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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/scene/3d/gizmos/lightmap_gi_gizmo_plugin.cpp
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/**************************************************************************/
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/* lightmap_gi_gizmo_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "lightmap_gi_gizmo_plugin.h"
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#include "editor/editor_node.h"
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#include "editor/editor_string_names.h"
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#include "editor/settings/editor_settings.h"
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#include "scene/3d/lightmap_gi.h"
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LightmapGIGizmoPlugin::LightmapGIGizmoPlugin() {
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// NOTE: This gizmo only renders solid spheres for previewing indirect lighting on dynamic objects.
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// The wireframe representation for LightmapProbe nodes is handled in LightmapProbeGizmoPlugin.
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Color gizmo_color = EDITOR_GET("editors/3d_gizmos/gizmo_colors/lightmap_lines");
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probe_size = EDITOR_GET("editors/3d_gizmos/gizmo_settings/lightmap_gi_probe_size");
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gizmo_color.a = 0.1;
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create_material("lightmap_lines", gizmo_color);
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Ref<StandardMaterial3D> mat = memnew(StandardMaterial3D);
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mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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// Fade out probes when camera gets too close to them.
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mat->set_distance_fade(StandardMaterial3D::DISTANCE_FADE_PIXEL_DITHER);
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mat->set_distance_fade_min_distance(probe_size * 0.5);
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mat->set_distance_fade_max_distance(probe_size * 1.5);
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mat->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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mat->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, false);
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mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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add_material("lightmap_probe_material", mat);
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create_icon_material("baked_indirect_light_icon", EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("GizmoLightmapGI"), EditorStringName(EditorIcons)));
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}
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bool LightmapGIGizmoPlugin::has_gizmo(Node3D *p_spatial) {
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return Object::cast_to<LightmapGI>(p_spatial) != nullptr;
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}
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String LightmapGIGizmoPlugin::get_gizmo_name() const {
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return "LightmapGI";
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}
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int LightmapGIGizmoPlugin::get_priority() const {
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return -1;
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}
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void LightmapGIGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
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Ref<Material> icon = get_material("baked_indirect_light_icon", p_gizmo);
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LightmapGI *baker = Object::cast_to<LightmapGI>(p_gizmo->get_node_3d());
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Ref<LightmapGIData> data = baker->get_light_data();
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p_gizmo->clear();
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p_gizmo->add_unscaled_billboard(icon, 0.05);
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if (data.is_null() || !p_gizmo->is_selected()) {
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return;
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}
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Ref<Material> material_lines = get_material("lightmap_lines", p_gizmo);
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Ref<Material> material_probes = get_material("lightmap_probe_material", p_gizmo);
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Vector<Vector3> lines;
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HashSet<Vector2i> lines_found;
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Vector<Vector3> points = data->get_capture_points();
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if (points.is_empty()) {
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return;
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}
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Vector<Color> sh = data->get_capture_sh();
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if (sh.size() != points.size() * 9) {
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return;
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}
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Vector<int> tetrahedrons = data->get_capture_tetrahedra();
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for (int i = 0; i < tetrahedrons.size(); i += 4) {
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for (int j = 0; j < 4; j++) {
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for (int k = j + 1; k < 4; k++) {
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Vector2i pair;
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pair.x = tetrahedrons[i + j];
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pair.y = tetrahedrons[i + k];
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if (pair.y < pair.x) {
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SWAP(pair.x, pair.y);
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}
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if (lines_found.has(pair)) {
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continue;
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}
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lines_found.insert(pair);
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lines.push_back(points[pair.x]);
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lines.push_back(points[pair.y]);
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}
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}
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}
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p_gizmo->add_lines(lines, material_lines);
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int stack_count = 8;
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int sector_count = 16;
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float sector_step = (Math::PI * 2.0) / sector_count;
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float stack_step = Math::PI / stack_count;
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LocalVector<Vector3> vertices;
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LocalVector<Color> colors;
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LocalVector<int> indices;
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float radius = probe_size * 0.5f;
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if (!Math::is_zero_approx(radius)) {
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// L2 Spherical Harmonics evaluation and diffuse convolution coefficients.
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const float sh_coeffs[5] = {
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static_cast<float>(sqrt(1.0 / (4.0 * Math::PI)) * Math::PI),
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static_cast<float>(sqrt(3.0 / (4.0 * Math::PI)) * Math::PI * 2.0 / 3.0),
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static_cast<float>(sqrt(15.0 / (4.0 * Math::PI)) * Math::PI * 1.0 / 4.0),
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static_cast<float>(sqrt(5.0 / (16.0 * Math::PI)) * Math::PI * 1.0 / 4.0),
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static_cast<float>(sqrt(15.0 / (16.0 * Math::PI)) * Math::PI * 1.0 / 4.0)
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};
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for (int p = 0; p < points.size(); p++) {
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int vertex_base = vertices.size();
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Vector3 sh_col[9];
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for (int i = 0; i < 9; i++) {
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sh_col[i].x = sh[p * 9 + i].r;
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sh_col[i].y = sh[p * 9 + i].g;
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sh_col[i].z = sh[p * 9 + i].b;
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}
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for (int i = 0; i <= stack_count; ++i) {
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float stack_angle = Math::PI / 2 - i * stack_step; // starting from pi/2 to -pi/2
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float xy = radius * Math::cos(stack_angle); // r * cos(u)
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float z = radius * Math::sin(stack_angle); // r * sin(u)
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// add (sector_count+1) vertices per stack
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// the first and last vertices have same position and normal, but different tex coords
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for (int j = 0; j <= sector_count; ++j) {
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float sector_angle = j * sector_step; // starting from 0 to 2pi
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// vertex position (x, y, z)
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float x = xy * Math::cos(sector_angle); // r * cos(u) * cos(v)
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float y = xy * Math::sin(sector_angle); // r * cos(u) * sin(v)
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Vector3 n = Vector3(x, z, y);
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vertices.push_back(points[p] + n);
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n.normalize();
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const Vector3 light = (sh_coeffs[0] * sh_col[0] +
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sh_coeffs[1] * sh_col[1] * n.y +
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sh_coeffs[1] * sh_col[2] * n.z +
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sh_coeffs[1] * sh_col[3] * n.x +
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sh_coeffs[2] * sh_col[4] * n.x * n.y +
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sh_coeffs[2] * sh_col[5] * n.y * n.z +
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sh_coeffs[3] * sh_col[6] * (3.0 * n.z * n.z - 1.0) +
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sh_coeffs[2] * sh_col[7] * n.x * n.z +
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sh_coeffs[4] * sh_col[8] * (n.x * n.x - n.y * n.y));
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colors.push_back(Color(light.x, light.y, light.z, 1));
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}
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}
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for (int i = 0; i < stack_count; ++i) {
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int k1 = i * (sector_count + 1); // beginning of current stack
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int k2 = k1 + sector_count + 1; // beginning of next stack
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for (int j = 0; j < sector_count; ++j, ++k1, ++k2) {
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// 2 triangles per sector excluding first and last stacks
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// k1 => k2 => k1+1
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if (i != 0) {
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indices.push_back(vertex_base + k1);
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indices.push_back(vertex_base + k2);
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indices.push_back(vertex_base + k1 + 1);
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}
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// k1+1 => k2 => k2+1
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if (i != (stack_count - 1)) {
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indices.push_back(vertex_base + k1 + 1);
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indices.push_back(vertex_base + k2);
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indices.push_back(vertex_base + k2 + 1);
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}
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}
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}
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}
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Array array;
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array.resize(RS::ARRAY_MAX);
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array[RS::ARRAY_VERTEX] = Vector<Vector3>(vertices);
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array[RS::ARRAY_INDEX] = Vector<int>(indices);
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array[RS::ARRAY_COLOR] = Vector<Color>(colors);
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Ref<ArrayMesh> mesh;
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mesh.instantiate();
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, array, Array(), Dictionary(), 0); //no compression
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mesh->surface_set_material(0, material_probes);
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p_gizmo->add_mesh(mesh);
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}
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}
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