/*************************************************************************/ /* baked_light_instance.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "baked_light_instance.h" #include "light.h" #include "math.h" #include "mesh_instance.h" #include "scene/scene_string_names.h" #define FINDMINMAX(x0, x1, x2, min, max) \ min = max = x0; \ if (x1 < min) min = x1; \ if (x1 > max) max = x1; \ if (x2 < min) min = x2; \ if (x2 > max) max = x2; static bool planeBoxOverlap(Vector3 normal, float d, Vector3 maxbox) { int q; Vector3 vmin, vmax; for (q = 0; q <= 2; q++) { if (normal[q] > 0.0f) { vmin[q] = -maxbox[q]; vmax[q] = maxbox[q]; } else { vmin[q] = maxbox[q]; vmax[q] = -maxbox[q]; } } if (normal.dot(vmin) + d > 0.0f) return false; if (normal.dot(vmax) + d >= 0.0f) return true; return false; } /*======================== X-tests ========================*/ #define AXISTEST_X01(a, b, fa, fb) \ p0 = a * v0.y - b * v0.z; \ p2 = a * v2.y - b * v2.z; \ if (p0 < p2) { \ min = p0; \ max = p2; \ } else { \ min = p2; \ max = p0; \ } \ rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \ if (min > rad || max < -rad) return false; #define AXISTEST_X2(a, b, fa, fb) \ p0 = a * v0.y - b * v0.z; \ p1 = a * v1.y - b * v1.z; \ if (p0 < p1) { \ min = p0; \ max = p1; \ } else { \ min = p1; \ max = p0; \ } \ rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \ if (min > rad || max < -rad) return false; /*======================== Y-tests ========================*/ #define AXISTEST_Y02(a, b, fa, fb) \ p0 = -a * v0.x + b * v0.z; \ p2 = -a * v2.x + b * v2.z; \ if (p0 < p2) { \ min = p0; \ max = p2; \ } else { \ min = p2; \ max = p0; \ } \ rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \ if (min > rad || max < -rad) return false; #define AXISTEST_Y1(a, b, fa, fb) \ p0 = -a * v0.x + b * v0.z; \ p1 = -a * v1.x + b * v1.z; \ if (p0 < p1) { \ min = p0; \ max = p1; \ } else { \ min = p1; \ max = p0; \ } \ rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \ if (min > rad || max < -rad) return false; /*======================== Z-tests ========================*/ #define AXISTEST_Z12(a, b, fa, fb) \ p1 = a * v1.x - b * v1.y; \ p2 = a * v2.x - b * v2.y; \ if (p2 < p1) { \ min = p2; \ max = p1; \ } else { \ min = p1; \ max = p2; \ } \ rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \ if (min > rad || max < -rad) return false; #define AXISTEST_Z0(a, b, fa, fb) \ p0 = a * v0.x - b * v0.y; \ p1 = a * v1.x - b * v1.y; \ if (p0 < p1) { \ min = p0; \ max = p1; \ } else { \ min = p1; \ max = p0; \ } \ rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \ if (min > rad || max < -rad) return false; static bool fast_tri_box_overlap(const Vector3 &boxcenter, const Vector3 boxhalfsize, const Vector3 *triverts) { /* use separating axis theorem to test overlap between triangle and box */ /* need to test for overlap in these directions: */ /* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */ /* we do not even need to test these) */ /* 2) normal of the triangle */ /* 3) crossproduct(edge from tri, {x,y,z}-directin) */ /* this gives 3x3=9 more tests */ Vector3 v0, v1, v2; float min, max, d, p0, p1, p2, rad, fex, fey, fez; Vector3 normal, e0, e1, e2; /* This is the fastest branch on Sun */ /* move everything so that the boxcenter is in (0,0,0) */ v0 = triverts[0] - boxcenter; v1 = triverts[1] - boxcenter; v2 = triverts[2] - boxcenter; /* compute triangle edges */ e0 = v1 - v0; /* tri edge 0 */ e1 = v2 - v1; /* tri edge 1 */ e2 = v0 - v2; /* tri edge 2 */ /* Bullet 3: */ /* test the 9 tests first (this was faster) */ fex = Math::abs(e0.x); fey = Math::abs(e0.y); fez = Math::abs(e0.z); AXISTEST_X01(e0.z, e0.y, fez, fey); AXISTEST_Y02(e0.z, e0.x, fez, fex); AXISTEST_Z12(e0.y, e0.x, fey, fex); fex = Math::abs(e1.x); fey = Math::abs(e1.y); fez = Math::abs(e1.z); AXISTEST_X01(e1.z, e1.y, fez, fey); AXISTEST_Y02(e1.z, e1.x, fez, fex); AXISTEST_Z0(e1.y, e1.x, fey, fex); fex = Math::abs(e2.x); fey = Math::abs(e2.y); fez = Math::abs(e2.z); AXISTEST_X2(e2.z, e2.y, fez, fey); AXISTEST_Y1(e2.z, e2.x, fez, fex); AXISTEST_Z12(e2.y, e2.x, fey, fex); /* Bullet 1: */ /* first test overlap in the {x,y,z}-directions */ /* find min, max of the triangle each direction, and test for overlap in */ /* that direction -- this is equivalent to testing a minimal AABB around */ /* the triangle against the AABB */ /* test in X-direction */ FINDMINMAX(v0.x, v1.x, v2.x, min, max); if (min > boxhalfsize.x || max < -boxhalfsize.x) return false; /* test in Y-direction */ FINDMINMAX(v0.y, v1.y, v2.y, min, max); if (min > boxhalfsize.y || max < -boxhalfsize.y) return false; /* test in Z-direction */ FINDMINMAX(v0.z, v1.z, v2.z, min, max); if (min > boxhalfsize.z || max < -boxhalfsize.z) return false; /* Bullet 2: */ /* test if the box intersects the plane of the triangle */ /* compute plane equation of triangle: normal*x+d=0 */ normal = e0.cross(e1); d = -normal.dot(v0); /* plane eq: normal.x+d=0 */ if (!planeBoxOverlap(normal, d, boxhalfsize)) return false; return true; /* box and triangle overlaps */ } Vector BakedLight::_get_bake_texture(Image &p_image, const Color &p_color) { Vector ret; if (p_image.empty()) { ret.resize(bake_texture_size * bake_texture_size); for (int i = 0; i < bake_texture_size * bake_texture_size; i++) { ret[i] = p_color; } return ret; } p_image.convert(Image::FORMAT_RGBA8); p_image.resize(bake_texture_size, bake_texture_size, Image::INTERPOLATE_CUBIC); PoolVector::Read r = p_image.get_data().read(); ret.resize(bake_texture_size * bake_texture_size); for (int i = 0; i < bake_texture_size * bake_texture_size; i++) { Color c; c.r = r[i * 4 + 0] / 255.0; c.g = r[i * 4 + 1] / 255.0; c.b = r[i * 4 + 2] / 255.0; c.a = r[i * 4 + 3] / 255.0; ret[i] = c; } return ret; } BakedLight::MaterialCache BakedLight::_get_material_cache(Ref p_material) { //this way of obtaining materials is inaccurate and also does not support some compressed formats very well Ref mat = p_material; Ref material = mat; //hack for now if (material_cache.has(material)) { return material_cache[material]; } MaterialCache mc; if (mat.is_valid()) { Ref albedo_tex = mat->get_texture(SpatialMaterial::TEXTURE_ALBEDO); Image img_albedo; if (albedo_tex.is_valid()) { img_albedo = albedo_tex->get_data(); } mc.albedo = _get_bake_texture(img_albedo, mat->get_albedo()); Ref emission_tex = mat->get_texture(SpatialMaterial::TEXTURE_EMISSION); Color emission_col = mat->get_emission(); emission_col.r *= mat->get_emission_energy(); emission_col.g *= mat->get_emission_energy(); emission_col.b *= mat->get_emission_energy(); Image img_emission; if (emission_tex.is_valid()) { img_emission = emission_tex->get_data(); } mc.emission = _get_bake_texture(img_emission, emission_col); } else { Image empty; mc.albedo = _get_bake_texture(empty, Color(0.7, 0.7, 0.7)); mc.emission = _get_bake_texture(empty, Color(0, 0, 0)); } material_cache[p_material] = mc; return mc; } static _FORCE_INLINE_ Vector2 get_uv(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv) { if (p_pos.distance_squared_to(p_vtx[0]) < CMP_EPSILON2) return p_uv[0]; if (p_pos.distance_squared_to(p_vtx[1]) < CMP_EPSILON2) return p_uv[1]; if (p_pos.distance_squared_to(p_vtx[2]) < CMP_EPSILON2) return p_uv[2]; Vector3 v0 = p_vtx[1] - p_vtx[0]; Vector3 v1 = p_vtx[2] - p_vtx[0]; Vector3 v2 = p_pos - p_vtx[0]; float d00 = v0.dot(v0); float d01 = v0.dot(v1); float d11 = v1.dot(v1); float d20 = v2.dot(v0); float d21 = v2.dot(v1); float denom = (d00 * d11 - d01 * d01); if (denom == 0) return p_uv[0]; float v = (d11 * d20 - d01 * d21) / denom; float w = (d00 * d21 - d01 * d20) / denom; float u = 1.0f - v - w; return p_uv[0] * u + p_uv[1] * v + p_uv[2] * w; } void BakedLight::_plot_face(int p_idx, int p_level, const Vector3 *p_vtx, const Vector2 *p_uv, const MaterialCache &p_material, const Rect3 &p_aabb) { if (p_level == cell_subdiv - 1) { //plot the face by guessing it's albedo and emission value //find best axis to map to, for scanning values int closest_axis; float closest_dot; Vector3 normal = Plane(p_vtx[0], p_vtx[1], p_vtx[2]).normal; for (int i = 0; i < 3; i++) { Vector3 axis; axis[i] = 1.0; float dot = ABS(normal.dot(axis)); if (i == 0 || dot > closest_dot) { closest_axis = i; closest_dot = dot; } } Vector3 axis; axis[closest_axis] = 1.0; Vector3 t1; t1[(closest_axis + 1) % 3] = 1.0; Vector3 t2; t2[(closest_axis + 2) % 3] = 1.0; t1 *= p_aabb.size[(closest_axis + 1) % 3] / float(color_scan_cell_width); t2 *= p_aabb.size[(closest_axis + 2) % 3] / float(color_scan_cell_width); Color albedo_accum; Color emission_accum; float alpha = 0.0; //map to a grid average in the best axis for this face for (int i = 0; i < color_scan_cell_width; i++) { Vector3 ofs_i = float(i) * t1; for (int j = 0; j < color_scan_cell_width; j++) { Vector3 ofs_j = float(j) * t2; Vector3 from = p_aabb.pos + ofs_i + ofs_j; Vector3 to = from + t1 + t2 + axis * p_aabb.size[closest_axis]; Vector3 half = (to - from) * 0.5; //is in this cell? if (!fast_tri_box_overlap(from + half, half, p_vtx)) { continue; //face does not span this cell } //go from -size to +size*2 to avoid skipping collisions Vector3 ray_from = from + (t1 + t2) * 0.5 - axis * p_aabb.size[closest_axis]; Vector3 ray_to = ray_from + axis * p_aabb.size[closest_axis] * 2; Vector3 intersection; if (!Geometry::ray_intersects_triangle(ray_from, ray_to, p_vtx[0], p_vtx[1], p_vtx[2], &intersection)) { //no intersect? look in edges float closest_dist = 1e20; for (int j = 0; j < 3; j++) { Vector3 c; Vector3 inters; Geometry::get_closest_points_between_segments(p_vtx[j], p_vtx[(j + 1) % 3], ray_from, ray_to, inters, c); float d = c.distance_to(intersection); if (j == 0 || d < closest_dist) { closest_dist = d; intersection = inters; } } } Vector2 uv = get_uv(intersection, p_vtx, p_uv); int uv_x = CLAMP(Math::fposmod(uv.x, 1.0f) * bake_texture_size, 0, bake_texture_size - 1); int uv_y = CLAMP(Math::fposmod(uv.y, 1.0f) * bake_texture_size, 0, bake_texture_size - 1); int ofs = uv_y * bake_texture_size + uv_x; albedo_accum.r += p_material.albedo[ofs].r; albedo_accum.g += p_material.albedo[ofs].g; albedo_accum.b += p_material.albedo[ofs].b; albedo_accum.a += p_material.albedo[ofs].a; emission_accum.r += p_material.emission[ofs].r; emission_accum.g += p_material.emission[ofs].g; emission_accum.b += p_material.emission[ofs].b; alpha += 1.0; } } if (alpha == 0) { //could not in any way get texture information.. so use closest point to center Face3 f(p_vtx[0], p_vtx[1], p_vtx[2]); Vector3 inters = f.get_closest_point_to(p_aabb.pos + p_aabb.size * 0.5); Vector2 uv = get_uv(inters, p_vtx, p_uv); int uv_x = CLAMP(Math::fposmod(uv.x, 1.0f) * bake_texture_size, 0, bake_texture_size - 1); int uv_y = CLAMP(Math::fposmod(uv.y, 1.0f) * bake_texture_size, 0, bake_texture_size - 1); int ofs = uv_y * bake_texture_size + uv_x; alpha = 1.0 / (color_scan_cell_width * color_scan_cell_width); albedo_accum.r = p_material.albedo[ofs].r * alpha; albedo_accum.g = p_material.albedo[ofs].g * alpha; albedo_accum.b = p_material.albedo[ofs].b * alpha; albedo_accum.a = p_material.albedo[ofs].a * alpha; emission_accum.r = p_material.emission[ofs].r * alpha; emission_accum.g = p_material.emission[ofs].g * alpha; emission_accum.b = p_material.emission[ofs].b * alpha; zero_alphas++; } else { float accdiv = 1.0 / (color_scan_cell_width * color_scan_cell_width); alpha *= accdiv; albedo_accum.r *= accdiv; albedo_accum.g *= accdiv; albedo_accum.b *= accdiv; albedo_accum.a *= accdiv; emission_accum.r *= accdiv; emission_accum.g *= accdiv; emission_accum.b *= accdiv; } //put this temporarily here, corrected in a later step bake_cells_write[p_idx].albedo[0] += albedo_accum.r; bake_cells_write[p_idx].albedo[1] += albedo_accum.g; bake_cells_write[p_idx].albedo[2] += albedo_accum.b; bake_cells_write[p_idx].light[0] += emission_accum.r; bake_cells_write[p_idx].light[1] += emission_accum.g; bake_cells_write[p_idx].light[2] += emission_accum.b; bake_cells_write[p_idx].alpha += alpha; static const Vector3 side_normals[6] = { Vector3(-1, 0, 0), Vector3(1, 0, 0), Vector3(0, -1, 0), Vector3(0, 1, 0), Vector3(0, 0, -1), Vector3(0, 0, 1), }; for (int i = 0; i < 6; i++) { if (normal.dot(side_normals[i]) > CMP_EPSILON) { bake_cells_write[p_idx].used_sides |= (1 << i); } } } else { //go down for (int i = 0; i < 8; i++) { Rect3 aabb = p_aabb; aabb.size *= 0.5; if (i & 1) aabb.pos.x += aabb.size.x; if (i & 2) aabb.pos.y += aabb.size.y; if (i & 4) aabb.pos.z += aabb.size.z; { Rect3 test_aabb = aabb; //test_aabb.grow_by(test_aabb.get_longest_axis_size()*0.05); //grow a bit to avoid numerical error in real-time Vector3 qsize = test_aabb.size * 0.5; //quarter size, for fast aabb test if (!fast_tri_box_overlap(test_aabb.pos + qsize, qsize, p_vtx)) { //if (!Face3(p_vtx[0],p_vtx[1],p_vtx[2]).intersects_aabb2(aabb)) { //does not fit in child, go on continue; } } if (bake_cells_write[p_idx].childs[i] == CHILD_EMPTY) { //sub cell must be created if (bake_cells_used == (1 << bake_cells_alloc)) { //exhausted cells, creating more space bake_cells_alloc++; bake_cells_write = PoolVector::Write(); bake_cells.resize(1 << bake_cells_alloc); bake_cells_write = bake_cells.write(); } bake_cells_write[p_idx].childs[i] = bake_cells_used; bake_cells_level_used[p_level + 1]++; bake_cells_used++; } _plot_face(bake_cells_write[p_idx].childs[i], p_level + 1, p_vtx, p_uv, p_material, aabb); } } } void BakedLight::_fixup_plot(int p_idx, int p_level, int p_x, int p_y, int p_z) { if (p_level == cell_subdiv - 1) { float alpha = bake_cells_write[p_idx].alpha; bake_cells_write[p_idx].albedo[0] /= alpha; bake_cells_write[p_idx].albedo[1] /= alpha; bake_cells_write[p_idx].albedo[2] /= alpha; //transfer emission to light bake_cells_write[p_idx].light[0] /= alpha; bake_cells_write[p_idx].light[1] /= alpha; bake_cells_write[p_idx].light[2] /= alpha; bake_cells_write[p_idx].alpha = 1.0; //remove neighbours from used sides for (int n = 0; n < 6; n++) { int ofs[3] = { 0, 0, 0 }; ofs[n / 2] = (n & 1) ? 1 : -1; //convert to x,y,z on this level int x = p_x; int y = p_y; int z = p_z; x += ofs[0]; y += ofs[1]; z += ofs[2]; int ofs_x = 0; int ofs_y = 0; int ofs_z = 0; int size = 1 << p_level; int half = size / 2; if (x < 0 || x >= size || y < 0 || y >= size || z < 0 || z >= size) { //neighbour is out, can't use it bake_cells_write[p_idx].used_sides &= ~(1 << uint32_t(n)); continue; } uint32_t neighbour = 0; for (int i = 0; i < cell_subdiv - 1; i++) { BakeCell *bc = &bake_cells_write[neighbour]; int child = 0; if (x >= ofs_x + half) { child |= 1; ofs_x += half; } if (y >= ofs_y + half) { child |= 2; ofs_y += half; } if (z >= ofs_z + half) { child |= 4; ofs_z += half; } neighbour = bc->childs[child]; if (neighbour == CHILD_EMPTY) { break; } half >>= 1; } if (neighbour != CHILD_EMPTY) { bake_cells_write[p_idx].used_sides &= ~(1 << uint32_t(n)); } } } else { //go down float alpha_average = 0; int half = cells_per_axis >> (p_level + 1); for (int i = 0; i < 8; i++) { uint32_t child = bake_cells_write[p_idx].childs[i]; if (child == CHILD_EMPTY) continue; int nx = p_x; int ny = p_y; int nz = p_z; if (i & 1) nx += half; if (i & 2) ny += half; if (i & 4) nz += half; _fixup_plot(child, p_level + 1, nx, ny, nz); alpha_average += bake_cells_write[child].alpha; } bake_cells_write[p_idx].alpha = alpha_average / 8.0; bake_cells_write[p_idx].light[0] = 0; bake_cells_write[p_idx].light[1] = 0; bake_cells_write[p_idx].light[2] = 0; bake_cells_write[p_idx].albedo[0] = 0; bake_cells_write[p_idx].albedo[1] = 0; bake_cells_write[p_idx].albedo[2] = 0; } //clean up light bake_cells_write[p_idx].light_pass = 0; //find neighbours } void BakedLight::_bake_add_mesh(const Transform &p_xform, Ref &p_mesh) { for (int i = 0; i < p_mesh->get_surface_count(); i++) { if (p_mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) continue; //only triangles MaterialCache material = _get_material_cache(p_mesh->surface_get_material(i)); Array a = p_mesh->surface_get_arrays(i); PoolVector vertices = a[Mesh::ARRAY_VERTEX]; PoolVector::Read vr = vertices.read(); PoolVector uv = a[Mesh::ARRAY_TEX_UV]; PoolVector::Read uvr; PoolVector index = a[Mesh::ARRAY_INDEX]; bool read_uv = false; if (uv.size()) { uvr = uv.read(); read_uv = true; } if (index.size()) { int facecount = index.size() / 3; PoolVector::Read ir = index.read(); for (int j = 0; j < facecount; j++) { Vector3 vtxs[3]; Vector2 uvs[3]; for (int k = 0; k < 3; k++) { vtxs[k] = p_xform.xform(vr[ir[j * 3 + k]]); } if (read_uv) { for (int k = 0; k < 3; k++) { uvs[k] = uvr[ir[j * 3 + k]]; } } //plot face _plot_face(0, 0, vtxs, uvs, material, bounds); } } else { int facecount = vertices.size() / 3; for (int j = 0; j < facecount; j++) { Vector3 vtxs[3]; Vector2 uvs[3]; for (int k = 0; k < 3; k++) { vtxs[k] = p_xform.xform(vr[j * 3 + k]); } if (read_uv) { for (int k = 0; k < 3; k++) { uvs[k] = uvr[j * 3 + k]; } } //plot face _plot_face(0, 0, vtxs, uvs, material, bounds); } } } } void BakedLight::_bake_add_to_aabb(const Transform &p_xform, Ref &p_mesh, bool &first) { for (int i = 0; i < p_mesh->get_surface_count(); i++) { if (p_mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) continue; //only triangles Array a = p_mesh->surface_get_arrays(i); PoolVector vertices = a[Mesh::ARRAY_VERTEX]; int vc = vertices.size(); PoolVector::Read vr = vertices.read(); if (first) { bounds.pos = p_xform.xform(vr[0]); first = false; } for (int j = 0; j < vc; j++) { bounds.expand_to(p_xform.xform(vr[j])); } } } void BakedLight::bake() { bake_cells_alloc = 16; bake_cells.resize(1 << bake_cells_alloc); bake_cells_used = 1; cells_per_axis = (1 << (cell_subdiv - 1)); zero_alphas = 0; bool aabb_first = true; print_line("Generating AABB"); bake_cells_level_used.resize(cell_subdiv); for (int i = 0; i < cell_subdiv; i++) { bake_cells_level_used[i] = 0; } int count = 0; for (Set::Element *E = geometries.front(); E; E = E->next()) { print_line("aabb geom " + itos(count) + "/" + itos(geometries.size())); GeometryInstance *geom = E->get(); if (geom->cast_to()) { MeshInstance *mesh_instance = geom->cast_to(); Ref mesh = mesh_instance->get_mesh(); if (mesh.is_valid()) { _bake_add_to_aabb(geom->get_relative_transform(this), mesh, aabb_first); } } count++; } print_line("AABB: " + bounds); ERR_FAIL_COND(aabb_first); bake_cells_write = bake_cells.write(); count = 0; for (Set::Element *E = geometries.front(); E; E = E->next()) { GeometryInstance *geom = E->get(); print_line("plot geom " + itos(count) + "/" + itos(geometries.size())); if (geom->cast_to()) { MeshInstance *mesh_instance = geom->cast_to(); Ref mesh = mesh_instance->get_mesh(); if (mesh.is_valid()) { _bake_add_mesh(geom->get_relative_transform(this), mesh); } } count++; } _fixup_plot(0, 0, 0, 0, 0); bake_cells_write = PoolVector::Write(); bake_cells.resize(bake_cells_used); print_line("total bake cells used: " + itos(bake_cells_used)); for (int i = 0; i < cell_subdiv; i++) { print_line("level " + itos(i) + ": " + itos(bake_cells_level_used[i])); } print_line("zero alphas: " + itos(zero_alphas)); } void BakedLight::_bake_directional(int p_idx, int p_level, int p_x, int p_y, int p_z, const Vector3 &p_dir, const Color &p_color, int p_sign) { if (p_level == cell_subdiv - 1) { Vector3 end; end.x = float(p_x + 0.5) / cells_per_axis; end.y = float(p_y + 0.5) / cells_per_axis; end.z = float(p_z + 0.5) / cells_per_axis; end = bounds.pos + bounds.size * end; float max_ray_len = (bounds.size).length() * 1.2; Vector3 begin = end + max_ray_len * -p_dir; //clip begin for (int i = 0; i < 3; i++) { if (ABS(p_dir[i]) < CMP_EPSILON) { continue; // parallel to axis, don't clip } Plane p; p.normal[i] = 1.0; p.d = bounds.pos[i]; if (p_dir[i] < 0) { p.d += bounds.size[i]; } Vector3 inters; if (p.intersects_segment(end, begin, &inters)) { begin = inters; } } int idx = _plot_ray(begin, end); if (idx >= 0 && light_pass != bake_cells_write[idx].light_pass) { //hit something, add or remove light to it Color albedo = Color(bake_cells_write[idx].albedo[0], bake_cells_write[idx].albedo[1], bake_cells_write[idx].albedo[2]); bake_cells_write[idx].light[0] += albedo.r * p_color.r * p_sign; bake_cells_write[idx].light[1] += albedo.g * p_color.g * p_sign; bake_cells_write[idx].light[2] += albedo.b * p_color.b * p_sign; bake_cells_write[idx].light_pass = light_pass; } } else { int half = cells_per_axis >> (p_level + 1); //go down for (int i = 0; i < 8; i++) { uint32_t child = bake_cells_write[p_idx].childs[i]; if (child == CHILD_EMPTY) continue; int nx = p_x; int ny = p_y; int nz = p_z; if (i & 1) nx += half; if (i & 2) ny += half; if (i & 4) nz += half; _bake_directional(child, p_level + 1, nx, ny, nz, p_dir, p_color, p_sign); } } } void BakedLight::_bake_light(Light *p_light) { if (p_light->cast_to()) { DirectionalLight *dl = p_light->cast_to(); Transform rel_xf = dl->get_relative_transform(this); Vector3 light_dir = -rel_xf.basis.get_axis(2); Color color = dl->get_color(); float nrg = dl->get_param(Light::PARAM_ENERGY); color.r *= nrg; color.g *= nrg; color.b *= nrg; light_pass++; _bake_directional(0, 0, 0, 0, 0, light_dir, color, 1); } } void BakedLight::_upscale_light(int p_idx, int p_level) { //go down float light_accum[3] = { 0, 0, 0 }; float alpha_accum = 0; bool check_children = p_level < (cell_subdiv - 2); for (int i = 0; i < 8; i++) { uint32_t child = bake_cells_write[p_idx].childs[i]; if (child == CHILD_EMPTY) continue; if (check_children) { _upscale_light(child, p_level + 1); } light_accum[0] += bake_cells_write[child].light[0]; light_accum[1] += bake_cells_write[child].light[1]; light_accum[2] += bake_cells_write[child].light[2]; alpha_accum += bake_cells_write[child].alpha; } bake_cells_write[p_idx].light[0] = light_accum[0] / 8.0; bake_cells_write[p_idx].light[1] = light_accum[1] / 8.0; bake_cells_write[p_idx].light[2] = light_accum[2] / 8.0; bake_cells_write[p_idx].alpha = alpha_accum / 8.0; } void BakedLight::bake_lights() { ERR_FAIL_COND(bake_cells.size() == 0); bake_cells_write = bake_cells.write(); for (Set::Element *E = lights.front(); E; E = E->next()) { _bake_light(E->get()); } _upscale_light(0, 0); bake_cells_write = PoolVector::Write(); } Color BakedLight::_cone_trace(const Vector3 &p_from, const Vector3 &p_dir, float p_half_angle) { Color color(0, 0, 0, 0); float tha = Math::tan(p_half_angle); //tan half angle Vector3 from = (p_from - bounds.pos) / bounds.size; //convert to 0..1 from /= cells_per_axis; //convert to voxels of size 1 Vector3 dir = (p_dir / bounds.size).normalized(); float max_dist = Vector3(cells_per_axis, cells_per_axis, cells_per_axis).length(); float dist = 1.0; // self occlusion in flat surfaces float alpha = 0; while (dist < max_dist && alpha < 0.95) { #if 0 // smallest sample diameter possible is the voxel size float diameter = MAX(1.0, 2.0 * tha * dist); float lod = log2(diameter); Vector3 sample_pos = from + dist * dir; Color samples_base[2][8]={{Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0)}, {Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0),Color(0,0,0,0)}}; float levelf = Math::fposmod(lod,1.0); float fx = Math::fposmod(sample_pos.x,1.0); float fy = Math::fposmod(sample_pos.y,1.0); float fz = Math::fposmod(sample_pos.z,1.0); for(int l=0;l<2;l++){ int bx = Math::floor(sample_pos.x); int by = Math::floor(sample_pos.y); int bz = Math::floor(sample_pos.z); int lodn=int(Math::floor(lod))-l; bx>>=lodn; by>>=lodn; bz>>=lodn; int limit = MAX(0,cell_subdiv-lodn-1); for(int c=0;c<8;c++) { int x = bx; int y = by; int z = bz; if (c&1) { x+=1; } if (c&2) { y+=1; } if (c&4) { z+=1; } int ofs_x=0; int ofs_y=0; int ofs_z=0; int size = cells_per_axis>>lodn; int half=size/2; bool outside=x<0 || x>=size || y<0 || y>=size || z<0 || z>=size; if (outside) continue; uint32_t cell=0; for(int i=0;i= ofs_x + half) { child|=1; ofs_x+=half; } if (y >= ofs_y + half) { child|=2; ofs_y+=half; } if (z >= ofs_z + half) { child|=4; ofs_z+=half; } cell = bc->childs[child]; if (cell==CHILD_EMPTY) break; half>>=1; } if (cell!=CHILD_EMPTY) { samples_base[l][c].r=bake_cells_write[cell].light[0]; samples_base[l][c].g=bake_cells_write[cell].light[1]; samples_base[l][c].b=bake_cells_write[cell].light[2]; samples_base[l][c].a=bake_cells_write[cell].alpha; } } } Color m0x0 = samples_base[0][0].linear_interpolate(samples_base[0][1],fx); Color m0x1 = samples_base[0][2].linear_interpolate(samples_base[0][3],fx); Color m0y0 = m0x0.linear_interpolate(m0x1,fy); m0x0 = samples_base[0][4].linear_interpolate(samples_base[0][5],fx); m0x1 = samples_base[0][6].linear_interpolate(samples_base[0][7],fx); Color m0y1 = m0x0.linear_interpolate(m0x1,fy); Color m0z = m0y0.linear_interpolate(m0y1,fz); Color m1x0 = samples_base[1][0].linear_interpolate(samples_base[1][1],fx); Color m1x1 = samples_base[1][2].linear_interpolate(samples_base[1][3],fx); Color m1y0 = m1x0.linear_interpolate(m1x1,fy); m1x0 = samples_base[1][4].linear_interpolate(samples_base[1][5],fx); m1x1 = samples_base[1][6].linear_interpolate(samples_base[1][7],fx); Color m1y1 = m1x0.linear_interpolate(m1x1,fy); Color m1z = m1y0.linear_interpolate(m1y1,fz); Color m = m0z.linear_interpolate(m1z,levelf); #else float diameter = 1.0; Vector3 sample_pos = from + dist * dir; Color m(0, 0, 0, 0); { int x = Math::floor(sample_pos.x); int y = Math::floor(sample_pos.y); int z = Math::floor(sample_pos.z); int ofs_x = 0; int ofs_y = 0; int ofs_z = 0; int size = cells_per_axis; int half = size / 2; bool outside = x < 0 || x >= size || y < 0 || y >= size || z < 0 || z >= size; if (!outside) { uint32_t cell = 0; for (int i = 0; i < cell_subdiv - 1; i++) { BakeCell *bc = &bake_cells_write[cell]; int child = 0; if (x >= ofs_x + half) { child |= 1; ofs_x += half; } if (y >= ofs_y + half) { child |= 2; ofs_y += half; } if (z >= ofs_z + half) { child |= 4; ofs_z += half; } cell = bc->childs[child]; if (cell == CHILD_EMPTY) break; half >>= 1; } if (cell != CHILD_EMPTY) { m.r = bake_cells_write[cell].light[0]; m.g = bake_cells_write[cell].light[1]; m.b = bake_cells_write[cell].light[2]; m.a = bake_cells_write[cell].alpha; } } } #endif // front-to-back compositing float a = (1.0 - alpha); color.r += a * m.r; color.g += a * m.g; color.b += a * m.b; alpha += a * m.a; //occlusion += a * voxelColor.a; //occlusion += (a * voxelColor.a) / (1.0 + 0.03 * diameter); dist += diameter * 0.5; // smoother //dist += diameter; // faster but misses more voxels } return color; } void BakedLight::_bake_radiance(int p_idx, int p_level, int p_x, int p_y, int p_z) { if (p_level == cell_subdiv - 1) { const int NUM_CONES = 6; Vector3 cone_directions[6] = { Vector3(1, 0, 0), Vector3(0.5, 0.866025, 0), Vector3(0.5, 0.267617, 0.823639), Vector3(0.5, -0.700629, 0.509037), Vector3(0.5, -0.700629, -0.509037), Vector3(0.5, 0.267617, -0.823639) }; float coneWeights[6] = { 0.25, 0.15, 0.15, 0.15, 0.15, 0.15 }; Vector3 pos = (Vector3(p_x, p_y, p_z) / float(cells_per_axis)) * bounds.size + bounds.pos; Vector3 voxel_size = bounds.size / float(cells_per_axis); pos += voxel_size * 0.5; Color accum; bake_cells_write[p_idx].light[0] = 0; bake_cells_write[p_idx].light[1] = 0; bake_cells_write[p_idx].light[2] = 0; int freepix = 0; for (int i = 0; i < 6; i++) { if (!(bake_cells_write[p_idx].used_sides & (1 << i))) continue; if ((i & 1) == 0) bake_cells_write[p_idx].light[i / 2] = 1.0; freepix++; continue; int ofs = i / 2; Vector3 dir; if ((i & 1) == 0) dir[ofs] = 1.0; else dir[ofs] = -1.0; for (int j = 0; j < 1; j++) { Vector3 cone_dir; cone_dir.x = cone_directions[j][(ofs + 0) % 3]; cone_dir.y = cone_directions[j][(ofs + 1) % 3]; cone_dir.z = cone_directions[j][(ofs + 2) % 3]; cone_dir[ofs] *= dir[ofs]; Color res = _cone_trace(pos + dir * voxel_size, cone_dir, Math::deg2rad(29.9849)); accum.r += res.r; //*coneWeights[j]; accum.g += res.g; //*coneWeights[j]; accum.b += res.b; //*coneWeights[j]; } } #if 0 if (freepix==0) { bake_cells_write[p_idx].light[0]=0; bake_cells_write[p_idx].light[1]=0; bake_cells_write[p_idx].light[2]=0; } if (freepix==1) { bake_cells_write[p_idx].light[0]=1; bake_cells_write[p_idx].light[1]=0; bake_cells_write[p_idx].light[2]=0; } if (freepix==2) { bake_cells_write[p_idx].light[0]=0; bake_cells_write[p_idx].light[1]=1; bake_cells_write[p_idx].light[2]=0; } if (freepix==3) { bake_cells_write[p_idx].light[0]=1; bake_cells_write[p_idx].light[1]=1; bake_cells_write[p_idx].light[2]=0; } if (freepix==4) { bake_cells_write[p_idx].light[0]=0; bake_cells_write[p_idx].light[1]=0; bake_cells_write[p_idx].light[2]=1; } if (freepix==5) { bake_cells_write[p_idx].light[0]=1; bake_cells_write[p_idx].light[1]=0; bake_cells_write[p_idx].light[2]=1; } if (freepix==6) { bake_cells_write[p_idx].light[0]=0; bake_cells_write[p_idx].light[0]=1; bake_cells_write[p_idx].light[0]=1; } #endif //bake_cells_write[p_idx].radiance[0]=accum.r; //bake_cells_write[p_idx].radiance[1]=accum.g; //bake_cells_write[p_idx].radiance[2]=accum.b; } else { int half = cells_per_axis >> (p_level + 1); //go down for (int i = 0; i < 8; i++) { uint32_t child = bake_cells_write[p_idx].childs[i]; if (child == CHILD_EMPTY) continue; int nx = p_x; int ny = p_y; int nz = p_z; if (i & 1) nx += half; if (i & 2) ny += half; if (i & 4) nz += half; _bake_radiance(child, p_level + 1, nx, ny, nz); } } } void BakedLight::bake_radiance() { ERR_FAIL_COND(bake_cells.size() == 0); bake_cells_write = bake_cells.write(); _bake_radiance(0, 0, 0, 0, 0); bake_cells_write = PoolVector::Write(); } int BakedLight::_find_cell(int x, int y, int z) { uint32_t cell = 0; int ofs_x = 0; int ofs_y = 0; int ofs_z = 0; int size = cells_per_axis; int half = size / 2; if (x < 0 || x >= size) return -1; if (y < 0 || y >= size) return -1; if (z < 0 || z >= size) return -1; for (int i = 0; i < cell_subdiv - 1; i++) { BakeCell *bc = &bake_cells_write[cell]; int child = 0; if (x >= ofs_x + half) { child |= 1; ofs_x += half; } if (y >= ofs_y + half) { child |= 2; ofs_y += half; } if (z >= ofs_z + half) { child |= 4; ofs_z += half; } cell = bc->childs[child]; if (cell == CHILD_EMPTY) return -1; half >>= 1; } return cell; } int BakedLight::_plot_ray(const Vector3 &p_from, const Vector3 &p_to) { Vector3 from = (p_from - bounds.pos) / bounds.size; Vector3 to = (p_to - bounds.pos) / bounds.size; int x1 = Math::floor(from.x * cells_per_axis); int y1 = Math::floor(from.y * cells_per_axis); int z1 = Math::floor(from.z * cells_per_axis); int x2 = Math::floor(to.x * cells_per_axis); int y2 = Math::floor(to.y * cells_per_axis); int z2 = Math::floor(to.z * cells_per_axis); int i, dx, dy, dz, l, m, n, x_inc, y_inc, z_inc, err_1, err_2, dx2, dy2, dz2; int point[3]; point[0] = x1; point[1] = y1; point[2] = z1; dx = x2 - x1; dy = y2 - y1; dz = z2 - z1; x_inc = (dx < 0) ? -1 : 1; l = ABS(dx); y_inc = (dy < 0) ? -1 : 1; m = ABS(dy); z_inc = (dz < 0) ? -1 : 1; n = ABS(dz); dx2 = l << 1; dy2 = m << 1; dz2 = n << 1; if ((l >= m) && (l >= n)) { err_1 = dy2 - l; err_2 = dz2 - l; for (i = 0; i < l; i++) { int cell = _find_cell(point[0], point[1], point[2]); if (cell >= 0) return cell; if (err_1 > 0) { point[1] += y_inc; err_1 -= dx2; } if (err_2 > 0) { point[2] += z_inc; err_2 -= dx2; } err_1 += dy2; err_2 += dz2; point[0] += x_inc; } } else if ((m >= l) && (m >= n)) { err_1 = dx2 - m; err_2 = dz2 - m; for (i = 0; i < m; i++) { int cell = _find_cell(point[0], point[1], point[2]); if (cell >= 0) return cell; if (err_1 > 0) { point[0] += x_inc; err_1 -= dy2; } if (err_2 > 0) { point[2] += z_inc; err_2 -= dy2; } err_1 += dx2; err_2 += dz2; point[1] += y_inc; } } else { err_1 = dy2 - n; err_2 = dx2 - n; for (i = 0; i < n; i++) { int cell = _find_cell(point[0], point[1], point[2]); if (cell >= 0) return cell; if (err_1 > 0) { point[1] += y_inc; err_1 -= dz2; } if (err_2 > 0) { point[0] += x_inc; err_2 -= dz2; } err_1 += dy2; err_2 += dx2; point[2] += z_inc; } } return _find_cell(point[0], point[1], point[2]); } void BakedLight::set_cell_subdiv(int p_subdiv) { cell_subdiv = p_subdiv; //VS::get_singleton()->baked_light_set_subdivision(baked_light,p_subdiv); } int BakedLight::get_cell_subdiv() const { return cell_subdiv; } Rect3 BakedLight::get_aabb() const { return Rect3(Vector3(0, 0, 0), Vector3(1, 1, 1)); } PoolVector BakedLight::get_faces(uint32_t p_usage_flags) const { return PoolVector(); } String BakedLight::get_configuration_warning() const { return String(); } void BakedLight::_debug_mesh(int p_idx, int p_level, const Rect3 &p_aabb, DebugMode p_mode, Ref &p_multimesh, int &idx) { if (p_level == cell_subdiv - 1) { Vector3 center = p_aabb.pos + p_aabb.size * 0.5; Transform xform; xform.origin = center; xform.basis.scale(p_aabb.size * 0.5); p_multimesh->set_instance_transform(idx, xform); Color col; switch (p_mode) { case DEBUG_ALBEDO: { col = Color(bake_cells_write[p_idx].albedo[0], bake_cells_write[p_idx].albedo[1], bake_cells_write[p_idx].albedo[2]); } break; case DEBUG_LIGHT: { col = Color(bake_cells_write[p_idx].light[0], bake_cells_write[p_idx].light[1], bake_cells_write[p_idx].light[2]); Color colr = Color(bake_cells_write[p_idx].radiance[0], bake_cells_write[p_idx].radiance[1], bake_cells_write[p_idx].radiance[2]); col.r += colr.r; col.g += colr.g; col.b += colr.b; } break; } p_multimesh->set_instance_color(idx, col); idx++; } else { for (int i = 0; i < 8; i++) { if (bake_cells_write[p_idx].childs[i] == CHILD_EMPTY) continue; Rect3 aabb = p_aabb; aabb.size *= 0.5; if (i & 1) aabb.pos.x += aabb.size.x; if (i & 2) aabb.pos.y += aabb.size.y; if (i & 4) aabb.pos.z += aabb.size.z; _debug_mesh(bake_cells_write[p_idx].childs[i], p_level + 1, aabb, p_mode, p_multimesh, idx); } } } void BakedLight::create_debug_mesh(DebugMode p_mode) { Ref mm; mm.instance(); mm->set_transform_format(MultiMesh::TRANSFORM_3D); mm->set_color_format(MultiMesh::COLOR_8BIT); mm->set_instance_count(bake_cells_level_used[cell_subdiv - 1]); Ref mesh; mesh.instance(); { Array arr; arr.resize(Mesh::ARRAY_MAX); PoolVector vertices; PoolVector colors; int vtx_idx = 0; #define ADD_VTX(m_idx) \ ; \ vertices.push_back(face_points[m_idx]); \ colors.push_back(Color(1, 1, 1, 1)); \ vtx_idx++; for (int i = 0; i < 6; i++) { Vector3 face_points[4]; for (int j = 0; j < 4; j++) { float v[3]; v[0] = 1.0; v[1] = 1 - 2 * ((j >> 1) & 1); v[2] = v[1] * (1 - 2 * (j & 1)); for (int k = 0; k < 3; k++) { if (i < 3) face_points[j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1); else face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1); } } //tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); //tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); } arr[Mesh::ARRAY_VERTEX] = vertices; arr[Mesh::ARRAY_COLOR] = colors; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr); } { Ref fsm; fsm.instance(); fsm->set_flag(SpatialMaterial::FLAG_SRGB_VERTEX_COLOR, true); fsm->set_flag(SpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); fsm->set_flag(SpatialMaterial::FLAG_UNSHADED, true); fsm->set_albedo(Color(1, 1, 1, 1)); mesh->surface_set_material(0, fsm); } mm->set_mesh(mesh); bake_cells_write = bake_cells.write(); int idx = 0; _debug_mesh(0, 0, bounds, p_mode, mm, idx); print_line("written: " + itos(idx) + " total: " + itos(bake_cells_level_used[cell_subdiv - 1])); MultiMeshInstance *mmi = memnew(MultiMeshInstance); mmi->set_multimesh(mm); add_child(mmi); #ifdef TOOLS_ENABLED if (get_tree()->get_edited_scene_root() == this) { mmi->set_owner(this); } else { mmi->set_owner(get_owner()); } #else mmi->set_owner(get_owner()); #endif } void BakedLight::_debug_mesh_albedo() { create_debug_mesh(DEBUG_ALBEDO); } void BakedLight::_debug_mesh_light() { create_debug_mesh(DEBUG_LIGHT); } void BakedLight::_bind_methods() { ClassDB::bind_method(D_METHOD("set_cell_subdiv", "steps"), &BakedLight::set_cell_subdiv); ClassDB::bind_method(D_METHOD("get_cell_subdiv"), &BakedLight::get_cell_subdiv); ClassDB::bind_method(D_METHOD("bake"), &BakedLight::bake); ClassDB::set_method_flags(get_class_static(), _scs_create("bake"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("bake_lights"), &BakedLight::bake_lights); ClassDB::set_method_flags(get_class_static(), _scs_create("bake_lights"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("bake_radiance"), &BakedLight::bake_radiance); ClassDB::set_method_flags(get_class_static(), _scs_create("bake_radiance"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("debug_mesh_albedo"), &BakedLight::_debug_mesh_albedo); ClassDB::set_method_flags(get_class_static(), _scs_create("debug_mesh_albedo"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("debug_mesh_light"), &BakedLight::_debug_mesh_light); ClassDB::set_method_flags(get_class_static(), _scs_create("debug_mesh_light"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_subdiv"), "set_cell_subdiv", "get_cell_subdiv"); ADD_SIGNAL(MethodInfo("baked_light_changed")); } BakedLight::BakedLight() { //baked_light=VisualServer::get_singleton()->baked_light_create(); VS::get_singleton()->instance_set_base(get_instance(), baked_light); cell_subdiv = 8; bake_texture_size = 128; color_scan_cell_width = 8; light_pass = 0; } BakedLight::~BakedLight() { VS::get_singleton()->free(baked_light); } ///////////////////////// #if 0 void BakedLightSampler::set_param(Param p_param,float p_value) { ERR_FAIL_INDEX(p_param,PARAM_MAX); params[p_param]=p_value; VS::get_singleton()->baked_light_sampler_set_param(base,VS::BakedLightSamplerParam(p_param),p_value); } float BakedLightSampler::get_param(Param p_param) const{ ERR_FAIL_INDEX_V(p_param,PARAM_MAX,0); return params[p_param]; } void BakedLightSampler::set_resolution(int p_resolution){ ERR_FAIL_COND(p_resolution<4 || p_resolution>32); resolution=p_resolution; VS::get_singleton()->baked_light_sampler_set_resolution(base,resolution); } int BakedLightSampler::get_resolution() const { return resolution; } AABB BakedLightSampler::get_aabb() const { float r = get_param(PARAM_RADIUS); return AABB( Vector3(-r,-r,-r),Vector3(r*2,r*2,r*2)); } DVector BakedLightSampler::get_faces(uint32_t p_usage_flags) const { return DVector(); } void BakedLightSampler::_bind_methods() { ClassDB::bind_method(D_METHOD("set_param","param","value"),&BakedLightSampler::set_param); ClassDB::bind_method(D_METHOD("get_param","param"),&BakedLightSampler::get_param); ClassDB::bind_method(D_METHOD("set_resolution","resolution"),&BakedLightSampler::set_resolution); ClassDB::bind_method(D_METHOD("get_resolution"),&BakedLightSampler::get_resolution); BIND_CONSTANT( PARAM_RADIUS ); BIND_CONSTANT( PARAM_STRENGTH ); BIND_CONSTANT( PARAM_ATTENUATION ); BIND_CONSTANT( PARAM_DETAIL_RATIO ); BIND_CONSTANT( PARAM_MAX ); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"params/radius",PROPERTY_HINT_RANGE,"0.01,1024,0.01"),"set_param","get_param",PARAM_RADIUS); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"params/strength",PROPERTY_HINT_RANGE,"0.01,16,0.01"),"set_param","get_param",PARAM_STRENGTH); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"params/attenuation",PROPERTY_HINT_EXP_EASING),"set_param","get_param",PARAM_ATTENUATION); ADD_PROPERTYI( PropertyInfo(Variant::REAL,"params/detail_ratio",PROPERTY_HINT_RANGE,"0.01,1.0,0.01"),"set_param","get_param",PARAM_DETAIL_RATIO); //ADD_PROPERTYI( PropertyInfo(Variant::REAL,"params/detail_ratio",PROPERTY_HINT_RANGE,"0,20,1"),"set_param","get_param",PARAM_DETAIL_RATIO); ADD_PROPERTY( PropertyInfo(Variant::REAL,"params/resolution",PROPERTY_HINT_RANGE,"4,32,1"),"set_resolution","get_resolution"); } BakedLightSampler::BakedLightSampler() { base = VS::get_singleton()->baked_light_sampler_create(); set_base(base); params[PARAM_RADIUS]=1.0; params[PARAM_STRENGTH]=1.0; params[PARAM_ATTENUATION]=1.0; params[PARAM_DETAIL_RATIO]=0.1; resolution=16; } BakedLightSampler::~BakedLightSampler(){ VS::get_singleton()->free(base); } #endif