// 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 "GlowTypes.h" using namespace Atomic; namespace AtomicGlow { class LightRay; class BakeMesh; class BakeLight; class EmbreeScene; class SceneBaker : public Object { ATOMIC_OBJECT(SceneBaker, Object) public: SceneBaker(Context* context, const String& projectPath); virtual ~SceneBaker(); bool Light(const GlowLightMode lightMode); void LightFinishCycle(); bool LoadScene(const String& filename); bool GenerateLightmaps(); const VectorBuffer& GetBakeData() const { return bakeData_; } GlowLightMode GetCurrentLightMode() const { return currentLightMode_; } void QueryLights(const BoundingBox& bbox, PODVector& lights); void TraceRay(LightRay* lightRay, const PODVector& bakeLights_); Scene* GetScene() const { return scene_; } EmbreeScene* GetEmbreeScene() const { return embreeScene_; } int GetCurrentGIBounce() const {return currentGIPass_; } bool WriteBakeData(VectorBuffer& buffer); bool GetStandaloneMode() const { return standaloneMode_; } void SetStandaloneMode(bool standaloneMode) { standaloneMode_ = standaloneMode; } private: //void FilterLightmap(Image* lightmap); //void EmitLightmap(int lightMapIndex); //bool TryAddStaticModelBaker(StaticModelBaker *bakeModel); bool Preprocess(); /// process direct (and ao/ambient) lighting, returns true if there is work to be done bool LightDirect(); void LightDirectFinish(); /// process a GI cycle, returns true if there is work to be done bool LightGI(); void LightGIFinish(); bool SaveLitScene(); SharedPtr scene_; SharedPtr embreeScene_; Vector> bakeMeshes_; Vector> bakeLights_; VectorBuffer bakeData_; GlowLightMode currentLightMode_; int currentGIPass_; String projectPath_; bool standaloneMode_; }; }