9b8696d3dd
-=-=-=-=-=-= -Support for lightmap baker, have fun figuring out how it works before tutorial is published.
316 lines
6.2 KiB
C++
316 lines
6.2 KiB
C++
#ifndef BAKED_LIGHT_BAKER_H
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#define BAKED_LIGHT_BAKER_H
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#include "scene/3d/baked_light_instance.h"
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#include "scene/3d/light.h"
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#include "scene/3d/mesh_instance.h"
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#include "os/thread.h"
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class BakedLightBaker {
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public:
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enum {
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ATTENUATION_CURVE_LEN=256,
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OCTANT_POOL_CHUNK=1000000
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};
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struct OctantLight {
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double accum[8][3];
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};
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struct Octant {
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bool leaf;
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AABB aabb;
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uint16_t texture_x;
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uint16_t texture_y;
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float normal_accum[8][3];
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int parent;
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union {
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struct {
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int next_leaf;
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float offset[3];
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int bake_neighbour;
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bool first_neighbour;
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OctantLight *light;
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};
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int children[8];
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};
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};
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struct OctantHash {
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int next;
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uint32_t hash;
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uint64_t value;
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};
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struct MeshTexture {
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Vector<uint8_t> tex;
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int tex_w,tex_h;
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_FORCE_INLINE_ void get_color(const Vector2& p_uv,Color& ret) {
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if (tex_w && tex_h) {
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int x = Math::fast_ftoi(Math::fposmod(p_uv.x,1.0)*tex_w);
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int y = Math::fast_ftoi(Math::fposmod(p_uv.y,1.0)*tex_w);
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x=CLAMP(x,0,tex_w-1);
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y=CLAMP(y,0,tex_h-1);
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const uint8_t*ptr = &tex[(y*tex_w+x)*4];
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ret.r*=ptr[0]/255.0;
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ret.g*=ptr[1]/255.0;
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ret.b*=ptr[2]/255.0;
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ret.a*=ptr[3]/255.0;
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}
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}
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};
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struct Param {
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Color color;
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MeshTexture*tex;
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_FORCE_INLINE_ Color get_color(const Vector2& p_uv) {
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Color ret=color;
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if (tex)
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tex->get_color(p_uv,ret);
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return ret;
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}
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};
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struct MeshMaterial {
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Param diffuse;
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Param specular;
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Param emission;
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};
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struct Triangle {
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AABB aabb;
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Vector3 vertices[3];
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Vector2 uvs[3];
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Vector3 normals[3];
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MeshMaterial *material;
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_FORCE_INLINE_ Vector2 get_uv(const Vector3& p_pos) {
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Vector3 v0 = vertices[1] - vertices[0];
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Vector3 v1 = vertices[2] - vertices[0];
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Vector3 v2 = p_pos - vertices[0];
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float d00 = v0.dot( v0);
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float d01 = v0.dot( v1);
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float d11 = v1.dot( v1);
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float d20 = v2.dot( v0);
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float d21 = v2.dot( v1);
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float denom = (d00 * d11 - d01 * d01);
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if (denom==0)
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return uvs[0];
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float v = (d11 * d20 - d01 * d21) / denom;
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float w = (d00 * d21 - d01 * d20) / denom;
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float u = 1.0f - v - w;
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return uvs[0]*u + uvs[1]*v + uvs[2]*w;
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}
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_FORCE_INLINE_ void get_uv_and_normal(const Vector3& p_pos,Vector2& r_uv,Vector3& r_normal) {
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Vector3 v0 = vertices[1] - vertices[0];
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Vector3 v1 = vertices[2] - vertices[0];
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Vector3 v2 = p_pos - vertices[0];
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float d00 = v0.dot( v0);
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float d01 = v0.dot( v1);
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float d11 = v1.dot( v1);
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float d20 = v2.dot( v0);
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float d21 = v2.dot( v1);
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float denom = (d00 * d11 - d01 * d01);
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if (denom==0) {
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r_normal=normals[0];
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r_uv=uvs[0];
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return;
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}
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float v = (d11 * d20 - d01 * d21) / denom;
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float w = (d00 * d21 - d01 * d20) / denom;
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float u = 1.0f - v - w;
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r_uv=uvs[0]*u + uvs[1]*v + uvs[2]*w;
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r_normal=(normals[0]*u+normals[1]*v+normals[2]*w).normalized();
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}
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};
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struct BVH {
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AABB aabb;
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Vector3 center;
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Triangle *leaf;
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BVH*children[2];
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};
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struct BVHCmpX {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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return p_left->center.x < p_right->center.x;
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}
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};
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struct BVHCmpY {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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return p_left->center.y < p_right->center.y;
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}
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};
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struct BVHCmpZ {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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return p_left->center.z < p_right->center.z;
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}
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};
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struct LightData {
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VS::LightType type;
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Vector3 pos;
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Vector3 up;
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Vector3 left;
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Vector3 dir;
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Color diffuse;
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Color specular;
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float energy;
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float length;
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int rays_thrown;
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float radius;
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float attenuation;
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float spot_angle;
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float spot_attenuation;
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float area;
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float constant;
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bool bake_direct;
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Vector<float> attenuation_table;
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};
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Vector<LightData> lights;
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List<MeshMaterial> materials;
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List<MeshTexture> textures;
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AABB octree_aabb;
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Vector<Octant> octant_pool;
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int octant_pool_size;
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BVH*bvh;
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Vector<Triangle> triangles;
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Transform base_inv;
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int leaf_list;
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int octree_depth;
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int cell_count;
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uint32_t *ray_stack;
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uint32_t *octant_stack;
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uint32_t *octantptr_stack;
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Map<Vector3,Vector3> endpoint_normal;
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BVH **bvh_stack;
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float cell_size;
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float plot_size; //multiplied by cell size
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float octree_extra_margin;
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int max_bounces;
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uint64_t total_rays;
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bool use_diffuse;
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bool use_specular;
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bool use_translucency;
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int baked_octree_texture_w;
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int baked_octree_texture_h;
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int lattice_size;
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float edge_damp;
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float normal_damp;
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bool paused;
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bool baking;
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Map<Ref<Material>,MeshMaterial*> mat_map;
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Map<Ref<Texture>,MeshTexture*> tex_map;
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MeshTexture* _get_mat_tex(const Ref<Texture>& p_tex);
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void _add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_mat_override,const Transform& p_xform);
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void _parse_geometry(Node* p_node);
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BVH* _parse_bvh(BVH** p_children,int p_size,int p_depth,int& max_depth);
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void _make_bvh();
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void _make_octree();
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void _make_octree_texture();
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void _octree_insert(int p_octant, Triangle* p_triangle, int p_depth);
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void _free_bvh(BVH* p_bvh);
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void _fix_lights();
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Ref<BakedLight> baked_light;
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//void _plot_light(const Vector3& p_plot_pos,const AABB& p_plot_aabb,const Color& p_light,int p_octant=0);
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void _plot_light(int p_light_index,const Vector3& p_plot_pos,const AABB& p_plot_aabb,const Color& p_light,const Plane& p_plane);
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//void _plot_light_point(const Vector3& p_plot_pos, Octant *p_octant, const AABB& p_aabb,const Color& p_light);
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float _throw_ray(int p_light_index,const Vector3& p_begin, const Vector3& p_end,float p_rest,const Color& p_light,float *p_att_curve,float p_att_pos,int p_att_curve_len,int p_bounces,bool p_first_bounce=false);
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float total_light_area;
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uint64_t rays_at_snap_time;
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uint64_t snap_time;
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int rays_sec;
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Thread *thread;
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bool bake_thread_exit;
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static void _bake_thread_func(void *arg);
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void _start_thread();
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void _stop_thread();
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public:
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void throw_rays(int p_amount);
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double get_normalization(int p_light_idx) const;
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void bake(const Ref<BakedLight>& p_light,Node *p_base);
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bool is_baking();
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void set_pause(bool p_pause);
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bool is_paused();
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int get_rays_sec() { return rays_sec; }
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void update_octree_image(DVector<uint8_t> &p_image);
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Ref<BakedLight> get_baked_light() { return baked_light; }
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void clear();
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BakedLightBaker();
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~BakedLightBaker();
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};
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#endif // BAKED_LIGHT_BAKER_H
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