9f /tools/editor/plugins/baked_light_baker.h
parent6f0b4678e26c04abfc88c0226c803e78a108de98 (diff)
Light Baker!
-=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
Diffstat (limited to 'tools/editor/plugins/baked_light_baker.h')
-rw-r--r--tools/editor/plugins/baked_light_baker.h316
1 files changed, 316 insertions, 0 deletions
diff --git a/tools/editor/plugins/baked_light_baker.h b/tools/editor/plugins/baked_light_baker.h
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+++ b/tools/editor/plugins/baked_light_baker.h
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+#ifndef BAKED_LIGHT_BAKER_H
+#define BAKED_LIGHT_BAKER_H
+
+#include "scene/3d/baked_light_instance.h"
+#include "scene/3d/light.h"
+#include "scene/3d/mesh_instance.h"
+#include "os/thread.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;
+ float normal_accum[8][3];
+ int parent;
+ union {
+ struct {
+ int next_leaf;
+ float offset[3];
+ int bake_neighbour;
+ bool first_neighbour;
+ OctantLight *light;
+ };
+ int children[8];
+ };
+ };
+
+ struct OctantHash {
+
+ int next;
+ uint32_t hash;
+ uint64_t value;
+
+ };
+
+ struct MeshTexture {
+
+ Vector<uint8_t> 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];
+ Vector3 normals[3];
+ MeshMaterial *material;
+
+ _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 LightData {
+
+ VS::LightType type;
+
+ Vector3 pos;
+ Vector3 up;
+ Vector3 left;
+ Vector3 dir;
+ Color diffuse;
+ Color specular;
+ float energy;
+ float length;
+ int rays_thrown;
+
+ float radius;
+ float attenuation;
+ float spot_angle;
+ float spot_attenuation;
+ float area;
+
+ float constant;
+
+ bool bake_direct;
+
+ Vector<float> attenuation_table;
+
+ };
+
+
+ Vector<LightData> lights;
+
+ List<MeshMaterial> materials;
+ List<MeshTexture> textures;
+
+ AABB octree_aabb;
+ Vector<Octant> octant_pool;
+ int octant_pool_size;
+ BVH*bvh;
+ Vector<Triangle> triangles;
+ Transform base_inv;
+ int leaf_list;
+ int octree_depth;
+ int cell_count;
+ uint32_t *ray_stack;
+ uint32_t *octant_stack;
+ uint32_t *octantptr_stack;
+ Map<Vector3,Vector3> endpoint_normal;
+ BVH **bvh_stack;
+ float cell_size;
+ float plot_size; //multiplied by cell size
+ float octree_extra_margin;
+
+ int max_bounces;
+ uint64_t total_rays;
+ bool use_diffuse;
+ bool use_specular;
+ bool use_translucency;
+
+
+ int baked_octree_texture_w;
+ int baked_octree_texture_h;
+ int lattice_size;
+ float edge_damp;
+ float normal_damp;
+
+ bool paused;
+ bool baking;
+
+ Map<Ref<Material>,MeshMaterial*> mat_map;
+ Map<Ref<Texture>,MeshTexture*> tex_map;
+
+
+
+ MeshTexture* _get_mat_tex(const Ref<Texture>& p_tex);
+ void _add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_mat_override,const Transform& p_xform);
+ 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);
+
+
+ void _free_bvh(BVH* p_bvh);
+
+ void _fix_lights();
+
+ Ref<BakedLight> 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(int p_light_index,const Vector3& p_plot_pos,const AABB& p_plot_aabb,const Color& p_light,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(int p_light_index,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);
+
+
+ float total_light_area;
+ uint64_t rays_at_snap_time;
+ uint64_t snap_time;
+ int rays_sec;
+
+
+ Thread *thread;
+ bool bake_thread_exit;
+ static void _bake_thread_func(void *arg);
+
+ void _start_thread();
+ void _stop_thread();
+public:
+
+
+ void throw_rays(int p_amount);
+ double get_normalization(int p_light_idx) const;
+
+ void bake(const Ref<BakedLight>& p_light,Node *p_base);
+ bool is_baking();
+ void set_pause(bool p_pause);
+ bool is_paused();
+ int get_rays_sec() { return rays_sec; }
+
+ void update_octree_image(DVector<uint8_t> &p_image);
+
+ Ref<BakedLight> get_baked_light() { return baked_light; }
+
+ void clear();
+
+ BakedLightBaker();
+ ~BakedLightBaker();
+
+};
+
+#endif // BAKED_LIGHT_BAKER_H