// WBLightMapBuild.h: interface for the WBLightMapBuild class. // ////////////////////////////////////////////////////////////////////// #if !defined(AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__INCLUDED_) #define AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #include "WBLightMap.h" class WBLightMapBuild : public WBLightMap { public: D3DXVECTOR3 reflectance; float pixelarea; D3DXVECTOR3 totalenergy; float *rad; float *emm; void set_base(int flag); void alloc_data(int flag); void set_data(int flag,int x,int y,float *f); void Blurring(); void save_to_lightmap(float exposure); void illum(D3DXVECTOR3& pos,D3DXVECTOR3& color,float rad,int shadows); int emmit_light(); D3DXVECTOR3 receive_light(D3DXVECTOR3& P,D3DXVECTOR3& N,D3DXVECTOR3& E,int flag=0); D3DXVECTOR3 tri_receive_light(WBLightMapFace *f,D3DXVECTOR3& P,D3DXVECTOR3& N,D3DXVECTOR3& E,int flag=0); void compute_bgshadow(); WBLightMapBuild(int f,int p,int x,int y,int sx,int sy,int bp=3) : WBLightMap(f,p,x,y,sx,sy,bp) { reflectance = D3DXVECTOR3(1.0f,1.0f,1.0f); pixelarea=0; rad=0; emm=0; totalenergy = D3DXVECTOR3(0.0f,0.0f,0.0f); } virtual ~WBLightMapBuild(); }; #endif // !defined(AFX_WBLIGHTMAPBUILD_H__4F1BB2A5_C09E_11D7_8C7F_0040F41B957B__INCLUDED_)