#pragma once namespace IBLUtilities { void GenerateIrradianceMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut); void GenerateAndSaveIrradianceMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, GFXCubemapHandle &cubemapOut); void GeneratePrefilterMap(GFXTextureTargetRef renderTarget, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut); void GenerateAndSavePrefilterMap(String outputPath, S32 resolution, GFXCubemapHandle cubemap, U32 mipLevels, GFXCubemapHandle &cubemapOut); void SaveCubeMap(String outputPath, GFXCubemapHandle &cubemap); GFXTexHandle GenerateAndSaveBRDFTexture(String outputPath, S32 resolution); void GenerateBRDFTexture(GFXTexHandle &textureOut); void bakeReflection(String outputPath, S32 resolution); LinearColorF decodeSH(Point3F normal, const LinearColorF SHTerms[9], const F32 SHConstants[5]); MatrixF getSideMatrix(U32 side); F32 harmonics(U32 termId, Point3F normal); LinearColorF sampleSide(GBitmap* cubeFaceBitmaps[6], const U32& cubemapResolution, const U32& termindex, const U32& sideIndex); // //SH Calculations // From http://sunandblackcat.com/tipFullView.php?l=eng&topicid=32&topic=Spherical-Harmonics-From-Cube-Texture // With shader decode logic from https://github.com/nicknikolov/cubemap-sh void calculateSHTerms(GFXCubemapHandle cubemap, LinearColorF SHTerms[9], F32 SHConstants[5]); F32 texelSolidAngle(F32 aU, F32 aV, U32 width, U32 height); F32 areaElement(F32 x, F32 y); };