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+/*************************************************************************/
+/* voxelizer.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 VOXEL_LIGHT_BAKER_H
+#define VOXEL_LIGHT_BAKER_H
+
+#include "core/math/vector3i.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/resources/multimesh.h"
+
+class Voxelizer {
+private:
+ enum {
+ CHILD_EMPTY = 0xFFFFFFFF
+
+ };
+
+ struct Cell {
+
+ uint32_t children[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
+ uint16_t x;
+ uint16_t y;
+ uint16_t z;
+ uint16_t level;
+
+ Cell() {
+ for (int i = 0; i < 8; i++) {
+ children[i] = CHILD_EMPTY;
+ }
+
+ for (int i = 0; i < 3; i++) {
+ emission[i] = 0;
+ albedo[i] = 0;
+ normal[i] = 0;
+ }
+ alpha = 0;
+ used_sides = 0;
+ x = y = z = 0;
+ level = 0;
+ }
+ };
+
+ Vector<Cell> bake_cells;
+ int cell_subdiv;
+
+ struct CellSort {
+ union {
+ struct {
+ uint64_t z : 16;
+ uint64_t y : 16;
+ uint64_t x : 16;
+ uint64_t level : 16;
+ };
+ uint64_t key;
+ };
+
+ int32_t index;
+
+ _FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const {
+ return key < p_cell_sort.key;
+ }
+ };
+
+ struct MaterialCache {
+ //128x128 textures
+ Vector<Color> albedo;
+ Vector<Color> emission;
+ };
+
+ Map<Ref<Material>, MaterialCache> material_cache;
+ 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;
+
+ int max_original_cells;
+ int leaf_voxel_count;
+
+ 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 Vector3 *p_normal, 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);
+
+ bool sorted;
+ void _sort();
+
+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 end_bake();
+
+ int get_gi_probe_octree_depth() const;
+ Vector3i get_giprobe_octree_size() const;
+ int get_giprobe_cell_count() const;
+ Vector<uint8_t> get_giprobe_octree_cells() const;
+ Vector<uint8_t> get_giprobe_data_cells() const;
+ Vector<int> get_giprobe_level_cell_count() const;
+ Vector<uint8_t> get_sdf_3d_image() const;
+
+ Ref<MultiMesh> create_debug_multimesh();
+
+ Transform get_to_cell_space_xform() const;
+ Voxelizer();
+};
+
+#endif // VOXEL_LIGHT_BAKER_H