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4ffc0d6b3f
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
290 lines
8.8 KiB
C++
290 lines
8.8 KiB
C++
/*************************************************************************/
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/* light_cluster_builder.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 LIGHT_CLUSTER_BUILDER_H
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#define LIGHT_CLUSTER_BUILDER_H
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#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
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class LightClusterBuilder {
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public:
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enum LightType {
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LIGHT_TYPE_OMNI,
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LIGHT_TYPE_SPOT
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};
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enum ItemType {
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ITEM_TYPE_OMNI_LIGHT,
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ITEM_TYPE_SPOT_LIGHT,
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ITEM_TYPE_REFLECTION_PROBE,
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ITEM_TYPE_DECAL,
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ITEM_TYPE_MAX //should always be 4
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};
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enum {
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COUNTER_SHIFT = 20, //one million total ids
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POINTER_MASK = (1 << COUNTER_SHIFT) - 1,
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COUNTER_MASK = 0xfff // 4096 items per cell
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};
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private:
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struct LightData {
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float position[3];
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uint32_t type;
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float radius;
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float spot_aperture;
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uint32_t pad[2];
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};
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uint32_t light_count = 0;
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uint32_t light_max = 0;
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LightData *lights = nullptr;
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struct OrientedBoxData {
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float position[3];
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uint32_t pad;
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float x_axis[3];
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uint32_t pad2;
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float y_axis[3];
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uint32_t pad3;
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float z_axis[3];
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uint32_t pad4;
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};
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uint32_t refprobe_count = 0;
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uint32_t refprobe_max = 0;
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OrientedBoxData *refprobes = nullptr;
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uint32_t decal_count = 0;
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uint32_t decal_max = 0;
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OrientedBoxData *decals = nullptr;
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struct Item {
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AABB aabb;
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ItemType type;
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uint32_t index;
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};
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Item *items = nullptr;
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uint32_t item_count = 0;
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uint32_t item_max = 0;
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uint32_t width = 0;
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uint32_t height = 0;
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uint32_t depth = 0;
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struct Cell {
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uint32_t item_pointers[ITEM_TYPE_MAX];
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};
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Vector<uint8_t> cluster_data;
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RID cluster_texture;
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struct SortID {
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uint32_t cell_index;
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uint32_t item_index;
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ItemType item_type;
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};
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SortID *sort_ids = nullptr;
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Vector<uint32_t> ids;
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uint32_t sort_id_count = 0;
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uint32_t sort_id_max = 0;
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RID items_buffer;
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Transform view_xform;
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CameraMatrix projection;
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float z_far = 0;
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float z_near = 0;
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_FORCE_INLINE_ void _add_item(const AABB &p_aabb, ItemType p_type, uint32_t p_index) {
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if (unlikely(item_count == item_max)) {
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item_max = nearest_power_of_2_templated(item_max + 1);
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items = (Item *)memrealloc(items, sizeof(Item) * item_max);
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}
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Item &item = items[item_count];
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item.aabb = p_aabb;
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item.index = p_index;
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item.type = p_type;
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item_count++;
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}
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public:
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void begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection);
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_FORCE_INLINE_ void add_light(LightType p_type, const Transform &p_transform, float p_radius, float p_spot_aperture) {
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if (unlikely(light_count == light_max)) {
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light_max = nearest_power_of_2_templated(light_max + 1);
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lights = (LightData *)memrealloc(lights, sizeof(LightData) * light_max);
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}
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LightData &ld = lights[light_count];
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ld.type = p_type;
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ld.position[0] = p_transform.origin.x;
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ld.position[1] = p_transform.origin.y;
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ld.position[2] = p_transform.origin.z;
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ld.radius = p_radius;
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ld.spot_aperture = p_spot_aperture;
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Transform xform = view_xform * p_transform;
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ld.radius *= xform.basis.get_uniform_scale();
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AABB aabb;
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switch (p_type) {
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case LIGHT_TYPE_OMNI: {
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aabb.position = xform.origin;
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aabb.size = Vector3(ld.radius, ld.radius, ld.radius);
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aabb.position -= aabb.size;
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aabb.size *= 2.0;
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_add_item(aabb, ITEM_TYPE_OMNI_LIGHT, light_count);
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} break;
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case LIGHT_TYPE_SPOT: {
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float r = ld.radius;
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real_t len = Math::tan(Math::deg2rad(ld.spot_aperture)) * r;
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aabb.position = xform.origin;
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aabb.expand_to(xform.xform(Vector3(len, len, -r)));
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aabb.expand_to(xform.xform(Vector3(-len, len, -r)));
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aabb.expand_to(xform.xform(Vector3(-len, -len, -r)));
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aabb.expand_to(xform.xform(Vector3(len, -len, -r)));
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_add_item(aabb, ITEM_TYPE_SPOT_LIGHT, light_count);
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} break;
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}
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light_count++;
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}
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_FORCE_INLINE_ void add_reflection_probe(const Transform &p_transform, const Vector3 &p_half_extents) {
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if (unlikely(refprobe_count == refprobe_max)) {
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refprobe_max = nearest_power_of_2_templated(refprobe_max + 1);
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refprobes = (OrientedBoxData *)memrealloc(refprobes, sizeof(OrientedBoxData) * refprobe_max);
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}
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OrientedBoxData &rp = refprobes[refprobe_count];
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Vector3 origin = p_transform.origin;
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rp.position[0] = origin.x;
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rp.position[1] = origin.y;
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rp.position[2] = origin.z;
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Vector3 x_axis = p_transform.basis.get_axis(0) * p_half_extents.x;
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rp.x_axis[0] = x_axis.x;
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rp.x_axis[1] = x_axis.y;
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rp.x_axis[2] = x_axis.z;
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Vector3 y_axis = p_transform.basis.get_axis(1) * p_half_extents.y;
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rp.y_axis[0] = y_axis.x;
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rp.y_axis[1] = y_axis.y;
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rp.y_axis[2] = y_axis.z;
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Vector3 z_axis = p_transform.basis.get_axis(2) * p_half_extents.z;
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rp.z_axis[0] = z_axis.x;
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rp.z_axis[1] = z_axis.y;
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rp.z_axis[2] = z_axis.z;
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AABB aabb;
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aabb.position = origin + x_axis + y_axis + z_axis;
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aabb.expand_to(origin + x_axis + y_axis - z_axis);
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aabb.expand_to(origin + x_axis - y_axis + z_axis);
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aabb.expand_to(origin + x_axis - y_axis - z_axis);
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aabb.expand_to(origin - x_axis + y_axis + z_axis);
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aabb.expand_to(origin - x_axis + y_axis - z_axis);
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aabb.expand_to(origin - x_axis - y_axis + z_axis);
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aabb.expand_to(origin - x_axis - y_axis - z_axis);
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_add_item(aabb, ITEM_TYPE_REFLECTION_PROBE, refprobe_count);
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refprobe_count++;
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}
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_FORCE_INLINE_ void add_decal(const Transform &p_transform, const Vector2 &p_half_extents, float p_depth) {
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if (unlikely(decal_count == decal_max)) {
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decal_max = nearest_power_of_2_templated(decal_max + 1);
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decals = (OrientedBoxData *)memrealloc(decals, sizeof(OrientedBoxData) * decal_max);
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}
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OrientedBoxData &dc = decals[decal_count];
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Vector3 z_axis = -p_transform.basis.get_axis(2) * p_depth * 0.5;
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dc.z_axis[0] = z_axis.x;
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dc.z_axis[1] = z_axis.y;
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dc.z_axis[2] = z_axis.z;
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Vector3 origin = p_transform.origin - z_axis;
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dc.position[0] = origin.x;
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dc.position[1] = origin.y;
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dc.position[2] = origin.z;
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Vector3 x_axis = p_transform.basis.get_axis(0) * p_half_extents.x;
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dc.x_axis[0] = x_axis.x;
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dc.x_axis[1] = x_axis.y;
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dc.x_axis[2] = x_axis.z;
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Vector3 y_axis = p_transform.basis.get_axis(1) * p_half_extents.y;
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dc.y_axis[0] = y_axis.x;
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dc.y_axis[1] = y_axis.y;
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dc.y_axis[2] = y_axis.z;
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AABB aabb;
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aabb.position = origin + x_axis + y_axis + z_axis;
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aabb.expand_to(origin + x_axis + y_axis - z_axis);
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aabb.expand_to(origin + x_axis - y_axis + z_axis);
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aabb.expand_to(origin + x_axis - y_axis - z_axis);
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aabb.expand_to(origin - x_axis + y_axis + z_axis);
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aabb.expand_to(origin - x_axis + y_axis - z_axis);
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aabb.expand_to(origin - x_axis - y_axis + z_axis);
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aabb.expand_to(origin - x_axis - y_axis - z_axis);
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_add_item(aabb, ITEM_TYPE_DECAL, decal_count);
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decal_count++;
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}
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void bake_cluster();
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void setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
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RID get_cluster_texture() const;
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RID get_cluster_indices_buffer() const;
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LightClusterBuilder();
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~LightClusterBuilder();
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};
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#endif // LIGHT_CLUSTER_BUILDER_H
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