//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "Renderer/BsIBLUtility.h" #include "Math/BsVector2I.h" namespace bs { namespace ct { const UINT32 IBLUtility::REFLECTION_CUBEMAP_SIZE = 256; const UINT32 IBLUtility::IRRADIANCE_CUBEMAP_SIZE = 32; /** Returns the size of the texture required to store the provided number of SH coefficients. */ Vector2I IBLUtility::getSHCoeffTextureSize(UINT32 numCoeffSets, UINT32 shOrder) { UINT32 coeffsPerSet = shOrder * shOrder; // Assuming the texture maximum size is 4096 UINT32 maxSetsPerRow = 4096 / coeffsPerSet; Vector2I output; output.x = (numCoeffSets > maxSetsPerRow ? maxSetsPerRow : numCoeffSets) * coeffsPerSet; output.y = 1 + numCoeffSets / (maxSetsPerRow + 1); return output; } /** Determines the position of a set of coefficients in the coefficient texture, depending on the coefficient index. */ Vector2I IBLUtility::getSHCoeffXYFromIdx(UINT32 idx, UINT32 shOrder) { UINT32 coeffsPerSet = shOrder * shOrder; // Assuming the texture maximum size is 4096 UINT32 maxSetsPerRow = 4096 / coeffsPerSet; Vector2I output; output.x = (idx % maxSetsPerRow) * coeffsPerSet; output.y = idx / maxSetsPerRow; return output; } const IBLUtility& gIBLUtility() { return IBLUtility::instance(); } }}