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-rw-r--r--scene/3d/voxel_light_baker.h148
1 files changed, 148 insertions, 0 deletions
diff --git a/scene/3d/voxel_light_baker.h b/scene/3d/voxel_light_baker.h
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+++ b/scene/3d/voxel_light_baker.h
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+#ifndef VOXEL_LIGHT_BAKER_H
+#define VOXEL_LIGHT_BAKER_H
+
+#include "scene/3d/mesh_instance.h"
+#include "scene/resources/multimesh.h"
+
+class VoxelLightBaker {
+public:
+ enum DebugMode {
+ DEBUG_ALBEDO,
+ DEBUG_LIGHT
+ };
+
+ enum BakeQuality {
+ BAKE_QUALITY_LOW,
+ BAKE_QUALITY_MEDIUM,
+ BAKE_QUALITY_HIGH
+ };
+
+ enum BakeMode {
+ BAKE_MODE_CONE_TRACE,
+ BAKE_MODE_RAY_TRACE,
+ };
+
+private:
+ enum {
+ CHILD_EMPTY = 0xFFFFFFFF
+
+ };
+
+ struct Cell {
+
+ uint32_t childs[8];
+ float albedo[3]; //albedo in RGB24
+ float emission[3]; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
+ float normal[3];
+ uint32_t used_sides;
+ float alpha; //used for upsampling
+ int level;
+
+ Cell() {
+ for (int i = 0; i < 8; i++) {
+ childs[i] = CHILD_EMPTY;
+ }
+
+ for (int i = 0; i < 3; i++) {
+ emission[i] = 0;
+ albedo[i] = 0;
+ normal[i] = 0;
+ }
+ alpha = 0;
+ used_sides = 0;
+ level = 0;
+ }
+ };
+
+ Vector<Cell> bake_cells;
+ int cell_subdiv;
+
+ struct Light {
+ int x, y, z;
+ float accum[6][3]; //rgb anisotropic
+ float direct_accum[6][3]; //for direct bake
+ int next_leaf;
+ };
+
+ int first_leaf;
+
+ Vector<Light> bake_light;
+
+ struct MaterialCache {
+ //128x128 textures
+ Vector<Color> albedo;
+ Vector<Color> emission;
+ };
+
+ Map<Ref<Material>, MaterialCache> material_cache;
+ int leaf_voxel_count;
+ bool direct_lights_baked;
+
+ AABB original_bounds;
+ AABB po2_bounds;
+ int axis_cell_size[3];
+
+ Transform to_cell_space;
+
+ int color_scan_cell_width;
+ int bake_texture_size;
+ float cell_size;
+ float propagation;
+ float energy;
+
+ BakeQuality bake_quality;
+ BakeMode bake_mode;
+
+ int max_original_cells;
+
+ void _init_light_plot(int p_idx, int p_level, int p_x, int p_y, int p_z, uint32_t p_parent);
+
+ Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
+ MaterialCache _get_material_cache(Ref<Material> p_material);
+ void _plot_face(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 *p_vtx, const Vector2 *p_uv, const MaterialCache &p_material, const AABB &p_aabb);
+ void _fixup_plot(int p_idx, int p_level);
+ void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx, DebugMode p_mode);
+ void _check_init_light();
+
+ uint32_t _find_cell_at_pos(const Cell *cells, int x, int y, int z);
+
+ struct LightMap {
+ Vector3 light;
+ Vector3 pos;
+ Vector3 normal;
+ };
+
+ void _plot_triangle(Vector2 *vertices, Vector3 *positions, Vector3 *normals, LightMap *pixels, int width, int height);
+
+ _FORCE_INLINE_ void _sample_baked_octree_filtered_and_anisotropic(const Vector3 &p_posf, const Vector3 &p_direction, float p_level, Vector3 &r_color, float &r_alpha);
+ _FORCE_INLINE_ Vector3 _voxel_cone_trace(const Vector3 &p_pos, const Vector3 &p_normal, float p_aperture);
+ _FORCE_INLINE_ Vector3 _compute_pixel_light_at_pos(const Vector3 &p_pos, const Vector3 &p_normal);
+ _FORCE_INLINE_ Vector3 _compute_ray_trace_at_pos(const Vector3 &p_pos, const Vector3 &p_normal);
+
+public:
+ void begin_bake(int p_subdiv, const AABB &p_bounds);
+ void plot_mesh(const Transform &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material> > &p_materials, const Ref<Material> &p_override_material);
+ void begin_bake_light(BakeQuality p_quality = BAKE_QUALITY_MEDIUM, BakeMode p_bake_mode = BAKE_MODE_CONE_TRACE, float p_propagation = 0.85, float p_energy = 1);
+ void plot_light_directional(const Vector3 &p_direction, const Color &p_color, float p_energy, float p_indirect_energy, bool p_direct);
+ void plot_light_omni(const Vector3 &p_pos, const Color &p_color, float p_energy, float p_indirect_energy, float p_radius, float p_attenutation, bool p_direct);
+ void plot_light_spot(const Vector3 &p_pos, const Vector3 &p_axis, const Color &p_color, float p_energy, float p_indirect_energy, float p_radius, float p_attenutation, float p_spot_angle, float p_spot_attenuation, bool p_direct);
+ void end_bake();
+
+ struct LightMapData {
+ int width;
+ int height;
+ PoolVector<float> light;
+ };
+
+ Error make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh, LightMapData &r_lightmap, bool (*p_bake_time_func)(void *, float, float) = NULL, void *p_bake_time_ud = NULL);
+
+ PoolVector<int> create_gi_probe_data();
+ Ref<MultiMesh> create_debug_multimesh(DebugMode p_mode = DEBUG_ALBEDO);
+ PoolVector<uint8_t> create_capture_octree(int p_subdiv);
+
+ float get_cell_size() const;
+ Transform get_to_cell_space_xform() const;
+ VoxelLightBaker();
+};
+
+#endif // VOXEL_LIGHT_BAKER_H