1 | /**************************************************************************/ |
2 | /* voxelizer.h */ |
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 | #ifndef VOXELIZER_H |
32 | #define VOXELIZER_H |
33 | |
34 | #include "scene/resources/multimesh.h" |
35 | |
36 | class Voxelizer { |
37 | private: |
38 | enum { |
39 | CHILD_EMPTY = 0xFFFFFFFF |
40 | |
41 | }; |
42 | |
43 | struct Cell { |
44 | uint32_t children[8]; |
45 | float albedo[3] = {}; //albedo in RGB24 |
46 | float emission[3] = {}; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast) |
47 | float normal[3] = {}; |
48 | uint32_t used_sides = 0; |
49 | float alpha = 0.0; //used for upsampling |
50 | uint16_t x = 0; |
51 | uint16_t y = 0; |
52 | uint16_t z = 0; |
53 | uint16_t level = 0; |
54 | |
55 | Cell() { |
56 | for (int i = 0; i < 8; i++) { |
57 | children[i] = CHILD_EMPTY; |
58 | } |
59 | } |
60 | }; |
61 | |
62 | Vector<Cell> bake_cells; |
63 | int cell_subdiv = 0; |
64 | |
65 | struct CellSort { |
66 | union { |
67 | struct { |
68 | uint64_t z : 16; |
69 | uint64_t y : 16; |
70 | uint64_t x : 16; |
71 | uint64_t level : 16; |
72 | }; |
73 | uint64_t key = 0; |
74 | }; |
75 | |
76 | int32_t index = 0; |
77 | |
78 | _FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const { |
79 | return key < p_cell_sort.key; |
80 | } |
81 | }; |
82 | |
83 | struct MaterialCache { |
84 | //128x128 textures |
85 | Vector<Color> albedo; |
86 | Vector<Color> emission; |
87 | }; |
88 | |
89 | HashMap<Ref<Material>, MaterialCache> material_cache; |
90 | float exposure_normalization = 1.0; |
91 | AABB original_bounds; |
92 | AABB po2_bounds; |
93 | int axis_cell_size[3] = {}; |
94 | |
95 | Transform3D to_cell_space; |
96 | |
97 | int color_scan_cell_width = 4; |
98 | int bake_texture_size = 128; |
99 | float cell_size = 0.0; |
100 | |
101 | int max_original_cells = 0; |
102 | int leaf_voxel_count = 0; |
103 | |
104 | Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add); |
105 | MaterialCache _get_material_cache(Ref<Material> p_material); |
106 | |
107 | 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); |
108 | void _fixup_plot(int p_idx, int p_level); |
109 | void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx); |
110 | |
111 | bool sorted = false; |
112 | void _sort(); |
113 | |
114 | public: |
115 | void begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization); |
116 | void plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material); |
117 | void end_bake(); |
118 | |
119 | int get_voxel_gi_octree_depth() const; |
120 | Vector3i get_voxel_gi_octree_size() const; |
121 | int get_voxel_gi_cell_count() const; |
122 | Vector<uint8_t> get_voxel_gi_octree_cells() const; |
123 | Vector<uint8_t> get_voxel_gi_data_cells() const; |
124 | Vector<int> get_voxel_gi_level_cell_count() const; |
125 | Vector<uint8_t> get_sdf_3d_image() const; |
126 | |
127 | Ref<MultiMesh> create_debug_multimesh(); |
128 | |
129 | Transform3D get_to_cell_space_xform() const; |
130 | Voxelizer(); |
131 | }; |
132 | |
133 | #endif // VOXELIZER_H |
134 | |