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Diffstat (limited to 'modules/lightmapper_rd/lightmapper_rd.h')
-rw-r--r-- | modules/lightmapper_rd/lightmapper_rd.h | 258 |
1 files changed, 258 insertions, 0 deletions
diff --git a/modules/lightmapper_rd/lightmapper_rd.h b/modules/lightmapper_rd/lightmapper_rd.h new file mode 100644 index 0000000000..6cb3ecbe9e --- /dev/null +++ b/modules/lightmapper_rd/lightmapper_rd.h @@ -0,0 +1,258 @@ +/*************************************************************************/ +/* lightmapper_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef LIGHTMAPPER_RD_H +#define LIGHTMAPPER_RD_H + +#include "core/local_vector.h" +#include "scene/3d/lightmapper.h" +#include "scene/resources/mesh.h" +#include "servers/rendering/rendering_device.h" + +class LightmapperRD : public Lightmapper { + GDCLASS(LightmapperRD, Lightmapper) + + struct MeshInstance { + MeshData data; + int slice = 0; + Vector2i offset; + }; + + struct Light { + float position[3]; + uint32_t type = LIGHT_TYPE_DIRECTIONAL; + float direction[3]; + float energy; + float color[3]; + float size; + float range; + float attenuation; + float spot_angle; + float spot_attenuation; + uint32_t static_bake; + uint32_t pad[3]; + + bool operator<(const Light &p_light) const { + return type < p_light.type; + } + }; + + struct Vertex { + float position[3]; + float normal_z; + float uv[2]; + float normal_xy[2]; + + bool operator==(const Vertex &p_vtx) const { + return (position[0] == p_vtx.position[0]) && + (position[1] == p_vtx.position[1]) && + (position[2] == p_vtx.position[2]) && + (uv[0] == p_vtx.uv[0]) && + (uv[1] == p_vtx.uv[1]) && + (normal_xy[0] == p_vtx.normal_xy[0]) && + (normal_xy[1] == p_vtx.normal_xy[1]) && + (normal_z == p_vtx.normal_z); + } + }; + + struct Edge { + Vector3 a; + Vector3 b; + Vector3 na; + Vector3 nb; + bool operator==(const Edge &p_seam) const { + return a == p_seam.a && b == p_seam.b && na == p_seam.na && nb == p_seam.nb; + } + Edge() { + } + + Edge(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_na, const Vector3 &p_nb) { + a = p_a; + b = p_b; + na = p_na; + nb = p_nb; + } + }; + + struct Probe { + float position[4]; + }; + + Vector<Probe> probe_positions; + + struct EdgeHash { + _FORCE_INLINE_ static uint32_t hash(const Edge &p_edge) { + uint32_t h = hash_djb2_one_float(p_edge.a.x); + h = hash_djb2_one_float(p_edge.a.y, h); + h = hash_djb2_one_float(p_edge.a.z, h); + h = hash_djb2_one_float(p_edge.b.x, h); + h = hash_djb2_one_float(p_edge.b.y, h); + h = hash_djb2_one_float(p_edge.b.z, h); + return h; + } + }; + struct EdgeUV2 { + Vector2 a; + Vector2 b; + Vector2i indices; + bool operator==(const EdgeUV2 &p_uv2) const { + return a == p_uv2.a && b == p_uv2.b; + } + bool seam_found = false; + EdgeUV2(Vector2 p_a, Vector2 p_b, Vector2i p_indices) { + a = p_a; + b = p_b; + indices = p_indices; + } + EdgeUV2() {} + }; + + struct Seam { + Vector2i a; + Vector2i b; + uint32_t slice; + bool operator<(const Seam &p_seam) const { + return slice < p_seam.slice; + } + }; + + struct VertexHash { + _FORCE_INLINE_ static uint32_t hash(const Vertex &p_vtx) { + uint32_t h = hash_djb2_one_float(p_vtx.position[0]); + h = hash_djb2_one_float(p_vtx.position[1], h); + h = hash_djb2_one_float(p_vtx.position[2], h); + h = hash_djb2_one_float(p_vtx.uv[0], h); + h = hash_djb2_one_float(p_vtx.uv[1], h); + h = hash_djb2_one_float(p_vtx.normal_xy[0], h); + h = hash_djb2_one_float(p_vtx.normal_xy[1], h); + h = hash_djb2_one_float(p_vtx.normal_z, h); + return h; + } + }; + + struct Box { + float min_bounds[3]; + float pad0; + float max_bounds[3]; + float pad1; + }; + + struct Triangle { + uint32_t indices[3]; + uint32_t slice; + bool operator<(const Triangle &p_triangle) const { + return slice < p_triangle.slice; + } + }; + + Vector<MeshInstance> mesh_instances; + + Vector<Light> lights; + + struct TriangleSort { + uint32_t cell_index; + uint32_t triangle_index; + bool operator<(const TriangleSort &p_triangle_sort) const { + return cell_index < p_triangle_sort.cell_index; //sorting by triangle index in this case makes no sense + } + }; + + void _plot_triangle_into_triangle_index_list(int p_size, const Vector3i &p_ofs, const AABB &p_bounds, const Vector3 p_points[], uint32_t p_triangle_index, LocalVector<TriangleSort> &triangles, uint32_t p_grid_size); + + struct RasterPushConstant { + float atlas_size[2]; + float uv_offset[2]; + float to_cell_size[3]; + uint32_t base_triangle; + float to_cell_offset[3]; + float bias; + int32_t grid_size[3]; + uint32_t pad2; + }; + + struct RasterSeamsPushConstant { + uint32_t base_index; + uint32_t slice; + float uv_offset[2]; + uint32_t debug; + float blend; + uint32_t pad[2]; + }; + + struct PushConstant { + int32_t atlas_size[2]; + uint32_t ray_count; + uint32_t ray_to; + + float world_size[3]; + float bias; + + float to_cell_offset[3]; + uint32_t ray_from; + + float to_cell_size[3]; + uint32_t light_count; + + int32_t grid_size; + int32_t atlas_slice; + int32_t region_ofs[2]; + + float environment_xform[12]; + }; + + Vector<Ref<Image>> bake_textures; + Vector<Color> probe_values; + + BakeError _blit_meshes_into_atlas(int p_max_texture_size, Vector<Ref<Image>> &albedo_images, Vector<Ref<Image>> &emission_images, AABB &bounds, Size2i &atlas_size, int &atlas_slices, BakeStepFunc p_step_function, void *p_bake_userdata); + void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &grid_texture_sdf, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata); + void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform); + +public: + virtual void add_mesh(const MeshData &p_mesh); + virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance); + virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size); + virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size); + virtual void add_probe(const Vector3 &p_position); + virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = 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; + int get_bake_probe_count() const; + Vector3 get_bake_probe_point(int p_probe) const; + Vector<Color> get_bake_probe_sh(int p_probe) const; + + LightmapperRD(); +}; + +#endif // LIGHTMAPPER_H |