Light Baker!

-=-=-=-=-=-=

-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
This commit is contained in:
Juan Linietsky
2014-06-11 10:41:03 -03:00
parent 6f0b4678e2
commit 9b8696d3dd
61 changed files with 4252 additions and 1430 deletions

View File

@ -1042,8 +1042,8 @@ void RasterizerGLES2::texture_set_size_override(RID p_texture,int p_width, int p
ERR_FAIL_COND(!texture);
ERR_FAIL_COND(texture->render_target);
ERR_FAIL_COND(p_width<=0 || p_width>4096);
ERR_FAIL_COND(p_height<=0 || p_height>4096);
ERR_FAIL_COND(p_width<=0 || p_width>16384);
ERR_FAIL_COND(p_height<=0 || p_height>16384);
//real texture size is in alloc width and height
texture->width=p_width;
texture->height=p_height;
@ -5471,6 +5471,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL
const Skeleton *prev_skeleton =NULL;
uint8_t prev_sort_flags=0xFF;
const BakedLightData *prev_baked_light=NULL;
Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
@ -5486,6 +5487,9 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM4,false);
material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
// material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,false);
}
@ -5503,8 +5507,10 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
uint8_t sort_flags= e->sort_flags;
const Skeleton *skeleton = e->skeleton;
const Geometry *geometry_cmp = e->geometry_cmp;
const BakedLightData *baked_light = e->instance->baked_light;
bool rebind=false;
bool bind_baked_light_octree=false;
bool additive=false;
@ -5622,6 +5628,32 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
current_blend_mode=desired_blend_mode;
}
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,false);
// material_shader.set_conditional(MaterialShaderGLES2::USE_AMBIENT_TEXTURE,false);
if (!additive && baked_light) {
if (baked_light->mode==VS::BAKED_LIGHT_OCTREE && baked_light->octree_texture.is_valid() && e->instance->baked_light_octree_xform) {
material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_OCTREE,true);
bind_baked_light_octree=true;
if (prev_baked_light!=baked_light) {
Texture *tex=texture_owner.get(baked_light->octree_texture);
if (tex) {
glActiveTexture(GL_TEXTURE5);
glBindTexture(tex->target,tex->tex_id); //bind the texture
}
}
} else if (baked_light->mode==VS::BAKED_LIGHT_LIGHTMAPS) {
//material_shader.set_conditional(MaterialShaderGLES2::ENABLE_AMBIENT_TEXTURE,true);
}
}
if (int(prev_baked_light!=NULL) ^ int(baked_light!=NULL)) {
rebind=true;
}
}
if (sort_flags!=prev_sort_flags) {
@ -5672,6 +5704,18 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
}
if (bind_baked_light_octree && (baked_light!=prev_baked_light || rebind)) {
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_INVERSE_TRANSFORM, *e->instance->baked_light_octree_xform);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_SIZE, baked_light->octree_lattice_size);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_LATTICE_DIVIDE, baked_light->octree_lattice_divide);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_STEPS, baked_light->octree_steps);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_TEX,5);
material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_OCTREE_PIX_SIZE,baked_light->octree_tex_pixel_size);
}
_set_cull(e->mirror,p_reverse_cull);
@ -5726,6 +5770,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
prev_light=e->light;
prev_light_type=e->light_type;
prev_sort_flags=sort_flags;
prev_baked_light=baked_light;
// prev_geometry_type=geometry->type;
}

View File

@ -93,6 +93,13 @@ varying vec3 tangent_interp;
varying vec3 binormal_interp;
#endif
#ifdef ENABLE_AMBIENT_OCTREE
uniform highp mat4 ambient_octree_inverse_transform;
varying highp vec3 ambient_octree_coords;
#endif
#ifdef USE_FOG
varying vec4 fog_interp;
@ -173,12 +180,19 @@ void main() {
#ifdef USE_UNIFORM_INSTANCING
highp mat4 modelview = (camera_inverse_transform * (world_transform * instance_transform));
#ifdef ENABLE_AMBIENT_OCTREE
highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * instance_transform));
#endif
#else
#ifdef USE_ATTRIBUTE_INSTANCING
highp mat4 minst=mat4(instance_row0,instance_row1,instance_row2,instance_row3);
highp mat4 modelview = (camera_inverse_transform * (world_transform * minst));
#ifdef ENABLE_AMBIENT_OCTREE
highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * minst));
#endif
#else
@ -201,9 +215,16 @@ void main() {
);*/
highp mat4 modelview = (camera_inverse_transform * (world_transform * minst));
#ifdef ENABLE_AMBIENT_OCTREE
highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * (world_transform * minst));
#endif
#else
highp mat4 modelview = (camera_inverse_transform * world_transform);
#ifdef ENABLE_AMBIENT_OCTREE
highp mat4 ambient_octree_transform = (ambient_octree_inverse_transform * world_transform);
#endif
#endif
#endif
@ -233,6 +254,11 @@ void main() {
#endif
#ifdef ENABLE_AMBIENT_OCTREE
ambient_octree_coords = (ambient_octree_transform * vertex_in).xyz;
#endif
vertex_interp = (modelview * vertex_in).xyz;
normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz);
@ -515,6 +541,16 @@ vec3 process_shade(in vec3 normal, in vec3 light_dir, in vec3 eye_vec, in vec3 d
uniform float const_light_mult;
uniform float time;
#ifdef ENABLE_AMBIENT_OCTREE
varying highp vec3 ambient_octree_coords;
uniform highp float ambient_octree_lattice_size;
uniform highp vec2 ambient_octree_pix_size;
uniform highp float ambient_octree_lattice_divide;
uniform highp sampler2D ambient_octree_tex;
uniform int ambient_octree_steps;
#endif
FRAGMENT_SHADER_GLOBALS
@ -745,10 +781,57 @@ FRAGMENT_SHADER_CODE
}
#endif
#ifdef ENABLE_AMBIENT_OCTREE
vec3 ambientmap_color = vec3(0.0,0.0,0.0);
{
//read position from initial lattice grid
highp vec3 lattice_pos = floor(ambient_octree_coords*ambient_octree_lattice_size);
highp vec2 octant_uv = highp vec2(lattice_pos.x+ambient_octree_lattice_size*lattice_pos.z,lattice_pos.y);
octant_uv=(octant_uv*highp vec2(2.0,4.0)+highp vec2(0.0,4.0));
highp float ld = 1.0/ambient_octree_lattice_size;
//go down the octree
for(int i=0;i<ambient_octree_steps;i++) {
highp vec3 sub=mod(ambient_octree_coords,ld);
ld*=0.5;
highp vec3 s = step(ld,sub);
octant_uv+=s.xy;
octant_uv.y+=s.z*2.0;
octant_uv=(octant_uv+0.5)*ambient_octree_pix_size;
highp vec4 new_uv = texture2D(ambient_octree_tex,octant_uv);
octant_uv=floor(highp vec2( dot(new_uv.xy,highp vec2(65280.0,255.0)), dot(new_uv.zw,highp vec2(65280.0,255.0)) )+0.5);//+ambient_octree_pix_size*0.5;
}
//sample color
octant_uv=(octant_uv+0.5)*ambient_octree_pix_size;
highp vec3 sub=(mod(ambient_octree_coords,ld)/ld);
octant_uv.xy+=sub.xy*ambient_octree_pix_size.xy;
vec3 col_up=texture2D(ambient_octree_tex,octant_uv).rgb;
octant_uv.y+=ambient_octree_pix_size.y*2.0;
vec3 col_down=texture2D(ambient_octree_tex,octant_uv).rgb;
ambientmap_color=mix(col_down,col_up,1.0-sub.z);
ambientmap_color*=diffuse.rgb;
}
#endif
float shadow_attenuation = 1.0;
#ifdef LIGHT_USE_SHADOW
#ifdef LIGHT_TYPE_DIRECTIONAL
@ -921,6 +1004,8 @@ FRAGMENT_SHADER_CODE
#endif
#ifdef USE_VERTEX_LIGHTING
vec3 ambient = light_ambient*diffuse.rgb;
@ -933,11 +1018,13 @@ FRAGMENT_SHADER_CODE
diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
diffuse.rgb+=emission * const_light_mult;
#endif
#ifdef ENABLE_AMBIENT_OCTREE
diffuse.rgb+=ambientmap_color;
#endif
#ifdef USE_SHADOW_PASS

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@ -130,6 +130,8 @@ void IP_Unix::get_local_addresses(List<IP_Address> *r_addresses) const {
getifaddrs(&ifAddrStruct);
for (ifa = ifAddrStruct; ifa != NULL; ifa = ifa->ifa_next) {
if (!ifa->ifa_addr)
continue;
if (ifa ->ifa_addr->sa_family==AF_INET) { // check it is IP4
// is a valid IP4 Address