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
36class Voxelizer {
37private:
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
114public:
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