-
-
Notifications
You must be signed in to change notification settings - Fork 21.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[3.2] New CPU lightmapper #44628
[3.2] New CPU lightmapper #44628
Conversation
Here is the scene |
In editor: In game: Project upd: |
Test with my change (Energy parameter of DataLight affects dynamic objects) gd_capture_energy_new.mp4 |
@NHodgesVFX Do you have a reproduction project for the dynamic objects issue? I'm testing and everything seems to work fine for me. |
@dedm0zaj That's a separate issue, I will follow up on your PR soon. |
i was trying to get it to work with the cornel's box scene above. This is what it looks like. Im wondering if its a scale issue. I just set the two small sphere to be dynamic. Here is the scene as it is in the photo |
Update it does seem to be a scale issue, is it possible to get the cell size slider to go smaller? I scaled up the scene 5x and that made it work. Something I noticed is it might be nice to exaggerate the GI, although I would worry about that later. |
@NHodgesVFX I set a lower bound to the cell size because the amount of stored data can grow pretty quickly, but it can be lowered. As per the exaggeration, @dedm0zaj is working on a change so that the "Energy" property of BakedLightmapData also affects dynamics objects, so that should do fine. |
I unbounded the values or at least i think i did, about to try it now. |
Ok im at a loss, it doesn't work, the scene I listed above for whatever reason doesn't work. It does seem like the unbounded capture size worked fine though judging by bake time and size. Probably best if you give it a check when you have the chance. Although its Christmas now, so take a break :) Happy Holidays |
@NHodgesVFX I will get back to this after the break then, happy holidays to you too! |
I try to bake a small screne created with Qodot Plugin it take very longer time(3 and a half hours) to bake the scre with 4 Lights15 bounces in high quality my pc is not a power house is laptop with 1.66 Ghz Dual Core AMD CPU with 8Gb of RAM the current Ligthmapper takes 7-12minutes to bake the scne (using come trace and the ligths are set in Bake All) i will try to make another test with a more small scene created in blender with one ligth. when i do that i will show the results |
@esblinuxcss this is expected, the cone tracing mode of the previous light mapper was a fast but inaccurate mode based off of GiProbe. The new lightmapper uses a much better version of the raytrace mode of the previous lightmapper. In addition you are using 15 bounces the previous lightmapper only used 1, more bounces more time. Also Highquality mode takes more time,you should be able to get an acceptable result with low. Try it on low with 3 bounces. Make sure you are building with target=release_debug or you are downloading an artifact from here which is compiled using release_debug. |
@esblinuxcss We could consider adding an easy way to bake with a "preview" quality before committing to a "final" bake. This way, you could keep your current settings in your BakedLightmap node, yet you'd have the ability to perform a quick bake with low quality settings. I opened a proposal to discuss this: godotengine/godot-proposals#2029 |
I've got a question regarding draw calls. When using baked light, it seems like every object with baked light is adding 1 extra draw call. How are you supposed to optimize a forest with hundreds of trees, for example, where you would normally use multimeshes? |
#define STB_RECT_PACK_IMPLEMENTATION | ||
#include "thirdparty/stb_rect_pack/stb_rect_pack.h" |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Nitpick as it's preexisting code, but please add a separation line between Godot headers ("core/print_string.h"
) and thirdparty/system headers.
@Avogine you just don't use lightmaps for such kind of scenes. For outdoors, you will have to wait for Godot 4 SDFGI, or just not use them. |
Ok thanks, good to know |
@@ -0,0 +1,629 @@ | |||
// stb_rect_pack.h - v1.00 - public domain - rectangle packing |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This can go in thirdparty/misc/
like other stb
headers, and like done in master
.
Also make sure to document it in thirdparty/README.md
(under "Misc / Modules", you can copy from stb_vorbis.c
and adjust).
Edit: That's done already, I had missed the file.
#include "denoise_wrapper.h" | ||
#include "core/os/copymem.h" | ||
#include "core/os/memory.h" | ||
#include "thirdparty/oidn/include/OpenImageDenoise/oidn.h" | ||
#include <stdio.h> |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
#include "denoise_wrapper.h" | |
#include "core/os/copymem.h" | |
#include "core/os/memory.h" | |
#include "thirdparty/oidn/include/OpenImageDenoise/oidn.h" | |
#include <stdio.h> | |
#include "denoise_wrapper.h" | |
#include "core/os/copymem.h" | |
#include "core/os/memory.h" | |
#include "thirdparty/oidn/include/OpenImageDenoise/oidn.h" | |
#include <stdio.h> |
Note that normally you shouldn't include thirdparty headers with a fully qualified path like this, it would be better to add them to the include path and use #include <OpenImageDenoise/oidn.h>
. But given that it's done the same way in master
, no need to change it there. One day I'll get to allow unbundling this dependency on Linux distros and that will be part of it).
d85b315
to
ff40fa3
Compare
I updated the PR with fixes for all the issues reported so far:
|
Changes to shader compiler look good! I havent reviewed anything else, but I trust the above reviews are sufficient in that regard. |
- Fix Embree runtime when using MinGW (patch by @RandomShaper). - Fix baking of lightmaps on GridMaps. - Fix some GLSL errors. - Fix overflow in the number of shader variants (GLES2).
ff40fa3
to
b1ca82c
Compare
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Let's get this merged :)
Thanks for the amazing work! |
@JFonS You forgot to add documentation for the new settings. Most of them are pretty obvious, but I bet there are some things that are good to know, but only you are aware of. Also, is there a reason why |
Completely re-write the lightmap generation code:
There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.
The scene importer has been changed to generate
.unwrap_cache
filesnext to the imported scene files. These files SHOULD be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.
Documentation is missing, I'll work on it after the holidays :)
This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.
TPS demo with direct light only:
TPS demo with baked indirect lighting.
Special thanks to Pedro (@RandomShaper) for helping out with atlassing and other issues!
Supersedes #40035.
This closes #15055, closes #16820, closes #16398, closes #20321, closes #21587, closes #30789, closes #30929, closes #32746, closes #38685, closes #39532.
Edit:
I updated the PR with fixes for all the issues reported so far: