LightMapPacker.h 2.1 KB

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  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/Core/Object.h>
  23. #include "BakeMesh.h"
  24. #include "LightMap.h"
  25. namespace Atomic
  26. {
  27. class Image;
  28. }
  29. namespace AtomicGlow
  30. {
  31. using namespace Atomic;
  32. // on 4 pixel boundry to prevent bilinear bleeds and for DDS 4x4 compression
  33. static const int LIGHTMAP_PADDING = 4;
  34. class LightMapPacker : public Object
  35. {
  36. ATOMIC_OBJECT(LightMapPacker, Object)
  37. public:
  38. LightMapPacker(Context* context);
  39. virtual ~LightMapPacker();
  40. void AddRadianceMap(RadianceMap* radianceMap);
  41. void Pack();
  42. bool SaveLightmaps(const String& projectPath, const String& scenePath);
  43. private:
  44. /// Attempts to add a radiance map to current working set
  45. bool TryAddRadianceMap(RadianceMap* radMap);
  46. void DilatedBlit(const Image* srcImage, Image* destImage, const IntRect& destRect);
  47. void EmitLightmap(unsigned lightMapID);
  48. Vector<SharedPtr<RadianceMap>> radMaps_;
  49. Vector<SharedPtr<LightMap>> lightMaps_;
  50. PODVector<RadianceMap*> workingSet_;
  51. };
  52. }