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+/*************************************************************************/
+/* lightmapper.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_H
+#define LIGHTMAPPER_H
+
+#include "scene/resources/mesh.h"
+#include "servers/rendering/rendering_device.h"
+
+class LightmapDenoiser : public Reference {
+ GDCLASS(LightmapDenoiser, Reference)
+protected:
+ static LightmapDenoiser *(*create_function)();
+
+public:
+ virtual Ref<Image> denoise_image(const Ref<Image> &p_image) = 0;
+ static Ref<LightmapDenoiser> create();
+};
+
+class Lightmapper : public Reference {
+ GDCLASS(Lightmapper, Reference)
+public:
+ enum GenerateProbes {
+ GENERATE_PROBES_DISABLED,
+ GENERATE_PROBES_SUBDIV_4,
+ GENERATE_PROBES_SUBDIV_8,
+ GENERATE_PROBES_SUBDIV_16,
+ GENERATE_PROBES_SUBDIV_32,
+
+ };
+
+ enum LightType {
+ LIGHT_TYPE_DIRECTIONAL,
+ LIGHT_TYPE_OMNI,
+ LIGHT_TYPE_SPOT
+ };
+
+ enum BakeError {
+ BAKE_ERROR_LIGHTMAP_TOO_SMALL,
+ BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES,
+ BAKE_OK
+ };
+
+ enum BakeQuality {
+ BAKE_QUALITY_LOW,
+ BAKE_QUALITY_MEDIUM,
+ BAKE_QUALITY_HIGH,
+ BAKE_QUALITY_ULTRA,
+ };
+
+ typedef Lightmapper *(*CreateFunc)();
+
+ static CreateFunc create_custom;
+ static CreateFunc create_gpu;
+ static CreateFunc create_cpu;
+
+protected:
+public:
+ typedef bool (*BakeStepFunc)(float, const String &, void *, bool); //step index, step total, step description, userdata
+
+ struct MeshData {
+ //triangle data
+ Vector<Vector3> points;
+ Vector<Vector2> uv2;
+ Vector<Vector3> normal;
+ Ref<Image> albedo_on_uv2;
+ Ref<Image> emission_on_uv2;
+ Variant userdata;
+ };
+
+ virtual void add_mesh(const MeshData &p_mesh) = 0;
+ virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) = 0;
+ 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) = 0;
+ 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) = 0;
+ virtual void add_probe(const Vector3 &p_position) = 0;
+ 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_step_userdata = nullptr) = 0;
+
+ virtual int get_bake_texture_count() const = 0;
+ virtual Ref<Image> get_bake_texture(int p_index) const = 0;
+ virtual int get_bake_mesh_count() const = 0;
+ virtual Variant get_bake_mesh_userdata(int p_index) const = 0;
+ virtual Rect2 get_bake_mesh_uv_scale(int p_index) const = 0;
+ virtual int get_bake_mesh_texture_slice(int p_index) const = 0;
+ virtual int get_bake_probe_count() const = 0;
+ virtual Vector3 get_bake_probe_point(int p_probe) const = 0;
+ virtual Vector<Color> get_bake_probe_sh(int p_probe) const = 0;
+
+ static Ref<Lightmapper> create();
+
+ Lightmapper();
+};
+
+#endif // LIGHTMAPPER_H