d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
377 lines
9.3 KiB
C++
377 lines
9.3 KiB
C++
/*************************************************************************/
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/* baked_light_baker.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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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#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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int sampler_ofs;
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float normal_accum[8][3];
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double full_accum[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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double light_accum[8][3];
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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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Vector2 bake_uvs[3];
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Vector3 normals[3];
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MeshMaterial *material;
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int baked_texture;
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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 BakeTexture {
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Vector<uint8_t> data;
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int width,height;
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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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bool bake_shadow;
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float radius;
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float attenuation;
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float spot_angle;
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float darkening;
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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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Vector<BakeTexture> baked_textures;
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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 bvh_depth;
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int cell_count;
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uint32_t *ray_stack;
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BVH **bvh_stack;
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uint32_t *octant_stack;
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uint32_t *octantptr_stack;
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struct ThreadStack {
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uint32_t *octant_stack;
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uint32_t *octantptr_stack;
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uint32_t *ray_stack;
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BVH **bvh_stack;
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};
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Map<Vector3,Vector3> endpoint_normal;
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Map<Vector3,uint64_t> endpoint_normal_bits;
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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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int64_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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bool linear_color;
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int baked_octree_texture_w;
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int baked_octree_texture_h;
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int baked_light_texture_w;
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int baked_light_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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float tint;
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float ao_radius;
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float ao_strength;
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bool paused;
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bool baking;
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bool first_bake_to_map;
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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,int p_baked_texture=-1);
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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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_FORCE_INLINE_ void _plot_pixel_to_lightmap(int x, int y, int width, int height, uint8_t *image, const Vector3& p_pos,const Vector3& p_normal,double *p_norm_ptr,float mult,float gamma);
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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(ThreadStack& thread_stack,const Vector3& p_plot_pos,const AABB& p_plot_aabb,const Color& p_light,const Color& p_tint_light,bool p_only_full,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(ThreadStack& thread_stack,bool p_bake_direct,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,bool p_only_dist=false);
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float total_light_area;
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Vector<Thread*> threads;
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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(ThreadStack &thread_stack, int p_amount);
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double get_normalization(int p_light_idx) const;
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double get_modifier(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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uint64_t get_rays_thrown() { return total_rays; }
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Error transfer_to_lightmaps();
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void update_octree_sampler(DVector<int> &p_sampler);
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void update_octree_images(DVector<uint8_t> &p_octree,DVector<uint8_t> &p_light);
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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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