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			258 lines
		
	
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			258 lines
		
	
	
	
		
			9.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  lightmapper_rd.h                                                     */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef LIGHTMAPPER_RD_H
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| #define LIGHTMAPPER_RD_H
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| 
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| #include "core/templates/local_vector.h"
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| #include "scene/3d/lightmapper.h"
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| #include "scene/resources/mesh.h"
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| #include "servers/rendering/rendering_device.h"
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| 
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| class LightmapperRD : public Lightmapper {
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| 	GDCLASS(LightmapperRD, Lightmapper)
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| 
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| 	struct MeshInstance {
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| 		MeshData data;
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| 		int slice = 0;
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| 		Vector2i offset;
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| 	};
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| 
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| 	struct Light {
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| 		float position[3] = {};
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| 		uint32_t type = LIGHT_TYPE_DIRECTIONAL;
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| 		float direction[3] = {};
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| 		float energy = 0.0;
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| 		float color[3] = {};
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| 		float size = 0.0;
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| 		float range = 0.0;
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| 		float attenuation = 0.0;
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| 		float cos_spot_angle = 0.0;
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| 		float inv_spot_attenuation = 0.0;
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| 		uint32_t static_bake = 0;
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| 		uint32_t pad[3] = {};
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| 
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| 		bool operator<(const Light &p_light) const {
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| 			return type < p_light.type;
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| 		}
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| 	};
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| 
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| 	struct Vertex {
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| 		float position[3] = {};
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| 		float normal_z = 0.0;
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| 		float uv[2] = {};
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| 		float normal_xy[2] = {};
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| 
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| 		bool operator==(const Vertex &p_vtx) const {
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| 			return (position[0] == p_vtx.position[0]) &&
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| 				   (position[1] == p_vtx.position[1]) &&
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| 				   (position[2] == p_vtx.position[2]) &&
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| 				   (uv[0] == p_vtx.uv[0]) &&
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| 				   (uv[1] == p_vtx.uv[1]) &&
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| 				   (normal_xy[0] == p_vtx.normal_xy[0]) &&
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| 				   (normal_xy[1] == p_vtx.normal_xy[1]) &&
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| 				   (normal_z == p_vtx.normal_z);
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| 		}
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| 	};
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| 
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| 	struct Edge {
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| 		Vector3 a;
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| 		Vector3 b;
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| 		Vector3 na;
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| 		Vector3 nb;
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| 		bool operator==(const Edge &p_seam) const {
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| 			return a == p_seam.a && b == p_seam.b && na == p_seam.na && nb == p_seam.nb;
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| 		}
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| 		Edge() {
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| 		}
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| 
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| 		Edge(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_na, const Vector3 &p_nb) {
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| 			a = p_a;
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| 			b = p_b;
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| 			na = p_na;
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| 			nb = p_nb;
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| 		}
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| 	};
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| 
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| 	struct Probe {
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| 		float position[4] = {};
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| 	};
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| 
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| 	Vector<Probe> probe_positions;
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| 
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| 	struct EdgeHash {
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| 		_FORCE_INLINE_ static uint32_t hash(const Edge &p_edge) {
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| 			uint32_t h = hash_djb2_one_float(p_edge.a.x);
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| 			h = hash_djb2_one_float(p_edge.a.y, h);
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| 			h = hash_djb2_one_float(p_edge.a.z, h);
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| 			h = hash_djb2_one_float(p_edge.b.x, h);
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| 			h = hash_djb2_one_float(p_edge.b.y, h);
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| 			h = hash_djb2_one_float(p_edge.b.z, h);
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| 			return h;
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| 		}
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| 	};
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| 	struct EdgeUV2 {
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| 		Vector2 a;
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| 		Vector2 b;
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| 		Vector2i indices;
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| 		bool operator==(const EdgeUV2 &p_uv2) const {
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| 			return a == p_uv2.a && b == p_uv2.b;
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| 		}
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| 		bool seam_found = false;
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| 		EdgeUV2(Vector2 p_a, Vector2 p_b, Vector2i p_indices) {
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| 			a = p_a;
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| 			b = p_b;
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| 			indices = p_indices;
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| 		}
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| 		EdgeUV2() {}
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| 	};
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| 
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| 	struct Seam {
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| 		Vector2i a;
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| 		Vector2i b;
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| 		uint32_t slice;
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| 		bool operator<(const Seam &p_seam) const {
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| 			return slice < p_seam.slice;
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| 		}
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| 	};
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| 
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| 	struct VertexHash {
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| 		_FORCE_INLINE_ static uint32_t hash(const Vertex &p_vtx) {
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| 			uint32_t h = hash_djb2_one_float(p_vtx.position[0]);
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| 			h = hash_djb2_one_float(p_vtx.position[1], h);
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| 			h = hash_djb2_one_float(p_vtx.position[2], h);
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| 			h = hash_djb2_one_float(p_vtx.uv[0], h);
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| 			h = hash_djb2_one_float(p_vtx.uv[1], h);
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| 			h = hash_djb2_one_float(p_vtx.normal_xy[0], h);
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| 			h = hash_djb2_one_float(p_vtx.normal_xy[1], h);
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| 			h = hash_djb2_one_float(p_vtx.normal_z, h);
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| 			return h;
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| 		}
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| 	};
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| 
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| 	struct Box {
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| 		float min_bounds[3] = {};
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| 		float pad0 = 0.0;
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| 		float max_bounds[3] = {};
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| 		float pad1 = 0.0;
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| 	};
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| 
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| 	struct Triangle {
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| 		uint32_t indices[3] = {};
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| 		uint32_t slice = 0;
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| 		bool operator<(const Triangle &p_triangle) const {
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| 			return slice < p_triangle.slice;
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| 		}
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| 	};
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| 
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| 	Vector<MeshInstance> mesh_instances;
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| 
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| 	Vector<Light> lights;
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| 
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| 	struct TriangleSort {
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| 		uint32_t cell_index = 0;
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| 		uint32_t triangle_index = 0;
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| 		bool operator<(const TriangleSort &p_triangle_sort) const {
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| 			return cell_index < p_triangle_sort.cell_index; //sorting by triangle index in this case makes no sense
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| 		}
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| 	};
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| 
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| 	void _plot_triangle_into_triangle_index_list(int p_size, const Vector3i &p_ofs, const AABB &p_bounds, const Vector3 p_points[], uint32_t p_triangle_index, LocalVector<TriangleSort> &triangles, uint32_t p_grid_size);
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| 
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| 	struct RasterPushConstant {
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| 		float atlas_size[2] = {};
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| 		float uv_offset[2] = {};
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| 		float to_cell_size[3] = {};
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| 		uint32_t base_triangle = 0;
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| 		float to_cell_offset[3] = {};
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| 		float bias = 0.0;
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| 		int32_t grid_size[3] = {};
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| 		uint32_t pad2 = 0;
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| 	};
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| 
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| 	struct RasterSeamsPushConstant {
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| 		uint32_t base_index = 0;
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| 		uint32_t slice = 0;
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| 		float uv_offset[2] = {};
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| 		uint32_t debug = 0;
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| 		float blend = 0.0;
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| 		uint32_t pad[2] = {};
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| 	};
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| 
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| 	struct PushConstant {
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| 		int32_t atlas_size[2] = {};
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| 		uint32_t ray_count = 0;
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| 		uint32_t ray_to = 0;
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| 
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| 		float world_size[3] = {};
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| 		float bias = 0.0;
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| 
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| 		float to_cell_offset[3] = {};
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| 		uint32_t ray_from = 0;
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| 
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| 		float to_cell_size[3] = {};
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| 		uint32_t light_count = 0;
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| 
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| 		int32_t grid_size = 0;
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| 		int32_t atlas_slice = 0;
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| 		int32_t region_ofs[2] = {};
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| 
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| 		float environment_xform[12] = {};
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| 	};
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| 
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| 	Vector<Ref<Image>> bake_textures;
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| 	Vector<Color> probe_values;
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| 
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| 	BakeError _blit_meshes_into_atlas(int p_max_texture_size, Vector<Ref<Image>> &albedo_images, Vector<Ref<Image>> &emission_images, AABB &bounds, Size2i &atlas_size, int &atlas_slices, BakeStepFunc p_step_function, void *p_bake_userdata);
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| 	void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &grid_texture_sdf, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);
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| 	void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform);
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| 
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| public:
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| 	virtual void add_mesh(const MeshData &p_mesh) override;
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| 	virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) override;
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| 	virtual void add_omni_light(bool p_static, const Vector3 &p_position, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_size) override;
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| 	virtual void add_spot_light(bool p_static, const Vector3 &p_position, const Vector3 p_direction, const Color &p_color, float p_energy, float p_range, float p_attenuation, float p_spot_angle, float p_spot_attenuation, float p_size) override;
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| 	virtual void add_probe(const Vector3 &p_position) override;
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| 	virtual BakeError bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function = nullptr, void *p_bake_userdata = nullptr) override;
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| 
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| 	int get_bake_texture_count() const override;
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| 	Ref<Image> get_bake_texture(int p_index) const override;
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| 	int get_bake_mesh_count() const override;
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| 	Variant get_bake_mesh_userdata(int p_index) const override;
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| 	Rect2 get_bake_mesh_uv_scale(int p_index) const override;
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| 	int get_bake_mesh_texture_slice(int p_index) const override;
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| 	int get_bake_probe_count() const override;
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| 	Vector3 get_bake_probe_point(int p_probe) const override;
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| 	Vector<Color> get_bake_probe_sh(int p_probe) const override;
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| 
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| 	LightmapperRD();
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| };
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| 
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| #endif // LIGHTMAPPER_H
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