godot/scene/3d/voxelizer.h
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00

134 lines
4.7 KiB
C++

/*************************************************************************/
/* voxelizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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#ifndef VOXELIZER_H
#define VOXELIZER_H
#include "scene/resources/multimesh.h"
class Voxelizer {
private:
enum {
CHILD_EMPTY = 0xFFFFFFFF
};
struct Cell {
uint32_t children[8];
float albedo[3] = {}; //albedo in RGB24
float emission[3] = {}; //accumulated light in 16:16 fixed point (needs to be integer for moving lights fast)
float normal[3] = {};
uint32_t used_sides = 0;
float alpha = 0.0; //used for upsampling
uint16_t x = 0;
uint16_t y = 0;
uint16_t z = 0;
uint16_t level = 0;
Cell() {
for (int i = 0; i < 8; i++) {
children[i] = CHILD_EMPTY;
}
}
};
Vector<Cell> bake_cells;
int cell_subdiv = 0;
struct CellSort {
union {
struct {
uint64_t z : 16;
uint64_t y : 16;
uint64_t x : 16;
uint64_t level : 16;
};
uint64_t key = 0;
};
int32_t index = 0;
_FORCE_INLINE_ bool operator<(const CellSort &p_cell_sort) const {
return key < p_cell_sort.key;
}
};
struct MaterialCache {
//128x128 textures
Vector<Color> albedo;
Vector<Color> emission;
};
HashMap<Ref<Material>, MaterialCache> material_cache;
float exposure_normalization = 1.0;
AABB original_bounds;
AABB po2_bounds;
int axis_cell_size[3] = {};
Transform3D to_cell_space;
int color_scan_cell_width = 4;
int bake_texture_size = 128;
float cell_size = 0.0;
int max_original_cells = 0;
int leaf_voxel_count = 0;
Vector<Color> _get_bake_texture(Ref<Image> p_image, const Color &p_color_mul, const Color &p_color_add);
MaterialCache _get_material_cache(Ref<Material> p_material);
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);
void _fixup_plot(int p_idx, int p_level);
void _debug_mesh(int p_idx, int p_level, const AABB &p_aabb, Ref<MultiMesh> &p_multimesh, int &idx);
bool sorted = false;
void _sort();
public:
void begin_bake(int p_subdiv, const AABB &p_bounds, float p_exposure_normalization);
void plot_mesh(const Transform3D &p_xform, Ref<Mesh> &p_mesh, const Vector<Ref<Material>> &p_materials, const Ref<Material> &p_override_material);
void end_bake();
int get_voxel_gi_octree_depth() const;
Vector3i get_voxel_gi_octree_size() const;
int get_voxel_gi_cell_count() const;
Vector<uint8_t> get_voxel_gi_octree_cells() const;
Vector<uint8_t> get_voxel_gi_data_cells() const;
Vector<int> get_voxel_gi_level_cell_count() const;
Vector<uint8_t> get_sdf_3d_image() const;
Ref<MultiMesh> create_debug_multimesh();
Transform3D get_to_cell_space_xform() const;
Voxelizer();
};
#endif // VOXELIZER_H