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-rw-r--r--scene/3d/voxelizer.cpp23
1 files changed, 10 insertions, 13 deletions
diff --git a/scene/3d/voxelizer.cpp b/scene/3d/voxelizer.cpp
index aa1236521d..9380d1cf32 100644
--- a/scene/3d/voxelizer.cpp
+++ b/scene/3d/voxelizer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -323,8 +323,8 @@ Vector<Color> Voxelizer::_get_bake_texture(Ref<Image> p_image, const Color &p_co
}
Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material) {
- //this way of obtaining materials is inaccurate and also does not support some compressed formats very well
- Ref<StandardMaterial3D> mat = p_material;
+ // This way of obtaining materials is inaccurate and also does not support some compressed formats very well.
+ Ref<BaseMaterial3D> mat = p_material;
Ref<Material> material = mat; //hack for now
@@ -335,7 +335,7 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
MaterialCache mc;
if (mat.is_valid()) {
- Ref<Texture2D> albedo_tex = mat->get_texture(StandardMaterial3D::TEXTURE_ALBEDO);
+ Ref<Texture2D> albedo_tex = mat->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
Ref<Image> img_albedo;
if (albedo_tex.is_valid()) {
@@ -345,7 +345,7 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
mc.albedo = _get_bake_texture(img_albedo, Color(1, 1, 1), mat->get_albedo()); // no albedo texture, color is additive
}
- Ref<Texture2D> emission_tex = mat->get_texture(StandardMaterial3D::TEXTURE_EMISSION);
+ Ref<Texture2D> emission_tex = mat->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
Color emission_col = mat->get_emission();
float emission_energy = mat->get_emission_energy();
@@ -356,7 +356,7 @@ Voxelizer::MaterialCache Voxelizer::_get_material_cache(Ref<Material> p_material
img_emission = emission_tex->get_image();
}
- if (mat->get_emission_operator() == StandardMaterial3D::EMISSION_OP_ADD) {
+ if (mat->get_emission_operator() == BaseMaterial3D::EMISSION_OP_ADD) {
mc.emission = _get_bake_texture(img_emission, Color(1, 1, 1) * emission_energy, emission_col * emission_energy);
} else {
mc.emission = _get_bake_texture(img_emission, emission_col * emission_energy, Color(0, 0, 0));
@@ -592,7 +592,6 @@ void Voxelizer::_fixup_plot(int p_idx, int p_level) {
bake_cells.write[p_idx].albedo[2] = 0;
float alpha_average = 0;
- int children_found = 0;
for (int i = 0; i < 8; i++) {
uint32_t child = bake_cells[p_idx].children[i];
@@ -603,8 +602,6 @@ void Voxelizer::_fixup_plot(int p_idx, int p_level) {
_fixup_plot(child, p_level + 1);
alpha_average += bake_cells[child].alpha;
-
- children_found++;
}
bake_cells.write[p_idx].alpha = alpha_average / 8.0;
@@ -777,8 +774,8 @@ Vector<int> Voxelizer::get_voxel_gi_level_cell_count() const {
/* dt of 1d function using squared distance */
static void edt(float *f, int stride, int n) {
float *d = (float *)alloca(sizeof(float) * n + sizeof(int) * n + sizeof(float) * (n + 1));
- int *v = (int *)&(d[n]);
- float *z = (float *)&v[n];
+ int *v = reinterpret_cast<int *>(&(d[n]));
+ float *z = reinterpret_cast<float *>(&v[n]);
int k = 0;
v[0] = 0;
@@ -872,7 +869,7 @@ Vector<uint8_t> Voxelizer::get_sdf_3d_image() const {
if (d == 0) {
w[i] = 0;
} else {
- w[i] = MIN(d, 254) + 1;
+ w[i] = MIN(d, 254u) + 1;
}
}
}