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- // 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 <Atomic/Scene/Scene.h>
- #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<BakeLight*>& lights);
- void TraceRay(LightRay* lightRay, const PODVector<AtomicGlow::BakeLight *>& 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> scene_;
- SharedPtr<EmbreeScene> embreeScene_;
- Vector<SharedPtr<BakeMesh>> bakeMeshes_;
- Vector<SharedPtr<BakeLight>> bakeLights_;
- VectorBuffer bakeData_;
- GlowLightMode currentLightMode_;
- int currentGIPass_;
- String projectPath_;
- bool standaloneMode_;
- };
- }
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