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https://github.com/Relintai/props.git
synced 2024-11-12 10:15:25 +01:00
Finished light baking.
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@ -407,6 +407,8 @@ void PropInstanceMerger::_build() {
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_job->reset_meshes();
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}
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_job->clear_lights();
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for (int i = 0; i < get_child_count(); ++i) {
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Node *n = get_child(i);
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@ -31,13 +31,13 @@ SOFTWARE.
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#endif
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#include "jobs/prop_mesher_job_step.h"
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#include "lights/prop_light.h"
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#include "material_cache/prop_material_cache.h"
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#include "prop_instance.h"
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#include "prop_instance_merger.h"
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#include "prop_mesher.h"
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#include "singleton/prop_cache.h"
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#include "scene/resources/shape.h"
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#include "lights/prop_light.h"
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#include "singleton/prop_cache.h"
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#ifdef MESH_DATA_RESOURCE_PRESENT
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#include "../mesh_data_resource/mesh_data_resource.h"
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@ -132,7 +132,6 @@ void PropInstancePropJob::clear_meshes() {
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}
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#endif
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void PropInstancePropJob::add_light(const Ref<PropLight> &light) {
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_prop_mesher->add_light(light);
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}
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@ -188,8 +187,6 @@ void PropInstancePropJob::phase_physics_process() {
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}
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void PropInstancePropJob::phase_prop() {
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#ifdef MESH_DATA_RESOURCE_PRESENT
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if (!_prop_mesher.is_valid()) {
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set_complete(true); //So threadpool knows it's done
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return;
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@ -203,6 +200,7 @@ void PropInstancePropJob::phase_prop() {
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return;
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}
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#ifdef MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
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PMDREntry &e = _prop_mesh_datas.write[i];
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@ -217,6 +215,7 @@ void PropInstancePropJob::phase_prop() {
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_prop_mesher->add_mesh_data_resource_transform(mesh, t, uvr);
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}
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#endif
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if (_prop_mesher->get_vertex_count() == 0) {
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//reset_meshes();
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@ -232,60 +231,15 @@ void PropInstancePropJob::phase_prop() {
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}
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}
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/*
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if (should_do()) {
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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_prop_mesher->bake_colors(_chunk);
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if ((_prop_mesher->get_build_flags() & PropMesher::BUILD_FLAG_USE_LIGHTING) != 0) {
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_prop_mesher->bake_colors();
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}
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if (should_return()) {
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return;
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}
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}
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*/
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/*
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//lights should be added here by the prop instance preemtively
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//Also this system should use it's own lights
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if (should_do()) {
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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TerraWorldDefault *world = Object::cast_to<TerraWorldDefault>(chunk->get_voxel_world());
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if (world) {
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (!chunk->mesh_data_resource_get_is_inside(i)) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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ERR_CONTINUE(!mdr.is_valid());
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Transform trf = chunk->mesh_data_resource_get_transform(i);
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Array arr = mdr->get_array();
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if (arr.size() <= Mesh::ARRAY_VERTEX) {
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continue;
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}
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PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX];
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if (varr.size() == 0) {
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continue;
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}
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PoolColorArray carr = world->get_vertex_colors(trf, varr);
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get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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}
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}
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if (should_return()) {
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return;
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}
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}
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*/
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#endif
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reset_stages();
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next_phase();
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@ -714,7 +668,7 @@ PropInstancePropJob::PropInstancePropJob() {
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//todo allocate this in a virtual method
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_prop_mesher.instance();
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//_prop_mesher->set_build_flags(PropMesher::BUILD_FLAG_USE_LIGHTING | PropMesher::BUILD_FLAG_USE_AO | PropMesher::BUILD_FLAG_USE_RAO | PropMesher::BUILD_FLAG_GENERATE_AO | PropMesher::BUILD_FLAG_AUTO_GENERATE_RAO | PropMesher::BUILD_FLAG_BAKE_LIGHTS);
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_prop_mesher->set_build_flags(PropMesher::BUILD_FLAG_USE_LIGHTING | PropMesher::BUILD_FLAG_USE_AO | PropMesher::BUILD_FLAG_USE_RAO | PropMesher::BUILD_FLAG_BAKE_LIGHTS);
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}
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PropInstancePropJob::~PropInstancePropJob() {
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155
prop_mesher.cpp
155
prop_mesher.cpp
@ -598,7 +598,7 @@ void PropMesher::generate_ao() {
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}*/
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}
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uint8_t PropMesher::get_random_ao(const Vector3 &position) {
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float PropMesher::get_random_ao(const Vector3 &position) {
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float val = _noise->get_noise_3d(position.x, position.y, position.z);
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val *= _rao_scale_factor;
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@ -609,7 +609,49 @@ uint8_t PropMesher::get_random_ao(const Vector3 &position) {
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if (val < 0)
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val = -val;
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return static_cast<uint8_t>(val * 255.0);
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return val;
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}
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Color PropMesher::get_light_color_at(const Vector3 &position, const Vector3 &normal) {
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Vector3 v_lightDiffuse;
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//calculate the lights value
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for (int i = 0; i < _lights.size(); ++i) {
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Ref<PropLight> light = _lights.get(i);
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Vector3 lightDir = light->get_position() - position;
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float dist2 = lightDir.dot(lightDir);
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//inverse sqrt
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lightDir *= (1.0 / sqrt(dist2));
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float NdotL = normal.dot(lightDir);
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if (NdotL > 1.0) {
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NdotL = 1.0;
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} else if (NdotL < 0.0) {
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NdotL = 0.0;
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}
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Color cc = light->get_color();
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Vector3 cv(cc.r, cc.g, cc.b);
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Vector3 value = cv * (NdotL / (1.0 + dist2));
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value *= light->get_size();
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v_lightDiffuse += value;
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/*
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float dist2 = Mathf.Clamp(Vector3.Distance(transformedLights[i], vertices), 0f, 15f);
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dist2 /= 35f;
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Vector3 value = Vector3.one;
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value *= ((float) lights[i].Strength) / 255f;
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value *= (1 - dist2);
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v_lightDiffuse += value;*/
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}
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return Color(v_lightDiffuse.x, v_lightDiffuse.y, v_lightDiffuse.z);
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}
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void PropMesher::add_mesher(const Ref<PropMesher> &mesher) {
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@ -671,48 +713,41 @@ PoolVector<Vector3> PropMesher::build_collider() const {
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}
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void PropMesher::bake_colors() {
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//if ((get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0)
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// return;
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/*
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if (_vertices.size() == 0)
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if ((get_build_flags() & PropMesher::BUILD_FLAG_USE_LIGHTING) == 0) {
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return;
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}
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uint8_t *channel_color_r = chunk->channel_get_valid(TerraChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
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uint8_t *channel_color_g = chunk->channel_get_valid(TerraChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
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uint8_t *channel_color_b = chunk->channel_get_valid(TerraChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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uint8_t *channel_ao = chunk->channel_get_valid(TerraChunkDefault::DEFAULT_CHANNEL_AO);
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uint8_t *channel_rao = chunk->channel_get_valid(TerraChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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bool rao = (get_build_flags() & PropMesher::BUILD_FLAG_USE_RAO) != 0;
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bool lights = (get_build_flags() & PropMesher::BUILD_FLAG_BAKE_LIGHTS) != 0;
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Color base_light(_base_light_value, _base_light_value, _base_light_value);
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if (rao && lights) {
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bake_colors_lights_rao();
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return;
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}
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if (rao) {
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bake_colors_rao();
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return;
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}
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if (lights) {
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bake_colors_lights();
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return;
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}
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}
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void PropMesher::bake_colors_rao() {
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for (int i = 0; i < _vertices.size(); ++i) {
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Vertex vertex = _vertices[i];
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Vector3 vert = vertex.vertex;
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unsigned int x = (unsigned int)(vert.x / _voxel_scale);
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unsigned int z = (unsigned int)(vert.z / _voxel_scale);
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Color light = Color(_base_light_value, _base_light_value, _base_light_value);
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if (chunk->validate_data_position(x, z)) {
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int indx = chunk->get_data_index(x, z);
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float rao = get_random_ao(vert) * _ao_strength;
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Color light = Color(
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channel_color_r[indx] / 255.0,
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channel_color_g[indx] / 255.0,
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channel_color_b[indx] / 255.0);
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float ao = (channel_ao[indx] / 255.0) * _ao_strength;
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float rao = channel_rao[indx] / 255.0;
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ao += rao;
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light.r += _base_light_value;
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light.g += _base_light_value;
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light.b += _base_light_value;
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light.r -= ao;
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light.g -= ao;
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light.b -= ao;
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light.r -= rao;
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light.g -= rao;
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light.b -= rao;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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@ -723,11 +758,57 @@ void PropMesher::bake_colors() {
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vertex.color = light;
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_vertices.set(i, vertex);
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} else {
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vertex.color = base_light;
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}
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}
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void PropMesher::bake_colors_lights_rao() {
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for (int i = 0; i < _vertices.size(); ++i) {
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Vertex vertex = _vertices[i];
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Vector3 vert = vertex.vertex;
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Color light = get_light_color_at(vert, vertex.normal);
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float rao = get_random_ao(vert) * _ao_strength;
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light.r += _base_light_value;
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light.g += _base_light_value;
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light.b += _base_light_value;
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light.r -= rao;
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light.g -= rao;
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light.b -= rao;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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Color c = vertex.color;
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light.a = c.a;
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vertex.color = light;
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_vertices.set(i, vertex);
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}
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}
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void PropMesher::bake_colors_lights() {
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for (int i = 0; i < _vertices.size(); ++i) {
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Vertex vertex = _vertices[i];
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Vector3 vert = vertex.vertex;
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Color light = get_light_color_at(vert, vertex.normal);
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light.r += _base_light_value;
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light.g += _base_light_value;
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light.b += _base_light_value;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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Color c = vertex.color;
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light.a = c.a;
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vertex.color = light;
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_vertices.set(i, vertex);
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}
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}*/
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}
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#ifdef TERRAMAN_PRESENT
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@ -150,7 +150,8 @@ public:
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#endif
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void generate_ao();
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uint8_t get_random_ao(const Vector3 &position);
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float get_random_ao(const Vector3 &position);
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Color get_light_color_at(const Vector3 &position, const Vector3 &normal);
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void add_mesher(const Ref<PropMesher> &mesher);
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void _add_mesher(const Ref<PropMesher> &mesher);
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@ -161,6 +162,9 @@ public:
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PoolVector<Vector3> build_collider() const;
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void bake_colors();
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void bake_colors_rao();
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void bake_colors_lights_rao();
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void bake_colors_lights();
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#ifdef TERRAMAN_PRESENT
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void bake_lights(MeshInstance *node, Vector<Ref<TerraLight>> &lights);
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