diff options
Diffstat (limited to 'modules/lightmapper_rd')
-rw-r--r-- | modules/lightmapper_rd/SCsub | 12 | ||||
-rw-r--r-- | modules/lightmapper_rd/config.py | 6 | ||||
-rw-r--r-- | modules/lightmapper_rd/lightmapper_rd.cpp | 1754 | ||||
-rw-r--r-- | modules/lightmapper_rd/lightmapper_rd.h | 229 | ||||
-rw-r--r-- | modules/lightmapper_rd/lm_blendseams.glsl | 117 | ||||
-rw-r--r-- | modules/lightmapper_rd/lm_common_inc.glsl | 92 | ||||
-rw-r--r-- | modules/lightmapper_rd/lm_compute.glsl | 657 | ||||
-rw-r--r-- | modules/lightmapper_rd/lm_raster.glsl | 170 | ||||
-rw-r--r-- | modules/lightmapper_rd/register_types.cpp | 64 | ||||
-rw-r--r-- | modules/lightmapper_rd/register_types.h | 37 |
10 files changed, 3138 insertions, 0 deletions
diff --git a/modules/lightmapper_rd/SCsub b/modules/lightmapper_rd/SCsub new file mode 100644 index 0000000000..2f04f1833e --- /dev/null +++ b/modules/lightmapper_rd/SCsub @@ -0,0 +1,12 @@ +#!/usr/bin/env python + +Import("env") +Import("env_modules") + +env_lightmapper_rd = env_modules.Clone() +env_lightmapper_rd.GLSL_HEADER("lm_raster.glsl") +env_lightmapper_rd.GLSL_HEADER("lm_compute.glsl") +env_lightmapper_rd.GLSL_HEADER("lm_blendseams.glsl") + +# Godot source files +env_lightmapper_rd.add_source_files(env.modules_sources, "*.cpp") diff --git a/modules/lightmapper_rd/config.py b/modules/lightmapper_rd/config.py new file mode 100644 index 0000000000..d22f9454ed --- /dev/null +++ b/modules/lightmapper_rd/config.py @@ -0,0 +1,6 @@ +def can_build(env, platform): + return True + + +def configure(env): + pass diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp new file mode 100644 index 0000000000..6983c222c0 --- /dev/null +++ b/modules/lightmapper_rd/lightmapper_rd.cpp @@ -0,0 +1,1754 @@ +#include "lightmapper_rd.h" +#include "core/math/geometry.h" +#include "core/project_settings.h" +#include "lm_blendseams.glsl.gen.h" +#include "lm_compute.glsl.gen.h" +#include "lm_raster.glsl.gen.h" +#include "servers/rendering/rendering_device_binds.h" + +//uncomment this if you want to see textures from all the process saved +//#define DEBUG_TEXTURES + +void LightmapperRD::add_mesh(const MeshData &p_mesh) { + ERR_FAIL_COND(p_mesh.albedo_on_uv2.is_null() || p_mesh.albedo_on_uv2->empty()); + ERR_FAIL_COND(p_mesh.emission_on_uv2.is_null() || p_mesh.emission_on_uv2->empty()); + ERR_FAIL_COND(p_mesh.albedo_on_uv2->get_width() != p_mesh.emission_on_uv2->get_width()); + ERR_FAIL_COND(p_mesh.albedo_on_uv2->get_height() != p_mesh.emission_on_uv2->get_height()); + ERR_FAIL_COND(p_mesh.points.size() == 0); + MeshInstance mi; + mi.data = p_mesh; + mesh_instances.push_back(mi); +} + +void LightmapperRD::add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) { + Light l; + l.type = LIGHT_TYPE_DIRECTIONAL; + l.direction[0] = p_direction.x; + l.direction[1] = p_direction.y; + l.direction[2] = p_direction.z; + l.color[0] = p_color.r; + l.color[1] = p_color.g; + l.color[2] = p_color.b; + l.energy = p_energy; + l.static_bake = p_static; + l.size = p_angular_distance; + lights.push_back(l); +} +void LightmapperRD::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) { + Light l; + l.type = LIGHT_TYPE_OMNI; + l.position[0] = p_position.x; + l.position[1] = p_position.y; + l.position[2] = p_position.z; + l.range = p_range; + l.attenuation = p_attenuation; + l.color[0] = p_color.r; + l.color[1] = p_color.g; + l.color[2] = p_color.b; + l.energy = p_energy; + l.static_bake = p_static; + l.size = p_size; + lights.push_back(l); +} +void LightmapperRD::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) { + + Light l; + l.type = LIGHT_TYPE_SPOT; + l.position[0] = p_position.x; + l.position[1] = p_position.y; + l.position[2] = p_position.z; + l.direction[0] = p_direction.x; + l.direction[1] = p_direction.y; + l.direction[2] = p_direction.z; + l.range = p_range; + l.attenuation = p_attenuation; + l.spot_angle = Math::deg2rad(p_spot_angle); + l.spot_attenuation = p_spot_attenuation; + l.color[0] = p_color.r; + l.color[1] = p_color.g; + l.color[2] = p_color.b; + l.energy = p_energy; + l.static_bake = p_static; + l.size = p_size; + lights.push_back(l); +} + +void LightmapperRD::add_probe(const Vector3 &p_position) { + Probe probe; + probe.position[0] = p_position.x; + probe.position[1] = p_position.y; + probe.position[2] = p_position.z; + probe.position[3] = 0; + probe_positions.push_back(probe); +} + +void LightmapperRD::_plot_triangle_into_triangle_index_list(int p_size, const Vector3i &p_ofs, const AABB &p_bounds, const Vector3 p_points[3], uint32_t p_triangle_index, LocalVector<TriangleSort> &triangles, uint32_t p_grid_size) { + + int half_size = p_size / 2; + + for (int i = 0; i < 8; i++) { + + AABB aabb = p_bounds; + aabb.size *= 0.5; + Vector3i n = p_ofs; + + if (i & 1) { + aabb.position.x += aabb.size.x; + n.x += half_size; + } + if (i & 2) { + aabb.position.y += aabb.size.y; + n.y += half_size; + } + if (i & 4) { + aabb.position.z += aabb.size.z; + n.z += half_size; + } + + { + Vector3 qsize = aabb.size * 0.5; //quarter size, for fast aabb test + + if (!Geometry::triangle_box_overlap(aabb.position + qsize, qsize, p_points)) { + //does not fit in child, go on + continue; + } + } + + if (half_size == 1) { + //got to the end + TriangleSort ts; + ts.cell_index = n.x + (n.y * p_grid_size) + (n.z * p_grid_size * p_grid_size); + ts.triangle_index = p_triangle_index; + triangles.push_back(ts); + } else { + _plot_triangle_into_triangle_index_list(half_size, n, aabb, p_points, p_triangle_index, triangles, p_grid_size); + } + } +} + +Lightmapper::BakeError LightmapperRD::_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) { + + Vector<Size2i> sizes; + + for (int m_i = 0; m_i < mesh_instances.size(); m_i++) { + + MeshInstance &mi = mesh_instances.write[m_i]; + Size2i s = Size2i(mi.data.albedo_on_uv2->get_width(), mi.data.albedo_on_uv2->get_height()); + sizes.push_back(s); + atlas_size.width = MAX(atlas_size.width, s.width); + atlas_size.height = MAX(atlas_size.height, s.height); + } + + int max = nearest_power_of_2_templated(atlas_size.width); + max = MAX(max, nearest_power_of_2_templated(atlas_size.height)); + + if (max > p_max_texture_size) { + return BAKE_ERROR_LIGHTMAP_TOO_SMALL; + } + + if (p_step_function) { + p_step_function(0.1, TTR("Determining optimal atlas size"), p_bake_userdata, true); + } + + atlas_size = Size2i(max, max); + + Size2i best_atlas_size; + int best_atlas_slices = 0; + int best_atlas_memory = 0x7FFFFFFF; + Vector<Vector3i> best_atlas_offsets; + + //determine best texture array atlas size by bruteforce fitting + while (atlas_size.x <= p_max_texture_size && atlas_size.y <= p_max_texture_size) { + + Vector<Vector2i> source_sizes = sizes; + Vector<int> source_indices; + source_indices.resize(source_sizes.size()); + for (int i = 0; i < source_indices.size(); i++) { + source_indices.write[i] = i; + } + Vector<Vector3i> atlas_offsets; + atlas_offsets.resize(source_sizes.size()); + + int slices = 0; + + while (source_sizes.size() > 0) { + + Vector<Vector3i> offsets = Geometry::partial_pack_rects(source_sizes, atlas_size); + Vector<int> new_indices; + Vector<Vector2i> new_sources; + for (int i = 0; i < offsets.size(); i++) { + Vector3i ofs = offsets[i]; + int sidx = source_indices[i]; + if (ofs.z > 0) { + //valid + ofs.z = slices; + atlas_offsets.write[sidx] = ofs; + } else { + new_indices.push_back(sidx); + new_sources.push_back(source_sizes[i]); + } + } + + source_sizes = new_sources; + source_indices = new_indices; + slices++; + } + + int mem_used = atlas_size.x * atlas_size.y * slices; + if (mem_used < best_atlas_memory) { + best_atlas_size = atlas_size; + best_atlas_offsets = atlas_offsets; + best_atlas_slices = slices; + best_atlas_memory = mem_used; + } + + if (atlas_size.width == atlas_size.height) { + atlas_size.width *= 2; + } else { + atlas_size.height *= 2; + } + } + atlas_size = best_atlas_size; + atlas_slices = best_atlas_slices; + + // apply the offsets and slice to all images, and also blit albedo and emission + albedo_images.resize(atlas_slices); + emission_images.resize(atlas_slices); + + if (p_step_function) { + p_step_function(0.2, TTR("Blitting albedo and emission"), p_bake_userdata, true); + } + + for (int i = 0; i < atlas_slices; i++) { + Ref<Image> albedo; + albedo.instance(); + albedo->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBA8); + albedo->set_as_black(); + albedo_images.write[i] = albedo; + + Ref<Image> emission; + emission.instance(); + emission->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH); + emission->set_as_black(); + emission_images.write[i] = emission; + } + + //assign uv positions + + for (int m_i = 0; m_i < mesh_instances.size(); m_i++) { + + MeshInstance &mi = mesh_instances.write[m_i]; + mi.offset.x = best_atlas_offsets[m_i].x; + mi.offset.y = best_atlas_offsets[m_i].y; + mi.slice = best_atlas_offsets[m_i].z; + albedo_images.write[mi.slice]->blit_rect(mi.data.albedo_on_uv2, Rect2(Vector2(), Size2i(mi.data.albedo_on_uv2->get_width(), mi.data.albedo_on_uv2->get_height())), mi.offset); + emission_images.write[mi.slice]->blit_rect(mi.data.emission_on_uv2, Rect2(Vector2(), Size2i(mi.data.emission_on_uv2->get_width(), mi.data.emission_on_uv2->get_height())), mi.offset); + } + + return BAKE_OK; +} + +void LightmapperRD::_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) { + + HashMap<Vertex, uint32_t, VertexHash> vertex_map; + + //fill triangles array and vertex array + LocalVector<Triangle> triangles; + LocalVector<Vertex> vertex_array; + LocalVector<Box> box_array; + LocalVector<Seam> seams; + + slice_triangle_count.resize(atlas_slices); + slice_seam_count.resize(atlas_slices); + + for (int i = 0; i < atlas_slices; i++) { + slice_triangle_count.write[i] = 0; + slice_seam_count.write[i] = 0; + } + + bounds = AABB(); + + for (int m_i = 0; m_i < mesh_instances.size(); m_i++) { + + if (p_step_function) { + float p = float(m_i + 1) / mesh_instances.size() * 0.1; + p_step_function(0.3 + p, vformat(TTR("Plotting mesh into acceleration structure %d/%d"), m_i + 1, mesh_instances.size()), p_bake_userdata, false); + } + + HashMap<Edge, EdgeUV2, EdgeHash> edges; + + MeshInstance &mi = mesh_instances.write[m_i]; + + Vector2 uv_scale = Vector2(mi.data.albedo_on_uv2->get_width(), mi.data.albedo_on_uv2->get_height()) / Vector2(atlas_size); + Vector2 uv_offset = Vector2(mi.offset) / Vector2(atlas_size); + if (m_i == 0) { + bounds.position = mi.data.points[0]; + } + + for (int i = 0; i < mi.data.points.size(); i += 3) { + + Vector3 vtxs[3] = { mi.data.points[i + 0], mi.data.points[i + 1], mi.data.points[i + 2] }; + Vector2 uvs[3] = { mi.data.uv2[i + 0] * uv_scale + uv_offset, mi.data.uv2[i + 1] * uv_scale + uv_offset, mi.data.uv2[i + 2] * uv_scale + uv_offset }; + Vector3 normal[3] = { mi.data.normal[i + 0], mi.data.normal[i + 1], mi.data.normal[i + 2] }; + + AABB taabb; + Triangle t; + t.slice = mi.slice; + for (int k = 0; k < 3; k++) { + + bounds.expand_to(vtxs[k]); + + Vertex v; + v.position[0] = vtxs[k].x; + v.position[1] = vtxs[k].y; + v.position[2] = vtxs[k].z; + v.uv[0] = uvs[k].x; + v.uv[1] = uvs[k].y; + v.normal_xy[0] = normal[k].x; + v.normal_xy[1] = normal[k].y; + v.normal_z = normal[k].z; + + uint32_t *indexptr = vertex_map.getptr(v); + + if (indexptr) { + t.indices[k] = *indexptr; + } else { + uint32_t new_index = vertex_map.size(); + t.indices[k] = new_index; + vertex_map[v] = new_index; + vertex_array.push_back(v); + } + + if (k == 0) { + taabb.position = vtxs[k]; + } else { + taabb.expand_to(vtxs[k]); + } + } + + //compute seams that will need to be blended later + for (int k = 0; k < 3; k++) { + int n = (k + 1) % 3; + + Edge edge(vtxs[k], vtxs[n], normal[k], normal[n]); + Vector2i edge_indices(t.indices[k], t.indices[n]); + EdgeUV2 uv2(uvs[k], uvs[n], edge_indices); + + if (edge.b == edge.a) { + continue; //degenerate, somehow + } + if (edge.b < edge.a) { + SWAP(edge.a, edge.b); + SWAP(edge.na, edge.nb); + SWAP(uv2.a, uv2.b); + SWAP(edge_indices.x, edge_indices.y); + } + + EdgeUV2 *euv2 = edges.getptr(edge); + if (!euv2) { + edges[edge] = uv2; + } else { + if (*euv2 == uv2) { + continue; // seam shared UV space, no need to blend + } + if (euv2->seam_found) { + continue; //bad geometry + } + + Seam seam; + seam.a = edge_indices; + seam.b = euv2->indices; + seam.slice = mi.slice; + seams.push_back(seam); + slice_seam_count.write[mi.slice]++; + euv2->seam_found = true; + } + } + + Box box; + box.min_bounds[0] = taabb.position.x; + box.min_bounds[1] = taabb.position.y; + box.min_bounds[2] = taabb.position.z; + box.max_bounds[0] = taabb.position.x + MAX(taabb.size.x, 0.0001); + box.max_bounds[1] = taabb.position.y + MAX(taabb.size.y, 0.0001); + box.max_bounds[2] = taabb.position.z + MAX(taabb.size.z, 0.0001); + box.pad0 = box.pad1 = 0; //make valgrind not complain + box_array.push_back(box); + + triangles.push_back(t); + slice_triangle_count.write[t.slice]++; + } + } + + //also consider probe positions for bounds + for (int i = 0; i < probe_positions.size(); i++) { + Vector3 pp(probe_positions[i].position[0], probe_positions[i].position[1], probe_positions[i].position[2]); + bounds.expand_to(pp); + } + bounds.grow_by(0.1); //grow a bit to avoid numerical error + + triangles.sort(); //sort by slice + seams.sort(); + + if (p_step_function) { + p_step_function(0.4, TTR("Optimizing acceleration structure"), p_bake_userdata, true); + } + + //fill list of triangles in grid + LocalVector<TriangleSort> triangle_sort; + for (uint32_t i = 0; i < triangles.size(); i++) { + + const Triangle &t = triangles[i]; + Vector3 face[3] = { + Vector3(vertex_array[t.indices[0]].position[0], vertex_array[t.indices[0]].position[1], vertex_array[t.indices[0]].position[2]), + Vector3(vertex_array[t.indices[1]].position[0], vertex_array[t.indices[1]].position[1], vertex_array[t.indices[1]].position[2]), + Vector3(vertex_array[t.indices[2]].position[0], vertex_array[t.indices[2]].position[1], vertex_array[t.indices[2]].position[2]) + }; + _plot_triangle_into_triangle_index_list(grid_size, Vector3i(), bounds, face, i, triangle_sort, grid_size); + } + //sort it + triangle_sort.sort(); + + Vector<uint32_t> triangle_indices; + triangle_indices.resize(triangle_sort.size()); + Vector<uint32_t> grid_indices; + grid_indices.resize(grid_size * grid_size * grid_size * 2); + zeromem(grid_indices.ptrw(), grid_indices.size() * sizeof(uint32_t)); + Vector<bool> solid; + solid.resize(grid_size * grid_size * grid_size); + zeromem(solid.ptrw(), solid.size() * sizeof(bool)); + + { + uint32_t *tiw = triangle_indices.ptrw(); + uint32_t last_cell = 0xFFFFFFFF; + uint32_t *giw = grid_indices.ptrw(); + bool *solidw = solid.ptrw(); + for (uint32_t i = 0; i < triangle_sort.size(); i++) { + uint32_t cell = triangle_sort[i].cell_index; + if (cell != last_cell) { + //cell changed, update pointer to indices + giw[cell * 2 + 1] = i; + last_cell = cell; + solidw[cell] = true; + } + tiw[i] = triangle_sort[i].triangle_index; + giw[cell * 2]++; //update counter + last_cell = cell; + } + } +#if 0 + for (int i = 0; i < grid_size; i++) { + for (int j = 0; j < grid_size; j++) { + for (int k = 0; k < grid_size; k++) { + uint32_t index = i * (grid_size * grid_size) + j * grid_size + k; + grid_indices.write[index * 2] = float(i) / grid_size * 255; + grid_indices.write[index * 2 + 1] = float(j) / grid_size * 255; + } + } + } +#endif + +#if 0 + for (int i = 0; i < grid_size; i++) { + Vector<uint8_t> grid_usage; + grid_usage.resize(grid_size * grid_size); + for (int j = 0; j < grid_usage.size(); j++) { + uint32_t ofs = i * grid_size * grid_size + j; + uint32_t count = grid_indices[ofs * 2]; + grid_usage.write[j] = count > 0 ? 255 : 0; + } + + Ref<Image> img; + img.instance(); + img->create(grid_size, grid_size, false, Image::FORMAT_L8, grid_usage); + img->save_png("res://grid_layer_" + itos(1000 + i).substr(1, 3) + ".png"); + } +#endif + if (p_step_function) { + p_step_function(0.45, TTR("Generating Signed Distance Field"), p_bake_userdata, true); + } + + //generate SDF for raytracing + Vector<uint32_t> euclidean_pos = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false); + Vector<uint32_t> euclidean_neg = Geometry::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true); + Vector<int8_t> sdf8 = Geometry::generate_sdf8(euclidean_pos, euclidean_neg); + + /*****************************/ + /*** CREATE GPU STRUCTURES ***/ + /*****************************/ + + lights.sort(); + + Vector<Vector2i> seam_buffer_vec; + seam_buffer_vec.resize(seams.size() * 2); + for (uint32_t i = 0; i < seams.size(); i++) { + seam_buffer_vec.write[i * 2 + 0] = seams[i].a; + seam_buffer_vec.write[i * 2 + 1] = seams[i].b; + } + + { //buffers + Vector<uint8_t> vb = vertex_array.to_byte_array(); + vertex_buffer = rd->storage_buffer_create(vb.size(), vb); + + Vector<uint8_t> tb = triangles.to_byte_array(); + triangle_buffer = rd->storage_buffer_create(tb.size(), tb); + + Vector<uint8_t> bb = box_array.to_byte_array(); + box_buffer = rd->storage_buffer_create(bb.size(), bb); + + Vector<uint8_t> tib = triangle_indices.to_byte_array(); + triangle_cell_indices_buffer = rd->storage_buffer_create(tib.size(), tib); + + Vector<uint8_t> lb = lights.to_byte_array(); + if (lb.size() == 0) { + lb.resize(sizeof(Light)); //even if no lights, the buffer must exist + } + lights_buffer = rd->storage_buffer_create(lb.size(), lb); + + Vector<uint8_t> sb = seam_buffer_vec.to_byte_array(); + if (sb.size() == 0) { + sb.resize(sizeof(Vector2i) * 2); //even if no seams, the buffer must exist + } + seams_buffer = rd->storage_buffer_create(sb.size(), sb); + + Vector<uint8_t> pb = probe_positions.to_byte_array(); + if (pb.size() == 0) { + pb.resize(sizeof(Probe)); + } + probe_positions_buffer = rd->storage_buffer_create(pb.size(), pb); + } + + { //grid + + RD::TextureFormat tf; + tf.width = grid_size; + tf.height = grid_size; + tf.depth = grid_size; + tf.type = RD::TEXTURE_TYPE_3D; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + + Vector<Vector<uint8_t>> texdata; + texdata.resize(1); + //grid and indices + tf.format = RD::DATA_FORMAT_R32G32_UINT; + texdata.write[0] = grid_indices.to_byte_array(); + grid_texture = rd->texture_create(tf, RD::TextureView(), texdata); + //sdf + tf.format = RD::DATA_FORMAT_R8_SNORM; + texdata.write[0] = sdf8.to_byte_array(); + grid_texture_sdf = rd->texture_create(tf, RD::TextureView(), texdata); + } +} + +void LightmapperRD::_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) { + + Vector<RID> framebuffers; + + for (int i = 0; i < atlas_slices; i++) { + RID slice_pos_tex = rd->texture_create_shared_from_slice(RD::TextureView(), position_tex, i, 0); + RID slice_unoc_tex = rd->texture_create_shared_from_slice(RD::TextureView(), unocclude_tex, i, 0); + RID slice_norm_tex = rd->texture_create_shared_from_slice(RD::TextureView(), normal_tex, i, 0); + Vector<RID> fb; + fb.push_back(slice_pos_tex); + fb.push_back(slice_norm_tex); + fb.push_back(slice_unoc_tex); + fb.push_back(raster_depth_buffer); + framebuffers.push_back(rd->framebuffer_create(fb)); + } + + RD::PipelineDepthStencilState ds; + ds.enable_depth_test = true; + ds.enable_depth_write = true; + ds.depth_compare_operator = RD::COMPARE_OP_LESS; //so it does render same pixel twice + + RID raster_pipeline = rd->render_pipeline_create(rasterize_shader, rd->framebuffer_get_format(framebuffers[0]), RD::INVALID_FORMAT_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(3), 0); + RID raster_pipeline_wire; + { + + RD::PipelineRasterizationState rw; + rw.wireframe = true; + raster_pipeline_wire = rd->render_pipeline_create(rasterize_shader, rd->framebuffer_get_format(framebuffers[0]), RD::INVALID_FORMAT_ID, RD::RENDER_PRIMITIVE_TRIANGLES, rw, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(3), 0); + } + + uint32_t triangle_offset = 0; + Vector<Color> clear_colors; + clear_colors.push_back(Color(0, 0, 0, 0)); + clear_colors.push_back(Color(0, 0, 0, 0)); + clear_colors.push_back(Color(0, 0, 0, 0)); + + for (int i = 0; i < atlas_slices; i++) { + + RasterPushConstant raster_push_constant; + raster_push_constant.atlas_size[0] = atlas_size.x; + raster_push_constant.atlas_size[1] = atlas_size.y; + raster_push_constant.base_triangle = triangle_offset; + raster_push_constant.to_cell_offset[0] = bounds.position.x; + raster_push_constant.to_cell_offset[1] = bounds.position.y; + raster_push_constant.to_cell_offset[2] = bounds.position.z; + raster_push_constant.bias = p_bias; + raster_push_constant.to_cell_size[0] = (1.0 / bounds.size.x) * float(grid_size); + raster_push_constant.to_cell_size[1] = (1.0 / bounds.size.y) * float(grid_size); + raster_push_constant.to_cell_size[2] = (1.0 / bounds.size.z) * float(grid_size); + raster_push_constant.grid_size[0] = grid_size; + raster_push_constant.grid_size[1] = grid_size; + raster_push_constant.grid_size[2] = grid_size; + raster_push_constant.uv_offset[0] = 0; + raster_push_constant.uv_offset[1] = 0; + + RD::DrawListID draw_list = rd->draw_list_begin(framebuffers[i], RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); + //draw opaque + rd->draw_list_bind_render_pipeline(draw_list, raster_pipeline); + rd->draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0); + rd->draw_list_set_push_constant(draw_list, &raster_push_constant, sizeof(RasterPushConstant)); + rd->draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3); + //draw wire + rd->draw_list_bind_render_pipeline(draw_list, raster_pipeline_wire); + rd->draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0); + rd->draw_list_set_push_constant(draw_list, &raster_push_constant, sizeof(RasterPushConstant)); + rd->draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3); + + rd->draw_list_end(); + + triangle_offset += slice_triangle_count[i]; + } +} + +LightmapperRD::BakeError LightmapperRD::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, void *p_bake_userdata) { + + if (p_step_function) { + p_step_function(0.0, TTR("Begin Bake"), p_bake_userdata, true); + } + bake_textures.clear(); + int grid_size = 128; + + /* STEP 1: Fetch material textures and compute the bounds */ + + AABB bounds; + Size2i atlas_size; + int atlas_slices; + Vector<Ref<Image>> albedo_images; + Vector<Ref<Image>> emission_images; + + BakeError bake_error = _blit_meshes_into_atlas(p_max_texture_size, albedo_images, emission_images, bounds, atlas_size, atlas_slices, p_step_function, p_bake_userdata); + if (bake_error != BAKE_OK) { + return bake_error; + } + +#ifdef DEBUG_TEXTURES + for (int i = 0; i < atlas_slices; i++) { + albedo_images[i]->save_png("res://0_albedo_" + itos(i) + ".png"); + emission_images[i]->save_png("res://0_emission_" + itos(i) + ".png"); + } +#endif + + RenderingDevice *rd = RenderingDevice::get_singleton()->create_local_device(); + + RID albedo_array_tex; + RID emission_array_tex; + RID normal_tex; + RID position_tex; + RID unocclude_tex; + RID light_source_tex; + RID light_dest_tex; + RID light_accum_tex; + RID light_accum_tex2; + RID light_primary_dynamic_tex; + RID light_environment_tex; + +#define FREE_TEXTURES \ + rd->free(albedo_array_tex); \ + rd->free(emission_array_tex); \ + rd->free(normal_tex); \ + rd->free(position_tex); \ + rd->free(unocclude_tex); \ + rd->free(light_source_tex); \ + rd->free(light_accum_tex2); \ + rd->free(light_accum_tex); \ + rd->free(light_primary_dynamic_tex); \ + rd->free(light_environment_tex); + + { // create all textures + + Vector<Vector<uint8_t>> albedo_data; + Vector<Vector<uint8_t>> emission_data; + for (int i = 0; i < atlas_slices; i++) { + albedo_data.push_back(albedo_images[i]->get_data()); + emission_data.push_back(emission_images[i]->get_data()); + } + + RD::TextureFormat tf; + tf.width = atlas_size.width; + tf.height = atlas_size.height; + tf.array_layers = atlas_slices; + tf.type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + + albedo_array_tex = rd->texture_create(tf, RD::TextureView(), albedo_data); + + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + + emission_array_tex = rd->texture_create(tf, RD::TextureView(), emission_data); + + //this will be rastered to + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + normal_tex = rd->texture_create(tf, RD::TextureView()); + tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + position_tex = rd->texture_create(tf, RD::TextureView()); + unocclude_tex = rd->texture_create(tf, RD::TextureView()); + + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + + light_source_tex = rd->texture_create(tf, RD::TextureView()); + rd->texture_clear(light_source_tex, Color(0, 0, 0, 0), 0, 1, 0, atlas_slices); + light_primary_dynamic_tex = rd->texture_create(tf, RD::TextureView()); + rd->texture_clear(light_primary_dynamic_tex, Color(0, 0, 0, 0), 0, 1, 0, atlas_slices); + + if (p_bake_sh) { + tf.array_layers *= 4; + } + light_accum_tex = rd->texture_create(tf, RD::TextureView()); + rd->texture_clear(light_accum_tex, Color(0, 0, 0, 0), 0, 1, 0, tf.array_layers); + light_dest_tex = rd->texture_create(tf, RD::TextureView()); + rd->texture_clear(light_dest_tex, Color(0, 0, 0, 0), 0, 1, 0, tf.array_layers); + light_accum_tex2 = light_dest_tex; + + //env + { + Ref<Image> panorama_tex; + if (p_environment_panorama.is_valid()) { + panorama_tex = p_environment_panorama; + panorama_tex->convert(Image::FORMAT_RGBAF); + } else { + panorama_tex.instance(); + panorama_tex->create(8, 8, false, Image::FORMAT_RGBAF); + for (int i = 0; i < 8; i++) { + for (int j = 0; j < 8; j++) { + panorama_tex->set_pixel(i, j, Color(0, 0, 0, 1)); + } + } + } + + RD::TextureFormat tfp; + tfp.width = panorama_tex->get_width(); + tfp.height = panorama_tex->get_height(); + tfp.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; + tfp.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; + + Vector<Vector<uint8_t>> tdata; + tdata.push_back(panorama_tex->get_data()); + light_environment_tex = rd->texture_create(tfp, RD::TextureView(), tdata); + +#ifdef DEBUG_TEXTURES + panorama_tex->convert(Image::FORMAT_RGB8); + panorama_tex->save_png("res://0_panorama.png"); +#endif + } + } + + /* STEP 2: create the acceleration structure for the GPU*/ + + Vector<int> slice_triangle_count; + RID vertex_buffer; + RID triangle_buffer; + RID box_buffer; + RID lights_buffer; + RID triangle_cell_indices_buffer; + RID grid_texture; + RID grid_texture_sdf; + RID seams_buffer; + RID probe_positions_buffer; + + Vector<int> slice_seam_count; + +#define FREE_BUFFERS \ + rd->free(vertex_buffer); \ + rd->free(triangle_buffer); \ + rd->free(box_buffer); \ + rd->free(lights_buffer); \ + rd->free(triangle_cell_indices_buffer); \ + rd->free(grid_texture); \ + rd->free(grid_texture_sdf); \ + rd->free(seams_buffer); \ + rd->free(probe_positions_buffer); + + _create_acceleration_structures(rd, atlas_size, atlas_slices, bounds, grid_size, probe_positions, p_generate_probes, slice_triangle_count, slice_seam_count, vertex_buffer, triangle_buffer, box_buffer, lights_buffer, triangle_cell_indices_buffer, probe_positions_buffer, grid_texture, grid_texture_sdf, seams_buffer, p_step_function, p_bake_userdata); + + if (p_step_function) { + p_step_function(0.47, TTR("Preparing shaders"), p_bake_userdata, true); + } + + //shaders + Ref<RDShaderFile> raster_shader; + raster_shader.instance(); + Error err = raster_shader->parse_versions_from_text(lm_raster_shader_glsl); + if (err != OK) { + raster_shader->print_errors("raster_shader"); + + FREE_TEXTURES + FREE_BUFFERS + + memdelete(rd); + } + ERR_FAIL_COND_V(err != OK, BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); + + RID rasterize_shader = rd->shader_create_from_bytecode(raster_shader->get_bytecode()); + + ERR_FAIL_COND_V(rasterize_shader.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //this is a bug check, though, should not happen + + RID sampler; + { + RD::SamplerState s; + s.mag_filter = RD::SAMPLER_FILTER_LINEAR; + s.min_filter = RD::SAMPLER_FILTER_LINEAR; + s.max_lod = 0; + + sampler = rd->sampler_create(s); + } + + Vector<RD::Uniform> base_uniforms; + { + { + + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 1; + u.ids.push_back(vertex_buffer); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.ids.push_back(triangle_buffer); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 3; + u.ids.push_back(box_buffer); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 4; + u.ids.push_back(triangle_cell_indices_buffer); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 5; + u.ids.push_back(lights_buffer); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 6; + u.ids.push_back(seams_buffer); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 7; + u.ids.push_back(probe_positions_buffer); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 8; + u.ids.push_back(grid_texture); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 9; + u.ids.push_back(grid_texture_sdf); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 10; + u.ids.push_back(albedo_array_tex); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 11; + u.ids.push_back(emission_array_tex); + base_uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 12; + u.ids.push_back(sampler); + base_uniforms.push_back(u); + } + } + + RID raster_base_uniform = rd->uniform_set_create(base_uniforms, rasterize_shader, 0); + RID raster_depth_buffer; + { + RD::TextureFormat tf; + tf.width = atlas_size.width; + tf.height = atlas_size.height; + tf.depth = 1; + tf.type = RD::TEXTURE_TYPE_2D; + tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + tf.format = RD::DATA_FORMAT_D32_SFLOAT; + + raster_depth_buffer = rd->texture_create(tf, RD::TextureView()); + } + + rd->submit(); + rd->sync(); + + /* STEP 3: Raster the geometry to UV2 coords in the atlas textures GPU*/ + + _raster_geometry(rd, atlas_size, atlas_slices, grid_size, bounds, p_bias, slice_triangle_count, position_tex, unocclude_tex, normal_tex, raster_depth_buffer, rasterize_shader, raster_base_uniform); + +#ifdef DEBUG_TEXTURES + + for (int i = 0; i < atlas_slices; i++) { + Vector<uint8_t> s = rd->texture_get_data(position_tex, i); + Ref<Image> img; + img.instance(); + img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAF, s); + img->convert(Image::FORMAT_RGBA8); + img->save_png("res://1_position_" + itos(i) + ".png"); + + s = rd->texture_get_data(normal_tex, i); + img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s); + img->convert(Image::FORMAT_RGBA8); + img->save_png("res://1_normal_" + itos(i) + ".png"); + } +#endif + +#define FREE_RASTER_RESOURCES \ + rd->free(rasterize_shader); \ + rd->free(sampler); \ + rd->free(raster_depth_buffer); + + /* Plot direct light */ + + Ref<RDShaderFile> compute_shader; + compute_shader.instance(); + err = compute_shader->parse_versions_from_text(lm_compute_shader_glsl, p_bake_sh ? "\n#define USE_SH_LIGHTMAPS\n" : ""); + if (err != OK) { + + FREE_TEXTURES + FREE_BUFFERS + FREE_RASTER_RESOURCES + memdelete(rd); + compute_shader->print_errors("compute_shader"); + } + ERR_FAIL_COND_V(err != OK, BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); + + //unoccluder + RID compute_shader_unocclude = rd->shader_create_from_bytecode(compute_shader->get_bytecode("unocclude")); + ERR_FAIL_COND_V(compute_shader_unocclude.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); // internal check, should not happen + RID compute_shader_unocclude_pipeline = rd->compute_pipeline_create(compute_shader_unocclude); + + //direct light + RID compute_shader_primary = rd->shader_create_from_bytecode(compute_shader->get_bytecode("primary")); + ERR_FAIL_COND_V(compute_shader_primary.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); // internal check, should not happen + RID compute_shader_primary_pipeline = rd->compute_pipeline_create(compute_shader_primary); + + //indirect light + RID compute_shader_secondary = rd->shader_create_from_bytecode(compute_shader->get_bytecode("secondary")); + ERR_FAIL_COND_V(compute_shader_secondary.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen + RID compute_shader_secondary_pipeline = rd->compute_pipeline_create(compute_shader_secondary); + + //dilate + RID compute_shader_dilate = rd->shader_create_from_bytecode(compute_shader->get_bytecode("dilate")); + ERR_FAIL_COND_V(compute_shader_dilate.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen + RID compute_shader_dilate_pipeline = rd->compute_pipeline_create(compute_shader_dilate); + + //dilate + RID compute_shader_light_probes = rd->shader_create_from_bytecode(compute_shader->get_bytecode("light_probes")); + ERR_FAIL_COND_V(compute_shader_light_probes.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen + RID compute_shader_light_probes_pipeline = rd->compute_pipeline_create(compute_shader_light_probes); + + RID compute_base_uniform_set = rd->uniform_set_create(base_uniforms, compute_shader_primary, 0); + +#define FREE_COMPUTE_RESOURCES \ + rd->free(compute_shader_unocclude); \ + rd->free(compute_shader_primary); \ + rd->free(compute_shader_secondary); \ + rd->free(compute_shader_dilate); \ + rd->free(compute_shader_light_probes); + + PushConstant push_constant; + { + //set defaults + push_constant.atlas_size[0] = atlas_size.width; + push_constant.atlas_size[1] = atlas_size.height; + push_constant.world_size[0] = bounds.size.x; + push_constant.world_size[1] = bounds.size.y; + push_constant.world_size[2] = bounds.size.z; + push_constant.to_cell_offset[0] = bounds.position.x; + push_constant.to_cell_offset[1] = bounds.position.y; + push_constant.to_cell_offset[2] = bounds.position.z; + push_constant.bias = p_bias; + push_constant.to_cell_size[0] = (1.0 / bounds.size.x) * float(grid_size); + push_constant.to_cell_size[1] = (1.0 / bounds.size.y) * float(grid_size); + push_constant.to_cell_size[2] = (1.0 / bounds.size.z) * float(grid_size); + push_constant.light_count = lights.size(); + push_constant.grid_size = grid_size; + push_constant.atlas_slice = 0; + push_constant.region_ofs[0] = 0; + push_constant.region_ofs[1] = 0; + push_constant.environment_xform[0] = p_environment_transform.elements[0][0]; + push_constant.environment_xform[1] = p_environment_transform.elements[1][0]; + push_constant.environment_xform[2] = p_environment_transform.elements[2][0]; + push_constant.environment_xform[3] = 0; + push_constant.environment_xform[4] = p_environment_transform.elements[0][1]; + push_constant.environment_xform[5] = p_environment_transform.elements[1][1]; + push_constant.environment_xform[6] = p_environment_transform.elements[2][1]; + push_constant.environment_xform[7] = 0; + push_constant.environment_xform[8] = p_environment_transform.elements[0][2]; + push_constant.environment_xform[9] = p_environment_transform.elements[1][2]; + push_constant.environment_xform[10] = p_environment_transform.elements[2][2]; + push_constant.environment_xform[11] = 0; + } + + Vector3i group_size((atlas_size.x - 1) / 8 + 1, (atlas_size.y - 1) / 8 + 1, 1); + rd->submit(); + rd->sync(); + + if (p_step_function) { + p_step_function(0.49, TTR("Un-occluding geometry"), p_bake_userdata, true); + } + + /* UNOCCLUDE */ + { + + Vector<RD::Uniform> uniforms; + { + { + + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.ids.push_back(position_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.ids.push_back(unocclude_tex); //will be unused + uniforms.push_back(u); + } + } + + RID unocclude_uniform_set = rd->uniform_set_create(uniforms, compute_shader_unocclude, 1); + + RD::ComputeListID compute_list = rd->compute_list_begin(); + rd->compute_list_bind_compute_pipeline(compute_list, compute_shader_unocclude_pipeline); + rd->compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0); + rd->compute_list_bind_uniform_set(compute_list, unocclude_uniform_set, 1); + + for (int i = 0; i < atlas_slices; i++) { + push_constant.atlas_slice = i; + rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); + rd->compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z); + //no barrier, let them run all together + } + rd->compute_list_end(); //done + } + + if (p_step_function) { + p_step_function(0.5, TTR("Plot direct lighting"), p_bake_userdata, true); + } + + /* PRIMARY (direct) LIGHT PASS */ + { + + Vector<RD::Uniform> uniforms; + { + { + + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.ids.push_back(light_source_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + u.ids.push_back(light_dest_tex); //will be unused + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + u.ids.push_back(position_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 3; + u.ids.push_back(normal_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 4; + u.ids.push_back(light_accum_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 5; + u.ids.push_back(light_primary_dynamic_tex); + uniforms.push_back(u); + } + } + + RID light_uniform_set = rd->uniform_set_create(uniforms, compute_shader_primary, 1); + + RD::ComputeListID compute_list = rd->compute_list_begin(); + rd->compute_list_bind_compute_pipeline(compute_list, compute_shader_primary_pipeline); + rd->compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0); + rd->compute_list_bind_uniform_set(compute_list, light_uniform_set, 1); + + for (int i = 0; i < atlas_slices; i++) { + push_constant.atlas_slice = i; + rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); + rd->compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z); + //no barrier, let them run all together + } + rd->compute_list_end(); //done + } + +#ifdef DEBUG_TEXTURES + + for (int i = 0; i < atlas_slices; i++) { + Vector<uint8_t> s = rd->texture_get_data(light_source_tex, i); + Ref<Image> img; + img.instance(); + img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s); + img->convert(Image::FORMAT_RGBA8); + img->save_png("res://2_light_primary_" + itos(i) + ".png"); + } +#endif + + /* SECONDARY (indirect) LIGHT PASS(ES) */ + if (p_step_function) { + p_step_function(0.6, TTR("Integrate indirect lighting"), p_bake_userdata, true); + } + + if (p_bounces > 0) { + + Vector<RD::Uniform> uniforms; + { + { + + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.ids.push_back(light_dest_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + u.ids.push_back(light_source_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + u.ids.push_back(position_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 3; + u.ids.push_back(normal_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 4; + u.ids.push_back(light_accum_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 5; + u.ids.push_back(unocclude_tex); //reuse unocclude tex + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 6; + u.ids.push_back(light_environment_tex); //reuse unocclude tex + uniforms.push_back(u); + } + } + + RID secondary_uniform_set[2]; + secondary_uniform_set[0] = rd->uniform_set_create(uniforms, compute_shader_secondary, 1); + uniforms.write[0].ids.write[0] = light_source_tex; + uniforms.write[1].ids.write[0] = light_dest_tex; + secondary_uniform_set[1] = rd->uniform_set_create(uniforms, compute_shader_secondary, 1); + + switch (p_quality) { + case BAKE_QUALITY_LOW: { + push_constant.ray_count = GLOBAL_GET("rendering/gpu_lightmapper/quality/low_quality_ray_count"); + } break; + case BAKE_QUALITY_MEDIUM: { + push_constant.ray_count = GLOBAL_GET("rendering/gpu_lightmapper/quality/medium_quality_ray_count"); + } break; + case BAKE_QUALITY_HIGH: { + push_constant.ray_count = GLOBAL_GET("rendering/gpu_lightmapper/quality/high_quality_ray_count"); + } break; + case BAKE_QUALITY_ULTRA: { + push_constant.ray_count = GLOBAL_GET("rendering/gpu_lightmapper/quality/ultra_quality_ray_count"); + } break; + } + + push_constant.ray_count = CLAMP(push_constant.ray_count, 16, 8192); + + int max_region_size = nearest_power_of_2_templated(int(GLOBAL_GET("rendering/gpu_lightmapper/performance/region_size"))); + int max_rays = GLOBAL_GET("rendering/gpu_lightmapper/performance/max_rays_per_pass"); + + int x_regions = (atlas_size.width - 1) / max_region_size + 1; + int y_regions = (atlas_size.height - 1) / max_region_size + 1; + int ray_iterations = (push_constant.ray_count - 1) / max_rays + 1; + + rd->submit(); + rd->sync(); + + for (int b = 0; b < p_bounces; b++) { + int count = 0; + if (b > 0) { + SWAP(light_source_tex, light_dest_tex); + SWAP(secondary_uniform_set[0], secondary_uniform_set[1]); + } + + for (int s = 0; s < atlas_slices; s++) { + push_constant.atlas_slice = s; + + for (int i = 0; i < x_regions; i++) { + for (int j = 0; j < y_regions; j++) { + + int x = i * max_region_size; + int y = j * max_region_size; + int w = MIN((i + 1) * max_region_size, atlas_size.width) - x; + int h = MIN((j + 1) * max_region_size, atlas_size.height) - y; + + push_constant.region_ofs[0] = x; + push_constant.region_ofs[1] = y; + + group_size = Vector3i((w - 1) / 8 + 1, (h - 1) / 8 + 1, 1); + + for (int k = 0; k < ray_iterations; k++) { + + RD::ComputeListID compute_list = rd->compute_list_begin(); + rd->compute_list_bind_compute_pipeline(compute_list, compute_shader_secondary_pipeline); + rd->compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0); + rd->compute_list_bind_uniform_set(compute_list, secondary_uniform_set[0], 1); + + push_constant.ray_from = k * max_rays; + push_constant.ray_to = MIN((k + 1) * max_rays, int32_t(push_constant.ray_count)); + rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); + rd->compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z); + + rd->compute_list_end(); //done + rd->submit(); + rd->sync(); + + count++; + if (p_step_function) { + int total = (atlas_slices * x_regions * y_regions * ray_iterations); + int percent = count * 100 / total; + float p = float(count) / total * 0.1; + p_step_function(0.6 + p, vformat(TTR("Bounce %d/%d: Integrate indirect lighting %d%%"), b + 1, p_bounces, percent), p_bake_userdata, false); + } + } + } + } + } + } + } + + /* LIGHPROBES */ + + RID light_probe_buffer; + + if (probe_positions.size()) { + + light_probe_buffer = rd->storage_buffer_create(sizeof(float) * 4 * 9 * probe_positions.size()); + + if (p_step_function) { + p_step_function(0.7, TTR("Baking lightprobes"), p_bake_userdata, true); + } + + Vector<RD::Uniform> uniforms; + { + + { + + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.ids.push_back(light_probe_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + u.ids.push_back(light_dest_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; + u.ids.push_back(light_primary_dynamic_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 3; + u.ids.push_back(light_environment_tex); + uniforms.push_back(u); + } + } + RID light_probe_uniform_set = rd->uniform_set_create(uniforms, compute_shader_light_probes, 1); + + switch (p_quality) { + case BAKE_QUALITY_LOW: { + push_constant.ray_count = GLOBAL_GET("rendering/gpu_lightmapper/quality/low_quality_probe_ray_count"); + } break; + case BAKE_QUALITY_MEDIUM: { + push_constant.ray_count = GLOBAL_GET("rendering/gpu_lightmapper/quality/medium_quality_probe_ray_count"); + } break; + case BAKE_QUALITY_HIGH: { + push_constant.ray_count = GLOBAL_GET("rendering/gpu_lightmapper/quality/high_quality_probe_ray_count"); + } break; + case BAKE_QUALITY_ULTRA: { + push_constant.ray_count = GLOBAL_GET("rendering/gpu_lightmapper/quality/ultra_quality_probe_ray_count"); + } break; + } + + push_constant.atlas_size[0] = probe_positions.size(); + push_constant.ray_count = CLAMP(push_constant.ray_count, 16, 8192); + + int max_rays = GLOBAL_GET("rendering/gpu_lightmapper/performance/max_rays_per_probe_pass"); + int ray_iterations = (push_constant.ray_count - 1) / max_rays + 1; + + for (int i = 0; i < ray_iterations; i++) { + + RD::ComputeListID compute_list = rd->compute_list_begin(); + rd->compute_list_bind_compute_pipeline(compute_list, compute_shader_light_probes_pipeline); + rd->compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0); + rd->compute_list_bind_uniform_set(compute_list, light_probe_uniform_set, 1); + + push_constant.ray_from = i * max_rays; + push_constant.ray_to = MIN((i + 1) * max_rays, int32_t(push_constant.ray_count)); + rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); + rd->compute_list_dispatch(compute_list, (probe_positions.size() - 1) / 64 + 1, 1, 1); + + rd->compute_list_end(); //done + rd->submit(); + rd->sync(); + + if (p_step_function) { + int percent = i * 100 / ray_iterations; + float p = float(i) / ray_iterations * 0.1; + p_step_function(0.7 + p, vformat(TTR("Integrating light probes %d%%"), percent), p_bake_userdata, false); + } + } + + push_constant.atlas_size[0] = atlas_size.x; //restore + } + +#if 0 + for (int i = 0; i < probe_positions.size(); i++) { + Ref<Image> img; + img.instance(); + img->create(6, 4, false, Image::FORMAT_RGB8); + for (int j = 0; j < 6; j++) { + Vector<uint8_t> s = rd->texture_get_data(lightprobe_tex, i * 6 + j); + Ref<Image> img2; + img2.instance(); + img2->create(2, 2, false, Image::FORMAT_RGBAF, s); + img2->convert(Image::FORMAT_RGB8); + img->blit_rect(img2, Rect2(0, 0, 2, 2), Point2((j % 3) * 2, (j / 3) * 2)); + } + img->save_png("res://3_light_probe_" + itos(i) + ".png"); + } +#endif + + /* DENOISE */ + + if (p_use_denoiser) { + if (p_step_function) { + p_step_function(0.8, TTR("Denoising"), p_bake_userdata, true); + } + + Ref<LightmapDenoiser> denoiser = LightmapDenoiser::create(); + if (denoiser.is_valid()) { + for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) { + Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i); + Ref<Image> img; + img.instance(); + img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s); + + Ref<Image> denoised = denoiser->denoise_image(img); + if (denoised != img) { + denoised->convert(Image::FORMAT_RGBAH); + Vector<uint8_t> ds = denoised->get_data(); + denoised.unref(); //avoid copy on write + { //restore alpha + uint32_t count = s.size() / 2; //uint16s + const uint16_t *src = (const uint16_t *)s.ptr(); + uint16_t *dst = (uint16_t *)ds.ptrw(); + for (uint32_t j = 0; j < count; j += 4) { + dst[j + 3] = src[j + 3]; + } + } + rd->texture_update(light_accum_tex, i, ds, true); + } + } + } + } + +#ifdef DEBUG_TEXTURES + + for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) { + Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i); + Ref<Image> img; + img.instance(); + img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s); + img->convert(Image::FORMAT_RGBA8); + img->save_png("res://4_light_secondary_" + itos(i) + ".png"); + } +#endif + + /* DILATE LIGHTMAP */ + { + + SWAP(light_accum_tex, light_accum_tex2); + + Vector<RD::Uniform> uniforms; + { + { + + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.ids.push_back(light_accum_tex); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1; + u.ids.push_back(light_accum_tex2); + uniforms.push_back(u); + } + } + + RID dilate_uniform_set = rd->uniform_set_create(uniforms, compute_shader_dilate, 1); + + RD::ComputeListID compute_list = rd->compute_list_begin(); + rd->compute_list_bind_compute_pipeline(compute_list, compute_shader_dilate_pipeline); + rd->compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0); + rd->compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1); + push_constant.region_ofs[0] = 0; + push_constant.region_ofs[1] = 0; + group_size = Vector3i((atlas_size.x - 1) / 8 + 1, (atlas_size.y - 1) / 8 + 1, 1); //restore group size + + for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) { + push_constant.atlas_slice = i; + rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); + rd->compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z); + //no barrier, let them run all together + } + rd->compute_list_end(); + } + +#ifdef DEBUG_TEXTURES + + for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) { + Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i); + Ref<Image> img; + img.instance(); + img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s); + img->convert(Image::FORMAT_RGBA8); + img->save_png("res://5_dilated_" + itos(i) + ".png"); + } +#endif + + /* BLEND SEAMS */ + //shaders + Ref<RDShaderFile> blendseams_shader; + blendseams_shader.instance(); + err = blendseams_shader->parse_versions_from_text(lm_blendseams_shader_glsl); + if (err != OK) { + FREE_TEXTURES + FREE_BUFFERS + FREE_RASTER_RESOURCES + FREE_COMPUTE_RESOURCES + memdelete(rd); + blendseams_shader->print_errors("blendseams_shader"); + } + ERR_FAIL_COND_V(err != OK, BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); + + RID blendseams_line_raster_shader = rd->shader_create_from_bytecode(blendseams_shader->get_bytecode("lines")); + + ERR_FAIL_COND_V(blendseams_line_raster_shader.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); + + RID blendseams_triangle_raster_shader = rd->shader_create_from_bytecode(blendseams_shader->get_bytecode("triangles")); + + ERR_FAIL_COND_V(blendseams_triangle_raster_shader.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); + +#define FREE_BLENDSEAMS_RESOURCES \ + rd->free(blendseams_line_raster_shader); \ + rd->free(blendseams_triangle_raster_shader); + + { + + //pre copy + for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) { + rd->texture_copy(light_accum_tex, light_accum_tex2, Vector3(), Vector3(), Vector3(atlas_size.width, atlas_size.height, 1), 0, 0, i, i, true); + } + + Vector<RID> framebuffers; + for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) { + RID slice_tex = rd->texture_create_shared_from_slice(RD::TextureView(), light_accum_tex, i, 0); + Vector<RID> fb; + fb.push_back(slice_tex); + fb.push_back(raster_depth_buffer); + framebuffers.push_back(rd->framebuffer_create(fb)); + } + + Vector<RD::Uniform> uniforms; + { + { + + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 0; + u.ids.push_back(light_accum_tex2); + uniforms.push_back(u); + } + } + + RID blendseams_raster_uniform = rd->uniform_set_create(uniforms, blendseams_line_raster_shader, 1); + + bool debug = false; + RD::PipelineColorBlendState bs = RD::PipelineColorBlendState::create_blend(1); + bs.attachments.write[0].src_alpha_blend_factor = RD::BLEND_FACTOR_ZERO; + bs.attachments.write[0].dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + + RD::PipelineDepthStencilState ds; + ds.enable_depth_test = true; + ds.enable_depth_write = true; + ds.depth_compare_operator = RD::COMPARE_OP_LESS; //so it does not render same pixel twice, this avoids wrong blending + + RID blendseams_line_raster_pipeline = rd->render_pipeline_create(blendseams_line_raster_shader, rd->framebuffer_get_format(framebuffers[0]), RD::INVALID_FORMAT_ID, RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), ds, bs, 0); + RID blendseams_triangle_raster_pipeline = rd->render_pipeline_create(blendseams_triangle_raster_shader, rd->framebuffer_get_format(framebuffers[0]), RD::INVALID_FORMAT_ID, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), ds, bs, 0); + + uint32_t seam_offset = 0; + uint32_t triangle_offset = 0; + + Vector<Color> clear_colors; + clear_colors.push_back(Color(0, 0, 0, 1)); + for (int i = 0; i < atlas_slices; i++) { + + int subslices = (p_bake_sh ? 4 : 1); + for (int k = 0; k < subslices; k++) { + + RasterSeamsPushConstant seams_push_constant; + seams_push_constant.slice = uint32_t(i * subslices + k); + seams_push_constant.debug = debug; + + RD::DrawListID draw_list = rd->draw_list_begin(framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors); + + rd->draw_list_bind_uniform_set(draw_list, raster_base_uniform, 0); + rd->draw_list_bind_uniform_set(draw_list, blendseams_raster_uniform, 1); + + const int uv_offset_count = 9; + static const Vector3 uv_offsets[uv_offset_count] = { + Vector3(0, 0, 0.5), //using zbuffer, so go inwards-outwards + Vector3(0, 1, 0.2), + Vector3(0, -1, 0.2), + Vector3(1, 0, 0.2), + Vector3(-1, 0, 0.2), + Vector3(-1, -1, 0.1), + Vector3(1, -1, 0.1), + Vector3(1, 1, 0.1), + Vector3(-1, 1, 0.1), + }; + + /* step 1 use lines to blend the edges */ + { + seams_push_constant.base_index = seam_offset; + rd->draw_list_bind_render_pipeline(draw_list, blendseams_line_raster_pipeline); + seams_push_constant.uv_offset[0] = uv_offsets[0].x / float(atlas_size.width); + seams_push_constant.uv_offset[1] = uv_offsets[0].y / float(atlas_size.height); + seams_push_constant.blend = uv_offsets[0].z; + + rd->draw_list_set_push_constant(draw_list, &seams_push_constant, sizeof(RasterSeamsPushConstant)); + rd->draw_list_draw(draw_list, false, 1, slice_seam_count[i] * 4); + } + + /* step 2 use triangles to mask the interior */ + + { + seams_push_constant.base_index = triangle_offset; + rd->draw_list_bind_render_pipeline(draw_list, blendseams_triangle_raster_pipeline); + seams_push_constant.blend = 0; //do not draw them, just fill the z-buffer so its used as a mask + + rd->draw_list_set_push_constant(draw_list, &seams_push_constant, sizeof(RasterSeamsPushConstant)); + rd->draw_list_draw(draw_list, false, 1, slice_triangle_count[i] * 3); + } + /* step 3 blend around the triangle */ + + rd->draw_list_bind_render_pipeline(draw_list, blendseams_line_raster_pipeline); + + for (int j = 1; j < uv_offset_count; j++) { + + seams_push_constant.base_index = seam_offset; + seams_push_constant.uv_offset[0] = uv_offsets[j].x / float(atlas_size.width); + seams_push_constant.uv_offset[1] = uv_offsets[j].y / float(atlas_size.height); + seams_push_constant.blend = uv_offsets[0].z; + + rd->draw_list_set_push_constant(draw_list, &seams_push_constant, sizeof(RasterSeamsPushConstant)); + rd->draw_list_draw(draw_list, false, 1, slice_seam_count[i] * 4); + } + rd->draw_list_end(); + } + seam_offset += slice_seam_count[i]; + triangle_offset += slice_triangle_count[i]; + } + } + +#ifdef DEBUG_TEXTURES + + for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) { + Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i); + Ref<Image> img; + img.instance(); + img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s); + img->convert(Image::FORMAT_RGBA8); + img->save_png("res://5_blendseams" + itos(i) + ".png"); + } +#endif + if (p_step_function) { + p_step_function(0.9, TTR("Retrieving textures"), p_bake_userdata, true); + } + + for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) { + Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i); + Ref<Image> img; + img.instance(); + img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s); + img->convert(Image::FORMAT_RGBH); //remove alpha + bake_textures.push_back(img); + } + + if (probe_positions.size() > 0) { + probe_values.resize(probe_positions.size() * 9); + Vector<uint8_t> probe_data = rd->buffer_get_data(light_probe_buffer); + copymem(probe_values.ptrw(), probe_data.ptr(), probe_data.size()); + rd->free(light_probe_buffer); + +#ifdef DEBUG_TEXTURES + { + Ref<Image> img2; + img2.instance(); + img2->create(probe_values.size(), 1, false, Image::FORMAT_RGBAF, probe_data); + img2->save_png("res://6_lightprobes.png"); + } +#endif + } + + FREE_TEXTURES + FREE_BUFFERS + FREE_RASTER_RESOURCES + FREE_COMPUTE_RESOURCES + FREE_BLENDSEAMS_RESOURCES + + memdelete(rd); + + return BAKE_OK; +} + +int LightmapperRD::get_bake_texture_count() const { + return bake_textures.size(); +} +Ref<Image> LightmapperRD::get_bake_texture(int p_index) const { + ERR_FAIL_INDEX_V(p_index, bake_textures.size(), Ref<Image>()); + return bake_textures[p_index]; +} +int LightmapperRD::get_bake_mesh_count() const { + return mesh_instances.size(); +} +Variant LightmapperRD::get_bake_mesh_userdata(int p_index) const { + ERR_FAIL_INDEX_V(p_index, mesh_instances.size(), Variant()); + return mesh_instances[p_index].data.userdata; +} +Rect2 LightmapperRD::get_bake_mesh_uv_scale(int p_index) const { + + ERR_FAIL_COND_V(bake_textures.size() == 0, Rect2()); + Rect2 uv_ofs; + Vector2 atlas_size = Vector2(bake_textures[0]->get_width(), bake_textures[0]->get_height()); + uv_ofs.position = Vector2(mesh_instances[p_index].offset) / atlas_size; + uv_ofs.size = Vector2(mesh_instances[p_index].data.albedo_on_uv2->get_width(), mesh_instances[p_index].data.albedo_on_uv2->get_height()) / atlas_size; + return uv_ofs; +} +int LightmapperRD::get_bake_mesh_texture_slice(int p_index) const { + ERR_FAIL_INDEX_V(p_index, mesh_instances.size(), Variant()); + return mesh_instances[p_index].slice; +} + +int LightmapperRD::get_bake_probe_count() const { + return probe_positions.size(); +} + +Vector3 LightmapperRD::get_bake_probe_point(int p_probe) const { + ERR_FAIL_INDEX_V(p_probe, probe_positions.size(), Variant()); + return Vector3(probe_positions[p_probe].position[0], probe_positions[p_probe].position[1], probe_positions[p_probe].position[2]); +} + +Vector<Color> LightmapperRD::get_bake_probe_sh(int p_probe) const { + ERR_FAIL_INDEX_V(p_probe, probe_positions.size(), Vector<Color>()); + Vector<Color> ret; + ret.resize(9); + copymem(ret.ptrw(), &probe_values[p_probe * 9], sizeof(Color) * 9); + return ret; +} + +LightmapperRD::LightmapperRD() { +} diff --git a/modules/lightmapper_rd/lightmapper_rd.h b/modules/lightmapper_rd/lightmapper_rd.h new file mode 100644 index 0000000000..cb98efbeaa --- /dev/null +++ b/modules/lightmapper_rd/lightmapper_rd.h @@ -0,0 +1,229 @@ +#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 diff --git a/modules/lightmapper_rd/lm_blendseams.glsl b/modules/lightmapper_rd/lm_blendseams.glsl new file mode 100644 index 0000000000..ef1ece8ea1 --- /dev/null +++ b/modules/lightmapper_rd/lm_blendseams.glsl @@ -0,0 +1,117 @@ +/* clang-format off */ +[versions] + +lines = "#define MODE_LINES" +triangles = "#define MODE_TRIANGLES" + +[vertex] + +#version 450 + +VERSION_DEFINES + +#include "lm_common_inc.glsl" + + /* clang-format on */ + + layout(push_constant, binding = 0, std430) uniform Params { + uint base_index; + uint slice; + vec2 uv_offset; + bool debug; + float blend; + uint pad[2]; + } params; + +layout(location = 0) out vec3 uv_interp; + +void main() { + +#ifdef MODE_TRIANGLES + + uint triangle_idx = params.base_index + gl_VertexIndex / 3; + uint triangle_subidx = gl_VertexIndex % 3; + + vec2 uv; + if (triangle_subidx == 0) { + uv = vertices.data[triangles.data[triangle_idx].indices.x].uv; + } else if (triangle_subidx == 1) { + uv = vertices.data[triangles.data[triangle_idx].indices.y].uv; + } else { + uv = vertices.data[triangles.data[triangle_idx].indices.z].uv; + } + + uv_interp = vec3(uv, float(params.slice)); + gl_Position = vec4((uv + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0); + +#endif + +#ifdef MODE_LINES + uint seam_idx = params.base_index + gl_VertexIndex / 4; + uint seam_subidx = gl_VertexIndex % 4; + + uint src_idx; + uint dst_idx; + + if (seam_subidx == 0) { + src_idx = seams.data[seam_idx].b.x; + dst_idx = seams.data[seam_idx].a.x; + } else if (seam_subidx == 1) { + src_idx = seams.data[seam_idx].b.y; + dst_idx = seams.data[seam_idx].a.y; + } else if (seam_subidx == 2) { + src_idx = seams.data[seam_idx].a.x; + dst_idx = seams.data[seam_idx].b.x; + } else if (seam_subidx == 3) { + src_idx = seams.data[seam_idx].a.y; + dst_idx = seams.data[seam_idx].b.y; + } + + vec2 src_uv = vertices.data[src_idx].uv; + vec2 dst_uv = vertices.data[dst_idx].uv + params.uv_offset; + + uv_interp = vec3(src_uv, float(params.slice)); + gl_Position = vec4(dst_uv * 2.0 - 1.0, 0.0001, 1.0); + ; +#endif +} + +/* clang-format off */ +[fragment] + +#version 450 + +VERSION_DEFINES + +#include "lm_common_inc.glsl" + + /* clang-format on */ + + layout(push_constant, binding = 0, std430) uniform Params { + uint base_index; + uint slice; + vec2 uv_offset; + bool debug; + float blend; + uint pad[2]; + } params; + +layout(location = 0) in vec3 uv_interp; + +layout(location = 0) out vec4 dst_color; + +layout(set = 1, binding = 0) uniform texture2DArray src_color_tex; + +void main() { + + if (params.debug) { +#ifdef MODE_TRIANGLES + dst_color = vec4(1, 0, 1, 1); +#else + dst_color = vec4(1, 1, 0, 1); +#endif + } else { + vec4 src_color = textureLod(sampler2DArray(src_color_tex, linear_sampler), uv_interp, 0.0); + dst_color = vec4(src_color.rgb, params.blend); //mix + } +} diff --git a/modules/lightmapper_rd/lm_common_inc.glsl b/modules/lightmapper_rd/lm_common_inc.glsl new file mode 100644 index 0000000000..0ff455936e --- /dev/null +++ b/modules/lightmapper_rd/lm_common_inc.glsl @@ -0,0 +1,92 @@ + +/* SET 0, static data that does not change between any call */ + +struct Vertex { + vec3 position; + float normal_z; + vec2 uv; + vec2 normal_xy; +}; + +layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices { + Vertex data[]; +} +vertices; + +struct Triangle { + uvec3 indices; + uint slice; +}; + +layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles { + Triangle data[]; +} +triangles; + +struct Box { + vec3 min_bounds; + uint pad0; + vec3 max_bounds; + uint pad1; +}; + +layout(set = 0, binding = 3, std430) restrict readonly buffer Boxes { + Box data[]; +} +boxes; + +layout(set = 0, binding = 4, std430) restrict readonly buffer GridIndices { + uint data[]; +} +grid_indices; + +#define LIGHT_TYPE_DIRECTIONAL 0 +#define LIGHT_TYPE_OMNI 1 +#define LIGHT_TYPE_SPOT 2 + +struct Light { + vec3 position; + uint type; + + vec3 direction; + float energy; + + vec3 color; + float size; + + float range; + float attenuation; + float spot_angle; + float spot_attenuation; + + bool static_bake; + uint pad[3]; +}; + +layout(set = 0, binding = 5, std430) restrict readonly buffer Lights { + Light data[]; +} +lights; + +struct Seam { + uvec2 a; + uvec2 b; +}; + +layout(set = 0, binding = 6, std430) restrict readonly buffer Seams { + Seam data[]; +} +seams; + +layout(set = 0, binding = 7, std430) restrict readonly buffer Probes { + vec4 data[]; +} +probe_positions; + +layout(set = 0, binding = 8) uniform utexture3D grid; +layout(set = 0, binding = 9) uniform texture3D grid_sdf; + +layout(set = 0, binding = 10) uniform texture2DArray albedo_tex; +layout(set = 0, binding = 11) uniform texture2DArray emission_tex; + +layout(set = 0, binding = 12) uniform sampler linear_sampler; diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl new file mode 100644 index 0000000000..a178bd9b2e --- /dev/null +++ b/modules/lightmapper_rd/lm_compute.glsl @@ -0,0 +1,657 @@ +/* clang-format off */ +[versions] + +primary = "#define MODE_DIRECT_LIGHT" +secondary = "#define MODE_BOUNCE_LIGHT" +dilate = "#define MODE_DILATE" +unocclude = "#define MODE_UNOCCLUDE" +light_probes = "#define MODE_LIGHT_PROBES" + +[compute] + +#version 450 + +VERSION_DEFINES + +// One 2D local group focusing in one layer at a time, though all +// in parallel (no barriers) makes more sense than a 3D local group +// as this can take more advantage of the cache for each group. + +#ifdef MODE_LIGHT_PROBES + +layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; + +#else + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +#endif + +#include "lm_common_inc.glsl" + +/* clang-format on */ + +#ifdef MODE_LIGHT_PROBES + +layout(set = 1, binding = 0, std430) restrict buffer LightProbeData { + vec4 data[]; +} +light_probes; + +layout(set = 1, binding = 1) uniform texture2DArray source_light; +layout(set = 1, binding = 2) uniform texture2DArray source_direct_light; //also need the direct light, which was omitted +layout(set = 1, binding = 3) uniform texture2D environment; +#endif + +#ifdef MODE_UNOCCLUDE + +layout(rgba32f, set = 1, binding = 0) uniform restrict image2DArray position; +layout(rgba32f, set = 1, binding = 1) uniform restrict readonly image2DArray unocclude; + +#endif + +#if defined(MODE_DIRECT_LIGHT) || defined(MODE_BOUNCE_LIGHT) + +layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_light; +layout(set = 1, binding = 1) uniform texture2DArray source_light; +layout(set = 1, binding = 2) uniform texture2DArray source_position; +layout(set = 1, binding = 3) uniform texture2DArray source_normal; +layout(rgba16f, set = 1, binding = 4) uniform restrict image2DArray accum_light; + +#endif + +#ifdef MODE_BOUNCE_LIGHT +layout(rgba32f, set = 1, binding = 5) uniform restrict image2DArray bounce_accum; +layout(set = 1, binding = 6) uniform texture2D environment; +#endif +#ifdef MODE_DIRECT_LIGHT +layout(rgba32f, set = 1, binding = 5) uniform restrict writeonly image2DArray primary_dynamic; +#endif + +#ifdef MODE_DILATE +layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_light; +layout(set = 1, binding = 1) uniform texture2DArray source_light; +#endif + +layout(push_constant, binding = 0, std430) uniform Params { + ivec2 atlas_size; // x used for light probe mode total probes + uint ray_count; + uint ray_to; + + vec3 world_size; + float bias; + + vec3 to_cell_offset; + uint ray_from; + + vec3 to_cell_size; + uint light_count; + + int grid_size; + int atlas_slice; + ivec2 region_ofs; + + mat3x4 env_transform; +} +params; + +//check it, but also return distance and barycentric coords (for uv lookup) +bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) { + + const vec3 e0 = p1 - p0; + const vec3 e1 = p0 - p2; + vec3 triangleNormal = cross(e1, e0); + + const vec3 e2 = (1.0 / dot(triangleNormal, dir)) * (p0 - from); + const vec3 i = cross(dir, e2); + + r_barycentric.y = dot(i, e1); + r_barycentric.z = dot(i, e0); + r_barycentric.x = 1.0 - (r_barycentric.z + r_barycentric.y); + r_distance = dot(triangleNormal, e2); + return (r_distance > params.bias) && (r_distance < max_dist) && all(greaterThanEqual(r_barycentric, vec3(0.0))); +} + +bool trace_ray(vec3 p_from, vec3 p_to +#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) + , + out uint r_triangle, out vec3 r_barycentric +#endif +#if defined(MODE_UNOCCLUDE) + , + out float r_distance, out vec3 r_normal +#endif +) { + + /* world coords */ + + vec3 rel = p_to - p_from; + float rel_len = length(rel); + vec3 dir = normalize(rel); + vec3 inv_dir = 1.0 / dir; + + /* cell coords */ + + vec3 from_cell = (p_from - params.to_cell_offset) * params.to_cell_size; + vec3 to_cell = (p_to - params.to_cell_offset) * params.to_cell_size; + + //prepare DDA + vec3 rel_cell = to_cell - from_cell; + ivec3 icell = ivec3(from_cell); + ivec3 iendcell = ivec3(to_cell); + vec3 dir_cell = normalize(rel_cell); + vec3 delta = abs(1.0 / dir_cell); //vec3(length(rel_cell)) / rel_cell); + ivec3 step = ivec3(sign(rel_cell)); + vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta; + + uint iters = 0; + while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) { + + uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy; + if (cell_data.x > 0) { //triangles here + + bool hit = false; +#if defined(MODE_UNOCCLUDE) + bool hit_backface = false; +#endif + float best_distance = 1e20; + + for (uint i = 0; i < cell_data.x; i++) { + uint tidx = grid_indices.data[cell_data.y + i]; + + //Ray-Box test + vec3 t0 = (boxes.data[tidx].min_bounds - p_from) * inv_dir; + vec3 t1 = (boxes.data[tidx].max_bounds - p_from) * inv_dir; + vec3 tmin = min(t0, t1), tmax = max(t0, t1); + + if (max(tmin.x, max(tmin.y, tmin.z)) <= min(tmax.x, min(tmax.y, tmax.z))) { + continue; //ray box failed + } + + //prepare triangle vertices + vec3 vtx0 = vertices.data[triangles.data[tidx].indices.x].position; + vec3 vtx1 = vertices.data[triangles.data[tidx].indices.y].position; + vec3 vtx2 = vertices.data[triangles.data[tidx].indices.z].position; +#if defined(MODE_UNOCCLUDE) + vec3 normal = -normalize(cross((vtx0 - vtx1), (vtx0 - vtx2))); + + bool backface = dot(normal, dir) >= 0.0; +#endif + float distance; + vec3 barycentric; + + if (ray_hits_triangle(p_from, dir, rel_len, vtx0, vtx1, vtx2, distance, barycentric)) { +#ifdef MODE_DIRECT_LIGHT + return true; //any hit good +#endif + +#if defined(MODE_UNOCCLUDE) + if (!backface) { + // the case of meshes having both a front and back face in the same plane is more common than + // expected, so if this is a front-face, bias it closer to the ray origin, so it always wins over the back-face + distance = max(params.bias, distance - params.bias); + } + + hit = true; + + if (distance < best_distance) { + hit_backface = backface; + best_distance = distance; + r_distance = distance; + r_normal = normal; + } + +#endif + +#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) + + hit = true; + if (distance < best_distance) { + best_distance = distance; + r_triangle = tidx; + r_barycentric = barycentric; + } + +#endif + } + } +#if defined(MODE_UNOCCLUDE) + + if (hit) { + return hit_backface; + } +#endif +#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) + if (hit) { + return true; + } +#endif + } + + if (icell == iendcell) { + break; + } + + bvec3 mask = lessThanEqual(side.xyz, min(side.yzx, side.zxy)); + side += vec3(mask) * delta; + icell += ivec3(vec3(mask)) * step; + + iters++; + } + + return false; +} + +const float PI = 3.14159265f; +const float GOLDEN_ANGLE = PI * (3.0 - sqrt(5.0)); + +vec3 vogel_hemisphere(uint p_index, uint p_count, float p_offset) { + float r = sqrt(float(p_index) + 0.5f) / sqrt(float(p_count)); + float theta = float(p_index) * GOLDEN_ANGLE + p_offset; + float y = cos(r * PI * 0.5); + float l = sin(r * PI * 0.5); + return vec3(l * cos(theta), l * sin(theta), y); +} + +float quick_hash(vec2 pos) { + return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237); +} + +void main() { + +#ifdef MODE_LIGHT_PROBES + int probe_index = int(gl_GlobalInvocationID.x); + if (probe_index >= params.atlas_size.x) { //too large, do nothing + return; + } + +#else + ivec2 atlas_pos = ivec2(gl_GlobalInvocationID.xy) + params.region_ofs; + if (any(greaterThanEqual(atlas_pos, params.atlas_size))) { //too large, do nothing + return; + } +#endif + +#ifdef MODE_DIRECT_LIGHT + + vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; + if (length(normal) < 0.5) { + return; //empty texel, no process + } + vec3 position = texelFetch(sampler2DArray(source_position, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; + + //go through all lights + //start by own light (emissive) + vec3 static_light = vec3(0.0); + vec3 dynamic_light = vec3(0.0); + +#ifdef USE_SH_LIGHTMAPS + vec4 sh_accum[4] = vec4[]( + vec4(0.0, 0.0, 0.0, 1.0), + vec4(0.0, 0.0, 0.0, 1.0), + vec4(0.0, 0.0, 0.0, 1.0), + vec4(0.0, 0.0, 0.0, 1.0)); +#endif + + for (uint i = 0; i < params.light_count; i++) { + + vec3 light_pos; + float attenuation; + if (lights.data[i].type == LIGHT_TYPE_DIRECTIONAL) { + vec3 light_vec = lights.data[i].direction; + light_pos = position - light_vec * length(params.world_size); + attenuation = 1.0; + } else { + light_pos = lights.data[i].position; + float d = distance(position, light_pos); + if (d > lights.data[i].range) { + continue; + } + + d /= lights.data[i].range; + + attenuation = pow(max(1.0 - d, 0.0), lights.data[i].attenuation); + + if (lights.data[i].type == LIGHT_TYPE_SPOT) { + + vec3 rel = normalize(position - light_pos); + float angle = acos(dot(rel, lights.data[i].direction)); + if (angle > lights.data[i].spot_angle) { + continue; //invisible, dont try + } + + float d = clamp(angle / lights.data[i].spot_angle, 0, 1); + attenuation *= pow(1.0 - d, lights.data[i].spot_attenuation); + } + } + + vec3 light_dir = normalize(light_pos - position); + attenuation *= max(0.0, dot(normal, light_dir)); + + if (attenuation <= 0.0001) { + continue; //no need to do anything + } + + if (!trace_ray(position + light_dir * params.bias, light_pos)) { + vec3 light = lights.data[i].color * lights.data[i].energy * attenuation; + if (lights.data[i].static_bake) { + static_light += light; +#ifdef USE_SH_LIGHTMAPS + + float c[4] = float[]( + 0.282095, //l0 + 0.488603 * light_dir.y, //l1n1 + 0.488603 * light_dir.z, //l1n0 + 0.488603 * light_dir.x //l1p1 + ); + + for (uint j = 0; j < 4; j++) { + sh_accum[j].rgb += light * c[j] * (1.0 / 3.0); + } +#endif + + } else { + dynamic_light += light; + } + } + } + + vec3 albedo = texelFetch(sampler2DArray(albedo_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb; + vec3 emissive = texelFetch(sampler2DArray(emission_tex, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).rgb; + + dynamic_light *= albedo; //if it will bounce, must multiply by albedo + dynamic_light += emissive; + + //keep for lightprobes + imageStore(primary_dynamic, ivec3(atlas_pos, params.atlas_slice), vec4(dynamic_light, 1.0)); + + dynamic_light += static_light * albedo; //send for bounces + imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(dynamic_light, 1.0)); + +#ifdef USE_SH_LIGHTMAPS + //keep for adding at the end + imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 0), sh_accum[0]); + imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 1), sh_accum[1]); + imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 2), sh_accum[2]); + imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + 3), sh_accum[3]); + +#else + imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), vec4(static_light, 1.0)); +#endif + +#endif + +#ifdef MODE_BOUNCE_LIGHT + + vec3 normal = texelFetch(sampler2DArray(source_normal, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; + if (length(normal) < 0.5) { + return; //empty texel, no process + } + + vec3 position = texelFetch(sampler2DArray(source_position, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0).xyz; + + vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); + vec3 tangent = normalize(cross(v0, normal)); + vec3 bitangent = normalize(cross(tangent, normal)); + mat3 normal_mat = mat3(tangent, bitangent, normal); + +#ifdef USE_SH_LIGHTMAPS + vec4 sh_accum[4] = vec4[]( + vec4(0.0, 0.0, 0.0, 1.0), + vec4(0.0, 0.0, 0.0, 1.0), + vec4(0.0, 0.0, 0.0, 1.0), + vec4(0.0, 0.0, 0.0, 1.0)); +#endif + vec3 light_average = vec3(0.0); + for (uint i = params.ray_from; i < params.ray_to; i++) { + vec3 ray_dir = normal_mat * vogel_hemisphere(i, params.ray_count, quick_hash(vec2(atlas_pos))); + + uint tidx; + vec3 barycentric; + + vec3 light; + if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) { + //hit a triangle + vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv; + vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv; + vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv; + vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice)); + + light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb; + } else { + //did not hit a triangle, reach out for the sky + vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); + + vec2 st = vec2( + atan(sky_dir.x, sky_dir.z), + acos(sky_dir.y)); + + if (st.x < 0.0) + st.x += PI * 2.0; + + st /= vec2(PI * 2.0, PI); + + light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; + } + + light_average += light; + +#ifdef USE_SH_LIGHTMAPS + + float c[4] = float[]( + 0.282095, //l0 + 0.488603 * ray_dir.y, //l1n1 + 0.488603 * ray_dir.z, //l1n0 + 0.488603 * ray_dir.x //l1p1 + ); + + for (uint j = 0; j < 4; j++) { + sh_accum[j].rgb += light * c[j] * (8.0 / float(params.ray_count)); + } +#endif + } + + vec3 light_total; + if (params.ray_from == 0) { + light_total = vec3(0.0); + } else { + light_total = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice)).rgb; + } + + light_total += light_average; + +#ifdef USE_SH_LIGHTMAPS + + for (int i = 0; i < 4; i++) { + vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + i)); + accum.rgb += sh_accum[i].rgb; + imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice * 4 + i), accum); + } + +#endif + if (params.ray_to == params.ray_count) { + light_total /= float(params.ray_count); + imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0)); +#ifndef USE_SH_LIGHTMAPS + vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice)); + accum.rgb += light_total; + imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), accum); +#endif + } else { + imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0)); + } + +#endif + +#ifdef MODE_UNOCCLUDE + + //texel_size = 0.5; + //compute tangents + + vec4 position_alpha = imageLoad(position, ivec3(atlas_pos, params.atlas_slice)); + if (position_alpha.a < 0.5) { + return; + } + + vec3 vertex_pos = position_alpha.xyz; + vec4 normal_tsize = imageLoad(unocclude, ivec3(atlas_pos, params.atlas_slice)); + + vec3 face_normal = normal_tsize.xyz; + float texel_size = normal_tsize.w; + + vec3 v0 = abs(face_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); + vec3 tangent = normalize(cross(v0, face_normal)); + vec3 bitangent = normalize(cross(tangent, face_normal)); + vec3 base_pos = vertex_pos + face_normal * params.bias; //raise a bit + + vec3 rays[4] = vec3[](tangent, bitangent, -tangent, -bitangent); + float min_d = 1e20; + for (int i = 0; i < 4; i++) { + vec3 ray_to = base_pos + rays[i] * texel_size; + float d; + vec3 norm; + + if (trace_ray(base_pos, ray_to, d, norm)) { + + if (d < min_d) { + vertex_pos = base_pos + rays[i] * d + norm * params.bias * 10.0; //this bias needs to be greater than the regular bias, because otherwise later, rays will go the other side when pointing back. + min_d = d; + } + } + } + + position_alpha.xyz = vertex_pos; + + imageStore(position, ivec3(atlas_pos, params.atlas_slice), position_alpha); + +#endif + +#ifdef MODE_LIGHT_PROBES + + vec3 position = probe_positions.data[probe_index].xyz; + + vec4 probe_sh_accum[9] = vec4[]( + vec4(0.0), + vec4(0.0), + vec4(0.0), + vec4(0.0), + vec4(0.0), + vec4(0.0), + vec4(0.0), + vec4(0.0), + vec4(0.0)); + + for (uint i = params.ray_from; i < params.ray_to; i++) { + vec3 ray_dir = vogel_hemisphere(i, params.ray_count, quick_hash(vec2(float(probe_index), 0.0))); + if (bool(i & 1)) { + //throw to both sides, so alternate them + ray_dir.z *= -1.0; + } + + uint tidx; + vec3 barycentric; + vec3 light; + + if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) { + vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv; + vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv; + vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv; + vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice)); + + light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb; + light += textureLod(sampler2DArray(source_direct_light, linear_sampler), uvw, 0.0).rgb; + } else { + + //did not hit a triangle, reach out for the sky + vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); + + vec2 st = vec2( + atan(sky_dir.x, sky_dir.z), + acos(sky_dir.y)); + + if (st.x < 0.0) + st.x += PI * 2.0; + + st /= vec2(PI * 2.0, PI); + + light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; + } + + { + float c[9] = float[]( + 0.282095, //l0 + 0.488603 * ray_dir.y, //l1n1 + 0.488603 * ray_dir.z, //l1n0 + 0.488603 * ray_dir.x, //l1p1 + 1.092548 * ray_dir.x * ray_dir.y, //l2n2 + 1.092548 * ray_dir.y * ray_dir.z, //l2n1 + //0.315392 * (ray_dir.x * ray_dir.x + ray_dir.y * ray_dir.y + 2.0 * ray_dir.z * ray_dir.z), //l20 + 0.315392 * (3.0 * ray_dir.z * ray_dir.z - 1.0), //l20 + 1.092548 * ray_dir.x * ray_dir.z, //l2p1 + 0.546274 * (ray_dir.x * ray_dir.x - ray_dir.y * ray_dir.y) //l2p2 + ); + + for (uint j = 0; j < 9; j++) { + probe_sh_accum[j].rgb += light * c[j]; + } + } + } + + if (params.ray_from > 0) { + for (uint j = 0; j < 9; j++) { //accum from existing + probe_sh_accum[j] += light_probes.data[probe_index * 9 + j]; + } + } + + if (params.ray_to == params.ray_count) { + for (uint j = 0; j < 9; j++) { //accum from existing + probe_sh_accum[j] *= 4.0 / float(params.ray_count); + } + } + + for (uint j = 0; j < 9; j++) { //accum from existing + light_probes.data[probe_index * 9 + j] = probe_sh_accum[j]; + } + +#endif + +#ifdef MODE_DILATE + + vec4 c = texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos, params.atlas_slice), 0); + //sides first, as they are closer + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 0), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, 1), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 0), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, -1), params.atlas_slice), 0); + //endpoints second + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, -1), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 1), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, -1), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 1), params.atlas_slice), 0); + + //far sides third + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 0), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, 2), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 0), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(0, -2), params.atlas_slice), 0); + + //far-mid endpoints + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, -1), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 1), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, -1), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 1), params.atlas_slice), 0); + + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, -2), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-1, 2), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, -2), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(1, 2), params.atlas_slice), 0); + //far endpoints + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, -2), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(-2, 2), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, -2), params.atlas_slice), 0); + c = c.a > 0.5 ? c : texelFetch(sampler2DArray(source_light, linear_sampler), ivec3(atlas_pos + ivec2(2, 2), params.atlas_slice), 0); + + imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), c); + +#endif +} diff --git a/modules/lightmapper_rd/lm_raster.glsl b/modules/lightmapper_rd/lm_raster.glsl new file mode 100644 index 0000000000..ae3038aead --- /dev/null +++ b/modules/lightmapper_rd/lm_raster.glsl @@ -0,0 +1,170 @@ +/* clang-format off */ +[vertex] + +#version 450 + +VERSION_DEFINES + +#include "lm_common_inc.glsl" + + /* clang-format on */ + + layout(location = 0) out vec3 vertex_interp; +layout(location = 1) out vec3 normal_interp; +layout(location = 2) out vec2 uv_interp; +layout(location = 3) out vec3 barycentric; +layout(location = 4) flat out uvec3 vertex_indices; +layout(location = 5) flat out vec3 face_normal; + +layout(push_constant, binding = 0, std430) uniform Params { + vec2 atlas_size; + vec2 uv_offset; + vec3 to_cell_size; + uint base_triangle; + vec3 to_cell_offset; + float bias; + ivec3 grid_size; + uint pad2; +} +params; + +/* clang-format on */ + +void main() { + + uint triangle_idx = params.base_triangle + gl_VertexIndex / 3; + uint triangle_subidx = gl_VertexIndex % 3; + + vertex_indices = triangles.data[triangle_idx].indices; + + uint vertex_idx; + if (triangle_subidx == 0) { + vertex_idx = vertex_indices.x; + barycentric = vec3(1, 0, 0); + } else if (triangle_subidx == 1) { + vertex_idx = vertex_indices.y; + barycentric = vec3(0, 1, 0); + } else { + vertex_idx = vertex_indices.z; + barycentric = vec3(0, 0, 1); + } + + vertex_interp = vertices.data[vertex_idx].position; + uv_interp = vertices.data[vertex_idx].uv; + normal_interp = vec3(vertices.data[vertex_idx].normal_xy, vertices.data[vertex_idx].normal_z); + + face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position))); + + gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0); + ; +} + +/* clang-format off */ + +[fragment] + +#version 450 + +VERSION_DEFINES + +#include "lm_common_inc.glsl" + + +layout(push_constant, binding = 0, std430) uniform Params { + vec2 atlas_size; + vec2 uv_offset; + vec3 to_cell_size; + uint base_triangle; + vec3 to_cell_offset; + float bias; + ivec3 grid_size; + uint pad2; +} params; + +/* clang-format on */ + +layout(location = 0) in vec3 vertex_interp; +layout(location = 1) in vec3 normal_interp; +layout(location = 2) in vec2 uv_interp; +layout(location = 3) in vec3 barycentric; +layout(location = 4) in flat uvec3 vertex_indices; +layout(location = 5) in flat vec3 face_normal; + +layout(location = 0) out vec4 position; +layout(location = 1) out vec4 normal; +layout(location = 2) out vec4 unocclude; + +void main() { + + vec3 vertex_pos = vertex_interp; + + { + // smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal) + // because we don't want to interpolate inwards, normals found pointing inwards are pushed out. + + vec3 pos_a = vertices.data[vertex_indices.x].position; + vec3 pos_b = vertices.data[vertex_indices.y].position; + vec3 pos_c = vertices.data[vertex_indices.z].position; + vec3 center = (pos_a + pos_b + pos_c) * 0.3333333; + vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z); + vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z); + vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z); + + { + vec3 dir_a = normalize(pos_a - center); + float d_a = dot(dir_a, norm_a); + if (d_a < 0) { + //pointing inwards + norm_a = normalize(norm_a - dir_a * d_a); + } + } + { + vec3 dir_b = normalize(pos_b - center); + float d_b = dot(dir_b, norm_b); + if (d_b < 0) { + //pointing inwards + norm_b = normalize(norm_b - dir_b * d_b); + } + } + { + vec3 dir_c = normalize(pos_c - center); + float d_c = dot(dir_c, norm_c); + if (d_c < 0) { + //pointing inwards + norm_c = normalize(norm_c - dir_c * d_c); + } + } + + float d_a = dot(norm_a, pos_a); + float d_b = dot(norm_b, pos_b); + float d_c = dot(norm_c, pos_c); + + vec3 proj_a = vertex_pos - norm_a * (dot(norm_a, vertex_pos) - d_a); + vec3 proj_b = vertex_pos - norm_b * (dot(norm_b, vertex_pos) - d_b); + vec3 proj_c = vertex_pos - norm_c * (dot(norm_c, vertex_pos) - d_c); + + vec3 smooth_position = proj_a * barycentric.x + proj_b * barycentric.y + proj_c * barycentric.z; + + if (dot(face_normal, smooth_position) > dot(face_normal, vertex_pos)) { //only project outwards + vertex_pos = smooth_position; + } + } + + { + // unocclusion technique based on: + // https://ndotl.wordpress.com/2018/08/29/baking-artifact-free-lightmaps/ + + /* compute texel size */ + vec3 delta_uv = max(abs(dFdx(vertex_interp)), abs(dFdy(vertex_interp))); + float texel_size = max(delta_uv.x, max(delta_uv.y, delta_uv.z)); + texel_size *= sqrt(2.0); //expand to unit box edge length (again, worst case) + + unocclude.xyz = face_normal; + unocclude.w = texel_size; + + //continued on lm_compute.glsl + } + + position = vec4(vertex_pos, 1.0); + normal = vec4(normalize(normal_interp), 1.0); +} diff --git a/modules/lightmapper_rd/register_types.cpp b/modules/lightmapper_rd/register_types.cpp new file mode 100644 index 0000000000..f3938f3190 --- /dev/null +++ b/modules/lightmapper_rd/register_types.cpp @@ -0,0 +1,64 @@ +/*************************************************************************/ +/* register_types.cpp */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#include "register_types.h" + +#include "core/project_settings.h" +#include "lightmapper_rd.h" +#include "scene/3d/lightmapper.h" + +#ifndef _3D_DISABLED +static Lightmapper *create_lightmapper_rd() { + return memnew(LightmapperRD); +} +#endif + +void register_lightmapper_rd_types() { + + GLOBAL_DEF("rendering/gpu_lightmapper/quality/low_quality_ray_count", 16); + GLOBAL_DEF("rendering/gpu_lightmapper/quality/medium_quality_ray_count", 64); + GLOBAL_DEF("rendering/gpu_lightmapper/quality/high_quality_ray_count", 256); + GLOBAL_DEF("rendering/gpu_lightmapper/quality/ultra_quality_ray_count", 1024); + GLOBAL_DEF("rendering/gpu_lightmapper/performance/max_rays_per_pass", 32); + GLOBAL_DEF("rendering/gpu_lightmapper/performance/region_size", 512); + + GLOBAL_DEF("rendering/gpu_lightmapper/quality/low_quality_probe_ray_count", 64); + GLOBAL_DEF("rendering/gpu_lightmapper/quality/medium_quality_probe_ray_count", 256); + GLOBAL_DEF("rendering/gpu_lightmapper/quality/high_quality_probe_ray_count", 512); + GLOBAL_DEF("rendering/gpu_lightmapper/quality/ultra_quality_probe_ray_count", 2048); + GLOBAL_DEF("rendering/gpu_lightmapper/performance/max_rays_per_probe_pass", 64); +#ifndef _3D_DISABLED + ClassDB::register_class<LightmapperRD>(); + Lightmapper::create_gpu = create_lightmapper_rd; +#endif +} + +void unregister_lightmapper_rd_types() { +} diff --git a/modules/lightmapper_rd/register_types.h b/modules/lightmapper_rd/register_types.h new file mode 100644 index 0000000000..b0e15a927f --- /dev/null +++ b/modules/lightmapper_rd/register_types.h @@ -0,0 +1,37 @@ +/*************************************************************************/ +/* register_types.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_REGISTER_TYPES_H +#define LIGHTMAPPER_RD_REGISTER_TYPES_H + +void register_lightmapper_rd_types(); +void unregister_lightmapper_rd_types(); + +#endif // XATLAS_UNWRAP_REGISTER_TYPES_H |