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	Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			120 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			120 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  lightmapper.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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#ifndef LIGHTMAPPER_H
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#define 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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class LightmapDenoiser : public Reference {
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	GDCLASS(LightmapDenoiser, Reference)
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protected:
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	static LightmapDenoiser *(*create_function)();
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public:
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	virtual Ref<Image> denoise_image(const Ref<Image> &p_image) = 0;
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	static Ref<LightmapDenoiser> create();
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};
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class Lightmapper : public Reference {
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	GDCLASS(Lightmapper, Reference)
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public:
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	enum GenerateProbes {
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		GENERATE_PROBES_DISABLED,
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		GENERATE_PROBES_SUBDIV_4,
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		GENERATE_PROBES_SUBDIV_8,
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		GENERATE_PROBES_SUBDIV_16,
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		GENERATE_PROBES_SUBDIV_32,
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	};
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	enum LightType {
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		LIGHT_TYPE_DIRECTIONAL,
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		LIGHT_TYPE_OMNI,
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		LIGHT_TYPE_SPOT
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	};
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	enum BakeError {
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		BAKE_ERROR_LIGHTMAP_TOO_SMALL,
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		BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES,
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		BAKE_OK
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	};
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	enum BakeQuality {
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		BAKE_QUALITY_LOW,
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		BAKE_QUALITY_MEDIUM,
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		BAKE_QUALITY_HIGH,
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		BAKE_QUALITY_ULTRA,
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	};
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	typedef Lightmapper *(*CreateFunc)();
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	static CreateFunc create_custom;
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	static CreateFunc create_gpu;
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	static CreateFunc create_cpu;
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protected:
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public:
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	typedef bool (*BakeStepFunc)(float, const String &, void *, bool); //step index, step total, step description, userdata
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	struct MeshData {
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		//triangle data
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		Vector<Vector3> points;
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		Vector<Vector2> uv2;
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		Vector<Vector3> normal;
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		Ref<Image> albedo_on_uv2;
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		Ref<Image> emission_on_uv2;
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		Variant userdata;
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	};
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	virtual void add_mesh(const MeshData &p_mesh) = 0;
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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) = 0;
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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) = 0;
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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) = 0;
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	virtual void add_probe(const Vector3 &p_position) = 0;
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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_step_userdata = nullptr) = 0;
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	virtual int get_bake_texture_count() const = 0;
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	virtual Ref<Image> get_bake_texture(int p_index) const = 0;
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	virtual int get_bake_mesh_count() const = 0;
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	virtual Variant get_bake_mesh_userdata(int p_index) const = 0;
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	virtual Rect2 get_bake_mesh_uv_scale(int p_index) const = 0;
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	virtual int get_bake_mesh_texture_slice(int p_index) const = 0;
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	virtual int get_bake_probe_count() const = 0;
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	virtual Vector3 get_bake_probe_point(int p_probe) const = 0;
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	virtual Vector<Color> get_bake_probe_sh(int p_probe) const = 0;
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	static Ref<Lightmapper> create();
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	Lightmapper();
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};
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#endif // LIGHTMAPPER_H
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