diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-06-11 10:41:03 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-06-11 10:41:03 -0300 |
commit | 9b8696d3dd92e2ed6f310ad0f0bf3c2182c9c6ae (patch) | |
tree | b2ed0515196bb774504b54aab0bf242992ac3d9f /tools/editor/plugins/baked_light_baker.h | |
parent | 6f0b4678e26c04abfc88c0226c803e78a108de98 (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.h | 316 |
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 new file mode 100644 index 0000000000..99c8211eed --- /dev/null +++ b/tools/editor/plugins/baked_light_baker.h @@ -0,0 +1,316 @@ +#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 |