1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
|
/*************************************************************************/
/* voxelizer.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 "voxelizer.h"
static _FORCE_INLINE_ void get_uv_and_normal(const Vector3 &p_pos, const Vector3 *p_vtx, const Vector2 *p_uv, const Vector3 *p_normal, Vector2 &r_uv, Vector3 &r_normal) {
if (p_pos.is_equal_approx(p_vtx[0])) {
r_uv = p_uv[0];
r_normal = p_normal[0];
return;
}
if (p_pos.is_equal_approx(p_vtx[1])) {
r_uv = p_uv[1];
r_normal = p_normal[1];
return;
}
if (p_pos.is_equal_approx(p_vtx[2])) {
r_uv = p_uv[2];
r_normal = p_normal[2];
return;
}
Vector3 v0 = p_vtx[1] - p_vtx[0];
Vector3 v1 = p_vtx[2] - p_vtx[0];
Vector3 v2 = p_pos - p_vtx[0];
real_t d00 = v0.dot(v0);
real_t d01 = v0.dot(v1);
real_t d11 = v1.dot(v1);
real_t d20 = v2.dot(v0);
real_t d21 = v2.dot(v1);
real_t denom = (d00 * d11 - d01 * d01);
if (denom == 0) {
r_uv = p_uv[0];
r_normal = p_normal[0];
return;
}
real_t v = (d11 * d20 - d01 * d21) / denom;
real_t w = (d00 * d21 - d01 * d20) / denom;
real_t u = 1.0f - v - w;
r_uv = p_uv[0] * u + p_uv[1] * v + p_uv[2] * w;
r_normal = (p_normal[0] * u + p_normal[1] * v + p_normal[2] * w).normalized();
}
void Voxelizer::_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) {
if (p_level == cell_subdiv) {
//plot the face by guessing its albedo and emission value
//find best axis to map to, for scanning values
int closest_axis = 0;
real_t closest_dot = 0;
Plane plane = Plane(p_vtx[0], p_vtx[1], p_vtx[2]);
Vector3 normal = plane.normal;
for (int i = 0; i < 3; i++) {
Vector3 axis;
axis[i] = 1.0;
real_t 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] / real_t(color_scan_cell_width);
t2 *= p_aabb.size[(closest_axis + 2) % 3] / real_t(color_scan_cell_width);
Color albedo_accum;
Color emission_accum;
Vector3 normal_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 = real_t(i) * t1;
for (int j = 0; j < color_scan_cell_width; j++) {
Vector3 ofs_j = real_t(j) * t2;
Vector3 from = p_aabb.position + 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 (!Geometry3D::triangle_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;
if (normal.dot(ray_from - ray_to) < 0) {
SWAP(ray_from, ray_to);
}
Vector3 intersection;
if (!plane.intersects_segment(ray_from, ray_to, &intersection)) {
if (ABS(plane.distance_to(ray_from)) < ABS(plane.distance_to(ray_to))) {
intersection = plane.project(ray_from);
} else {
intersection = plane.project(ray_to);
}
}
intersection = Face3(p_vtx[0], p_vtx[1], p_vtx[2]).get_closest_point_to(intersection);
Vector2 uv;
Vector3 lnormal;
get_uv_and_normal(intersection, p_vtx, p_uv, p_normal, uv, lnormal);
if (lnormal == Vector3()) { //just in case normal is not provided
lnormal = normal;
}
int uv_x = CLAMP(int(Math::fposmod(uv.x, (real_t)1.0) * bake_texture_size), 0, bake_texture_size - 1);
int uv_y = CLAMP(int(Math::fposmod(uv.y, (real_t)1.0) * 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;
normal_accum += lnormal;
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.get_center());
Vector3 lnormal;
Vector2 uv;
get_uv_and_normal(inters, p_vtx, p_uv, p_normal, uv, normal);
if (lnormal == Vector3()) { //just in case normal is not provided
lnormal = normal;
}
int uv_x = CLAMP(Math::fposmod(uv.x, (real_t)1.0) * bake_texture_size, 0, bake_texture_size - 1);
int uv_y = CLAMP(Math::fposmod(uv.y, (real_t)1.0) * 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;
normal_accum = lnormal * alpha;
} 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;
normal_accum *= 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].emission[0] += emission_accum.r;
bake_cells.write[p_idx].emission[1] += emission_accum.g;
bake_cells.write[p_idx].emission[2] += emission_accum.b;
bake_cells.write[p_idx].normal[0] += normal_accum.x;
bake_cells.write[p_idx].normal[1] += normal_accum.y;
bake_cells.write[p_idx].normal[2] += normal_accum.z;
bake_cells.write[p_idx].alpha += alpha;
} else {
//go down
int half = (1 << cell_subdiv) >> (p_level + 1);
for (int i = 0; i < 8; i++) {
AABB aabb = p_aabb;
aabb.size *= 0.5;
int nx = p_x;
int ny = p_y;
int nz = p_z;
if (i & 1) {
aabb.position.x += aabb.size.x;
nx += half;
}
if (i & 2) {
aabb.position.y += aabb.size.y;
ny += half;
}
if (i & 4) {
aabb.position.z += aabb.size.z;
nz += half;
}
//make sure to not plot beyond limits
if (nx < 0 || nx >= axis_cell_size[0] || ny < 0 || ny >= axis_cell_size[1] || nz < 0 || nz >= axis_cell_size[2]) {
continue;
}
{
AABB 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 (!Geometry3D::triangle_box_overlap(test_aabb.position + 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[p_idx].children[i] == CHILD_EMPTY) {
//sub cell must be created
uint32_t child_idx = bake_cells.size();
bake_cells.write[p_idx].children[i] = child_idx;
bake_cells.resize(bake_cells.size() + 1);
bake_cells.write[child_idx].level = p_level + 1;
bake_cells.write[child_idx].x = nx / half;
bake_cells.write[child_idx].y = ny / half;
bake_cells.write[child_idx].z = nz / half;
}
_plot_face(bake_cells[p_idx].children[i], p_level + 1, nx, ny, nz, p_vtx, p_normal, p_uv, p_material, aabb);
}
}
}
Vector<Color> Voxelizer::_get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add) {
Vector<Color> ret;
if (p_image.is_null() || p_image->is_empty()) {
ret.resize(bake_texture_size * bake_texture_size);
for (int i = 0; i < bake_texture_size * bake_texture_size; i++) {
ret.write[i] = p_color_add;
}
return ret;
}
p_image = p_image->duplicate();
if (p_image->is_compressed()) {
p_image->decompress();
}
p_image->convert(Image::FORMAT_RGBA8);
p_image->resize(bake_texture_size, bake_texture_size, Image::INTERPOLATE_CUBIC);
const uint8_t *r = p_image->get_data().ptr();
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) * p_color_mul.r + p_color_add.r;
c.g = (r[i * 4 + 1] / 255.0) * p_color_mul.g + p_color_add.g;
c.b = (r[i * 4 + 2] / 255.0) * p_color_mul.b + p_color_add.b;
c.a = r[i * 4 + 3] / 255.0;
ret.write[i] = c;
}
return ret;
}
Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material) {
//this way of obtaining materials is inaccurate and also does not support some compressed formats very well
Ref<StandardMaterial3D> mat = p_material;
Ref<Material> material = mat; //hack for now
if (material_cache.has(material)) {
return material_cache[material];
}
MaterialCache mc;
if (mat.is_valid()) {
Ref<Texture2D> albedo_tex = mat->get_texture(StandardMaterial3D::TEXTURE_ALBEDO);
Ref<Image> img_albedo;
if (albedo_tex.is_valid()) {
img_albedo = albedo_tex->get_image();
mc.albedo = _get_bake_texture(img_albedo, mat->get_albedo(), Color(0, 0, 0)); // albedo texture, color is multiplicative
} else {
mc.albedo = _get_bake_texture(img_albedo, Color(1, 1, 1), mat->get_albedo()); // no albedo texture, color is additive
}
Ref<Texture2D> emission_tex = mat->get_texture(StandardMaterial3D::TEXTURE_EMISSION);
Color emission_col = mat->get_emission();
float emission_energy = mat->get_emission_energy();
Ref<Image> img_emission;
if (emission_tex.is_valid()) {
img_emission = emission_tex->get_image();
}
if (mat->get_emission_operator() == StandardMaterial3D::EMISSION_OP_ADD) {
mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
} else {
mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
}
} else {
Ref<Image> empty;
mc.albedo = _get_bake_texture(empty, Color(0, 0, 0), Color(1, 1, 1));
mc.emission = _get_bake_texture(empty, Color(0, 0, 0), Color(0, 0, 0));
}
material_cache[p_material] = mc;
return mc;
}
void Voxelizer::plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material) {
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
}
Ref<Material> src_material;
if (p_override_material.is_valid()) {
src_material = p_override_material;
} else if (i < p_materials.size() && p_materials[i].is_valid()) {
src_material = p_materials[i];
} else {
src_material = p_mesh->surface_get_material(i);
}
MaterialCache material = _get_material_cache(src_material);
Array a = p_mesh->surface_get_arrays(i);
Vector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
const Vector3 *vr = vertices.ptr();
Vector<Vector2> uv = a[Mesh::ARRAY_TEX_UV];
const Vector2 *uvr = nullptr;
Vector<Vector3> normals = a[Mesh::ARRAY_NORMAL];
const Vector3 *nr = nullptr;
Vector<int> index = a[Mesh::ARRAY_INDEX];
if (uv.size()) {
uvr = uv.ptr();
}
if (normals.size()) {
nr = normals.ptr();
}
if (index.size()) {
int facecount = index.size() / 3;
const int *ir = index.ptr();
for (int j = 0; j < facecount; j++) {
Vector3 vtxs[3];
Vector2 uvs[3];
Vector3 normal[3];
for (int k = 0; k < 3; k++) {
vtxs[k] = p_xform.xform(vr[ir[j * 3 + k]]);
}
if (uvr) {
for (int k = 0; k < 3; k++) {
uvs[k] = uvr[ir[j * 3 + k]];
}
}
if (nr) {
for (int k = 0; k < 3; k++) {
normal[k] = nr[ir[j * 3 + k]];
}
}
//test against original bounds
if (!Geometry3D::triangle_box_overlap(original_bounds.get_center(), original_bounds.size * 0.5, vtxs)) {
continue;
}
//plot
_plot_face(0, 0, 0, 0, 0, vtxs, normal, uvs, material, po2_bounds);
}
} else {
int facecount = vertices.size() / 3;
for (int j = 0; j < facecount; j++) {
Vector3 vtxs[3];
Vector2 uvs[3];
Vector3 normal[3];
for (int k = 0; k < 3; k++) {
vtxs[k] = p_xform.xform(vr[j * 3 + k]);
}
if (uvr) {
for (int k = 0; k < 3; k++) {
uvs[k] = uvr[j * 3 + k];
}
}
if (nr) {
for (int k = 0; k < 3; k++) {
normal[k] = nr[j * 3 + k];
}
}
//test against original bounds
if (!Geometry3D::triangle_box_overlap(original_bounds.get_center(), original_bounds.size * 0.5, vtxs)) {
continue;
}
//plot face
_plot_face(0, 0, 0, 0, 0, vtxs, normal, uvs, material, po2_bounds);
}
}
}
max_original_cells = bake_cells.size();
}
void Voxelizer::_sort() {
// cells need to be sorted by level and coordinates
// it is important that level has more priority (for compute), and that Z has the least,
// given it may aid older implementations plot using GPU
Vector<CellSort> sorted_cells;
uint32_t cell_count = bake_cells.size();
sorted_cells.resize(cell_count);
{
CellSort *sort_cellsp = sorted_cells.ptrw();
const Cell *bake_cellsp = bake_cells.ptr();
for (uint32_t i = 0; i < cell_count; i++) {
sort_cellsp[i].x = bake_cellsp[i].x;
sort_cellsp[i].y = bake_cellsp[i].y;
sort_cellsp[i].z = bake_cellsp[i].z;
sort_cellsp[i].level = bake_cellsp[i].level;
sort_cellsp[i].index = i;
}
}
sorted_cells.sort();
//verify just in case, index 0 must be level 0
ERR_FAIL_COND(sorted_cells[0].level != 0);
Vector<Cell> new_bake_cells;
new_bake_cells.resize(cell_count);
Vector<uint32_t> reverse_map;
{
reverse_map.resize(cell_count);
const CellSort *sort_cellsp = sorted_cells.ptr();
uint32_t *reverse_mapp = reverse_map.ptrw();
for (uint32_t i = 0; i < cell_count; i++) {
reverse_mapp[sort_cellsp[i].index] = i;
}
}
{
const CellSort *sort_cellsp = sorted_cells.ptr();
const Cell *bake_cellsp = bake_cells.ptr();
const uint32_t *reverse_mapp = reverse_map.ptr();
Cell *new_bake_cellsp = new_bake_cells.ptrw();
for (uint32_t i = 0; i < cell_count; i++) {
//copy to new cell
new_bake_cellsp[i] = bake_cellsp[sort_cellsp[i].index];
//remap children
for (uint32_t j = 0; j < 8; j++) {
if (new_bake_cellsp[i].children[j] != CHILD_EMPTY) {
new_bake_cellsp[i].children[j] = reverse_mapp[new_bake_cellsp[i].children[j]];
}
}
}
}
bake_cells = new_bake_cells;
sorted = true;
}
void Voxelizer::_fixup_plot(int p_idx, int p_level) {
if (p_level == cell_subdiv) {
leaf_voxel_count++;
float alpha = bake_cells[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].emission[0] /= alpha;
bake_cells.write[p_idx].emission[1] /= alpha;
bake_cells.write[p_idx].emission[2] /= alpha;
bake_cells.write[p_idx].normal[0] /= alpha;
bake_cells.write[p_idx].normal[1] /= alpha;
bake_cells.write[p_idx].normal[2] /= alpha;
Vector3 n(bake_cells[p_idx].normal[0], bake_cells[p_idx].normal[1], bake_cells[p_idx].normal[2]);
if (n.length() < 0.01) {
//too much fight over normal, zero it
bake_cells.write[p_idx].normal[0] = 0;
bake_cells.write[p_idx].normal[1] = 0;
bake_cells.write[p_idx].normal[2] = 0;
} else {
n.normalize();
bake_cells.write[p_idx].normal[0] = n.x;
bake_cells.write[p_idx].normal[1] = n.y;
bake_cells.write[p_idx].normal[2] = n.z;
}
bake_cells.write[p_idx].alpha = 1.0;
/*if (bake_light.size()) {
for(int i=0;i<6;i++) {
}
}*/
} else {
//go down
bake_cells.write[p_idx].emission[0] = 0;
bake_cells.write[p_idx].emission[1] = 0;
bake_cells.write[p_idx].emission[2] = 0;
bake_cells.write[p_idx].normal[0] = 0;
bake_cells.write[p_idx].normal[1] = 0;
bake_cells.write[p_idx].normal[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;
float alpha_average = 0;
int children_found = 0;
for (int i = 0; i < 8; i++) {
uint32_t child = bake_cells[p_idx].children[i];
if (child == CHILD_EMPTY) {
continue;
}
_fixup_plot(child, p_level + 1);
alpha_average += bake_cells[child].alpha;
children_found++;
}
bake_cells.write[p_idx].alpha = alpha_average / 8.0;
}
}
void Voxelizer::begin_bake(int p_subdiv, const AABB &p_bounds) {
sorted = false;
original_bounds = p_bounds;
cell_subdiv = p_subdiv;
bake_cells.resize(1);
material_cache.clear();
//find out the actual real bounds, power of 2, which gets the highest subdivision
po2_bounds = p_bounds;
int longest_axis = po2_bounds.get_longest_axis_index();
axis_cell_size[longest_axis] = 1 << cell_subdiv;
leaf_voxel_count = 0;
for (int i = 0; i < 3; i++) {
if (i == longest_axis) {
continue;
}
axis_cell_size[i] = axis_cell_size[longest_axis];
real_t axis_size = po2_bounds.size[longest_axis];
//shrink until fit subdiv
while (axis_size / 2.0 >= po2_bounds.size[i]) {
axis_size /= 2.0;
axis_cell_size[i] >>= 1;
}
po2_bounds.size[i] = po2_bounds.size[longest_axis];
}
Transform3D to_bounds;
to_bounds.basis.scale(Vector3(po2_bounds.size[longest_axis], po2_bounds.size[longest_axis], po2_bounds.size[longest_axis]));
to_bounds.origin = po2_bounds.position;
Transform3D to_grid;
to_grid.basis.scale(Vector3(axis_cell_size[longest_axis], axis_cell_size[longest_axis], axis_cell_size[longest_axis]));
to_cell_space = to_grid * to_bounds.affine_inverse();
cell_size = po2_bounds.size[longest_axis] / axis_cell_size[longest_axis];
}
void Voxelizer::end_bake() {
if (!sorted) {
_sort();
}
_fixup_plot(0, 0);
}
//create the data for rendering server
int Voxelizer::get_voxel_gi_octree_depth() const {
return cell_subdiv;
}
Vector3i Voxelizer::get_voxel_gi_octree_size() const {
return Vector3i(axis_cell_size[0], axis_cell_size[1], axis_cell_size[2]);
}
int Voxelizer::get_voxel_gi_cell_count() const {
return bake_cells.size();
}
Vector<uint8_t> Voxelizer::get_voxel_gi_octree_cells() const {
Vector<uint8_t> data;
data.resize((8 * 4) * bake_cells.size()); //8 uint32t values
{
uint8_t *w = data.ptrw();
uint32_t *children_cells = (uint32_t *)w;
const Cell *cells = bake_cells.ptr();
uint32_t cell_count = bake_cells.size();
for (uint32_t i = 0; i < cell_count; i++) {
for (uint32_t j = 0; j < 8; j++) {
children_cells[i * 8 + j] = cells[i].children[j];
}
}
}
return data;
}
Vector<uint8_t> Voxelizer::get_voxel_gi_data_cells() const {
Vector<uint8_t> data;
data.resize((4 * 4) * bake_cells.size()); //8 uint32t values
{
uint8_t *w = data.ptrw();
uint32_t *dataptr = (uint32_t *)w;
const Cell *cells = bake_cells.ptr();
uint32_t cell_count = bake_cells.size();
for (uint32_t i = 0; i < cell_count; i++) {
{ //position
uint32_t x = cells[i].x;
uint32_t y = cells[i].y;
uint32_t z = cells[i].z;
uint32_t position = x;
position |= y << 11;
position |= z << 21;
dataptr[i * 4 + 0] = position;
}
{ //albedo + alpha
uint32_t rgba = uint32_t(CLAMP(cells[i].alpha * 255.0, 0, 255)) << 24; //a
rgba |= uint32_t(CLAMP(cells[i].albedo[2] * 255.0, 0, 255)) << 16; //b
rgba |= uint32_t(CLAMP(cells[i].albedo[1] * 255.0, 0, 255)) << 8; //g
rgba |= uint32_t(CLAMP(cells[i].albedo[0] * 255.0, 0, 255)); //r
dataptr[i * 4 + 1] = rgba;
}
{ //emission, as rgbe9995
Color emission = Color(cells[i].emission[0], cells[i].emission[1], cells[i].emission[2]);
dataptr[i * 4 + 2] = emission.to_rgbe9995();
}
{ //normal
Vector3 n(bake_cells[i].normal[0], bake_cells[i].normal[1], bake_cells[i].normal[2]);
n.normalize();
uint32_t normal = uint32_t(uint8_t(int8_t(CLAMP(n.x * 127.0, -128, 127))));
normal |= uint32_t(uint8_t(int8_t(CLAMP(n.y * 127.0, -128, 127)))) << 8;
normal |= uint32_t(uint8_t(int8_t(CLAMP(n.z * 127.0, -128, 127)))) << 16;
dataptr[i * 4 + 3] = normal;
}
}
}
return data;
}
Vector<int> Voxelizer::get_voxel_gi_level_cell_count() const {
uint32_t cell_count = bake_cells.size();
const Cell *cells = bake_cells.ptr();
Vector<int> level_count;
level_count.resize(cell_subdiv + 1); //remember, always x+1 levels for x subdivisions
{
int *w = level_count.ptrw();
for (int i = 0; i < cell_subdiv + 1; i++) {
w[i] = 0;
}
for (uint32_t i = 0; i < cell_count; i++) {
w[cells[i].level]++;
}
}
return level_count;
}
// euclidean distance computation based on:
// https://prideout.net/blog/distance_fields/
#define square(m_s) ((m_s) * (m_s))
#define INF 1e20
/* dt of 1d function using squared distance */
static void edt(float *f, int stride, int n) {
float *d = (float *)alloca(sizeof(float) * n + sizeof(int) * n + sizeof(float) * (n + 1));
int *v = (int *)&(d[n]);
float *z = (float *)&v[n];
int k = 0;
v[0] = 0;
z[0] = -INF;
z[1] = +INF;
for (int q = 1; q <= n - 1; q++) {
float s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
while (s <= z[k]) {
k--;
s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
}
k++;
v[k] = q;
z[k] = s;
z[k + 1] = +INF;
}
k = 0;
for (int q = 0; q <= n - 1; q++) {
while (z[k + 1] < q) {
k++;
}
d[q] = square(q - v[k]) + f[v[k] * stride];
}
for (int i = 0; i < n; i++) {
f[i * stride] = d[i];
}
}
#undef square
Vector<uint8_t> Voxelizer::get_sdf_3d_image() const {
Vector3i octree_size = get_voxel_gi_octree_size();
uint32_t float_count = octree_size.x * octree_size.y * octree_size.z;
float *work_memory = memnew_arr(float, float_count);
for (uint32_t i = 0; i < float_count; i++) {
work_memory[i] = INF;
}
uint32_t y_mult = octree_size.x;
uint32_t z_mult = y_mult * octree_size.y;
//plot solid cells
{
const Cell *cells = bake_cells.ptr();
uint32_t cell_count = bake_cells.size();
for (uint32_t i = 0; i < cell_count; i++) {
if (cells[i].level < (cell_subdiv - 1)) {
continue; //do not care about this level
}
work_memory[cells[i].x + cells[i].y * y_mult + cells[i].z * z_mult] = 0;
}
}
//process in each direction
//xy->z
for (int i = 0; i < octree_size.x; i++) {
for (int j = 0; j < octree_size.y; j++) {
edt(&work_memory[i + j * y_mult], z_mult, octree_size.z);
}
}
//xz->y
for (int i = 0; i < octree_size.x; i++) {
for (int j = 0; j < octree_size.z; j++) {
edt(&work_memory[i + j * z_mult], y_mult, octree_size.y);
}
}
//yz->x
for (int i = 0; i < octree_size.y; i++) {
for (int j = 0; j < octree_size.z; j++) {
edt(&work_memory[i * y_mult + j * z_mult], 1, octree_size.x);
}
}
Vector<uint8_t> image3d;
image3d.resize(float_count);
{
uint8_t *w = image3d.ptrw();
for (uint32_t i = 0; i < float_count; i++) {
uint32_t d = uint32_t(Math::sqrt(work_memory[i]));
if (d == 0) {
w[i] = 0;
} else {
w[i] = MIN(d, 254u) + 1;
}
}
}
return image3d;
}
#undef INF
void Voxelizer::_debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx) {
if (p_level == cell_subdiv - 1) {
Vector3 center = p_aabb.get_center();
Transform3D xform;
xform.origin = center;
xform.basis.scale(p_aabb.size * 0.5);
p_multimesh->set_instance_transform(idx, xform);
Color col;
col = Color(bake_cells[p_idx].albedo[0], bake_cells[p_idx].albedo[1], bake_cells[p_idx].albedo[2]);
//Color col = Color(bake_cells[p_idx].emission[0], bake_cells[p_idx].emission[1], bake_cells[p_idx].emission[2]);
p_multimesh->set_instance_color(idx, col);
idx++;
} else {
for (int i = 0; i < 8; i++) {
uint32_t child = bake_cells[p_idx].children[i];
if (child == CHILD_EMPTY || child >= (uint32_t)max_original_cells) {
continue;
}
AABB aabb = p_aabb;
aabb.size *= 0.5;
if (i & 1) {
aabb.position.x += aabb.size.x;
}
if (i & 2) {
aabb.position.y += aabb.size.y;
}
if (i & 4) {
aabb.position.z += aabb.size.z;
}
_debug_mesh(bake_cells[p_idx].children[i], p_level + 1, aabb, p_multimesh, idx);
}
}
}
Ref<MultiMesh> Voxelizer::create_debug_multimesh() {
Ref<MultiMesh> mm;
mm.instantiate();
mm->set_transform_format(MultiMesh::TRANSFORM_3D);
mm->set_use_colors(true);
mm->set_instance_count(leaf_voxel_count);
Ref<ArrayMesh> mesh;
mesh.instantiate();
{
Array arr;
arr.resize(Mesh::ARRAY_MAX);
Vector<Vector3> vertices;
Vector<Color> colors;
#define ADD_VTX(m_idx) \
vertices.push_back(face_points[m_idx]); \
colors.push_back(Color(1, 1, 1, 1));
for (int i = 0; i < 6; i++) {
Vector3 face_points[4];
for (int j = 0; j < 4; j++) {
real_t 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];
} else {
face_points[3 - j][(i + k) % 3] = -v[k];
}
}
}
//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<StandardMaterial3D> fsm;
fsm.instantiate();
fsm->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
fsm->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
fsm->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
fsm->set_albedo(Color(1, 1, 1, 1));
mesh->surface_set_material(0, fsm);
}
mm->set_mesh(mesh);
int idx = 0;
_debug_mesh(0, 0, po2_bounds, mm, idx);
return mm;
}
Transform3D Voxelizer::get_to_cell_space_xform() const {
return to_cell_space;
}
Voxelizer::Voxelizer() {
}
|