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Merge pull request #39450 from aaronfranke/gltf-light
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Add GLTF light import
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akien-mga authored Jun 11, 2020
2 parents cbcc0ea + ff93bc6 commit 46e0e13
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Showing 2 changed files with 144 additions and 6 deletions.
131 changes: 126 additions & 5 deletions editor/import/editor_scene_importer_gltf.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -286,7 +286,16 @@ Error EditorSceneImporterGLTF::_parse_nodes(GLTFState &state) {
node->xform.basis.set_quat_scale(node->rotation, node->scale);
node->xform.origin = node->translation;
}

if (n.has("extensions")) {
Dictionary extensions = n["extensions"];
if (extensions.has("KHR_lights_punctual")) {
Dictionary lights_punctual = extensions["KHR_lights_punctual"];
if (lights_punctual.has("light")) {
GLTFLightIndex light = lights_punctual["light"];
node->light = light;
}
}
}
if (n.has("children")) {
const Array &children = n["children"];
for (int j = 0; j < children.size(); j++) {
Expand Down Expand Up @@ -2245,6 +2254,58 @@ void EditorSceneImporterGLTF::_remove_duplicate_skins(GLTFState &state) {
}
}

Error EditorSceneImporterGLTF::_parse_lights(GLTFState &state) {
if (!state.json.has("extensions")) {
return OK;
}
Dictionary extensions = state.json["extensions"];
if (!extensions.has("KHR_lights_punctual")) {
return OK;
}
Dictionary lights_punctual = extensions["KHR_lights_punctual"];
if (!lights_punctual.has("lights")) {
return OK;
}

const Array &lights = lights_punctual["lights"];

for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) {
const Dictionary &d = lights[light_i];

GLTFLight light;
ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
const String &type = d["type"];
light.type = type;

if (d.has("color")) {
const Array &arr = d["color"];
ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
light.color = c;
}
if (d.has("intensity")) {
light.intensity = d["intensity"];
}
if (d.has("range")) {
light.range = d["range"];
}
if (type == "spot") {
const Dictionary &spot = d["spot"];
light.inner_cone_angle = spot["innerConeAngle"];
light.outer_cone_angle = spot["outerConeAngle"];
ERR_FAIL_COND_V_MSG(light.inner_cone_angle >= light.outer_cone_angle, ERR_PARSE_ERROR, "The inner angle must be smaller than the outer angle.");
} else if (type != "point" && type != "directional") {
ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Light type is unknown.");
}

state.lights.push_back(light);
}

print_verbose("glTF: Total lights: " + itos(state.lights.size()));

return OK;
}

Error EditorSceneImporterGLTF::_parse_cameras(GLTFState &state) {
if (!state.json.has("cameras")) {
return OK;
Expand Down Expand Up @@ -2488,6 +2549,58 @@ MeshInstance3D *EditorSceneImporterGLTF::_generate_mesh_instance(GLTFState &stat
return mi;
}

Light3D *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) {
const GLTFNode *gltf_node = state.nodes[node_index];

ERR_FAIL_INDEX_V(gltf_node->light, state.lights.size(), nullptr);

print_verbose("glTF: Creating light for: " + gltf_node->name);

const GLTFLight &l = state.lights[gltf_node->light];

float intensity = l.intensity;
if (intensity > 10) {
// GLTF spec has the default around 1, but Blender defaults lights to 100.
// The only sane way to handle this is to check where it came from and
// handle it accordingly. If it's over 10, it probably came from Blender.
intensity /= 100;
}

if (l.type == "directional") {
DirectionalLight3D *light = memnew(DirectionalLight3D);
light->set_param(Light3D::PARAM_ENERGY, intensity);
light->set_color(l.color);
return light;
}

const float range = CLAMP(l.range, 0, 4096);
// Doubling the range will double the effective brightness, so we need double attenuation (half brightness).
// We want to have double intensity give double brightness, so we need half the attenuation.
const float attenuation = range / intensity;
if (l.type == "point") {
OmniLight3D *light = memnew(OmniLight3D);
light->set_param(OmniLight3D::PARAM_ATTENUATION, attenuation);
light->set_param(OmniLight3D::PARAM_RANGE, range);
light->set_color(l.color);
return light;
}
if (l.type == "spot") {
SpotLight3D *light = memnew(SpotLight3D);
light->set_param(SpotLight3D::PARAM_ATTENUATION, attenuation);
light->set_param(SpotLight3D::PARAM_RANGE, range);
light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l.outer_cone_angle));
light->set_color(l.color);

// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
// The points in desmos are not exact, except for (1, infinity).
float angle_ratio = l.inner_cone_angle / l.outer_cone_angle;
float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
return light;
}
return nullptr;
}

Camera3D *EditorSceneImporterGLTF::_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) {
const GLTFNode *gltf_node = state.nodes[node_index];

Expand Down Expand Up @@ -2561,6 +2674,8 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene
current_node = _generate_mesh_instance(state, scene_parent, node_index);
} else if (gltf_node->camera >= 0) {
current_node = _generate_camera(state, scene_parent, node_index);
} else if (gltf_node->light >= 0) {
current_node = _generate_light(state, scene_parent, node_index);
} else {
current_node = _generate_spatial(state, scene_parent, node_index);
}
Expand Down Expand Up @@ -3037,22 +3152,28 @@ Node *EditorSceneImporterGLTF::import_scene(const String &p_path, uint32_t p_fla
return nullptr;
}

/* STEP 14 PARSE CAMERAS */
/* STEP 14 PARSE LIGHTS */
err = _parse_lights(state);
if (err != OK) {
return NULL;
}

/* STEP 15 PARSE CAMERAS */
err = _parse_cameras(state);
if (err != OK) {
return nullptr;
}

/* STEP 15 PARSE ANIMATIONS */
/* STEP 16 PARSE ANIMATIONS */
err = _parse_animations(state);
if (err != OK) {
return nullptr;
}

/* STEP 16 ASSIGN SCENE NAMES */
/* STEP 17 ASSIGN SCENE NAMES */
_assign_scene_names(state);

/* STEP 17 MAKE SCENE! */
/* STEP 18 MAKE SCENE! */
Node3D *scene = _generate_scene(state, p_bake_fps);

return scene;
Expand Down
19 changes: 18 additions & 1 deletion editor/import/editor_scene_importer_gltf.h
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,7 @@
#define EDITOR_SCENE_IMPORTER_GLTF_H

#include "editor/import/resource_importer_scene.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"

Expand All @@ -50,6 +51,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
typedef int GLTFImageIndex;
typedef int GLTFMaterialIndex;
typedef int GLTFMeshIndex;
typedef int GLTFLightIndex;
typedef int GLTFNodeIndex;
typedef int GLTFSkeletonIndex;
typedef int GLTFSkinIndex;
Expand Down Expand Up @@ -113,6 +115,8 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {

GLTFNodeIndex fake_joint_parent = -1;

GLTFLightIndex light = -1;

GLTFNode() {}
};

Expand Down Expand Up @@ -218,6 +222,17 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
GLTFCamera() {}
};

struct GLTFLight {
Color color = Color(1.0f, 1.0f, 1.0f);
float intensity = 1.0f;
String type = "";
float range = Math_INF;
float inner_cone_angle = 0.0f;
float outer_cone_angle = Math_PI / 4.0;

GLTFLight() {}
};

struct GLTFAnimation {
bool loop = false;

Expand Down Expand Up @@ -271,6 +286,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {

Vector<GLTFSkin> skins;
Vector<GLTFCamera> cameras;
Vector<GLTFLight> lights;

Set<String> unique_names;

Expand Down Expand Up @@ -349,12 +365,13 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
void _remove_duplicate_skins(GLTFState &state);

Error _parse_cameras(GLTFState &state);

Error _parse_lights(GLTFState &state);
Error _parse_animations(GLTFState &state);

BoneAttachment3D *_generate_bone_attachment(GLTFState &state, Skeleton3D *skeleton, const GLTFNodeIndex node_index);
MeshInstance3D *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
Camera3D *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
Light3D *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
Node3D *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);

void _generate_scene_node(GLTFState &state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
Expand Down

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