LightRay.h 2.1 KB

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  1. // Copyright (c) 2014-2017, THUNDERBEAST GAMES LLC All rights reserved
  2. // Copyright 2009-2017 Intel Corporation
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "Embree.h"
  24. #include "Atomic/Math/Vector3.h"
  25. using namespace Atomic;
  26. namespace AtomicGlow
  27. {
  28. class BakeMesh;
  29. class LightRay
  30. {
  31. public:
  32. LightRay();
  33. ~LightRay();
  34. struct SamplePoint
  35. {
  36. SamplePoint()
  37. {
  38. Clear();
  39. }
  40. void Clear()
  41. {
  42. bakeMesh = 0;
  43. triangle = 0;
  44. radianceX = 0;
  45. radianceY = 0;
  46. position = normal = Vector3::ZERO;
  47. uv0 = uv0 = Vector2::ZERO;
  48. }
  49. BakeMesh* bakeMesh;
  50. unsigned triangle;
  51. // coords in radiance_
  52. unsigned radianceX;
  53. unsigned radianceY;
  54. Vector3 barycentric;
  55. Vector3 position;
  56. Vector3 normal;
  57. Vector2 uv0;
  58. Vector2 uv1;
  59. };
  60. void SetupRay(const Vector3& origin, const Vector3& dir, float tNear = 0.001f, float tFar = 99999.0f);
  61. void ClearHit();
  62. RTCRay rtcRay_;
  63. SamplePoint samplePoint_;
  64. };
  65. }