// Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved // Copyright 2009-2017 Intel Corporation // // 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. // #pragma once #include #include "BakeNode.h" namespace Atomic { class Light; class Zone; } using namespace Atomic; namespace AtomicGlow { class LightRay; class BakeMesh; class BakeLight : public BakeNode { ATOMIC_OBJECT(BakeLight, BakeNode) public: BakeLight(Context* context, SceneBaker *sceneBaker); virtual ~BakeLight(); virtual void SetLight(Atomic::Light* light) = 0; virtual void Light(LightRay* ray) = 0; protected: // Common light properties Color color_; Vector3 position_; Vector3 direction_; float range_; private: }; // Zone ambient, etc class ZoneBakeLight : public BakeLight { ATOMIC_OBJECT(ZoneBakeLight, BakeLight) public: ZoneBakeLight(Context* context, SceneBaker* sceneBaker); virtual ~ZoneBakeLight(); void Light(LightRay* lightRay); void SetLight(Atomic::Light* light) {} void SetZone(Zone* zone); protected: private: Zone* zone_; }; class DirectionalBakeLight : public BakeLight { ATOMIC_OBJECT(DirectionalBakeLight, BakeLight) public: DirectionalBakeLight(Context* context, SceneBaker* sceneBaker); virtual ~DirectionalBakeLight(); void Set(const Vector3& direction, const Vector3& radiance, float cosAngle); void Light(LightRay* lightRay); void SetLight(Atomic::Light* light); protected: private: }; class PointBakeLight : public BakeLight { ATOMIC_OBJECT(PointBakeLight, BakeLight) public: PointBakeLight(Context* context, SceneBaker* sceneBaker); virtual ~PointBakeLight(); void Light(LightRay* lightRay); void SetLight(Atomic::Light* light); protected: private: }; // BakeMesh Bounce Lighting class BounceBakeLight : public BakeLight { ATOMIC_OBJECT(BounceBakeLight, BakeLight) public: BounceBakeLight(Context* context, SceneBaker* sceneBaker); virtual ~BounceBakeLight(); void Light(LightRay* lightRay); void SetLight(Atomic::Light* light); void SetBakeMesh(BakeMesh* bakeMesh); void SetBounceSamples(const PODVector& bounceSamples); unsigned GetNumBounceSamples() const { return bounceSamples_.Size(); } protected: private: static Mutex sortMutex_; PODVector bounceSamples_; WeakPtr bakeMesh_; }; }