// Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved // // 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 using namespace Atomic; namespace AtomicGlow { const unsigned GLOW_MAX_BOUNCE_SAMPLE_TRIANGLES = 8; enum GlowLightMode { GLOW_LIGHTMODE_UNDEFINED, GLOW_LIGHTMODE_AMBIENT, GLOW_LIGHTMODE_DIRECT, GLOW_LIGHTMODE_INDIRECT, GLOW_LIGHTMODE_COMPLETE }; struct BounceSample { int triIndex_[GLOW_MAX_BOUNCE_SAMPLE_TRIANGLES]; Vector3 position_; Vector3 radiance_; Vector3 srcColor_; int hits_; BounceSample() { Reset(); } void Reset() { for (int i = 0; i < GLOW_MAX_BOUNCE_SAMPLE_TRIANGLES; i++) { triIndex_[i] = -1; } Vector3 v(-1, -1, -1); position_ = radiance_ = v; srcColor_ = Vector3::ZERO; hits_ = 0; } }; }