/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYCOMMON_IMESHBAKING_H #define CRYINCLUDE_CRYCOMMON_IMESHBAKING_H #pragma once struct SMeshBakingMaterialParams { float rayLength; float rayIndent; bool bAlphaCutout; bool bIgnore; }; struct SMeshBakingInputParams { IStatObj* pCageMesh; ICharacterInstance* pCageCharacter; IStatObj* pInputMesh; ICharacterInstance* pInputCharacter; const SMeshBakingMaterialParams* pMaterialParams; ColorF defaultBackgroundColour; ColorF dilateMagicColour; int outputTextureWidth; int outputTextureHeight; int numMaterialParams; int nLodId; bool bDoDilationPass; bool bSmoothNormals; bool bSaveSpecular; _smart_ptr pMaterial; }; struct SMeshBakingOutput { ITexture* ppOuputTexture[3]; ITexture* ppIntermediateTexture[3]; }; #endif // CRYINCLUDE_CRYCOMMON_IMESHBAKING_H