#include "visual_server_scene.h"
#include "visual_server_global.h"
#include "os/os.h"
/* CAMERA API */





RID VisualServerScene::camera_create() {

	Camera * camera = memnew( Camera );
	return camera_owner.make_rid( camera );

}

void VisualServerScene::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {

	Camera *camera = camera_owner.get( p_camera );
	ERR_FAIL_COND(!camera);
	camera->type=Camera::PERSPECTIVE;
	camera->fov=p_fovy_degrees;
	camera->znear=p_z_near;
	camera->zfar=p_z_far;

}

void VisualServerScene::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far) {

	Camera *camera = camera_owner.get( p_camera );
	ERR_FAIL_COND(!camera);
	camera->type=Camera::ORTHOGONAL;
	camera->size=p_size;
	camera->znear=p_z_near;
	camera->zfar=p_z_far;
}

void VisualServerScene::camera_set_transform(RID p_camera,const Transform& p_transform) {

	Camera *camera = camera_owner.get( p_camera );
	ERR_FAIL_COND(!camera);
	camera->transform=p_transform.orthonormalized();


}

void VisualServerScene::camera_set_cull_mask(RID p_camera,uint32_t p_layers) {


	Camera *camera = camera_owner.get( p_camera );
	ERR_FAIL_COND(!camera);

	camera->visible_layers=p_layers;

}

void VisualServerScene::camera_set_environment(RID p_camera,RID p_env) {

	Camera *camera = camera_owner.get( p_camera );
	ERR_FAIL_COND(!camera);
	camera->env=p_env;

}


void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) {

	Camera *camera = camera_owner.get( p_camera );
	ERR_FAIL_COND(!camera);
	camera->vaspect=p_enable;

}


/* SCENARIO API */



void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) {

	//VisualServerScene *self = (VisualServerScene*)p_self;
	Instance *A = p_A;
	Instance *B = p_B;

	//instance indices are designed so greater always contains lesser
	if (A->base_type > B->base_type) {
		SWAP(A,B); //lesser always first
	}

	if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

		InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
		InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);


		InstanceLightData::PairInfo pinfo;
		pinfo.geometry=A;
		pinfo.L = geom->lighting.push_back(B);

		List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);

		if (geom->can_cast_shadows) {

			light->shadow_dirty=true;
		}
		geom->lighting_dirty=true;

		return E; //this element should make freeing faster
	} else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

		InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(B->base_data);
		InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);


		InstanceReflectionProbeData::PairInfo pinfo;
		pinfo.geometry=A;
		pinfo.L = geom->reflection_probes.push_back(B);

		List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);

		geom->reflection_dirty=true;

		return E; //this element should make freeing faster
	} else if (B->base_type==VS::INSTANCE_GI_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

		InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
		InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);


		InstanceGIProbeData::PairInfo pinfo;
		pinfo.geometry=A;
		pinfo.L = geom->gi_probes.push_back(B);

		List<InstanceGIProbeData::PairInfo>::Element *E = gi_probe->geometries.push_back(pinfo);

		geom->gi_probes_dirty=true;

		return E; //this element should make freeing faster

	} else if (B->base_type==VS::INSTANCE_GI_PROBE && A->base_type==VS::INSTANCE_LIGHT) {

		InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
		InstanceLightData * light = static_cast<InstanceLightData*>(A->base_data);

		return gi_probe->lights.insert(A);
	}



#if 0
	if (A->base_type==INSTANCE_PORTAL) {

		ERR_FAIL_COND_V( B->base_type!=INSTANCE_PORTAL,NULL );

		A->portal_info->candidate_set.insert(B);
		B->portal_info->candidate_set.insert(A);

		self->_portal_attempt_connect(A);
		//attempt to conncet portal A (will go through B anyway)
		//this is a little hackish, but works fine in practice

	} else if (A->base_type==INSTANCE_GI_PROBE || B->base_type==INSTANCE_GI_PROBE) {

		if (B->base_type==INSTANCE_GI_PROBE) {
			SWAP(A,B);
		}

		ERR_FAIL_COND_V(B->base_type!=INSTANCE_GI_PROBE_SAMPLER,NULL);
		B->gi_probe_sampler_info->gi_probes.insert(A);

	} else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {

		if (B->base_type==INSTANCE_ROOM)
			SWAP(A,B);

		ERR_FAIL_COND_V(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ),NULL);

		B->auto_rooms.insert(A);
		A->room_info->owned_autoroom_geometry.insert(B);

		self->_instance_validate_autorooms(B);


	} else {

		if (B->base_type==INSTANCE_LIGHT) {

			SWAP(A,B);
		} else if (A->base_type!=INSTANCE_LIGHT) {
			return NULL;
		}


		A->light_info->affected.insert(B);
		B->lights.insert(A);
		B->light_cache_dirty=true;


	}
#endif

	return NULL;

}
void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void* udata) {

	//VisualServerScene *self = (VisualServerScene*)p_self;
	Instance *A = p_A;
	Instance *B = p_B;

	//instance indices are designed so greater always contains lesser
	if (A->base_type > B->base_type) {
		SWAP(A,B); //lesser always first
	}



	if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

		InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
		InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);

		List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element*>(udata);

		geom->lighting.erase(E->get().L);
		light->geometries.erase(E);

		if (geom->can_cast_shadows) {
			light->shadow_dirty=true;
		}
		geom->lighting_dirty=true;


	} else if (B->base_type==VS::INSTANCE_REFLECTION_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

		InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(B->base_data);
		InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);

		List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element*>(udata);

		geom->reflection_probes.erase(E->get().L);
		reflection_probe->geometries.erase(E);

		geom->reflection_dirty=true;

	} else if (B->base_type==VS::INSTANCE_GI_PROBE && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

		InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
		InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);

		List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element*>(udata);

		geom->gi_probes.erase(E->get().L);
		gi_probe->geometries.erase(E);

		geom->gi_probes_dirty=true;


	} else if (B->base_type==VS::INSTANCE_GI_PROBE && A->base_type==VS::INSTANCE_LIGHT) {

		InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(B->base_data);
		InstanceLightData * light = static_cast<InstanceLightData*>(A->base_data);


		Set<Instance*>::Element *E = reinterpret_cast<Set<Instance*>::Element*>(udata);

		gi_probe->lights.erase(E);
	}
#if 0
	if (A->base_type==INSTANCE_PORTAL) {

		ERR_FAIL_COND( B->base_type!=INSTANCE_PORTAL );


		A->portal_info->candidate_set.erase(B);
		B->portal_info->candidate_set.erase(A);

		//after disconnecting them, see if they can connect again
		self->_portal_attempt_connect(A);
		self->_portal_attempt_connect(B);

	} else if (A->base_type==INSTANCE_GI_PROBE || B->base_type==INSTANCE_GI_PROBE) {

		if (B->base_type==INSTANCE_GI_PROBE) {
			SWAP(A,B);
		}

		ERR_FAIL_COND(B->base_type!=INSTANCE_GI_PROBE_SAMPLER);
		B->gi_probe_sampler_info->gi_probes.erase(A);

	} else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {

		if (B->base_type==INSTANCE_ROOM)
			SWAP(A,B);

		ERR_FAIL_COND(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ));

		B->auto_rooms.erase(A);
		B->valid_auto_rooms.erase(A);
		A->room_info->owned_autoroom_geometry.erase(B);

	}else {



	if (B->base_type==INSTANCE_LIGHT) {

			SWAP(A,B);
		} else if (A->base_type!=INSTANCE_LIGHT) {
			return;
		}


		A->light_info->affected.erase(B);
		B->lights.erase(A);
		B->light_cache_dirty=true;

	}
#endif
}

RID VisualServerScene::scenario_create() {

	Scenario *scenario = memnew( Scenario );
	ERR_FAIL_COND_V(!scenario,RID());
	RID scenario_rid = scenario_owner.make_rid( scenario );
	scenario->self=scenario_rid;

	scenario->octree.set_pair_callback(_instance_pair,this);
	scenario->octree.set_unpair_callback(_instance_unpair,this);
	scenario->reflection_probe_shadow_atlas=VSG::scene_render->shadow_atlas_create();
	VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas,1024); //make enough shadows for close distance, don't bother with rest
	VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,0,4);
	VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,1,4);
	VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,2,4);
	VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas,3,8);
	scenario->reflection_atlas=VSG::scene_render->reflection_atlas_create();

	return scenario_rid;
}

void VisualServerScene::scenario_set_debug(RID p_scenario,VS::ScenarioDebugMode p_debug_mode) {

	Scenario *scenario = scenario_owner.get(p_scenario);
	ERR_FAIL_COND(!scenario);
	scenario->debug=p_debug_mode;
}

void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {

	Scenario *scenario = scenario_owner.get(p_scenario);
	ERR_FAIL_COND(!scenario);
	scenario->environment=p_environment;

}

void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {


	Scenario *scenario = scenario_owner.get(p_scenario);
	ERR_FAIL_COND(!scenario);
	scenario->fallback_environment=p_environment;


}

void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_size,int p_subdiv) {

	Scenario *scenario = scenario_owner.get(p_scenario);
	ERR_FAIL_COND(!scenario);
	VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas,p_size);
	VSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas,p_subdiv);


}



/* INSTANCING API */

void VisualServerScene::_instance_queue_update(Instance *p_instance,bool p_update_aabb,bool p_update_materials) {

	if (p_update_aabb)
		p_instance->update_aabb=true;
	if (p_update_materials)
		p_instance->update_materials=true;

	if (p_instance->update_item.in_list())
		return;

	_instance_update_list.add(&p_instance->update_item);


}

// from can be mesh, light,  area and portal so far.
RID VisualServerScene::instance_create(){

	Instance *instance = memnew( Instance );
	ERR_FAIL_COND_V(!instance,RID());

	RID instance_rid = instance_owner.make_rid(instance);
	instance->self=instance_rid;


	return instance_rid;


}

void VisualServerScene::instance_set_base(RID p_instance, RID p_base){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	Scenario *scenario = instance->scenario;

	if (instance->base_type!=VS::INSTANCE_NONE) {
		//free anything related to that base

		VSG::storage->instance_remove_dependency(instance->base,instance);

		if (scenario && instance->octree_id) {
			scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
			instance->octree_id=0;
		}

		switch(instance->base_type) {
			case VS::INSTANCE_LIGHT: {

				InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);

				if (instance->scenario && light->D) {
					instance->scenario->directional_lights.erase( light->D );
					light->D=NULL;
				}
				VSG::scene_render->free(light->instance);
			} break;
			case VS::INSTANCE_REFLECTION_PROBE: {

				InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(instance->base_data);
				VSG::scene_render->free(reflection_probe->instance);
				if (reflection_probe->update_list.in_list()) {
					reflection_probe_render_list.remove(&reflection_probe->update_list);
				}
			} break;
			case VS::INSTANCE_GI_PROBE: {

				InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);

				while(gi_probe->dynamic.updating_stage==GI_UPDATE_STAGE_LIGHTING) {
					//wait until bake is done if it's baking
					OS::get_singleton()->delay_usec(1);
				}
				if (gi_probe->update_element.in_list()) {
					gi_probe_update_list.remove(&gi_probe->update_element);
				}
				if (gi_probe->dynamic.probe_data.is_valid()) {
					VSG::storage->free(gi_probe->dynamic.probe_data);
				}

				VSG::scene_render->free(gi_probe->probe_instance);

			} break;

		}

		if (instance->base_data) {
			memdelete( instance->base_data );
			instance->base_data=NULL;
		}

		instance->blend_values.clear();

		for(int i=0;i<instance->materials.size();i++) {
			if (instance->materials[i].is_valid()) {
				VSG::storage->material_remove_instance_owner(instance->materials[i],instance);
			}
		}
		instance->materials.clear();

#if 0
		if (instance->light_info) {

			if (instance->scenario && instance->light_info->D)
				instance->scenario->directional_lights.erase( instance->light_info->D );
			rasterizer->free(instance->light_info->instance);
			memdelete(instance->light_info);
			instance->light_info=NULL;
		}



		if ( instance->room ) {

			instance_set_room(p_instance,RID());
			/*
			if((1<<instance->base_type)&INSTANCE_GEOMETRY_MASK)
				instance->room->room_info->owned_geometry_instances.erase(instance->RE);
			else if (instance->base_type==INSTANCE_PORTAL) {
				print_line("freeing portal, is it there? "+itos(instance->room->room_info->owned_portal_instances.(instance->RE)));
				instance->room->room_info->owned_portal_instances.erase(instance->RE);
			} else if (instance->base_type==INSTANCE_ROOM)
				instance->room->room_info->owned_room_instances.erase(instance->RE);
			else if (instance->base_type==INSTANCE_LIGHT)
				instance->room->room_info->owned_light_instances.erase(instance->RE);

			instance->RE=NULL;*/
		}






		if (instance->portal_info) {

			_portal_disconnect(instance,true);
			memdelete(instance->portal_info);
			instance->portal_info=NULL;

		}

		if (instance->gi_probe_info) {

			while(instance->gi_probe_info->owned_instances.size()) {

				Instance *owned=instance->gi_probe_info->owned_instances.front()->get();
				owned->gi_probe=NULL;
				owned->data.gi_probe=NULL;
				owned->data.gi_probe_octree_xform=NULL;
				owned->BLE=NULL;
				instance->gi_probe_info->owned_instances.pop_front();
			}

			memdelete(instance->gi_probe_info);
			instance->gi_probe_info=NULL;

		}

		if (instance->scenario && instance->octree_id) {
			instance->scenario->octree.erase( instance->octree_id );
			instance->octree_id=0;
		}


		if (instance->room_info) {

			for(List<Instance*>::Element *E=instance->room_info->owned_geometry_instances.front();E;E=E->next()) {

				Instance *owned = E->get();
				owned->room=NULL;
				owned->RE=NULL;
			}
			for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) {

				_portal_disconnect(E->get(),true);
				Instance *owned = E->get();
				owned->room=NULL;
				owned->RE=NULL;
			}

			for(List<Instance*>::Element *E=instance->room_info->owned_room_instances.front();E;E=E->next()) {

				Instance *owned = E->get();
				owned->room=NULL;
				owned->RE=NULL;
			}

			if (instance->room_info->disconnected_child_portals.size()) {
				ERR_PRINT("BUG: Disconnected portals remain!");
			}
			memdelete(instance->room_info);
			instance->room_info=NULL;

		}

		if (instance->particles_info) {

			rasterizer->free( instance->particles_info->instance );
			memdelete(instance->particles_info);
			instance->particles_info=NULL;

		}

		if (instance->gi_probe_sampler_info) {

			while (instance->gi_probe_sampler_info->owned_instances.size()) {

				instance_geometry_set_gi_probe_sampler(instance->gi_probe_sampler_info->owned_instances.front()->get()->self,RID());
			}

			if (instance->gi_probe_sampler_info->sampled_light.is_valid()) {
				rasterizer->free(instance->gi_probe_sampler_info->sampled_light);
			}
			memdelete( instance->gi_probe_sampler_info );
			instance->gi_probe_sampler_info=NULL;
		}
#endif

	}


	instance->base_type=VS::INSTANCE_NONE;
	instance->base=RID();


	if (p_base.is_valid()) {

		instance->base_type=VSG::storage->get_base_type(p_base);
		ERR_FAIL_COND(instance->base_type==VS::INSTANCE_NONE);

		switch(instance->base_type) {
			case VS::INSTANCE_LIGHT: {

				InstanceLightData *light = memnew( InstanceLightData );

				if (scenario && VSG::storage->light_get_type(p_base)==VS::LIGHT_DIRECTIONAL) {
					light->D = scenario->directional_lights.push_back(instance);
				}

				light->instance = VSG::scene_render->light_instance_create(p_base);

				instance->base_data=light;
			} break;
			case VS::INSTANCE_MESH:
			case VS::INSTANCE_MULTIMESH:
			case VS::INSTANCE_IMMEDIATE: {

				InstanceGeometryData *geom = memnew( InstanceGeometryData );
				instance->base_data=geom;
			} break;
			case VS::INSTANCE_REFLECTION_PROBE: {

				InstanceReflectionProbeData *reflection_probe = memnew( InstanceReflectionProbeData );
				reflection_probe->owner=instance;
				instance->base_data=reflection_probe;

				reflection_probe->instance=VSG::scene_render->reflection_probe_instance_create(p_base);
			} break;
			case VS::INSTANCE_GI_PROBE: {

				InstanceGIProbeData *gi_probe = memnew( InstanceGIProbeData );
				instance->base_data=gi_probe;
				gi_probe->owner=instance;

				if (scenario && !gi_probe->update_element.in_list()) {
					gi_probe_update_list.add(&gi_probe->update_element);
				}

				gi_probe->probe_instance=VSG::scene_render->gi_probe_instance_create();

			} break;

		}

		VSG::storage->instance_add_dependency(p_base,instance);

		instance->base=p_base;

		if (scenario)
			_instance_queue_update(instance,true,true);


#if 0
		if (rasterizer->is_mesh(p_base)) {
			instance->base_type=INSTANCE_MESH;
			instance->data.morph_values.resize( rasterizer->mesh_get_morph_target_count(p_base));
			instance->data.materials.resize( rasterizer->mesh_get_surface_count(p_base));
		} else if (rasterizer->is_multimesh(p_base)) {
			instance->base_type=INSTANCE_MULTIMESH;
		} else if (rasterizer->is_immediate(p_base)) {
			instance->base_type=INSTANCE_IMMEDIATE;
		} else if (rasterizer->is_particles(p_base)) {
			instance->base_type=INSTANCE_PARTICLES;
			instance->particles_info=memnew( Instance::ParticlesInfo );
			instance->particles_info->instance = rasterizer->particles_instance_create( p_base );
		} else if (rasterizer->is_light(p_base)) {

			instance->base_type=INSTANCE_LIGHT;
			instance->light_info = memnew( Instance::LightInfo );
			instance->light_info->instance = rasterizer->light_instance_create(p_base);
			if (instance->scenario && rasterizer->light_get_type(p_base)==LIGHT_DIRECTIONAL) {

				instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self);
			}

		} else if (room_owner.owns(p_base)) {
			instance->base_type=INSTANCE_ROOM;
			instance->room_info  = memnew( Instance::RoomInfo );
			instance->room_info->room=room_owner.get(p_base);
		} else if (portal_owner.owns(p_base)) {

			instance->base_type=INSTANCE_PORTAL;
			instance->portal_info = memnew(Instance::PortalInfo);
			instance->portal_info->portal=portal_owner.get(p_base);
		} else if (gi_probe_owner.owns(p_base)) {

			instance->base_type=INSTANCE_GI_PROBE;
			instance->gi_probe_info=memnew(Instance::BakedLightInfo);
			instance->gi_probe_info->gi_probe=gi_probe_owner.get(p_base);

			//instance->portal_info = memnew(Instance::PortalInfo);
			//instance->portal_info->portal=portal_owner.get(p_base);
		} else if (gi_probe_sampler_owner.owns(p_base)) {


			instance->base_type=INSTANCE_GI_PROBE_SAMPLER;
			instance->gi_probe_sampler_info=memnew( Instance::BakedLightSamplerInfo);
			instance->gi_probe_sampler_info->sampler=gi_probe_sampler_owner.get(p_base);

			//instance->portal_info = memnew(Instance::PortalInfo);
			//instance->portal_info->portal=portal_owner.get(p_base);

		} else {
			ERR_EXPLAIN("Invalid base RID for instance!")
			ERR_FAIL();
		}

		instance_dependency_map[ p_base ].insert( instance->self );
#endif


	}
}
void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	if (instance->scenario) {

		instance->scenario->instances.remove( &instance->scenario_item );

		if (instance->octree_id) {
			instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
			instance->octree_id=0;
		}


		switch(instance->base_type) {

			case VS::INSTANCE_LIGHT: {


				InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);

				if (light->D) {
					instance->scenario->directional_lights.erase( light->D );
					light->D=NULL;
				}
			} break;
			case VS::INSTANCE_REFLECTION_PROBE: {

				InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(instance->base_data);
				VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
			} break;
			case VS::INSTANCE_GI_PROBE: {

				InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);
				if (gi_probe->update_element.in_list()) {
					gi_probe_update_list.remove(&gi_probe->update_element);
				}
			} break;

		}

		instance->scenario=NULL;
	}


	if (p_scenario.is_valid()) {

		Scenario *scenario = scenario_owner.get( p_scenario );
		ERR_FAIL_COND(!scenario);

		instance->scenario=scenario;

		scenario->instances.add( &instance->scenario_item );


		switch(instance->base_type) {

			case VS::INSTANCE_LIGHT: {


				InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);

				if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) {
					light->D = scenario->directional_lights.push_back(instance);
				}
			} break;
			case VS::INSTANCE_GI_PROBE: {

				InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData*>(instance->base_data);
				if (!gi_probe->update_element.in_list()) {
					gi_probe_update_list.add(&gi_probe->update_element);
				}
			} break;
		}

		_instance_queue_update(instance,true,true);
	}
}
void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask){


	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	instance->layer_mask=p_mask;
}
void VisualServerScene::instance_set_transform(RID p_instance, const Transform& p_transform){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	if (instance->transform==p_transform)
		return; //must be checked to avoid worst evil

	instance->transform=p_transform;
	_instance_queue_update(instance,true);
}
void VisualServerScene::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	instance->object_ID=p_ID;

}
void VisualServerScene::instance_set_blend_shape_weight(RID p_instance,int p_shape, float p_weight){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	if (instance->update_item.in_list()) {
		_update_dirty_instance(instance);
	}

	ERR_FAIL_INDEX(p_shape,instance->blend_values.size());
	instance->blend_values[p_shape]=p_weight;
}

void VisualServerScene::instance_set_surface_material(RID p_instance,int p_surface, RID p_material){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	if (instance->update_item.in_list()) {
		_update_dirty_instance(instance);
	}

	ERR_FAIL_INDEX(p_surface,instance->materials.size());

	if (instance->materials[p_surface].is_valid()) {
		VSG::storage->material_remove_instance_owner(instance->materials[p_surface],instance);
	}
	instance->materials[p_surface]=p_material;
	instance->base_material_changed();

	if (instance->materials[p_surface].is_valid()) {
		VSG::storage->material_add_instance_owner(instance->materials[p_surface],instance);
	}


}

void VisualServerScene::instance_set_visible(RID p_instance,bool p_visible) {

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	if (instance->visible==p_visible)
		return;

	instance->visible=p_visible;


	switch(instance->base_type) {
		case VS::INSTANCE_LIGHT: {
			if (VSG::storage->light_get_type(instance->base)!=VS::LIGHT_DIRECTIONAL && instance->octree_id && instance->scenario) {
				instance->scenario->octree.set_pairable(instance->octree_id,p_visible,1<<VS::INSTANCE_LIGHT,p_visible?VS::INSTANCE_GEOMETRY_MASK:0);
			}

		} break;
		case VS::INSTANCE_REFLECTION_PROBE: {
			if (instance->octree_id && instance->scenario) {
				instance->scenario->octree.set_pairable(instance->octree_id,p_visible,1<<VS::INSTANCE_REFLECTION_PROBE,p_visible?VS::INSTANCE_GEOMETRY_MASK:0);
			}

		} break;
		case VS::INSTANCE_GI_PROBE: {
			if (instance->octree_id && instance->scenario) {
				instance->scenario->octree.set_pairable(instance->octree_id,p_visible,1<<VS::INSTANCE_GI_PROBE,p_visible?(VS::INSTANCE_GEOMETRY_MASK|(1<<VS::INSTANCE_LIGHT)):0);
			}

		} break;

	}

}

void VisualServerScene::instance_attach_skeleton(RID p_instance,RID p_skeleton){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	if (instance->skeleton==p_skeleton)
		return;

	if (instance->skeleton.is_valid()) {
		VSG::storage->instance_remove_skeleton(p_skeleton,instance);
	}

	instance->skeleton=p_skeleton;

	if (instance->skeleton.is_valid()) {
		VSG::storage->instance_add_skeleton(p_skeleton,instance);
	}

	_instance_queue_update(instance,true);
}

void VisualServerScene::instance_set_exterior( RID p_instance, bool p_enabled ){

}
void VisualServerScene::instance_set_room( RID p_instance, RID p_room ){

}

void VisualServerScene::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ){

}

Vector<ObjectID> VisualServerScene::instances_cull_aabb(const Rect3& p_aabb, RID p_scenario) const {


	Vector<ObjectID> instances;
	Scenario *scenario=scenario_owner.get(p_scenario);
	ERR_FAIL_COND_V(!scenario,instances);

	const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling

	int culled=0;
	Instance *cull[1024];
	culled=scenario->octree.cull_AABB(p_aabb,cull,1024);

	for (int i=0;i<culled;i++) {

		Instance *instance=cull[i];
		ERR_CONTINUE(!instance);
		if (instance->object_ID==0)
			continue;

		instances.push_back(instance->object_ID);
	}

	return instances;
}
Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{

	Vector<ObjectID> instances;
	Scenario *scenario=scenario_owner.get(p_scenario);
	ERR_FAIL_COND_V(!scenario,instances);
	const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling

	int culled=0;
	Instance *cull[1024];
	culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024);


	for (int i=0;i<culled;i++) {
		Instance *instance=cull[i];
		ERR_CONTINUE(!instance);
		if (instance->object_ID==0)
			continue;

		instances.push_back(instance->object_ID);
	}

	return instances;

}
Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex,  RID p_scenario) const{

	Vector<ObjectID> instances;
	Scenario *scenario=scenario_owner.get(p_scenario);
	ERR_FAIL_COND_V(!scenario,instances);
	const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling

	int culled=0;
	Instance *cull[1024];


	culled=scenario->octree.cull_convex(p_convex,cull,1024);

	for (int i=0;i<culled;i++) {

		Instance *instance=cull[i];
		ERR_CONTINUE(!instance);
		if (instance->object_ID==0)
			continue;

		instances.push_back(instance->object_ID);
	}

	return instances;

}

void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	switch(p_flags) {

		case VS::INSTANCE_FLAG_BILLBOARD: {

			instance->billboard=p_enabled;

		} break;
		case VS::INSTANCE_FLAG_BILLBOARD_FIX_Y: {

			instance->billboard_y=p_enabled;

		} break;
		case VS::INSTANCE_FLAG_CAST_SHADOW: {
			if (p_enabled == true) {
				instance->cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
			}
			else {
				instance->cast_shadows = VS::SHADOW_CASTING_SETTING_OFF;
			}

			instance->base_material_changed(); // to actually compute if shadows are visible or not

		} break;
		case VS::INSTANCE_FLAG_DEPH_SCALE: {

			instance->depth_scale=p_enabled;

		} break;
		case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: {

			instance->visible_in_all_rooms=p_enabled;

		} break;

	}
}
void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {

}
void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material){

	Instance *instance = instance_owner.get( p_instance );
	ERR_FAIL_COND( !instance );

	if (instance->material_override.is_valid()) {
		VSG::storage->material_remove_instance_owner(instance->material_override,instance);
	}
	instance->material_override=p_material;
	instance->base_material_changed();

	if (instance->material_override.is_valid()) {
		VSG::storage->material_add_instance_owner(instance->material_override,instance);
	}

}


void VisualServerScene::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin){

}
void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance){

}


void VisualServerScene::_update_instance(Instance *p_instance) {

	p_instance->version++;

	if (p_instance->base_type == VS::INSTANCE_LIGHT) {

		InstanceLightData *light = static_cast<InstanceLightData*>(p_instance->base_data);

		VSG::scene_render->light_instance_set_transform( light->instance, p_instance->transform );
		light->shadow_dirty=true;

	}

	if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) {

		InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data);

		VSG::scene_render->reflection_probe_instance_set_transform( reflection_probe->instance, p_instance->transform );
		reflection_probe->reflection_dirty=true;

	}


	if (p_instance->aabb.has_no_surface())
		return;

#if 0
	if (p_instance->base_type == VS::INSTANCE_PARTICLES) {

		rasterizer->particles_instance_set_transform( p_instance->particles_info->instance, p_instance->data.transform );
	}

#endif
	if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

		InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
		//make sure lights are updated if it casts shadow

		if (geom->can_cast_shadows) {
			for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
				InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
				light->shadow_dirty=true;
			}
		}

	}
#if 0
	else if (p_instance->base_type == INSTANCE_ROOM) {

		p_instance->room_info->affine_inverse=p_instance->data.transform.affine_inverse();
	} else if (p_instance->base_type == INSTANCE_GI_PROBE) {

		Transform scale;
		scale.basis.scale(p_instance->gi_probe_info->gi_probe->octree_aabb.size);
		scale.origin=p_instance->gi_probe_info->gi_probe->octree_aabb.pos;
		//print_line("scale: "+scale);
		p_instance->gi_probe_info->affine_inverse=(p_instance->data.transform*scale).affine_inverse();
	}


#endif

	p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;

	Rect3 new_aabb;
#if 0
	if (p_instance->base_type==INSTANCE_PORTAL) {

		//portals need to be transformed in a special way, so they don't become too wide if they have scale..
		Transform portal_xform = p_instance->data.transform;
		portal_xform.basis.set_axis(2,portal_xform.basis.get_axis(2).normalized());

		p_instance->portal_info->plane_cache=Plane( p_instance->data.transform.origin, portal_xform.basis.get_axis(2));
		int point_count=p_instance->portal_info->portal->shape.size();
		p_instance->portal_info->transformed_point_cache.resize(point_count);

		AABB portal_aabb;

		for(int i=0;i<point_count;i++) {

			Point2 src = p_instance->portal_info->portal->shape[i];
			Vector3 point = portal_xform.xform(Vector3(src.x,src.y,0));
			p_instance->portal_info->transformed_point_cache[i]=point;
			if (i==0)
				portal_aabb.pos=point;
			else
				portal_aabb.expand_to(point);
		}

		portal_aabb.grow_by(p_instance->portal_info->portal->connect_range);

		new_aabb = portal_aabb;

	} else {
#endif
		new_aabb = p_instance->transform.xform(p_instance->aabb);
#if 0
	}
#endif


	p_instance->transformed_aabb=new_aabb;

	if (!p_instance->scenario) {

		return;
	}



	if (p_instance->octree_id==0) {

		uint32_t base_type = 1<<p_instance->base_type;
		uint32_t pairable_mask=0;
		bool pairable=false;

		if (p_instance->base_type == VS::INSTANCE_LIGHT || p_instance->base_type==VS::INSTANCE_REFLECTION_PROBE) {

			pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK:0;
			pairable=true;
		}

		if (p_instance->base_type == VS::INSTANCE_GI_PROBE) {
			//lights and geometries
			pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK|(1<<VS::INSTANCE_LIGHT):0;
			pairable=true;
		}

#if 0

		if (p_instance->base_type == VS::INSTANCE_PORTAL) {

			pairable_mask=(1<<INSTANCE_PORTAL);
			pairable=true;
		}

		if (p_instance->base_type == VS::INSTANCE_GI_PROBE_SAMPLER) {

			pairable_mask=(1<<INSTANCE_GI_PROBE);
			pairable=true;
		}


		if (!p_instance->room && (1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

			base_type|=VS::INSTANCE_ROOMLESS_MASK;
		}

		if (p_instance->base_type == VS::INSTANCE_ROOM) {

			pairable_mask=INSTANCE_ROOMLESS_MASK;
			pairable=true;
		}
#endif

		// not inside octree
		p_instance->octree_id = p_instance->scenario->octree.create(p_instance,new_aabb,0,pairable,base_type,pairable_mask);

	} else {

		/*
		if (new_aabb==p_instance->data.transformed_aabb)
			return;
		*/

		p_instance->scenario->octree.move(p_instance->octree_id,new_aabb);
	}
#if 0
	if (p_instance->base_type==INSTANCE_PORTAL) {

		_portal_attempt_connect(p_instance);
	}

	if (!p_instance->room && (1<<p_instance->base_type)&INSTANCE_GEOMETRY_MASK) {

		_instance_validate_autorooms(p_instance);
	}

	if (p_instance->base_type == INSTANCE_ROOM) {

		for(Set<Instance*>::Element *E=p_instance->room_info->owned_autoroom_geometry.front();E;E=E->next())
			_instance_validate_autorooms(E->get());
	}
#endif

}

void VisualServerScene::_update_instance_aabb(Instance *p_instance) {

	Rect3 new_aabb;

	ERR_FAIL_COND(p_instance->base_type!=VS::INSTANCE_NONE && !p_instance->base.is_valid());

	switch(p_instance->base_type) {
		case VisualServer::INSTANCE_NONE: {

			// do nothing
		} break;
		case VisualServer::INSTANCE_MESH: {

			new_aabb = VSG::storage->mesh_get_aabb(p_instance->base,p_instance->skeleton);

		} break;

		case VisualServer::INSTANCE_MULTIMESH: {

			new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);

		} break;
		case VisualServer::INSTANCE_IMMEDIATE: {

			new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);


		} break;
#if 0

		case VisualServer::INSTANCE_PARTICLES: {

			new_aabb = rasterizer->particles_get_aabb(p_instance->base);


		} break;
#endif
		case VisualServer::INSTANCE_LIGHT: {

			new_aabb = VSG::storage->light_get_aabb(p_instance->base);

		} break;
		case VisualServer::INSTANCE_REFLECTION_PROBE: {

			new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base);

		} break;
		case VisualServer::INSTANCE_GI_PROBE: {

			new_aabb = VSG::storage->gi_probe_get_bounds(p_instance->base);

		} break;

#if 0
		case VisualServer::INSTANCE_ROOM: {

			Room *room = room_owner.get( p_instance->base );
			ERR_FAIL_COND(!room);
			new_aabb=room->bounds.get_aabb();

		} break;
		case VisualServer::INSTANCE_PORTAL: {

			Portal *portal = portal_owner.get( p_instance->base );
			ERR_FAIL_COND(!portal);
			for (int i=0;i<portal->shape.size();i++) {

				Vector3 point( portal->shape[i].x, portal->shape[i].y, 0 );
				if (i==0) {

					new_aabb.pos=point;
					new_aabb.size.z=0.01; // make it not flat for octree
				} else {

					new_aabb.expand_to(point);
				}
			}

		} break;
		case VisualServer::INSTANCE_GI_PROBE: {

			BakedLight *gi_probe = gi_probe_owner.get( p_instance->base );
			ERR_FAIL_COND(!gi_probe);
			new_aabb=gi_probe->octree_aabb;

		} break;
		case VisualServer::INSTANCE_GI_PROBE_SAMPLER: {

			BakedLightSampler *gi_probe_sampler = gi_probe_sampler_owner.get( p_instance->base );
			ERR_FAIL_COND(!gi_probe_sampler);
			float radius = gi_probe_sampler->params[VS::BAKED_LIGHT_SAMPLER_RADIUS];

			new_aabb=AABB(Vector3(-radius,-radius,-radius),Vector3(radius*2,radius*2,radius*2));

		} break;
#endif
		default: {}
	}

	if (p_instance->extra_margin)
		new_aabb.grow_by(p_instance->extra_margin);

	p_instance->aabb=new_aabb;

}





void VisualServerScene::_light_instance_update_shadow(Instance *p_instance,const Transform p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_orthogonal,RID p_shadow_atlas,Scenario* p_scenario) {


	InstanceLightData * light = static_cast<InstanceLightData*>(p_instance->base_data);

	switch(VSG::storage->light_get_type(p_instance->base)) {

		case VS::LIGHT_DIRECTIONAL: {

			float max_distance =p_cam_projection.get_z_far();
			float shadow_max = VSG::storage->light_get_param(p_instance->base,VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
			if (shadow_max>0) {
				max_distance=MIN(shadow_max,max_distance);
			}
			max_distance=MAX(max_distance,p_cam_projection.get_z_near()+0.001);

			float range = max_distance-p_cam_projection.get_z_near();

			int splits=0;
			switch(VSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
				case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: splits=1; break;
				case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: splits=2; break;
				case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits=4; break;
			}

			float distances[5];

			distances[0]=p_cam_projection.get_z_near();
			for(int i=0;i<splits;i++) {
				distances[i+1]=p_cam_projection.get_z_near()+VSG::storage->light_get_param(p_instance->base,VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET+i))*range;
			};

			distances[splits]=max_distance;

			float texture_size=VSG::scene_render->get_directional_light_shadow_size(light->instance);

			bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);

			for (int i=0;i<splits;i++) {

				// setup a camera matrix for that range!
				CameraMatrix camera_matrix;

				float aspect = p_cam_projection.get_aspect();


				if (p_cam_orthogonal) {

					float w,h;
					p_cam_projection.get_viewport_size(w,h);
					camera_matrix.set_orthogonal(w,aspect,distances[(i==0 || !overlap )?i:i-1],distances[i+1],false);
				} else {

					float fov = p_cam_projection.get_fov();
					camera_matrix.set_perspective(fov,aspect,distances[(i==0 || !overlap )?i:i-1],distances[i+1],false);
				}

				//obtain the frustum endpoints

				Vector3 endpoints[8]; // frustum plane endpoints
				bool res = camera_matrix.get_endpoints(p_cam_transform,endpoints);
				ERR_CONTINUE(!res);

				// obtain the light frustm ranges (given endpoints)

				Vector3 x_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_X ).normalized();
				Vector3 y_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Y ).normalized();
				Vector3 z_vec=p_instance->transform.basis.get_axis( Vector3::AXIS_Z ).normalized();
				//z_vec points agsint the camera, like in default opengl

				float x_min,x_max;
				float y_min,y_max;
				float z_min,z_max;

				float x_min_cam,x_max_cam;
				float y_min_cam,y_max_cam;
				float z_min_cam,z_max_cam;


				//used for culling
				for(int j=0;j<8;j++) {

					float d_x=x_vec.dot(endpoints[j]);
					float d_y=y_vec.dot(endpoints[j]);
					float d_z=z_vec.dot(endpoints[j]);

					if (j==0 || d_x<x_min)
						x_min=d_x;
					if (j==0 || d_x>x_max)
						x_max=d_x;

					if (j==0 || d_y<y_min)
						y_min=d_y;
					if (j==0 || d_y>y_max)
						y_max=d_y;

					if (j==0 || d_z<z_min)
						z_min=d_z;
					if (j==0 || d_z>z_max)
						z_max=d_z;


				}





				{
					//camera viewport stuff
					//this trick here is what stabilizes the shadow (make potential jaggies to not move)
					//at the cost of some wasted resolution. Still the quality increase is very well worth it


					Vector3 center;

					for(int j=0;j<8;j++) {

						center+=endpoints[j];
					}
					center/=8.0;

					//center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;

					float radius=0;

					for(int j=0;j<8;j++) {

						float d = center.distance_to(endpoints[j]);
						if (d>radius)
							radius=d;
					}


					radius *= texture_size/(texture_size-2.0); //add a texel by each side, so stepified texture will always fit

					x_max_cam=x_vec.dot(center)+radius;
					x_min_cam=x_vec.dot(center)-radius;
					y_max_cam=y_vec.dot(center)+radius;
					y_min_cam=y_vec.dot(center)-radius;
					z_max_cam=z_vec.dot(center)+radius;
					z_min_cam=z_vec.dot(center)-radius;

					float unit = radius*2.0/texture_size;

					x_max_cam=Math::stepify(x_max_cam,unit);
					x_min_cam=Math::stepify(x_min_cam,unit);
					y_max_cam=Math::stepify(y_max_cam,unit);
					y_min_cam=Math::stepify(y_min_cam,unit);

				}

				//now that we now all ranges, we can proceed to make the light frustum planes, for culling octree

				Vector<Plane> light_frustum_planes;
				light_frustum_planes.resize(6);

				//right/left
				light_frustum_planes[0]=Plane( x_vec, x_max );
				light_frustum_planes[1]=Plane( -x_vec, -x_min );
				//top/bottom
				light_frustum_planes[2]=Plane( y_vec, y_max );
				light_frustum_planes[3]=Plane( -y_vec, -y_min );
				//near/far
				light_frustum_planes[4]=Plane( z_vec, z_max+1e6 );
				light_frustum_planes[5]=Plane( -z_vec, -z_min ); // z_min is ok, since casters further than far-light plane are not needed

				int cull_count = p_scenario->octree.cull_convex(light_frustum_planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);

				// a pre pass will need to be needed to determine the actual z-near to be used


				for (int j=0;j<cull_count;j++) {

					float min,max;
					Instance *instance = instance_shadow_cull_result[j];
					if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
						cull_count--;
						SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
						j--;

					}

					instance->transformed_aabb.project_range_in_plane(Plane(z_vec,0),min,max);
					if (max>z_max)
						z_max=max;
				}

				{
					CameraMatrix ortho_camera;
					real_t half_x = (x_max_cam-x_min_cam) * 0.5;
					real_t half_y = (y_max_cam-y_min_cam) * 0.5;


					ortho_camera.set_orthogonal( -half_x, half_x,-half_y,half_y, 0, (z_max-z_min_cam) );

					Transform ortho_transform;
					ortho_transform.basis=p_instance->transform.basis;
					ortho_transform.origin=x_vec*(x_min_cam+half_x)+y_vec*(y_min_cam+half_y)+z_vec*z_max;

					VSG::scene_render->light_instance_set_shadow_transform(light->instance,ortho_camera,ortho_transform,0,distances[i+1],i);
				}



				VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);

			}

		} break;
		case VS::LIGHT_OMNI: {

			VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base);

			switch(shadow_mode) {
				case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: {

					for(int i=0;i<2;i++) {

						//using this one ensures that raster deferred will have it

						float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);

						float z =i==0?-1:1;
						Vector<Plane> planes;
						planes.resize(5);
						planes[0]=p_instance->transform.xform(Plane(Vector3(0,0,z),radius));
						planes[1]=p_instance->transform.xform(Plane(Vector3(1,0,z).normalized(),radius));
						planes[2]=p_instance->transform.xform(Plane(Vector3(-1,0,z).normalized(),radius));
						planes[3]=p_instance->transform.xform(Plane(Vector3(0,1,z).normalized(),radius));
						planes[4]=p_instance->transform.xform(Plane(Vector3(0,-1,z).normalized(),radius));


						int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);

						for (int j=0;j<cull_count;j++) {

							Instance *instance = instance_shadow_cull_result[j];
							if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
								cull_count--;
								SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
								j--;

							}
						}

						VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,i);
						VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
					}
				} break;
				case VS::LIGHT_OMNI_SHADOW_CUBE: {

					float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);
					CameraMatrix cm;
					cm.set_perspective(90,1,0.01,radius);

					for(int i=0;i<6;i++) {

						//using this one ensures that raster deferred will have it



						static const Vector3 view_normals[6]={
							Vector3(-1, 0, 0),
							Vector3(+1, 0, 0),
							Vector3( 0,-1, 0),
							Vector3( 0,+1, 0),
							Vector3( 0, 0,-1),
							Vector3( 0, 0,+1)
						};
						static const Vector3 view_up[6]={
							Vector3( 0,-1, 0),
							Vector3( 0,-1, 0),
							Vector3( 0, 0,-1),
							Vector3( 0, 0,+1),
							Vector3( 0,-1, 0),
							Vector3( 0,-1, 0)
						};

						Transform xform = p_instance->transform * Transform().looking_at(view_normals[i],view_up[i]);


						Vector<Plane> planes = cm.get_projection_planes(xform);

						int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);

						for (int j=0;j<cull_count;j++) {

							Instance *instance = instance_shadow_cull_result[j];
							if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
								cull_count--;
								SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
								j--;

							}
						}


						VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,xform,radius,0,i);
						VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,i,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);
					}

					//restore the regular DP matrix
					VSG::scene_render->light_instance_set_shadow_transform(light->instance,CameraMatrix(),p_instance->transform,radius,0,0);

				} break;
			}


		} break;
		case VS::LIGHT_SPOT: {


			float radius = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_RANGE);
			float angle = VSG::storage->light_get_param( p_instance->base, VS::LIGHT_PARAM_SPOT_ANGLE);

			CameraMatrix cm;
			cm.set_perspective( angle*2.0, 1.0, 0.01, radius );


			Vector<Plane> planes = cm.get_projection_planes(p_instance->transform);
			int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,VS::INSTANCE_GEOMETRY_MASK);

			for (int j=0;j<cull_count;j++) {

				Instance *instance = instance_shadow_cull_result[j];
				if (!instance->visible || !((1<<instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData*>(instance->base_data)->can_cast_shadows) {
					cull_count--;
					SWAP(instance_shadow_cull_result[j],instance_shadow_cull_result[cull_count]);
					j--;

				}
			}


			VSG::scene_render->light_instance_set_shadow_transform(light->instance,cm,p_instance->transform,radius,0,0);
			VSG::scene_render->render_shadow(light->instance,p_shadow_atlas,0,(RasterizerScene::InstanceBase**)instance_shadow_cull_result,cull_count);

		} break;
	}

}


void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewport_size,RID p_shadow_atlas) {

	Camera *camera = camera_owner.getornull(p_camera);
	ERR_FAIL_COND(!camera);

	/* STEP 1 - SETUP CAMERA */
	CameraMatrix camera_matrix;
	bool ortho=false;


	switch(camera->type) {
		case Camera::ORTHOGONAL: {

			camera_matrix.set_orthogonal(
				camera->size,
				p_viewport_size.width / (float)p_viewport_size.height,
				camera->znear,
				camera->zfar,
				camera->vaspect

			);
			ortho=true;
		} break;
		case Camera::PERSPECTIVE: {

			camera_matrix.set_perspective(
				camera->fov,
				p_viewport_size.width / (float)p_viewport_size.height,
				camera->znear,
				camera->zfar,
				camera->vaspect

			);
			ortho=false;

		} break;
	}

	_render_scene(camera->transform,camera_matrix,ortho,camera->env,camera->visible_layers,p_scenario,p_shadow_atlas,RID(),-1);

}


void VisualServerScene::_render_scene(const Transform p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_orthogonal,RID p_force_environment,uint32_t p_visible_layers, RID p_scenario,RID p_shadow_atlas,RID p_reflection_probe,int p_reflection_probe_pass) {



	Scenario *scenario = scenario_owner.getornull(p_scenario);

	render_pass++;
	uint32_t camera_layer_mask=p_visible_layers;

	VSG::scene_render->set_scene_pass(render_pass);


	//rasterizer->set_camera(camera->transform, camera_matrix,ortho);

	Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);

	Plane near_plane(p_cam_transform.origin,-p_cam_transform.basis.get_axis(2).normalized());
	float z_far = p_cam_projection.get_z_far();

	/* STEP 2 - CULL */
	int cull_count = scenario->octree.cull_convex(planes,instance_cull_result,MAX_INSTANCE_CULL);
	light_cull_count=0;

	reflection_probe_cull_count=0;

	//light_samplers_culled=0;

/*	print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
	print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
	//print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
	print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
*/

	/* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */


	// compute portals
#if 0
	exterior_visited=false;
	exterior_portal_cull_count=0;

	if (room_cull_enabled) {
		for(int i=0;i<cull_count;i++) {

			Instance *ins = instance_cull_result[i];
			ins->last_render_pass=render_pass;

			if (ins->base_type!=INSTANCE_PORTAL)
				continue;

			if (ins->room)
				continue;

			ERR_CONTINUE(exterior_portal_cull_count>=MAX_EXTERIOR_PORTALS);
			exterior_portal_cull_result[exterior_portal_cull_count++]=ins;

		}

		room_cull_count = p_scenario->octree.cull_point(camera->transform.origin,room_cull_result,MAX_ROOM_CULL,NULL,(1<<INSTANCE_ROOM)|(1<<INSTANCE_PORTAL));


		Set<Instance*> current_rooms;
		Set<Instance*> portal_rooms;
		//add to set
		for(int i=0;i<room_cull_count;i++) {

			if (room_cull_result[i]->base_type==INSTANCE_ROOM) {
				current_rooms.insert(room_cull_result[i]);
			}
			if (room_cull_result[i]->base_type==INSTANCE_PORTAL) {
				//assume inside that room if also inside the portal..
				if (room_cull_result[i]->room) {
					portal_rooms.insert(room_cull_result[i]->room);
				}

				SWAP(room_cull_result[i],room_cull_result[room_cull_count-1]);
				room_cull_count--;
				i--;
			}
		}

		//remove from set if it has a parent room or BSP doesn't contain
		for(int i=0;i<room_cull_count;i++) {
			Instance *r = room_cull_result[i];

			//check inside BSP
			Vector3 room_local_point = r->room_info->affine_inverse.xform( camera->transform.origin );

			if (!portal_rooms.has(r) && !r->room_info->room->bounds.point_is_inside(room_local_point)) {

				current_rooms.erase(r);
				continue;
			}

			//check parent
			while (r->room) {// has parent room

				current_rooms.erase(r);
				r=r->room;
			}

		}

		if (current_rooms.size()) {
			//camera is inside a room
			// go through rooms
			for(Set<Instance*>::Element *E=current_rooms.front();E;E=E->next()) {
				_cull_room(camera,E->get());
			}

		} else {
			//start from exterior
			_cull_room(camera,NULL);

		}
	}

#endif
	/* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */

	for(int i=0;i<cull_count;i++) {

		Instance *ins = instance_cull_result[i];

		bool keep=false;

		if ((camera_layer_mask&ins->layer_mask)==0) {

			//failure
		} else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) {


			if (ins->visible && light_cull_count<MAX_LIGHTS_CULLED) {

				InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);

				if (!light->geometries.empty()) {
					//do not add this light if no geometry is affected by it..
					light_cull_result[light_cull_count]=ins;
					light_instance_cull_result[light_cull_count]=light->instance;
					if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) {
						VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
					}

					light_cull_count++;
				}


			}
		} else if (ins->base_type==VS::INSTANCE_REFLECTION_PROBE && ins->visible) {


			if (ins->visible && reflection_probe_cull_count<MAX_REFLECTION_PROBES_CULLED) {

				InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(ins->base_data);

				if (p_reflection_probe!=reflection_probe->instance) {
					//avoid entering The Matrix

					if (!reflection_probe->geometries.empty()) {
						//do not add this light if no geometry is affected by it..

						if (reflection_probe->reflection_dirty || VSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) {
							if (!reflection_probe->update_list.in_list()) {
								reflection_probe->render_step=0;
								reflection_probe_render_list.add(&reflection_probe->update_list);
							}

							reflection_probe->reflection_dirty=false;
						}

						if (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
							reflection_probe_instance_cull_result[reflection_probe_cull_count]=reflection_probe->instance;
							reflection_probe_cull_count++;
						}

					}
				}
			}

		} else if (ins->base_type==VS::INSTANCE_GI_PROBE && ins->visible) {

			InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(ins->base_data);
			if (!gi_probe->update_element.in_list()) {
				gi_probe_update_list.add(&gi_probe->update_element);
			}

		} else if ((1<<ins->base_type)&VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows!=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {

			keep=true;
#if 0
			bool discarded=false;

			if (ins->draw_range_end>0) {

				float d = cull_range.nearp.distance_to(ins->data.transform.origin);
				if (d<0)
					d=0;
				discarded=(d<ins->draw_range_begin || d>=ins->draw_range_end);


			}

			if (!discarded) {

				// test if this geometry should be visible

				if (room_cull_enabled) {


					if (ins->visible_in_all_rooms) {
						keep=true;
					} else if (ins->room) {

						if (ins->room->room_info->last_visited_pass==render_pass)
							keep=true;
					} else if (ins->auto_rooms.size()) {


						for(Set<Instance*>::Element *E=ins->auto_rooms.front();E;E=E->next()) {

							if (E->get()->room_info->last_visited_pass==render_pass) {
								keep=true;
								break;
							}
						}
					} else if(exterior_visited)
						keep=true;
				} else {

					keep=true;
				}


			}


			if (keep) {
				// update cull range
				float min,max;
				ins->transformed_aabb.project_range_in_plane(cull_range.nearp,min,max);

				if (min<cull_range.min)
					cull_range.min=min;
				if (max>cull_range.max)
					cull_range.max=max;

				if (ins->sampled_light && ins->sampled_light->gi_probe_sampler_info->last_pass!=render_pass) {
					if (light_samplers_culled<MAX_LIGHT_SAMPLERS) {
						light_sampler_cull_result[light_samplers_culled++]=ins->sampled_light;
						ins->sampled_light->gi_probe_sampler_info->last_pass=render_pass;
					}
				}
			}
#endif


			InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(ins->base_data);


			if (geom->lighting_dirty) {
				int l=0;
				//only called when lights AABB enter/exit this geometry
				ins->light_instances.resize(geom->lighting.size());

				for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {

					InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);

					ins->light_instances[l++]=light->instance;
				}

				geom->lighting_dirty=false;
			}

			if (geom->reflection_dirty) {
				int l=0;
				//only called when reflection probe AABB enter/exit this geometry
				ins->reflection_probe_instances.resize(geom->reflection_probes.size());

				for (List<Instance*>::Element *E=geom->reflection_probes.front();E;E=E->next()) {

					InstanceReflectionProbeData * reflection_probe = static_cast<InstanceReflectionProbeData*>(E->get()->base_data);

					ins->reflection_probe_instances[l++]=reflection_probe->instance;
				}

				geom->reflection_dirty=false;
			}

			if (geom->gi_probes_dirty) {
				int l=0;
				//only called when reflection probe AABB enter/exit this geometry
				ins->gi_probe_instances.resize(geom->gi_probes.size());

				for (List<Instance*>::Element *E=geom->gi_probes.front();E;E=E->next()) {

					InstanceGIProbeData * gi_probe = static_cast<InstanceGIProbeData*>(E->get()->base_data);

					ins->gi_probe_instances[l++]=gi_probe->probe_instance;
				}

				geom->gi_probes_dirty=false;
			}

			ins->depth = near_plane.distance_to(ins->transform.origin);
			ins->depth_layer=CLAMP(int(ins->depth*8/z_far),0,7);

		}

		if (!keep) {
			// remove, no reason to keep
			cull_count--;
			SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] );
			i--;
			ins->last_render_pass=0; // make invalid
		} else {

			ins->last_render_pass=render_pass;
		}
	}

	/* STEP 5 - PROCESS LIGHTS */

	RID *directional_light_ptr=&light_instance_cull_result[light_cull_count];
	int directional_light_count=0;

	// directional lights
	{

		Instance** lights_with_shadow = (Instance**)alloca(sizeof(Instance*)*scenario->directional_lights.size());
		int directional_shadow_count=0;

		for (List<Instance*>::Element *E=scenario->directional_lights.front();E;E=E->next()) {

			if (light_cull_count+directional_light_count>=MAX_LIGHTS_CULLED) {
				break;
			}

			if (!E->get()->visible)
				continue;

			InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);


			//check shadow..


			if (light && p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) {
				lights_with_shadow[directional_shadow_count++]=E->get();

			}

			//add to list

			directional_light_ptr[directional_light_count++]=light->instance;
		}

		VSG::scene_render->set_directional_shadow_count(directional_shadow_count);

		for(int i=0;i<directional_shadow_count;i++) {

			   _light_instance_update_shadow(lights_with_shadow[i],p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);

		}
	}


	{ //setup shadow maps

		//SortArray<Instance*,_InstanceLightsort> sorter;
		//sorter.sort(light_cull_result,light_cull_count);
		for (int i=0;i<light_cull_count;i++) {

			Instance *ins = light_cull_result[i];

			if (!p_shadow_atlas.is_valid() || !VSG::storage->light_has_shadow(ins->base))
				continue;

			InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);

			float coverage;

			{	//compute coverage


				Transform cam_xf = p_cam_transform;
				float zn = p_cam_projection.get_z_near();
				Plane p (cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2) ); //camera near plane

				float vp_w,vp_h; //near plane size in screen coordinates
				p_cam_projection.get_viewport_size(vp_w,vp_h);


				switch(VSG::storage->light_get_type(ins->base)) {

					case VS::LIGHT_OMNI: {

						float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE);

						//get two points parallel to near plane
						Vector3 points[2]={
							ins->transform.origin,
							ins->transform.origin+cam_xf.basis.get_axis(0)*radius
						};

						if (!p_cam_orthogonal) {
							//if using perspetive, map them to near plane
							for(int j=0;j<2;j++) {
								if (p.distance_to(points[j]) < 0 )	{
									points[j].z=-zn; //small hack to keep size constant when hitting the screen

								}

								p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane
							}


						}

						float screen_diameter = points[0].distance_to(points[1])*2;
						coverage = screen_diameter / (vp_w+vp_h);
					} break;
					case VS::LIGHT_SPOT: {

						float radius = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_RANGE);
						float angle = VSG::storage->light_get_param(ins->base,VS::LIGHT_PARAM_SPOT_ANGLE);


						float w = radius*Math::sin(Math::deg2rad(angle));
						float d = radius*Math::cos(Math::deg2rad(angle));


						Vector3 base = ins->transform.origin-ins->transform.basis.get_axis(2).normalized()*d;

						Vector3 points[2]={
							base,
							base+cam_xf.basis.get_axis(0)*w
						};

						if (!p_cam_orthogonal) {
							//if using perspetive, map them to near plane
							for(int j=0;j<2;j++) {
								if (p.distance_to(points[j]) < 0 )	{
									points[j].z=-zn; //small hack to keep size constant when hitting the screen

								}

								p.intersects_segment(cam_xf.origin,points[j],&points[j]); //map to plane
							}


						}

						float screen_diameter = points[0].distance_to(points[1])*2;
						coverage = screen_diameter / (vp_w+vp_h);


					} break;
					default: {
						ERR_PRINT("Invalid Light Type");
					}
				}

			}


			if (light->shadow_dirty) {
				light->last_version++;
				light->shadow_dirty=false;
			}


			bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas,light->instance,coverage,light->last_version);

			if (redraw) {
				print_line("redraw shadow");
				//must redraw!
				_light_instance_update_shadow(ins,p_cam_transform,p_cam_projection,p_cam_orthogonal,p_shadow_atlas,scenario);
			}

		}
	}

	/* ENVIRONMENT */

	RID environment;
	if (p_force_environment.is_valid()) //camera has more environment priority
		environment=p_force_environment;
	else if (scenario->environment.is_valid())
		environment=scenario->environment;
	else
		environment=scenario->fallback_environment;

#if 0
	/* STEP 6 - SAMPLE BAKED LIGHT */

	bool islinear =false;
	if (environment.is_valid()) {
		islinear = rasterizer->environment_is_fx_enabled(environment,VS::ENV_FX_SRGB);
	}

	for(int i=0;i<light_samplers_culled;i++) {

		_process_sampled_light(camera->transform,light_sampler_cull_result[i],islinear);
	}
#endif
	/* STEP 7 - PROCESS GEOMETRY AND DRAW SCENE*/

	VSG::scene_render->render_scene(p_cam_transform, p_cam_projection,p_cam_orthogonal,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count+directional_light_count,reflection_probe_instance_cull_result,reflection_probe_cull_count,environment,p_shadow_atlas,scenario->reflection_atlas,p_reflection_probe,p_reflection_probe_pass);


}

bool VisualServerScene::_render_reflection_probe_step(Instance* p_instance,int p_step) {

	InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData*>(p_instance->base_data);
	Scenario *scenario = p_instance->scenario;
	ERR_FAIL_COND_V(!scenario,true);

	if (p_step==0) {

		if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance,scenario->reflection_atlas)) {
			return true; //sorry, all full :(
		}
	}

	if (p_step>=0 && p_step<6) {

		static const Vector3 view_normals[6]={
			Vector3(-1, 0, 0),
			Vector3(+1, 0, 0),
			Vector3( 0,-1, 0),
			Vector3( 0,+1, 0),
			Vector3( 0, 0,-1),
			Vector3( 0, 0,+1)
		};

		Vector3 extents = VSG::storage->reflection_probe_get_extents(p_instance->base);
		Vector3 origin_offset = VSG::storage->reflection_probe_get_origin_offset(p_instance->base);
		float max_distance = VSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);


		Vector3 edge = view_normals[p_step]*extents;
		float distance = ABS(view_normals[p_step].dot(edge)-view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit

		max_distance = MAX(max_distance,distance);


		//render cubemap side
		CameraMatrix cm;
		cm.set_perspective(90,1,0.01,max_distance);


		static const Vector3 view_up[6]={
			Vector3( 0,-1, 0),
			Vector3( 0,-1, 0),
			Vector3( 0, 0,-1),
			Vector3( 0, 0,+1),
			Vector3( 0,-1, 0),
			Vector3( 0,-1, 0)
		};

		Transform local_view;
		local_view.set_look_at(origin_offset,origin_offset+view_normals[p_step],view_up[p_step]);

		Transform xform = p_instance->transform * local_view;

		RID shadow_atlas;

		if (VSG::storage->reflection_probe_renders_shadows(p_instance->base)) {

			shadow_atlas=scenario->reflection_probe_shadow_atlas;
		}

		_render_scene(xform,cm,false,RID(),VSG::storage->reflection_probe_get_cull_mask(p_instance->base),p_instance->scenario->self,shadow_atlas,reflection_probe->instance,p_step);

	} else {
		//do roughness postprocess step until it belives it's done
		return VSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
	}

	return false;
}

void VisualServerScene::_gi_probe_fill_local_data(int p_idx, int p_level, int p_x, int p_y, int p_z, const GIProbeDataCell* p_cell, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, Vector<uint32_t> *prev_cell) {

	if (p_level==p_header->cell_subdiv-1) {

		Vector3 emission;
		emission.x=(p_cell[p_idx].emission>>24)/255.0;
		emission.y=((p_cell[p_idx].emission>>16)&0xFF)/255.0;
		emission.z=((p_cell[p_idx].emission>>8)&0xFF)/255.0;
		float l = (p_cell[p_idx].emission&0xFF)/255.0;
		l*=8.0;

		emission*=l;

		p_local_data[p_idx].energy[0]=uint16_t(emission.x*1024); //go from 0 to 1024 for light
		p_local_data[p_idx].energy[1]=uint16_t(emission.y*1024); //go from 0 to 1024 for light
		p_local_data[p_idx].energy[2]=uint16_t(emission.z*1024); //go from 0 to 1024 for light
	} else {

		p_local_data[p_idx].energy[0]=0;
		p_local_data[p_idx].energy[1]=0;
		p_local_data[p_idx].energy[2]=0;

		int half=(1<<(p_header->cell_subdiv-1))>>(p_level+1);

		for(int i=0;i<8;i++) {

			uint32_t child = p_cell[p_idx].children[i];

			if (child==0xFFFFFFFF)
				continue;

			int x = p_x;
			int y = p_y;
			int z = p_z;

			if (i&1)
				x+=half;
			if (i&2)
				y+=half;
			if (i&4)
				z+=half;

			_gi_probe_fill_local_data(child,p_level+1,x,y,z,p_cell,p_header,p_local_data,prev_cell);
		}
	}

	//position for each part of the mipmaped texture
	p_local_data[p_idx].pos[0]=p_x>>(p_header->cell_subdiv-p_level-1);
	p_local_data[p_idx].pos[1]=p_y>>(p_header->cell_subdiv-p_level-1);
	p_local_data[p_idx].pos[2]=p_z>>(p_header->cell_subdiv-p_level-1);

	prev_cell[p_level].push_back(p_idx);

}


void VisualServerScene::_gi_probe_bake_threads(void* self) {

	VisualServerScene* vss = (VisualServerScene*)self;
	vss->_gi_probe_bake_thread();
}

void VisualServerScene::_setup_gi_probe(Instance *p_instance) {


	InstanceGIProbeData *probe = static_cast<InstanceGIProbeData*>(p_instance->base_data);

	if (probe->dynamic.probe_data.is_valid()) {
		VSG::storage->free(probe->dynamic.probe_data);
		probe->dynamic.probe_data=RID();
	}

	probe->dynamic.light_data=VSG::storage->gi_probe_get_dynamic_data(p_instance->base);

	if (probe->dynamic.light_data.size()==0)
		return;
	//using dynamic data
	PoolVector<int>::Read r=probe->dynamic.light_data.read();

	const GIProbeDataHeader *header = (GIProbeDataHeader *)r.ptr();

	probe->dynamic.local_data.resize(header->cell_count);

	int cell_count = probe->dynamic.local_data.size();
	PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe->dynamic.local_data.write();
	const GIProbeDataCell *cells = (GIProbeDataCell*)&r[16];

	probe->dynamic.level_cell_lists.resize(header->cell_subdiv);

	_gi_probe_fill_local_data(0,0,0,0,0,cells,header,ldw.ptr(),probe->dynamic.level_cell_lists.ptr());

	bool compress = VSG::storage->gi_probe_is_compressed(p_instance->base);

	probe->dynamic.compression = compress ? VSG::storage->gi_probe_get_dynamic_data_get_preferred_compression() : RasterizerStorage::GI_PROBE_UNCOMPRESSED;

	probe->dynamic.probe_data=VSG::storage->gi_probe_dynamic_data_create(header->width,header->height,header->depth,probe->dynamic.compression);

	probe->dynamic.bake_dynamic_range=VSG::storage->gi_probe_get_dynamic_range(p_instance->base);

	probe->dynamic.mipmaps_3d.clear();

	probe->dynamic.grid_size[0]=header->width;
	probe->dynamic.grid_size[1]=header->height;
	probe->dynamic.grid_size[2]=header->depth;

	int size_limit = 1;
	int size_divisor = 1;

	if (probe->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) {
		print_line("S3TC");
		size_limit=4;
		size_divisor=4;
	}
	for(int i=0;i<(int)header->cell_subdiv;i++) {

		uint32_t x = header->width >> i;
		uint32_t y = header->height >> i;
		uint32_t z = header->depth >> i;

		//create and clear mipmap
		PoolVector<uint8_t> mipmap;
		int size = x*y*z*4;
		size/=size_divisor;
		mipmap.resize(size);
		PoolVector<uint8_t>::Write w = mipmap.write();
		zeromem(w.ptr(),size);
		w = PoolVector<uint8_t>::Write();

		probe->dynamic.mipmaps_3d.push_back(mipmap);

		if (x<=size_limit || y<=size_limit || z<=size_limit)
			break;
	}

	probe->dynamic.updating_stage=GI_UPDATE_STAGE_CHECK;
	probe->invalid=false;
	probe->dynamic.enabled=true;

	Transform cell_to_xform = VSG::storage->gi_probe_get_to_cell_xform(p_instance->base);
	Rect3 bounds = VSG::storage->gi_probe_get_bounds(p_instance->base);
	float cell_size = VSG::storage->gi_probe_get_cell_size(p_instance->base);

	probe->dynamic.light_to_cell_xform=cell_to_xform * p_instance->transform.affine_inverse();

	VSG::scene_render->gi_probe_instance_set_light_data(probe->probe_instance,p_instance->base,probe->dynamic.probe_data);
	VSG::scene_render->gi_probe_instance_set_transform_to_data(probe->probe_instance,probe->dynamic.light_to_cell_xform);

	VSG::scene_render->gi_probe_instance_set_bounds(probe->probe_instance,bounds.size/cell_size);

	probe->base_version=VSG::storage->gi_probe_get_version(p_instance->base);

	//if compression is S3TC, fill it up
	if (probe->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) {

		//create all blocks
		Vector<Map<uint32_t,InstanceGIProbeData::CompBlockS3TC> > comp_blocks;
		int mipmap_count = probe->dynamic.mipmaps_3d.size();
		comp_blocks.resize(mipmap_count);

		for(int i=0;i<cell_count;i++) {

			const GIProbeDataCell &c = cells[i];
			const InstanceGIProbeData::LocalData &ld = ldw[i];
			int level = c.level_alpha>>16;
			int mipmap = header->cell_subdiv - level -1;
			if (mipmap >= mipmap_count)
				continue;//uninteresting


			int blockx = (ld.pos[0]>>2);
			int blocky = (ld.pos[1]>>2);
			int blockz = (ld.pos[2]); //compression is x/y only

			int blockw = (header->width >> mipmap) >> 2;
			int blockh = (header->height >> mipmap) >> 2;

			//print_line("cell "+itos(i)+" level "+itos(level)+"mipmap: "+itos(mipmap)+" pos: "+Vector3(blockx,blocky,blockz)+" size "+Vector2(blockw,blockh));

			uint32_t key = blockz * blockw*blockh + blocky * blockw + blockx;

			Map<uint32_t,InstanceGIProbeData::CompBlockS3TC> & cmap = comp_blocks[mipmap];

			if (!cmap.has(key)) {

				InstanceGIProbeData::CompBlockS3TC k;
				k.offset=key; //use offset as counter first
				k.source_count=0;
				cmap[key]=k;
			}

			InstanceGIProbeData::CompBlockS3TC &k=cmap[key];
			ERR_CONTINUE(k.source_count==16);
			k.sources[k.source_count++]=i;
		}

		//fix the blocks, precomputing what is needed
		probe->dynamic.mipmaps_s3tc.resize(mipmap_count);

		for(int i=0;i<mipmap_count;i++) {
			print_line("S3TC level: "+itos(i)+" blocks: "+itos(comp_blocks[i].size()));
			probe->dynamic.mipmaps_s3tc[i].resize(comp_blocks[i].size());
			PoolVector<InstanceGIProbeData::CompBlockS3TC>::Write w = probe->dynamic.mipmaps_s3tc[i].write();
			int block_idx=0;

			for (Map<uint32_t,InstanceGIProbeData::CompBlockS3TC>::Element *E=comp_blocks[i].front();E;E=E->next())  {

				InstanceGIProbeData::CompBlockS3TC k = E->get();

				//PRECOMPUTE ALPHA
				int max_alpha=-100000;
				int min_alpha=k.source_count==16 ?100000 :0; //if the block is not completely full, minimum is always 0, (and those blocks will map to 1, which will be zero)

				uint8_t alpha_block[4][4]={ {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0} };

				for(int j=0;j<k.source_count;j++) {

					int alpha = (cells[k.sources[j]].level_alpha>>8)&0xFF;
					if (alpha<min_alpha)
						min_alpha=alpha;
					if (alpha>max_alpha)
						max_alpha=alpha;
					//fill up alpha block
					alpha_block[ldw[k.sources[j]].pos[0]%4][ldw[k.sources[j]].pos[1]%4]=alpha;

				}

				//use the first mode (8 adjustable levels)
				k.alpha[0]=max_alpha;
				k.alpha[1]=min_alpha;

				uint64_t alpha_bits=0;

				if (max_alpha!=min_alpha) {

					int idx=0;

					for(int y=0;y<4;y++) {
						for(int x=0;x<4;x++) {

							//substract minimum
							uint32_t a = uint32_t(alpha_block[x][y])-min_alpha;
							//convert range to 3 bits
							a =int((a * 7.0 / (max_alpha-min_alpha))+0.5);
							a = CLAMP(a,0,7); //just to be sure
							a = 7-a; //because range is inverted in this mode
							if (a==0) {
								//do none, remain
							} else if (a==7) {
								a=1;
							} else {
								a=a+1;
							}

							alpha_bits|=uint64_t(a)<<(idx*3);
							idx++;
						}
					}
				}

				k.alpha[2]=(alpha_bits >> 0)&0xFF;
				k.alpha[3]=(alpha_bits >> 8)&0xFF;
				k.alpha[4]=(alpha_bits >> 16)&0xFF;
				k.alpha[5]=(alpha_bits >> 24)&0xFF;
				k.alpha[6]=(alpha_bits >> 32)&0xFF;
				k.alpha[7]=(alpha_bits >> 40)&0xFF;

				w[block_idx++]=k;

			}

		}
	}

}

void VisualServerScene::_gi_probe_bake_thread() {

	while(true) {

		probe_bake_sem->wait();
		if (probe_bake_thread_exit) {
			break;
		}

		Instance* to_bake=NULL;

		probe_bake_mutex->lock();

		if (!probe_bake_list.empty()) {
			to_bake=probe_bake_list.front()->get();
			probe_bake_list.pop_front();

		}
		probe_bake_mutex->unlock();

		if (!to_bake)
			continue;

		_bake_gi_probe(to_bake);
	}
}



uint32_t VisualServerScene::_gi_bake_find_cell(const GIProbeDataCell *cells,int x,int y, int z,int p_cell_subdiv) {


	uint32_t cell=0;

	int ofs_x=0;
	int ofs_y=0;
	int ofs_z=0;
	int size = 1<<(p_cell_subdiv-1);
	int half=size/2;

	if (x<0 || x>=size)
		return -1;
	if (y<0 || y>=size)
		return -1;
	if (z<0 || z>=size)
		return -1;

	for(int i=0;i<p_cell_subdiv-1;i++) {

		const GIProbeDataCell *bc = &cells[cell];

		int child = 0;
		if (x >= ofs_x + half) {
			child|=1;
			ofs_x+=half;
		}
		if (y >= ofs_y + half) {
			child|=2;
			ofs_y+=half;
		}
		if (z >= ofs_z + half) {
			child|=4;
			ofs_z+=half;
		}

		cell = bc->children[child];
		if (cell==0xFFFFFFFF)
			return 0xFFFFFFFF;

		half>>=1;
	}

	return cell;

}

static float _get_normal_advance(const Vector3& p_normal ) {

	Vector3 normal = p_normal;
	Vector3 unorm = normal.abs();

	if ( (unorm.x >= unorm.y) && (unorm.x >= unorm.z) ) {
	    // x code
	    unorm = normal.x > 0.0 ?  Vector3( 1.0, 0.0, 0.0 ) : Vector3( -1.0, 0.0, 0.0 ) ;
	} else if ( (unorm.y > unorm.x) && (unorm.y >= unorm.z) ) {
	    // y code
	    unorm = normal.y > 0.0 ?  Vector3( 0.0, 1.0, 0.0 ) :  Vector3( 0.0, -1.0, 0.0 ) ;
	} else if ( (unorm.z > unorm.x) && (unorm.z > unorm.y) ) {
	    // z code
	    unorm = normal.z > 0.0 ?  Vector3( 0.0, 0.0, 1.0 ) :  Vector3( 0.0, 0.0, -1.0 ) ;
	} else {
	    // oh-no we messed up code
	    // has to be
	    unorm = Vector3( 1.0, 0.0, 0.0 );
	}

	return 1.0/normal.dot(unorm);

}

void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header,const GIProbeDataCell *cells,InstanceGIProbeData::LocalData *local_data,const uint32_t *leaves,int leaf_count, const InstanceGIProbeData::LightCache& light_cache,int sign) {


	int light_r = int(light_cache.color.r * light_cache.energy * 1024.0)*sign;
	int light_g = int(light_cache.color.g * light_cache.energy * 1024.0)*sign;
	int light_b = int(light_cache.color.b * light_cache.energy * 1024.0)*sign;

	float limits[3]={float(header->width),float(header->height),float(header->depth)};
	Plane clip[3];
	int clip_planes=0;



	switch(light_cache.type) {

		case VS::LIGHT_DIRECTIONAL: {

			float max_len = Vector3(limits[0],limits[1],limits[2]).length()*1.1;

			Vector3 light_axis = -light_cache.transform.basis.get_axis(2).normalized();

			for(int i=0;i<3;i++) {

				if (ABS(light_axis[i])<CMP_EPSILON)
					continue;
				clip[clip_planes].normal[i]=1.0;

				if (light_axis[i]<0) {

					clip[clip_planes].d=limits[i]+1;
				} else {
					clip[clip_planes].d-=1.0;
				}

				clip_planes++;
			}

			float distance_adv = _get_normal_advance(light_axis);

			int success_count=0;

			uint64_t us = OS::get_singleton()->get_ticks_usec();

			for(int i=0;i<leaf_count;i++) {

				uint32_t idx = leaves[i];

				const GIProbeDataCell *cell = &cells[idx];
				InstanceGIProbeData::LocalData *light = &local_data[idx];

				Vector3 to(light->pos[0]+0.5,light->pos[1]+0.5,light->pos[2]+0.5);
				Vector3 norm (
							(((cells[idx].normal>>16)&0xFF)/255.0)*2.0-1.0,
							(((cells[idx].normal>>8)&0xFF)/255.0)*2.0-1.0,
							(((cells[idx].normal>>0)&0xFF)/255.0)*2.0-1.0
							 );


				float att = norm.dot(-light_axis);
				if (att<0.001) {
					//not lighting towards this
					continue;
				}

				Vector3 from = to - max_len * light_axis;

				for(int j=0;j<clip_planes;j++) {

					clip[j].intersects_segment(from,to,&from);
				}

				float distance = (to - from).length();
				distance+=distance_adv-Math::fmod(distance,distance_adv); //make it reach the center of the box always
				from = to - light_axis * distance;

				uint32_t result=0xFFFFFFFF;

				while(distance>-distance_adv) { //use this to avoid precision errors

					result = _gi_bake_find_cell(cells,int(floor(from.x)),int(floor(from.y)),int(floor(from.z)),header->cell_subdiv);
					if (result!=0xFFFFFFFF) {
						break;
					}

					from+=light_axis*distance_adv;
					distance-=distance_adv;
				}

				if (result==idx) {
					//cell hit itself! hooray!
					light->energy[0]+=int32_t(light_r*att*((cell->albedo>>16)&0xFF)/255.0);
					light->energy[1]+=int32_t(light_g*att*((cell->albedo>>8)&0xFF)/255.0);
					light->energy[2]+=int32_t(light_b*att*((cell->albedo)&0xFF)/255.0);
				success_count++;
				}
			}
			print_line("BAKE TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0));
			print_line("valid cells: "+itos(success_count));


		} break;
		case VS::LIGHT_OMNI:
		case VS::LIGHT_SPOT: {


			uint64_t us = OS::get_singleton()->get_ticks_usec();

			Vector3 light_pos = light_cache.transform.origin;
			Vector3 spot_axis = -light_cache.transform.basis.get_axis(2).normalized();


			float local_radius = light_cache.radius * light_cache.transform.basis.get_axis(2).length();

			for(int i=0;i<leaf_count;i++) {

				uint32_t idx = leaves[i];

				const GIProbeDataCell *cell = &cells[idx];
				InstanceGIProbeData::LocalData *light = &local_data[idx];

				Vector3 to(light->pos[0]+0.5,light->pos[1]+0.5,light->pos[2]+0.5);
				Vector3 norm (
							(((cells[idx].normal>>16)&0xFF)/255.0)*2.0-1.0,
							(((cells[idx].normal>>8)&0xFF)/255.0)*2.0-1.0,
							(((cells[idx].normal>>0)&0xFF)/255.0)*2.0-1.0
							 );

				Vector3 light_axis = (to - light_pos).normalized();
				float distance_adv = _get_normal_advance(light_axis);

				float att = norm.dot(-light_axis);
				if (att<0.001) {
					//not lighting towards this
					continue;
				}

				{
					float d = light_pos.distance_to(to);
					if (d+distance_adv > local_radius)
						continue; // too far away

					float dt = CLAMP((d+distance_adv)/local_radius,0,1);
					att*= powf(1.0-dt,light_cache.attenuation);
				}


				if (light_cache.type==VS::LIGHT_SPOT) {

					float angle = Math::rad2deg(acos(light_axis.dot(spot_axis)));
					if (angle > light_cache.spot_angle)
						continue;

					float d = CLAMP(angle/light_cache.spot_angle,1,0);
					att*= powf(1.0-d,light_cache.spot_attenuation);

				}

				clip_planes=0;

				for(int c=0;c<3;c++) {

					if (ABS(light_axis[c])<CMP_EPSILON)
						continue;
					clip[clip_planes].normal[c]=1.0;

					if (light_axis[c]<0) {

						clip[clip_planes].d=limits[c]+1;
					} else {
						clip[clip_planes].d-=1.0;
					}

					clip_planes++;
				}

				Vector3 from = light_pos;

				for(int j=0;j<clip_planes;j++) {

					clip[j].intersects_segment(from,to,&from);
				}

				float distance = (to - from).length();



				distance-=Math::fmod(distance,distance_adv); //make it reach the center of the box always, but this tame make it closer
				from = to - light_axis * distance;

				uint32_t result=0xFFFFFFFF;

				while(distance>-distance_adv) { //use this to avoid precision errors

					result = _gi_bake_find_cell(cells,int(floor(from.x)),int(floor(from.y)),int(floor(from.z)),header->cell_subdiv);
					if (result!=0xFFFFFFFF) {
						break;
					}

					from+=light_axis*distance_adv;
					distance-=distance_adv;
				}

				if (result==idx) {
					//cell hit itself! hooray!

					light->energy[0]+=int32_t(light_r*att*((cell->albedo>>16)&0xFF)/255.0);
					light->energy[1]+=int32_t(light_g*att*((cell->albedo>>8)&0xFF)/255.0);
					light->energy[2]+=int32_t(light_b*att*((cell->albedo)&0xFF)/255.0);

				}
			}
			print_line("BAKE TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0));


		} break;
	}
}


void VisualServerScene::_bake_gi_downscale_light(int p_idx, int p_level, const GIProbeDataCell* p_cells, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data) {

	//average light to upper level
	p_local_data[p_idx].energy[0]=0;
	p_local_data[p_idx].energy[1]=0;
	p_local_data[p_idx].energy[2]=0;

	int divisor=0;

	for(int i=0;i<8;i++) {

		uint32_t child = p_cells[p_idx].children[i];

		if (child==0xFFFFFFFF)
			continue;

		if (p_level+1 < (int)p_header->cell_subdiv-1) {
			_bake_gi_downscale_light(child,p_level+1,p_cells,p_header,p_local_data);
		}

		p_local_data[p_idx].energy[0]+=p_local_data[child].energy[0];
		p_local_data[p_idx].energy[1]+=p_local_data[child].energy[1];
		p_local_data[p_idx].energy[2]+=p_local_data[child].energy[2];
		divisor++;

	}

	//divide by eight for average
	p_local_data[p_idx].energy[0]/=divisor;
	p_local_data[p_idx].energy[1]/=divisor;
	p_local_data[p_idx].energy[2]/=divisor;

}


void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) {

	InstanceGIProbeData * probe_data = static_cast<InstanceGIProbeData*>(p_gi_probe->base_data);

	PoolVector<int>::Read r=probe_data->dynamic.light_data.read();

	const GIProbeDataHeader *header = (const GIProbeDataHeader *)r.ptr();
	const GIProbeDataCell *cells = (const GIProbeDataCell*)&r[16];

	int leaf_count = probe_data->dynamic.level_cell_lists[ header->cell_subdiv -1 ].size();
	const uint32_t *leaves = probe_data->dynamic.level_cell_lists[ header->cell_subdiv -1 ].ptr();

	PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe_data->dynamic.local_data.write();

	InstanceGIProbeData::LocalData *local_data = ldw.ptr();


	//remove what must be removed
	for (Map<RID,InstanceGIProbeData::LightCache>::Element *E=probe_data->dynamic.light_cache.front();E;E=E->next()) {

		RID rid = E->key();
		const InstanceGIProbeData::LightCache& lc = E->get();

		if (!probe_data->dynamic.light_cache_changes.has(rid) || !(probe_data->dynamic.light_cache_changes[rid]==lc)) {
			//erase light data

			_bake_gi_probe_light(header,cells,local_data,leaves,leaf_count,lc,-1);
		}

	}

	//add what must be added
	for (Map<RID,InstanceGIProbeData::LightCache>::Element *E=probe_data->dynamic.light_cache_changes.front();E;E=E->next()) {

		RID rid = E->key();
		const InstanceGIProbeData::LightCache& lc = E->get();

		if (!probe_data->dynamic.light_cache.has(rid) || !(probe_data->dynamic.light_cache[rid]==lc)) {
			//add light data

			_bake_gi_probe_light(header,cells,local_data,leaves,leaf_count,lc,1);
		}
	}

	SWAP(probe_data->dynamic.light_cache_changes,probe_data->dynamic.light_cache);

	//downscale to lower res levels
	_bake_gi_downscale_light(0,0,cells,header,local_data);

	//plot result to 3D texture!

	if (probe_data->dynamic.compression==RasterizerStorage::GI_PROBE_UNCOMPRESSED) {

		for(int i=0;i<(int)header->cell_subdiv;i++) {

			int stage = header->cell_subdiv - i -1;

			if (stage >= probe_data->dynamic.mipmaps_3d.size())
				continue; //no mipmap for this one

			print_line("generating mipmap stage: "+itos(stage));
			int level_cell_count = probe_data->dynamic.level_cell_lists[ i ].size();
			const uint32_t *level_cells = probe_data->dynamic.level_cell_lists[ i ].ptr();

			PoolVector<uint8_t>::Write lw = probe_data->dynamic.mipmaps_3d[stage].write();
			uint8_t *mipmapw = lw.ptr();

			uint32_t sizes[3]={header->width>>stage,header->height>>stage,header->depth>>stage};

			for(int j=0;j<level_cell_count;j++) {

				uint32_t idx = level_cells[j];

				uint32_t r = (uint32_t(local_data[idx].energy[0])/probe_data->dynamic.bake_dynamic_range)>>2;
				uint32_t g = (uint32_t(local_data[idx].energy[1])/probe_data->dynamic.bake_dynamic_range)>>2;
				uint32_t b = (uint32_t(local_data[idx].energy[2])/probe_data->dynamic.bake_dynamic_range)>>2;
				uint32_t a = (cells[idx].level_alpha>>8)&0xFF;

				uint32_t mm_ofs = sizes[0]*sizes[1]*(local_data[idx].pos[2]) + sizes[0]*(local_data[idx].pos[1]) + (local_data[idx].pos[0]);
				mm_ofs*=4; //for RGBA (4 bytes)

				mipmapw[mm_ofs+0]=uint8_t(CLAMP(r,0,255));
				mipmapw[mm_ofs+1]=uint8_t(CLAMP(g,0,255));
				mipmapw[mm_ofs+2]=uint8_t(CLAMP(b,0,255));
				mipmapw[mm_ofs+3]=uint8_t(CLAMP(a,0,255));


			}
		}
	} else if (probe_data->dynamic.compression==RasterizerStorage::GI_PROBE_S3TC) {


		int mipmap_count = probe_data->dynamic.mipmaps_3d.size();

		for(int mmi=0;mmi<mipmap_count;mmi++) {

			PoolVector<uint8_t>::Write mmw = probe_data->dynamic.mipmaps_3d[mmi].write();
			int block_count = probe_data->dynamic.mipmaps_s3tc[mmi].size();
			PoolVector<InstanceGIProbeData::CompBlockS3TC>::Read mmr = probe_data->dynamic.mipmaps_s3tc[mmi].read();

			for(int i=0;i<block_count;i++) {

				const InstanceGIProbeData::CompBlockS3TC& b = mmr[i];

				uint8_t *blockptr = &mmw[b.offset*16];
				copymem(blockptr,b.alpha,8); //copy alpha part, which is precomputed

				Vector3 colors[16];

				for(int j=0;j<b.source_count;j++) {

					colors[j].x=(local_data[b.sources[j]].energy[0]/float(probe_data->dynamic.bake_dynamic_range))/1024.0;
					colors[j].y=(local_data[b.sources[j]].energy[1]/float(probe_data->dynamic.bake_dynamic_range))/1024.0;
					colors[j].z=(local_data[b.sources[j]].energy[2]/float(probe_data->dynamic.bake_dynamic_range))/1024.0;
				}
				//super quick and dirty compression
				//find 2 most futher apart
				float distance=0;
				Vector3 from,to;

				if (b.source_count==16) {
					//all cells are used so, find minmax between them
					int further_apart[2]={0,0};
					for(int j=0;j<b.source_count;j++) {
						for(int k=j+1;k<b.source_count;k++) {
							float d = colors[j].distance_squared_to(colors[k]);
							if (d>distance) {
								distance=d;
								further_apart[0]=j;
								further_apart[1]=k;
							}
						}
					}

					from = colors[further_apart[0]];
					to = colors[further_apart[1]];

				} else {
					//if a block is missing, the priority is that this block remains black,
					//otherwise the geometry will appear deformed
					//correct shape wins over correct color in this case
					//average all colors first
					Vector3 average;

					for(int j=0;j<b.source_count;j++) {
						average+=colors[j];
					}
					average.normalize();
					//find max distance in normal from average
					for(int j=0;j<b.source_count;j++) {
						float d = average.dot(colors[j]);
						distance=MAX(d,distance);
					}

					from = Vector3(); //from black
					to = average * distance;
					//find max distance

				}


				int indices[16];
				uint16_t color_0=0;
				color_0 = CLAMP(int(from.x*31),0,31)<<11;
				color_0 |= CLAMP(int(from.y*63),0,63)<<5;
				color_0 |= CLAMP(int(from.z*31),0,31);

				uint16_t color_1=0;
				color_1 = CLAMP(int(to.x*31),0,31)<<11;
				color_1 |= CLAMP(int(to.y*63),0,63)<<5;
				color_1 |= CLAMP(int(to.z*31),0,31);

				if (color_1 > color_0) {
					SWAP(color_1,color_0);
					SWAP(from,to);
				}


				if (distance>0) {

					Vector3 dir = (to-from).normalized();


					for(int j=0;j<b.source_count;j++) {

						float d = (colors[j]-from).dot(dir) / distance;
						indices[j]=int(d*3+0.5);

						static const int index_swap[4]={0,3,1,2};

						indices[j]=index_swap[CLAMP(indices[j],0,3)];


					}
				} else {
					for(int j=0;j<b.source_count;j++) {
						indices[j]=0;
					}
				}

				//by default, 1 is black, otherwise it will be overriden by source

				uint32_t index_block[16]={1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1 };

				for(int j=0;j<b.source_count;j++) {

					int x=local_data[b.sources[j]].pos[0]%4;
					int y=local_data[b.sources[j]].pos[1]%4;

					index_block[y*4+x]=indices[j];
				}

				uint32_t encode=0;

				for(int j=0;j<16;j++) {
					encode|=index_block[j]<<(j*2);
				}

				blockptr[8]=color_0&0xFF;
				blockptr[9]=(color_0>>8)&0xFF;
				blockptr[10]=color_1&0xFF;
				blockptr[11]=(color_1>>8)&0xFF;
				blockptr[12]=encode&0xFF;
				blockptr[13]=(encode>>8)&0xFF;
				blockptr[14]=(encode>>16)&0xFF;
				blockptr[15]=(encode>>24)&0xFF;

			}


		}

	}


	//send back to main thread to update un little chunks
	probe_data->dynamic.updating_stage=GI_UPDATE_STAGE_UPLOADING;

}

bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) {

	InstanceGIProbeData * probe_data = static_cast<InstanceGIProbeData*>(p_gi_probe->base_data);

	probe_data->dynamic.light_cache_changes.clear();

	bool all_equal=true;


	for (List<Instance*>::Element *E=p_gi_probe->scenario->directional_lights.front();E;E=E->next()) {

		InstanceGIProbeData::LightCache lc;
		lc.type=VSG::storage->light_get_type(E->get()->base);
		lc.color=VSG::storage->light_get_color(E->get()->base);
		lc.energy=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ENERGY);
		lc.radius=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_RANGE);
		lc.attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ATTENUATION);
		lc.spot_angle=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ANGLE);
		lc.spot_attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ATTENUATION);
		lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform;

		if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self]==lc)) {
			all_equal=false;
		}

		probe_data->dynamic.light_cache_changes[E->get()->self]=lc;

	}


	for (Set<Instance*>::Element *E=probe_data->lights.front();E;E=E->next()) {

		InstanceGIProbeData::LightCache lc;
		lc.type=VSG::storage->light_get_type(E->get()->base);
		lc.color=VSG::storage->light_get_color(E->get()->base);
		lc.energy=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ENERGY);
		lc.radius=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_RANGE);
		lc.attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_ATTENUATION);
		lc.spot_angle=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ANGLE);
		lc.spot_attenuation=VSG::storage->light_get_param(E->get()->base,VS::LIGHT_PARAM_SPOT_ATTENUATION);
		lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform;

		if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self]==lc)) {
			all_equal=false;
		}

		probe_data->dynamic.light_cache_changes[E->get()->self]=lc;
	}

	//lighting changed from after to before, must do some updating
	return !all_equal || probe_data->dynamic.light_cache_changes.size()!=probe_data->dynamic.light_cache.size();

}

void VisualServerScene::render_probes() {

	/* REFLECTION PROBES */

	SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();

	bool busy=false;

	while(ref_probe) {

		SelfList<InstanceReflectionProbeData> *next=ref_probe->next();
		RID base = ref_probe->self()->owner->base;

		switch(VSG::storage->reflection_probe_get_update_mode(base)) {

			case VS::REFLECTION_PROBE_UPDATE_ONCE: {
				if (busy) //already rendering something
					break;

				bool done = _render_reflection_probe_step(ref_probe->self()->owner,ref_probe->self()->render_step);
				if (done) {
					reflection_probe_render_list.remove(ref_probe);
				} else {
					ref_probe->self()->render_step++;
				}

				busy=true; //do not render another one of this kind
			} break;
			case VS::REFLECTION_PROBE_UPDATE_ALWAYS: {

				int step=0;
				bool done=false;
				while(!done) {
					done = _render_reflection_probe_step(ref_probe->self()->owner,step);
					step++;
				}

				reflection_probe_render_list.remove(ref_probe);
			} break;

		}

		ref_probe=next;
	}

	/* GI PROBES */

	SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();

	while(gi_probe) {

		SelfList<InstanceGIProbeData> *next=gi_probe->next();

		InstanceGIProbeData *probe = gi_probe->self();
		Instance *instance_probe = probe->owner;

		//check if probe must be setup, but don't do if on the lighting thread

		bool force_lighting=false;

		if (probe->invalid || (probe->dynamic.updating_stage==GI_UPDATE_STAGE_CHECK && probe->base_version!=VSG::storage->gi_probe_get_version(instance_probe->base))) {

			_setup_gi_probe(instance_probe);
			force_lighting=true;
		}

		if (probe->invalid==false && probe->dynamic.enabled) {

			switch(probe->dynamic.updating_stage) {
				case GI_UPDATE_STAGE_CHECK: {

					if (_check_gi_probe(instance_probe) || force_lighting) {
						//send to lighting thread
						probe->dynamic.updating_stage=GI_UPDATE_STAGE_LIGHTING;

#ifndef NO_THREADS
						probe_bake_mutex->lock();
						probe_bake_list.push_back(instance_probe);
						probe_bake_mutex->unlock();
						probe_bake_sem->post();

#else

						_bake_gi_probe(instance_probe);
#endif

					}
				} break;
				case GI_UPDATE_STAGE_LIGHTING: {
					//do none, wait til done!

				} break;
				case GI_UPDATE_STAGE_UPLOADING: {

					uint64_t us = OS::get_singleton()->get_ticks_usec();

					for(int i=0;i<(int)probe->dynamic.mipmaps_3d.size();i++) {

						int mmsize = probe->dynamic.mipmaps_3d[i].size();
						PoolVector<uint8_t>::Read r = probe->dynamic.mipmaps_3d[i].read();
						VSG::storage->gi_probe_dynamic_data_update(probe->dynamic.probe_data,0,probe->dynamic.grid_size[2]>>i,i,r.ptr());
					}


					probe->dynamic.updating_stage=GI_UPDATE_STAGE_CHECK;

					//print_line("UPLOAD TIME: "+rtos((OS::get_singleton()->get_ticks_usec()-us)/1000000.0));
				} break;

			}
		}
		//_update_gi_probe(gi_probe->self()->owner);


		gi_probe=next;
	}



}

void VisualServerScene::_update_dirty_instance(Instance *p_instance) {

	if (p_instance->update_aabb)
		_update_instance_aabb(p_instance);


	if (p_instance->update_materials) {

		if (p_instance->base_type==VS::INSTANCE_MESH) {
			//remove materials no longer used and un-own them

			int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base);
			for(int i=p_instance->materials.size()-1;i>=new_mat_count;i--) {
				if (p_instance->materials[i].is_valid()) {
					VSG::storage->material_remove_instance_owner(p_instance->materials[i],p_instance);
				}
			}
			p_instance->materials.resize(new_mat_count);

			int new_blend_shape_count = VSG::storage->mesh_get_blend_shape_count(p_instance->base);
			if (new_blend_shape_count!=p_instance->blend_values.size()) {
				p_instance->blend_values.resize(new_blend_shape_count);
				for(int i=0;i<new_blend_shape_count;i++) {
					p_instance->blend_values[i]=0;
				}
			}
		}

		if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {

			InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);

			bool can_cast_shadows=true;

			if (p_instance->cast_shadows==VS::SHADOW_CASTING_SETTING_OFF) {
				can_cast_shadows=false;
			} else if (p_instance->material_override.is_valid()) {
				can_cast_shadows=VSG::storage->material_casts_shadows(p_instance->material_override);
			} else {



				if (p_instance->base_type==VS::INSTANCE_MESH) {
					RID mesh=p_instance->base;

					if (mesh.is_valid()) {
						bool cast_shadows=false;

						for(int i=0;i<p_instance->materials.size();i++) {


							RID mat = p_instance->materials[i].is_valid()?p_instance->materials[i]:VSG::storage->mesh_surface_get_material(mesh,i);

							if (!mat.is_valid()) {
								cast_shadows=true;
								break;
							}

							if (VSG::storage->material_casts_shadows(mat)) {
								cast_shadows=true;
								break;
							}
						}

						if (!cast_shadows) {
							can_cast_shadows=false;
						}
					}

				} else if (p_instance->base_type==VS::INSTANCE_MULTIMESH) {
					RID mesh = VSG::storage->multimesh_get_mesh(p_instance->base);
					if (mesh.is_valid()) {
						bool cast_shadows=false;

						int sc = VSG::storage->mesh_get_surface_count(mesh);
						for(int i=0;i<sc;i++) {

							RID mat =VSG::storage->mesh_surface_get_material(mesh,i);

							if (!mat.is_valid()) {
								cast_shadows=true;
								break;
							}

							if (VSG::storage->material_casts_shadows(mat)) {
								cast_shadows=true;
								break;
							}
						}

						if (!cast_shadows) {
							can_cast_shadows=false;
						}
					}
				} else if (p_instance->base_type==VS::INSTANCE_IMMEDIATE) {

					RID mat = VSG::storage->immediate_get_material(p_instance->base);

					if (!mat.is_valid() || VSG::storage->material_casts_shadows(mat)) {
						can_cast_shadows=true;
					} else {
						can_cast_shadows=false;
					}


				}



			}

			if (can_cast_shadows!=geom->can_cast_shadows) {
				//ability to cast shadows change, let lights now
				for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
					InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
					light->shadow_dirty=true;
				}

				geom->can_cast_shadows=can_cast_shadows;
			}
		}

	}

	_update_instance(p_instance);

	p_instance->update_aabb=false;
	p_instance->update_materials=false;

	_instance_update_list.remove( &p_instance->update_item );
}


void VisualServerScene::update_dirty_instances() {

	while(_instance_update_list.first()) {

		_update_dirty_instance( _instance_update_list.first()->self() );
	}
}

bool VisualServerScene::free(RID p_rid) {

	if (camera_owner.owns(p_rid)) {

		Camera *camera = camera_owner.get( p_rid );

		camera_owner.free(p_rid);
		memdelete(camera);

	} else if (scenario_owner.owns(p_rid)) {

		Scenario *scenario = scenario_owner.get( p_rid );

		while(scenario->instances.first()) {
			instance_set_scenario(scenario->instances.first()->self()->self,RID());
		}
		VSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
		VSG::scene_render->free(scenario->reflection_atlas);
		scenario_owner.free(p_rid);
		memdelete(scenario);

	} else if (instance_owner.owns(p_rid)) {
		// delete the instance

		update_dirty_instances();

		Instance *instance = instance_owner.get(p_rid);

		instance_set_room(p_rid,RID());
		instance_set_scenario(p_rid,RID());
		instance_set_base(p_rid,RID());
		instance_geometry_set_material_override(p_rid,RID());
		instance_attach_skeleton(p_rid,RID());

		update_dirty_instances(); //in case something changed this

		instance_owner.free(p_rid);
		memdelete(instance);
	} else {
		return false;
	}


	return true;
}

VisualServerScene *VisualServerScene::singleton=NULL;


VisualServerScene::VisualServerScene() {

#ifndef NO_THREADS
	probe_bake_sem = Semaphore::create();
	probe_bake_mutex = Mutex::create();
	probe_bake_thread = Thread::create(_gi_probe_bake_threads,this);
	probe_bake_thread_exit=false;
#endif


	render_pass=1;
	singleton=this;

}

VisualServerScene::~VisualServerScene() {

#ifndef NO_THREADS
	probe_bake_thread_exit=true;
	Thread::wait_to_finish(probe_bake_thread);
	memdelete(probe_bake_thread);
	memdelete(probe_bake_sem);
	memdelete(probe_bake_mutex);

#endif


}
