Integrated Lightmap Generator

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Integrated Lightmap Generator

Postby LukasBanana » Sat Aug 29, 2009 1:07 pm

I am writing a LightmapGenerator which I want to integrate into the SoftPixel Engine to make creating levels easier.
SimpleShadows and RadioSity shall be choosable when it's finish.
I already have a beginning but I need some help, so I am searching for other programmers who have experiences in this techniques.
If anyone is interested to help me, please contact me per EMail (mail@hlc-games.de).
Then you will get an own entry on my homepage under "Credits" :) and I will send you the latest SPE version which is currently not released but used in this sub-project.
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Re: Integrated Lightmap Generator

Postby LukasBanana » Sat Feb 06, 2010 5:33 pm

A long time ago in a private living quaters far, far away I wrote that I'm developing a LightmapGenerator ^^

Now I redesigned the concept and created a new one. Now it looks good (or good enough) to use it in VideoGames.
For the next release version of the SoftPixel Engine (1.9) this tool will be available in the new namespace "tool".

Here is a screenshots of the current state (only lightmaps without other textures to see the light illumination):

Image

To have a short overview about the extreme simplicity of this tool I give the syntax of the main lightmap-generation-function:

Code: Select all
scene::Entity* generateLightmaps(
    const std::list<SCastShadowObject> &CastShadowObjects,
    const std::list<SGetShadowObject> &GetShadowObjects,
    const std::list<SLightmapLight> &LightSources,
    const video::color &AmbientColor = DEF_LIGHTMAP_AMBIENT,
    const u32 LightmapsSize = DEF_LIGHTMAP_SIZE,
    const f32 DefaultDensity = DEF_LIGHTMAP_DENSITY,
    const u32 TexelBlurRadius = DEF_LIGHTMAP_BLURRADIUS
);
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Re: Integrated Lightmap Generator

Postby Logbomb » Tue Feb 09, 2010 12:11 pm

Simplicity is a good thing ;)

This is an excellent feature for Soft Pixel to have, I am looking forward to the next release :)

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