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			132 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  voxelizer.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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 VOXELIZER_H
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#define VOXELIZER_H
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#include "scene/resources/multimesh.h"
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class Voxelizer {
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private:
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	enum : uint32_t {
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		CHILD_EMPTY = 0xFFFFFFFF
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	};
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	struct Cell {
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		uint32_t children[8];
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		float albedo[3] = {}; //albedo in RGB24
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		float emission[3] = {}; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
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		float normal[3] = {};
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		uint32_t used_sides = 0;
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		float alpha = 0.0; //used for upsampling
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		uint16_t x = 0;
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		uint16_t y = 0;
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		uint16_t z = 0;
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		uint16_t level = 0;
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		Cell() {
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			for (int i = 0; i < 8; i++) {
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				children[i] = CHILD_EMPTY;
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			}
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		}
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	};
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	Vector<Cell> bake_cells;
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	int cell_subdiv = 0;
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	struct CellSort {
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		union {
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			struct {
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				uint64_t z : 16;
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				uint64_t y : 16;
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				uint64_t x : 16;
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				uint64_t level : 16;
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			};
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			uint64_t key = 0;
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		};
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		int32_t index = 0;
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		_FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const {
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			return key < p_cell_sort.key;
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		}
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	};
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	struct MaterialCache {
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		//128x128 textures
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		Vector<Color> albedo;
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		Vector<Color> emission;
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	};
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	HashMap<Ref<Material>, MaterialCache> material_cache;
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	float exposure_normalization = 1.0;
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	AABB original_bounds;
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	AABB po2_bounds;
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	int axis_cell_size[3] = {};
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	Transform3D to_cell_space;
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	int color_scan_cell_width = 4;
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	int bake_texture_size = 128;
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	float cell_size = 0.0;
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	int max_original_cells = 0;
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	int leaf_voxel_count = 0;
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	Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
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	MaterialCache _get_material_cache(Ref<Material> p_material);
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	void _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);
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	void _fixup_plot(int p_idx, int p_level);
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	void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx);
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	bool sorted = false;
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	void _sort();
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public:
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	void begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization);
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	void plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material);
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	void end_bake();
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	int get_voxel_gi_octree_depth() const;
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	Vector3i get_voxel_gi_octree_size() const;
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	int get_voxel_gi_cell_count() const;
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	Vector<uint8_t> get_voxel_gi_octree_cells() const;
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	Vector<uint8_t> get_voxel_gi_data_cells() const;
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	Vector<int> get_voxel_gi_level_cell_count() const;
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	Vector<uint8_t> get_sdf_3d_image() const;
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	Ref<MultiMesh> create_debug_multimesh();
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	Transform3D get_to_cell_space_xform() const;
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	Voxelizer();
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};
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#endif // VOXELIZER_H
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