diff options
-rw-r--r-- | editor/import/editor_scene_importer_gltf.cpp | 131 | ||||
-rw-r--r-- | editor/import/editor_scene_importer_gltf.h | 19 |
2 files changed, 144 insertions, 6 deletions
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp index e340f41e3b..1a232658fe 100644 --- a/editor/import/editor_scene_importer_gltf.cpp +++ b/editor/import/editor_scene_importer_gltf.cpp @@ -286,7 +286,16 @@ Error EditorSceneImporterGLTF::_parse_nodes(GLTFState &state) { node->xform.basis.set_quat_scale(node->rotation, node->scale); node->xform.origin = node->translation; } - + if (n.has("extensions")) { + Dictionary extensions = n["extensions"]; + if (extensions.has("KHR_lights_punctual")) { + Dictionary lights_punctual = extensions["KHR_lights_punctual"]; + if (lights_punctual.has("light")) { + GLTFLightIndex light = lights_punctual["light"]; + node->light = light; + } + } + } if (n.has("children")) { const Array &children = n["children"]; for (int j = 0; j < children.size(); j++) { @@ -2245,6 +2254,58 @@ void EditorSceneImporterGLTF::_remove_duplicate_skins(GLTFState &state) { } } +Error EditorSceneImporterGLTF::_parse_lights(GLTFState &state) { + if (!state.json.has("extensions")) { + return OK; + } + Dictionary extensions = state.json["extensions"]; + if (!extensions.has("KHR_lights_punctual")) { + return OK; + } + Dictionary lights_punctual = extensions["KHR_lights_punctual"]; + if (!lights_punctual.has("lights")) { + return OK; + } + + const Array &lights = lights_punctual["lights"]; + + for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) { + const Dictionary &d = lights[light_i]; + + GLTFLight light; + ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR); + const String &type = d["type"]; + light.type = type; + + if (d.has("color")) { + const Array &arr = d["color"]; + ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR); + const Color c = Color(arr[0], arr[1], arr[2]).to_srgb(); + light.color = c; + } + if (d.has("intensity")) { + light.intensity = d["intensity"]; + } + if (d.has("range")) { + light.range = d["range"]; + } + if (type == "spot") { + const Dictionary &spot = d["spot"]; + light.inner_cone_angle = spot["innerConeAngle"]; + light.outer_cone_angle = spot["outerConeAngle"]; + ERR_FAIL_COND_V_MSG(light.inner_cone_angle >= light.outer_cone_angle, ERR_PARSE_ERROR, "The inner angle must be smaller than the outer angle."); + } else if (type != "point" && type != "directional") { + ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Light type is unknown."); + } + + state.lights.push_back(light); + } + + print_verbose("glTF: Total lights: " + itos(state.lights.size())); + + return OK; +} + Error EditorSceneImporterGLTF::_parse_cameras(GLTFState &state) { if (!state.json.has("cameras")) { return OK; @@ -2488,6 +2549,58 @@ MeshInstance3D *EditorSceneImporterGLTF::_generate_mesh_instance(GLTFState &stat return mi; } +Light3D *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { + const GLTFNode *gltf_node = state.nodes[node_index]; + + ERR_FAIL_INDEX_V(gltf_node->light, state.lights.size(), nullptr); + + print_verbose("glTF: Creating light for: " + gltf_node->name); + + const GLTFLight &l = state.lights[gltf_node->light]; + + float intensity = l.intensity; + if (intensity > 10) { + // GLTF spec has the default around 1, but Blender defaults lights to 100. + // The only sane way to handle this is to check where it came from and + // handle it accordingly. If it's over 10, it probably came from Blender. + intensity /= 100; + } + + if (l.type == "directional") { + DirectionalLight3D *light = memnew(DirectionalLight3D); + light->set_param(Light3D::PARAM_ENERGY, intensity); + light->set_color(l.color); + return light; + } + + const float range = CLAMP(l.range, 0, 4096); + // Doubling the range will double the effective brightness, so we need double attenuation (half brightness). + // We want to have double intensity give double brightness, so we need half the attenuation. + const float attenuation = range / intensity; + if (l.type == "point") { + OmniLight3D *light = memnew(OmniLight3D); + light->set_param(OmniLight3D::PARAM_ATTENUATION, attenuation); + light->set_param(OmniLight3D::PARAM_RANGE, range); + light->set_color(l.color); + return light; + } + if (l.type == "spot") { + SpotLight3D *light = memnew(SpotLight3D); + light->set_param(SpotLight3D::PARAM_ATTENUATION, attenuation); + light->set_param(SpotLight3D::PARAM_RANGE, range); + light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l.outer_cone_angle)); + light->set_color(l.color); + + // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b + // The points in desmos are not exact, except for (1, infinity). + float angle_ratio = l.inner_cone_angle / l.outer_cone_angle; + float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1; + light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation); + return light; + } + return nullptr; +} + Camera3D *EditorSceneImporterGLTF::_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { const GLTFNode *gltf_node = state.nodes[node_index]; @@ -2561,6 +2674,8 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene current_node = _generate_mesh_instance(state, scene_parent, node_index); } else if (gltf_node->camera >= 0) { current_node = _generate_camera(state, scene_parent, node_index); + } else if (gltf_node->light >= 0) { + current_node = _generate_light(state, scene_parent, node_index); } else { current_node = _generate_spatial(state, scene_parent, node_index); } @@ -3037,22 +3152,28 @@ Node *EditorSceneImporterGLTF::import_scene(const String &p_path, uint32_t p_fla return nullptr; } - /* STEP 14 PARSE CAMERAS */ + /* STEP 14 PARSE LIGHTS */ + err = _parse_lights(state); + if (err != OK) { + return NULL; + } + + /* STEP 15 PARSE CAMERAS */ err = _parse_cameras(state); if (err != OK) { return nullptr; } - /* STEP 15 PARSE ANIMATIONS */ + /* STEP 16 PARSE ANIMATIONS */ err = _parse_animations(state); if (err != OK) { return nullptr; } - /* STEP 16 ASSIGN SCENE NAMES */ + /* STEP 17 ASSIGN SCENE NAMES */ _assign_scene_names(state); - /* STEP 17 MAKE SCENE! */ + /* STEP 18 MAKE SCENE! */ Node3D *scene = _generate_scene(state, p_bake_fps); return scene; diff --git a/editor/import/editor_scene_importer_gltf.h b/editor/import/editor_scene_importer_gltf.h index d45410fa57..95c6b87af5 100644 --- a/editor/import/editor_scene_importer_gltf.h +++ b/editor/import/editor_scene_importer_gltf.h @@ -32,6 +32,7 @@ #define EDITOR_SCENE_IMPORTER_GLTF_H #include "editor/import/resource_importer_scene.h" +#include "scene/3d/light_3d.h" #include "scene/3d/node_3d.h" #include "scene/3d/skeleton_3d.h" @@ -50,6 +51,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { typedef int GLTFImageIndex; typedef int GLTFMaterialIndex; typedef int GLTFMeshIndex; + typedef int GLTFLightIndex; typedef int GLTFNodeIndex; typedef int GLTFSkeletonIndex; typedef int GLTFSkinIndex; @@ -113,6 +115,8 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { GLTFNodeIndex fake_joint_parent = -1; + GLTFLightIndex light = -1; + GLTFNode() {} }; @@ -218,6 +222,17 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { GLTFCamera() {} }; + struct GLTFLight { + Color color = Color(1.0f, 1.0f, 1.0f); + float intensity = 1.0f; + String type = ""; + float range = Math_INF; + float inner_cone_angle = 0.0f; + float outer_cone_angle = Math_PI / 4.0; + + GLTFLight() {} + }; + struct GLTFAnimation { bool loop = false; @@ -271,6 +286,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { Vector<GLTFSkin> skins; Vector<GLTFCamera> cameras; + Vector<GLTFLight> lights; Set<String> unique_names; @@ -349,12 +365,13 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { void _remove_duplicate_skins(GLTFState &state); Error _parse_cameras(GLTFState &state); - + Error _parse_lights(GLTFState &state); Error _parse_animations(GLTFState &state); BoneAttachment3D *_generate_bone_attachment(GLTFState &state, Skeleton3D *skeleton, const GLTFNodeIndex node_index); MeshInstance3D *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); Camera3D *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); + Light3D *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); Node3D *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); void _generate_scene_node(GLTFState &state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index); |