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Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector
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@@ -108,8 +108,8 @@ BakedLightBaker::MeshTexture* BakedLightBaker::_get_mat_tex(const Ref<Texture>&
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image=copy;
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}
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DVector<uint8_t> dvt=image.get_data();
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DVector<uint8_t>::Read r=dvt.read();
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PoolVector<uint8_t> dvt=image.get_data();
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PoolVector<uint8_t>::Read r=dvt.read();
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MeshTexture mt;
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mt.tex_w=image.get_width();
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mt.tex_h=image.get_height();
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@@ -194,14 +194,14 @@ void BakedLightBaker::_add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_m
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Array a = p_mesh->surface_get_arrays(i);
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DVector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
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DVector<Vector3>::Read vr=vertices.read();
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DVector<Vector2> uv;
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DVector<Vector2>::Read uvr;
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DVector<Vector2> uv2;
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DVector<Vector2>::Read uv2r;
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DVector<Vector3> normal;
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DVector<Vector3>::Read normalr;
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PoolVector<Vector3> vertices = a[Mesh::ARRAY_VERTEX];
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PoolVector<Vector3>::Read vr=vertices.read();
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PoolVector<Vector2> uv;
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PoolVector<Vector2>::Read uvr;
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PoolVector<Vector2> uv2;
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PoolVector<Vector2>::Read uv2r;
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PoolVector<Vector3> normal;
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PoolVector<Vector3>::Read normalr;
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bool read_uv=false;
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bool read_normal=false;
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@@ -236,8 +236,8 @@ void BakedLightBaker::_add_mesh(const Ref<Mesh>& p_mesh,const Ref<Material>& p_m
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if (p_mesh->surface_get_format(i)&Mesh::ARRAY_FORMAT_INDEX) {
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DVector<int> indices = a[Mesh::ARRAY_INDEX];
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DVector<int>::Read ir = indices.read();
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PoolVector<int> indices = a[Mesh::ARRAY_INDEX];
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PoolVector<int>::Read ir = indices.read();
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for(int i=0;i<facecount;i++) {
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Triangle &t=triangles[tbase+i];
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@@ -1788,7 +1788,7 @@ void BakedLightBaker::bake(const Ref<BakedLight> &p_light, Node* p_node) {
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}
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void BakedLightBaker::update_octree_sampler(DVector<int> &p_sampler) {
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void BakedLightBaker::update_octree_sampler(PoolVector<int> &p_sampler) {
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BakedLightBaker::Octant *octants=octant_pool.ptr();
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double norm = 1.0/double(total_rays);
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@@ -1845,7 +1845,7 @@ void BakedLightBaker::update_octree_sampler(DVector<int> &p_sampler) {
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}
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p_sampler.resize(tmp_smp.size());
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DVector<int>::Write w = p_sampler.write();
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PoolVector<int>::Write w = p_sampler.write();
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int ss = tmp_smp.size();
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for(int i=0;i<ss;i++) {
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w[i]=tmp_smp[i];
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@@ -1859,7 +1859,7 @@ void BakedLightBaker::update_octree_sampler(DVector<int> &p_sampler) {
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double mult = baked_light->get_energy_multiplier();
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float saturation = baked_light->get_saturation();
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DVector<int>::Write w = p_sampler.write();
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PoolVector<int>::Write w = p_sampler.write();
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encode_uint32(octree_depth,(uint8_t*)&w[2]);
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encode_uint32(linear_color,(uint8_t*)&w[3]);
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@@ -1900,7 +1900,7 @@ void BakedLightBaker::update_octree_sampler(DVector<int> &p_sampler) {
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}
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void BakedLightBaker::update_octree_images(DVector<uint8_t> &p_octree,DVector<uint8_t> &p_light) {
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void BakedLightBaker::update_octree_images(PoolVector<uint8_t> &p_octree,PoolVector<uint8_t> &p_light) {
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int len = baked_octree_texture_w*baked_octree_texture_h*4;
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@@ -1910,10 +1910,10 @@ void BakedLightBaker::update_octree_images(DVector<uint8_t> &p_octree,DVector<ui
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p_light.resize(ilen);
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DVector<uint8_t>::Write w = p_octree.write();
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PoolVector<uint8_t>::Write w = p_octree.write();
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zeromem(w.ptr(),len);
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DVector<uint8_t>::Write iw = p_light.write();
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PoolVector<uint8_t>::Write iw = p_light.write();
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zeromem(iw.ptr(),ilen);
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float gamma = baked_light->get_gamma_adjust();
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@@ -2612,10 +2612,10 @@ Error BakedLightBaker::transfer_to_lightmaps() {
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}
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}
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DVector<uint8_t> dv;
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PoolVector<uint8_t> dv;
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dv.resize(baked_textures[i].data.size());
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{
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DVector<uint8_t>::Write w = dv.write();
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PoolVector<uint8_t>::Write w = dv.write();
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copymem(w.ptr(),baked_textures[i].data.ptr(),baked_textures[i].data.size());
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}
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