// 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 "Embree.h" #include "Atomic/Math/Vector3.h" using namespace Atomic; namespace AtomicGlow { class BakeMesh; class LightRay { public: LightRay(); ~LightRay(); struct SamplePoint { SamplePoint() { Clear(); } void Clear() { bakeMesh = 0; triangle = 0; radianceX = 0; radianceY = 0; position = normal = Vector3::ZERO; uv0 = uv0 = Vector2::ZERO; } BakeMesh* bakeMesh; unsigned triangle; // coords in radiance_ unsigned radianceX; unsigned radianceY; Vector3 barycentric; Vector3 position; Vector3 normal; Vector2 uv0; Vector2 uv1; }; void SetupRay(const Vector3& origin, const Vector3& dir, float tNear = 0.001f, float tFar = 99999.0f); void ClearHit(); RTCRay rtcRay_; SamplePoint samplePoint_; }; }