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Merge pull request #2818 from godotengine/revert-2717-light_baker_transluscent
Revert "Ignore alpha materials in baked light ray-tracer."
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commit
36d620c633
@ -115,8 +115,6 @@ void BakedLightBaker::_add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_m
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if (!mat_map.has(mat)) {
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MeshMaterial mm;
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mm.is_double_sided = mat->get_flag(Material::FLAG_DOUBLE_SIDED);
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mm.use_alpha = false;
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Ref<FixedMaterial> fm = mat;
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if (fm.is_valid()) {
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@ -130,8 +128,6 @@ void BakedLightBaker::_add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_m
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mm.specular.color=mm.specular.color.to_linear();
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mm.specular.tex=_get_mat_tex(fm->get_texture(FixedMaterial::PARAM_SPECULAR));
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mm.use_alpha = fm->get_fixed_flag(FixedMaterial::FLAG_USE_ALPHA);
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} else {
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mm.diffuse.color=Color(1,1,1,1);
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@ -315,12 +311,7 @@ void BakedLightBaker::_parse_geometry(Node* p_node) {
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lights.push_back(dirl);
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}
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}
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else if (p_node->cast_to<BakedLightSampler>()){
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// Ignore meshes and lights contained in baked light samplers
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return;
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}
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else if (p_node->cast_to<Spatial>()){
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} else if (p_node->cast_to<Spatial>()){
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Spatial *sp = p_node->cast_to<Spatial>();
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@ -481,7 +472,6 @@ BakedLightBaker::BVH* BakedLightBaker::_parse_bvh(BVH** p_children, int p_size,
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BVH* right = _parse_bvh(&p_children[p_size/2],p_size-p_size/2,p_depth+1,max_depth);
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BVH *_new = memnew(BVH);
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_new->id=-1;
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_new->aabb=aabb;
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_new->center=aabb.pos+aabb.size*0.5;
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_new->children[0]=left;
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@ -498,7 +488,6 @@ void BakedLightBaker::_make_bvh() {
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int max_depth=0;
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for(int i=0;i<triangles.size();i++) {
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bases[i]=memnew( BVH );
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bases[i]->id=i;
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bases[i]->leaf=&triangles[i];
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bases[i]->aabb.pos=triangles[i].vertices[0];
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bases[i]->aabb.expand_to(triangles[i].vertices[1]);
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@ -960,7 +949,7 @@ void BakedLightBaker::_plot_light(ThreadStack& thread_stack,const Vector3& p_plo
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}
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float BakedLightBaker::_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, bool p_only_dist, Vector<int> &p_ignore_list) {
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float BakedLightBaker::_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,bool p_only_dist) {
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uint32_t* stack = thread_stack.ray_stack;
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@ -989,7 +978,6 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack, bool p_bake_direct,
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Vector3 r_point;
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Vector3 end=p_end;
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int triangle_id = -1;
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Triangle *triangle=NULL;
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//for(int i=0;i<max_depth;i++)
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@ -998,7 +986,7 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack, bool p_bake_direct,
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int level=0;
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//AABB ray_aabb;
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//ray_aabb.pos=p_begin;
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//ray_aabb.expand_to(end);
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//ray_aabb.expand_to(p_end);
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const BVH *bvhptr = bvh;
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@ -1016,53 +1004,47 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack, bool p_bake_direct,
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switch(mode) {
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case TEST_AABB_BIT: {
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if (p_ignore_list.find(b.id)==-1) {
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if (b.leaf) {
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if (b.leaf) {
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Face3 f3(b.leaf->vertices[0],b.leaf->vertices[1],b.leaf->vertices[2]);
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Face3 f3(b.leaf->vertices[0],b.leaf->vertices[1],b.leaf->vertices[2]);
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Vector3 res;
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Vector3 res;
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if (f3.intersects_segment(p_begin,end,&res)) {
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if (f3.intersects_segment(p_begin,end,&res)) {
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float nd = n.dot(res);
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if (nd<d) {
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d=nd;
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r_point=res;
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end=res;
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len=(p_begin-end).length();
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r_normal=f3.get_plane().get_normal();
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triangle=b.leaf;
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triangle_id=b.id;
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inters=true;
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}
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float nd = n.dot(res);
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if (nd<d) {
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d=nd;
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r_point=res;
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end=res;
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len=(p_begin-end).length();
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r_normal=f3.get_plane().get_normal();
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triangle=b.leaf;
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inters=true;
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}
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}
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stack[level]=VISIT_DONE_BIT;
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} else {
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bool valid = b.aabb.smits_intersect_ray(p_begin,n,0,len);
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//bool valid = b.aabb.intersects_segment(p_begin,p_end);
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// bool valid = b.aabb.intersects(ray_aabb);
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if (!valid) {
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stack[level]=VISIT_DONE_BIT;
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} else {
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bool valid = b.aabb.smits_intersect_ray(p_begin,n,0,len);
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//bool valid = b.aabb.intersects_segment(p_begin,end);
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// bool valid = b.aabb.intersects(ray_aabb);
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if (!valid) {
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stack[level]=VISIT_DONE_BIT;
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} else {
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stack[level]=VISIT_LEFT_BIT;
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}
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}
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}
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else {
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stack[level] = VISIT_DONE_BIT;
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stack[level]=VISIT_LEFT_BIT;
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}
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}
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} continue;
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@ -1117,36 +1099,17 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack, bool p_bake_direct,
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}
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bool passthrough = false;
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if (n.dot(r_normal)>0)
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return -1;
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if (n.dot(r_normal)>0)
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r_normal=-r_normal;
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//ok...
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Color diffuse_at_point(0.8,0.8,0.8);
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Color specular_at_point(0.0,0.0,0.0);
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if (triangle->material) {
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if ((triangle->material->is_double_sided == true || triangle->material->use_alpha == true) && use_translucency == true) {
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if (n.dot(r_normal)>0)
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r_normal = -r_normal;
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if (triangle->material->use_alpha == true)
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passthrough = true;
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}
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else {
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if (n.dot(r_normal)>0)
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return -1;
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}
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//triangle->get_uv(r_point);
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diffuse_at_point = triangle->material->diffuse.get_color(uv);
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specular_at_point = triangle->material->specular.get_color(uv);
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}
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else {
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if (n.dot(r_normal)>0)
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return -1;
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}
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float dist = p_begin.distance_to(r_point);
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@ -1176,18 +1139,23 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack, bool p_bake_direct,
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//the multiplication can happen with more detail in the shader
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if (triangle->material) {
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//triangle->get_uv(r_point);
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diffuse_at_point=triangle->material->diffuse.get_color(uv);
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specular_at_point=triangle->material->specular.get_color(uv);
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}
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diffuse_at_point.r=res_light.r*diffuse_at_point.r;
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diffuse_at_point.g=res_light.g*diffuse_at_point.g;
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diffuse_at_point.b=res_light.b*diffuse_at_point.b;
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float ret=1e6;
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if (passthrough == true && triangle_id !=-1)
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{
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p_ignore_list.push_back(triangle_id);
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ret=_throw_ray(thread_stack, p_bake_direct, r_point, p_end, p_rest, p_light, p_att_curve, p_att_pos, p_att_curve_len, p_bounces, p_first_bounce, p_only_dist, p_ignore_list);
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}
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else if (p_bounces>0 ) {
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if (p_bounces>0) {
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p_rest-=dist;
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@ -1258,37 +1226,33 @@ float BakedLightBaker::_throw_ray(ThreadStack& thread_stack, bool p_bake_direct,
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bool skip=false;
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if (passthrough == false) {
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if (!p_first_bounce || p_bake_direct) {
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if (!p_first_bounce || p_bake_direct) {
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float r = plot_size * cell_size * 2;
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if (dist < r) {
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float r = plot_size * cell_size*2;
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if (dist<r) {
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//avoid accumulaiton of light on corners
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//plot_light=plot_light.linear_interpolate(Color(0,0,0,0),1.0-sd/plot_size*plot_size);
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skip=true;
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} else {
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Vector3 c1=r_normal.cross(n).normalized();
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Vector3 c2=r_normal.cross(c1).normalized();
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double r1 = double(rand())/RAND_MAX;
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double r2 = double(rand())/RAND_MAX;
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double r3 = double(rand())/RAND_MAX;
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Vector3 rn = ((c1*(r1-0.5)) + (c2*(r2-0.5)) + (r_normal*r3*0.25)).normalized();
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float d =_throw_ray(thread_stack,p_bake_direct,r_point,r_point+rn*p_rest,p_rest,diffuse_at_point,p_att_curve,p_att_pos,p_att_curve_len,p_bounces-1,false,true);
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r = plot_size*cell_size*ao_radius;
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if (d>0 && d<r) {
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//avoid accumulaiton of light on corners
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//plot_light=plot_light.linear_interpolate(Color(0,0,0,0),1.0-sd/plot_size*plot_size);
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skip = true;
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skip=true;
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}
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else {
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Vector3 c1 = r_normal.cross(n).normalized();
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Vector3 c2 = r_normal.cross(c1).normalized();
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double r1 = double(rand()) / RAND_MAX;
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double r2 = double(rand()) / RAND_MAX;
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double r3 = double(rand()) / RAND_MAX;
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Vector3 rn = ((c1*(r1 - 0.5)) + (c2*(r2 - 0.5)) + (r_normal*r3*0.25)).normalized();
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float d = _throw_ray(thread_stack, p_bake_direct, r_point, r_point + rn*p_rest, p_rest, diffuse_at_point, p_att_curve, p_att_pos, p_att_curve_len, p_bounces - 1, false, true);
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r = plot_size*cell_size*ao_radius;
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if (d > 0 && d < r) {
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//avoid accumulaiton of light on corners
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//plot_light=plot_light.linear_interpolate(Color(0,0,0,0),1.0-sd/plot_size*plot_size);
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skip = true;
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}
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else {
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//plot_light=Color(0,0,0,0);
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}
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} else {
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//plot_light=Color(0,0,0,0);
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}
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}
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}
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@ -92,9 +92,6 @@ public:
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Param diffuse;
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Param specular;
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Param emission;
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bool is_double_sided;
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bool use_alpha;
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};
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struct Triangle {
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@ -157,7 +154,6 @@ public:
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struct BVH {
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int id;
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AABB aabb;
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Vector3 center;
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Triangle *leaf;
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@ -311,7 +307,7 @@ public:
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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, Vector<int>&p_ignore_list=Vector<int>());
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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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