361 lines
9.5 KiB
C++
361 lines
9.5 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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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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#ifndef BAKED_LIGHT_BAKER_H
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#define BAKED_LIGHT_BAKER_H
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#include "os/thread.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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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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