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1bea8e1eac
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
91 lines
2.9 KiB
C++
91 lines
2.9 KiB
C++
#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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