b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
253 lines
8.8 KiB
C++
253 lines
8.8 KiB
C++
/*************************************************************************/
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/* light_cluster_builder.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "light_cluster_builder.h"
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void LightClusterBuilder::begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection) {
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view_xform = p_view_transform;
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projection = p_cam_projection;
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z_near = -projection.get_z_near();
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z_far = -projection.get_z_far();
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//reset counts
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light_count = 0;
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refprobe_count = 0;
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decal_count = 0;
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item_count = 0;
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sort_id_count = 0;
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}
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void LightClusterBuilder::bake_cluster() {
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float slice_depth = (z_near - z_far) / depth;
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uint8_t *cluster_dataw = cluster_data.ptrw();
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Cell *cluster_data_ptr = (Cell *)cluster_dataw;
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//clear the cluster
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zeromem(cluster_data_ptr, (width * height * depth * sizeof(Cell)));
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/* Step 1, create cell positions and count them */
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for (uint32_t i = 0; i < item_count; i++) {
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const Item &item = items[i];
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int from_slice = Math::floor((z_near - (item.aabb.position.z + item.aabb.size.z)) / slice_depth);
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int to_slice = Math::floor((z_near - item.aabb.position.z) / slice_depth);
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if (from_slice >= (int)depth || to_slice < 0) {
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continue; //sorry no go
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}
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from_slice = MAX(0, from_slice);
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to_slice = MIN((int)depth - 1, to_slice);
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for (int j = from_slice; j <= to_slice; j++) {
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Vector3 min = item.aabb.position;
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Vector3 max = item.aabb.position + item.aabb.size;
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float limit_near = MIN((z_near - slice_depth * j), max.z);
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float limit_far = MAX((z_near - slice_depth * (j + 1)), min.z);
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max.z = limit_near;
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min.z = limit_near;
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Vector3 proj_min = projection.xform(min);
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Vector3 proj_max = projection.xform(max);
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int near_from_x = int(Math::floor((proj_min.x * 0.5 + 0.5) * width));
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int near_from_y = int(Math::floor((-proj_max.y * 0.5 + 0.5) * height));
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int near_to_x = int(Math::floor((proj_max.x * 0.5 + 0.5) * width));
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int near_to_y = int(Math::floor((-proj_min.y * 0.5 + 0.5) * height));
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max.z = limit_far;
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min.z = limit_far;
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proj_min = projection.xform(min);
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proj_max = projection.xform(max);
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int far_from_x = int(Math::floor((proj_min.x * 0.5 + 0.5) * width));
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int far_from_y = int(Math::floor((-proj_max.y * 0.5 + 0.5) * height));
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int far_to_x = int(Math::floor((proj_max.x * 0.5 + 0.5) * width));
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int far_to_y = int(Math::floor((-proj_min.y * 0.5 + 0.5) * height));
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//print_line(itos(j) + " near - " + Vector2i(near_from_x, near_from_y) + " -> " + Vector2i(near_to_x, near_to_y));
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//print_line(itos(j) + " far - " + Vector2i(far_from_x, far_from_y) + " -> " + Vector2i(far_to_x, far_to_y));
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int from_x = MIN(near_from_x, far_from_x);
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int from_y = MIN(near_from_y, far_from_y);
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int to_x = MAX(near_to_x, far_to_x);
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int to_y = MAX(near_to_y, far_to_y);
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if (from_x >= (int)width || to_x < 0 || from_y >= (int)height || to_y < 0) {
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continue;
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}
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int sx = MAX(0, from_x);
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int sy = MAX(0, from_y);
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int dx = MIN((int)width - 1, to_x);
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int dy = MIN((int)height - 1, to_y);
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//print_line(itos(j) + " - " + Vector2i(sx, sy) + " -> " + Vector2i(dx, dy));
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for (int x = sx; x <= dx; x++) {
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for (int y = sy; y <= dy; y++) {
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uint32_t offset = j * (width * height) + y * width + x;
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if (unlikely(sort_id_count == sort_id_max)) {
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sort_id_max = nearest_power_of_2_templated(sort_id_max + 1);
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sort_ids = (SortID *)memrealloc(sort_ids, sizeof(SortID) * sort_id_max);
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if (ids.size()) {
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ids.resize(sort_id_max);
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RD::get_singleton()->free(items_buffer);
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items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * sort_id_max);
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}
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}
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sort_ids[sort_id_count].cell_index = offset;
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sort_ids[sort_id_count].item_index = item.index;
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sort_ids[sort_id_count].item_type = item.type;
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sort_id_count++;
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//for now, only count
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cluster_data_ptr[offset].item_pointers[item.type]++;
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//print_line("at offset " + itos(offset) + " value: " + itos(cluster_data_ptr[offset].item_pointers[item.type]));
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}
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}
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}
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}
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/* Step 2, Assign pointers (and reset counters) */
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uint32_t offset = 0;
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for (uint32_t i = 0; i < (width * height * depth); i++) {
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for (int j = 0; j < ITEM_TYPE_MAX; j++) {
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uint32_t count = cluster_data_ptr[i].item_pointers[j]; //save count
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cluster_data_ptr[i].item_pointers[j] = offset; //replace count by pointer
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offset += count; //increase offset by count;
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}
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}
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//print_line("offset: " + itos(offset));
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/* Step 3, Place item lists */
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uint32_t *ids_ptr = ids.ptrw();
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for (uint32_t i = 0; i < sort_id_count; i++) {
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const SortID &id = sort_ids[i];
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Cell &cell = cluster_data_ptr[id.cell_index];
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uint32_t pointer = cell.item_pointers[id.item_type] & POINTER_MASK;
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uint32_t counter = cell.item_pointers[id.item_type] >> COUNTER_SHIFT;
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ids_ptr[pointer + counter] = id.item_index;
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cell.item_pointers[id.item_type] = pointer | ((counter + 1) << COUNTER_SHIFT);
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}
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RD::get_singleton()->texture_update(cluster_texture, 0, cluster_data, true);
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RD::get_singleton()->buffer_update(items_buffer, 0, offset * sizeof(uint32_t), ids_ptr, true);
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}
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void LightClusterBuilder::setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth) {
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if (width == p_width && height == p_height && depth == p_depth) {
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return;
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}
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if (cluster_texture.is_valid()) {
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RD::get_singleton()->free(cluster_texture);
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}
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width = p_width;
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height = p_height;
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depth = p_depth;
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cluster_data.resize(width * height * depth * sizeof(Cell));
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{
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RD::TextureFormat tf;
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tf.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
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tf.texture_type = RD::TEXTURE_TYPE_3D;
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tf.width = width;
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tf.height = height;
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tf.depth = depth;
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tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
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cluster_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
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}
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}
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RID LightClusterBuilder::get_cluster_texture() const {
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return cluster_texture;
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}
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RID LightClusterBuilder::get_cluster_indices_buffer() const {
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return items_buffer;
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}
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LightClusterBuilder::LightClusterBuilder() {
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//initialize accumulators to something
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lights = (LightData *)memalloc(sizeof(LightData) * 1024);
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light_max = 1024;
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refprobes = (OrientedBoxData *)memalloc(sizeof(OrientedBoxData) * 1024);
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refprobe_max = 1024;
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decals = (OrientedBoxData *)memalloc(sizeof(OrientedBoxData) * 1024);
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decal_max = 1024;
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items = (Item *)memalloc(sizeof(Item) * 1024);
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item_max = 1024;
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sort_ids = (SortID *)memalloc(sizeof(SortID) * 1024);
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ids.resize(2014);
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items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 1024);
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item_max = 1024;
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}
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LightClusterBuilder::~LightClusterBuilder() {
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if (cluster_data.size()) {
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RD::get_singleton()->free(cluster_texture);
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}
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if (lights) {
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memfree(lights);
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}
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if (refprobes) {
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memfree(refprobes);
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}
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if (decals) {
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memfree(decals);
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}
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if (items) {
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memfree(items);
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}
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if (sort_ids) {
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memfree(sort_ids);
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RD::get_singleton()->free(items_buffer);
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}
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}
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