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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
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