1 | /**************************************************************************/ |
2 | /* lightmap_gi_gizmo_plugin.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "lightmap_gi_gizmo_plugin.h" |
32 | |
33 | #include "editor/editor_node.h" |
34 | #include "editor/editor_settings.h" |
35 | #include "editor/editor_string_names.h" |
36 | #include "editor/plugins/node_3d_editor_plugin.h" |
37 | #include "scene/3d/lightmap_gi.h" |
38 | |
39 | LightmapGIGizmoPlugin::LightmapGIGizmoPlugin() { |
40 | Color gizmo_color = EDITOR_DEF("editors/3d_gizmos/gizmo_colors/lightmap_lines" , Color(0.5, 0.6, 1)); |
41 | |
42 | gizmo_color.a = 0.1; |
43 | create_material("lightmap_lines" , gizmo_color); |
44 | |
45 | Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D); |
46 | mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); |
47 | mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); |
48 | mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); |
49 | mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, false); |
50 | |
51 | add_material("lightmap_probe_material" , mat); |
52 | |
53 | create_icon_material("baked_indirect_light_icon" , EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLightmapGI" ), EditorStringName(EditorIcons))); |
54 | } |
55 | |
56 | bool LightmapGIGizmoPlugin::has_gizmo(Node3D *p_spatial) { |
57 | return Object::cast_to<LightmapGI>(p_spatial) != nullptr; |
58 | } |
59 | |
60 | String LightmapGIGizmoPlugin::get_gizmo_name() const { |
61 | return "LightmapGI" ; |
62 | } |
63 | |
64 | int LightmapGIGizmoPlugin::get_priority() const { |
65 | return -1; |
66 | } |
67 | |
68 | void LightmapGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) { |
69 | Ref<Material> icon = get_material("baked_indirect_light_icon" , p_gizmo); |
70 | LightmapGI *baker = Object::cast_to<LightmapGI>(p_gizmo->get_node_3d()); |
71 | Ref<LightmapGIData> data = baker->get_light_data(); |
72 | |
73 | p_gizmo->clear(); |
74 | |
75 | p_gizmo->add_unscaled_billboard(icon, 0.05); |
76 | |
77 | if (data.is_null() || !p_gizmo->is_selected()) { |
78 | return; |
79 | } |
80 | |
81 | Ref<Material> material_lines = get_material("lightmap_lines" , p_gizmo); |
82 | Ref<Material> material_probes = get_material("lightmap_probe_material" , p_gizmo); |
83 | |
84 | Vector<Vector3> lines; |
85 | HashSet<Vector2i> lines_found; |
86 | |
87 | Vector<Vector3> points = data->get_capture_points(); |
88 | if (points.size() == 0) { |
89 | return; |
90 | } |
91 | Vector<Color> sh = data->get_capture_sh(); |
92 | if (sh.size() != points.size() * 9) { |
93 | return; |
94 | } |
95 | |
96 | Vector<int> tetrahedrons = data->get_capture_tetrahedra(); |
97 | |
98 | for (int i = 0; i < tetrahedrons.size(); i += 4) { |
99 | for (int j = 0; j < 4; j++) { |
100 | for (int k = j + 1; k < 4; k++) { |
101 | Vector2i pair; |
102 | pair.x = tetrahedrons[i + j]; |
103 | pair.y = tetrahedrons[i + k]; |
104 | |
105 | if (pair.y < pair.x) { |
106 | SWAP(pair.x, pair.y); |
107 | } |
108 | if (lines_found.has(pair)) { |
109 | continue; |
110 | } |
111 | lines_found.insert(pair); |
112 | lines.push_back(points[pair.x]); |
113 | lines.push_back(points[pair.y]); |
114 | } |
115 | } |
116 | } |
117 | |
118 | p_gizmo->add_lines(lines, material_lines); |
119 | |
120 | int stack_count = 8; |
121 | int sector_count = 16; |
122 | |
123 | float sector_step = (Math_PI * 2.0) / sector_count; |
124 | float stack_step = Math_PI / stack_count; |
125 | |
126 | Vector<Vector3> vertices; |
127 | Vector<Color> colors; |
128 | Vector<int> indices; |
129 | float radius = 0.3; |
130 | |
131 | for (int p = 0; p < points.size(); p++) { |
132 | int vertex_base = vertices.size(); |
133 | Vector3 sh_col[9]; |
134 | for (int i = 0; i < 9; i++) { |
135 | sh_col[i].x = sh[p * 9 + i].r; |
136 | sh_col[i].y = sh[p * 9 + i].g; |
137 | sh_col[i].z = sh[p * 9 + i].b; |
138 | } |
139 | |
140 | for (int i = 0; i <= stack_count; ++i) { |
141 | float stack_angle = Math_PI / 2 - i * stack_step; // starting from pi/2 to -pi/2 |
142 | float xy = radius * Math::cos(stack_angle); // r * cos(u) |
143 | float z = radius * Math::sin(stack_angle); // r * sin(u) |
144 | |
145 | // add (sector_count+1) vertices per stack |
146 | // the first and last vertices have same position and normal, but different tex coords |
147 | for (int j = 0; j <= sector_count; ++j) { |
148 | float sector_angle = j * sector_step; // starting from 0 to 2pi |
149 | |
150 | // vertex position (x, y, z) |
151 | float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v) |
152 | float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v) |
153 | |
154 | Vector3 n = Vector3(x, z, y); |
155 | vertices.push_back(points[p] + n); |
156 | n.normalize(); |
157 | |
158 | const float c1 = 0.429043; |
159 | const float c2 = 0.511664; |
160 | const float c3 = 0.743125; |
161 | const float c4 = 0.886227; |
162 | const float c5 = 0.247708; |
163 | Vector3 light = (c1 * sh_col[8] * (n.x * n.x - n.y * n.y) + |
164 | c3 * sh_col[6] * n.z * n.z + |
165 | c4 * sh_col[0] - |
166 | c5 * sh_col[6] + |
167 | 2.0 * c1 * sh_col[4] * n.x * n.y + |
168 | 2.0 * c1 * sh_col[7] * n.x * n.z + |
169 | 2.0 * c1 * sh_col[5] * n.y * n.z + |
170 | 2.0 * c2 * sh_col[3] * n.x + |
171 | 2.0 * c2 * sh_col[1] * n.y + |
172 | 2.0 * c2 * sh_col[2] * n.z); |
173 | |
174 | colors.push_back(Color(light.x, light.y, light.z, 1)); |
175 | } |
176 | } |
177 | |
178 | for (int i = 0; i < stack_count; ++i) { |
179 | int k1 = i * (sector_count + 1); // beginning of current stack |
180 | int k2 = k1 + sector_count + 1; // beginning of next stack |
181 | |
182 | for (int j = 0; j < sector_count; ++j, ++k1, ++k2) { |
183 | // 2 triangles per sector excluding first and last stacks |
184 | // k1 => k2 => k1+1 |
185 | if (i != 0) { |
186 | indices.push_back(vertex_base + k1); |
187 | indices.push_back(vertex_base + k2); |
188 | indices.push_back(vertex_base + k1 + 1); |
189 | } |
190 | |
191 | // k1+1 => k2 => k2+1 |
192 | if (i != (stack_count - 1)) { |
193 | indices.push_back(vertex_base + k1 + 1); |
194 | indices.push_back(vertex_base + k2); |
195 | indices.push_back(vertex_base + k2 + 1); |
196 | } |
197 | } |
198 | } |
199 | } |
200 | |
201 | Array array; |
202 | array.resize(RS::ARRAY_MAX); |
203 | array[RS::ARRAY_VERTEX] = vertices; |
204 | array[RS::ARRAY_INDEX] = indices; |
205 | array[RS::ARRAY_COLOR] = colors; |
206 | |
207 | Ref<ArrayMesh> mesh; |
208 | mesh.instantiate(); |
209 | mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array, Array(), Dictionary(), 0); //no compression |
210 | mesh->surface_set_material(0, material_probes); |
211 | |
212 | p_gizmo->add_mesh(mesh); |
213 | } |
214 | |