// 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 #include "BakeMesh.h" #include "LightMap.h" namespace Atomic { class Image; } namespace AtomicGlow { using namespace Atomic; // on 4 pixel boundry to prevent bilinear bleeds and for DDS 4x4 compression static const int LIGHTMAP_PADDING = 4; class LightMapPacker : public Object { ATOMIC_OBJECT(LightMapPacker, Object) public: LightMapPacker(Context* context); virtual ~LightMapPacker(); void AddRadianceMap(RadianceMap* radianceMap); void Pack(); bool SaveLightmaps(const String& projectPath, const String& scenePath); private: /// Attempts to add a radiance map to current working set bool TryAddRadianceMap(RadianceMap* radMap); void DilatedBlit(const Image* srcImage, Image* destImage, const IntRect& destRect); void EmitLightmap(unsigned lightMapID); Vector> radMaps_; Vector> lightMaps_; PODVector workingSet_; }; }