IBLUtilities.h

Engine/source/T3D/lighting/IBLUtilities.h

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Detailed Description

 1
 2//-----------------------------------------------------------------------------
 3// Copyright (c) 2012 GarageGames, LLC
 4//
 5// Permission is hereby granted, free of charge, to any person obtaining a copy
 6// of this software and associated documentation files (the "Software"), to
 7// deal in the Software without restriction, including without limitation the
 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
 9// sell copies of the Software, and to permit persons to whom the Software is
10// furnished to do so, subject to the following conditions:
11//
12// The above copyright notice and this permission notice shall be included in
13// all copies or substantial portions of the Software.
14//
15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21// IN THE SOFTWARE.
22//-----------------------------------------------------------------------------
23
24#ifndef IBL_UTILS_H_
25#define IBL_UTILS_H_
26
27#ifndef _GFXTARGET_H_
28#include "gfx/gfxTarget.h"
29#endif
30
31#ifndef _GFXCUBEMAP_H_
32#include "gfx/gfxCubemap.h"
33#endif
34
35#ifndef _COLOR_H_
36#include "core/color.h"
37#endif
38
39
40namespace IBLUtilities
41{
42   void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut);
43   void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut);
44
45   void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut);
46   void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut);
47
48   void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap);
49
50   void bakeReflection(String outputPath, S32 resolution);
51
52   LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]);
53
54   MatrixF getSideMatrix(U32 side);
55
56   F32 harmonics(U32 termId, Point3F normal);
57
58   LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex);
59
60   //
61   //SH Calculations
62   // From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture
63   // With shader decode logic from https://github.com/nicknikolov/cubemap-sh
64   void calculateSHTerms(GFXCubemapHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5]);
65
66   F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height);
67
68   F32 areaElement(F32 x, F32 y);
69};
70
71#endif
72