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