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- // 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 <Atomic/Core/Mutex.h>
- #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<BounceSample>& bounceSamples);
- unsigned GetNumBounceSamples() const { return bounceSamples_.Size(); }
- protected:
- private:
- static Mutex sortMutex_;
- PODVector<BounceSample> bounceSamples_;
- WeakPtr<BakeMesh> bakeMesh_;
- };
- }
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