//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef IBL_UTILS_H_ #define IBL_UTILS_H_ #ifndef _GFXTARGET_H_ #include "gfx/gfxTarget.h" #endif #ifndef _GFXCUBEMAP_H_ #include "gfx/gfxCubemap.h" #endif #ifndef _COLOR_H_ #include "core/color.h" #endif namespace IBLUtilities { void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut); void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut); void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut); void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut); void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap); void bakeReflection(String outputPath, S32 resolution); LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]); MatrixF getSideMatrix(U32 side); F32 harmonics(U32 termId, Point3F normal); LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex); // //SH Calculations // From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture // With shader decode logic from https://github.com/nicknikolov/cubemap-sh void calculateSHTerms(GFXCubemapHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5]); F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height); F32 areaElement(F32 x, F32 y); }; #endif