GlowTypes.h 1.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869
  1. // Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved
  2. //
  3. // Permission is hereby granted, free of charge, to any person obtaining a copy
  4. // of this software and associated documentation files (the "Software"), to deal
  5. // in the Software without restriction, including without limitation the rights
  6. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  7. // copies of the Software, and to permit persons to whom the Software is
  8. // furnished to do so, subject to the following conditions:
  9. //
  10. // The above copyright notice and this permission notice shall be included in
  11. // all copies or substantial portions of the Software.
  12. //
  13. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  14. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  15. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  16. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  17. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  18. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  19. // THE SOFTWARE.
  20. //
  21. #pragma once
  22. #include <Atomic/Math/Vector3.h>
  23. using namespace Atomic;
  24. namespace AtomicGlow
  25. {
  26. const unsigned GLOW_MAX_BOUNCE_SAMPLE_TRIANGLES = 8;
  27. enum GlowLightMode
  28. {
  29. GLOW_LIGHTMODE_UNDEFINED,
  30. GLOW_LIGHTMODE_AMBIENT,
  31. GLOW_LIGHTMODE_DIRECT,
  32. GLOW_LIGHTMODE_INDIRECT,
  33. GLOW_LIGHTMODE_COMPLETE
  34. };
  35. struct BounceSample
  36. {
  37. int triIndex_[GLOW_MAX_BOUNCE_SAMPLE_TRIANGLES];
  38. Vector3 position_;
  39. Vector3 radiance_;
  40. Vector3 srcColor_;
  41. int hits_;
  42. BounceSample()
  43. {
  44. Reset();
  45. }
  46. void Reset()
  47. {
  48. for (int i = 0; i < GLOW_MAX_BOUNCE_SAMPLE_TRIANGLES; i++)
  49. {
  50. triIndex_[i] = -1;
  51. }
  52. Vector3 v(-1, -1, -1);
  53. position_ = radiance_ = v;
  54. srcColor_ = Vector3::ZERO;
  55. hits_ = 0;
  56. }
  57. };
  58. }